godot/platform/web/js/libs/library_godot_audio.js

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/**************************************************************************/
/* library_godot_audio.js */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
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/**
* @typedef { "disabled" | "forward" | "backward" | "pingpong" } LoopMode
*/
/**
* @typedef {{
* id: string
* audioBuffer: AudioBuffer
* }} SampleParams
* @typedef {{
* numberOfChannels?: number
* sampleRate?: number
* loopMode?: LoopMode
* loopBegin?: number
* loopEnd?: number
* }} SampleOptions
*/
/**
* Represents a sample, memory-wise.
* @class
*/
class Sample {
/**
* Returns a `Sample`.
* @param {string} id Id of the `Sample` to get.
* @returns {Sample}
* @throws {ReferenceError} When no `Sample` is found
*/
static getSample(id) {
if (!GodotAudio.samples.has(id)) {
throw new ReferenceError(`Could not find sample "${id}"`);
}
return GodotAudio.samples.get(id);
}
/**
* Returns a `Sample` or `null`, if it doesn't exist.
* @param {string} id Id of the `Sample` to get.
* @returns {Sample?}
*/
static getSampleOrNull(id) {
return GodotAudio.samples.get(id) ?? null;
}
/**
* Creates a `Sample` based on the params. Will register it to the
* `GodotAudio.samples` registry.
* @param {SampleParams} params Base params
* @param {SampleOptions} [options={{}}] Optional params
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* @returns {Sample}
*/
static create(params, options = {}) {
const sample = new GodotAudio.Sample(params, options);
GodotAudio.samples.set(params.id, sample);
return sample;
}
/**
* Deletes a `Sample` based on the id.
* @param {string} id `Sample` id to delete
* @returns {void}
*/
static delete(id) {
GodotAudio.samples.delete(id);
}
/**
* `Sample` constructor.
* @param {SampleParams} params Base params
* @param {SampleOptions} [options={{}}] Optional params
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*/
constructor(params, options = {}) {
/** @type {string} */
this.id = params.id;
/** @type {AudioBuffer} */
this._audioBuffer = null;
/** @type {number} */
this.numberOfChannels = options.numberOfChannels ?? 2;
/** @type {number} */
this.sampleRate = options.sampleRate ?? 44100;
/** @type {LoopMode} */
this.loopMode = options.loopMode ?? 'disabled';
/** @type {number} */
this.loopBegin = options.loopBegin ?? 0;
/** @type {number} */
this.loopEnd = options.loopEnd ?? 0;
this.setAudioBuffer(params.audioBuffer);
}
/**
* Gets the audio buffer of the sample.
* @returns {AudioBuffer}
*/
getAudioBuffer() {
return this._duplicateAudioBuffer();
}
/**
* Sets the audio buffer of the sample.
* @param {AudioBuffer} val The audio buffer to set.
* @returns {void}
*/
setAudioBuffer(val) {
this._audioBuffer = val;
}
/**
* Clears the current sample.
* @returns {void}
*/
clear() {
this.setAudioBuffer(null);
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GodotAudio.Sample.delete(this.id);
}
/**
* Returns a duplicate of the stored audio buffer.
* @returns {AudioBuffer}
*/
_duplicateAudioBuffer() {
if (this._audioBuffer == null) {
throw new Error('couldn\'t duplicate a null audioBuffer');
}
/** @type {Array<Float32Array>} */
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const channels = new Array(this._audioBuffer.numberOfChannels);
for (let i = 0; i < this._audioBuffer.numberOfChannels; i++) {
const channel = new Float32Array(this._audioBuffer.getChannelData(i));
channels[i] = channel;
}
const buffer = GodotAudio.ctx.createBuffer(
this.numberOfChannels,
this._audioBuffer.length,
this._audioBuffer.sampleRate
);
for (let i = 0; i < channels.length; i++) {
buffer.copyToChannel(channels[i], i, 0);
}
return buffer;
}
}
/**
* Represents a `SampleNode` linked to a `Bus`.
* @class
*/
class SampleNodeBus {
/**
* Creates a new `SampleNodeBus`.
* @param {Bus} bus The bus related to the new `SampleNodeBus`.
* @returns {SampleNodeBus}
*/
static create(bus) {
return new GodotAudio.SampleNodeBus(bus);
}
/**
* `SampleNodeBus` constructor.
* @param {Bus} bus The bus related to the new `SampleNodeBus`.
*/
constructor(bus) {
const NUMBER_OF_WEB_CHANNELS = 6;
/** @type {Bus} */
this._bus = bus;
/** @type {ChannelSplitterNode} */
this._channelSplitter = GodotAudio.ctx.createChannelSplitter(NUMBER_OF_WEB_CHANNELS);
/** @type {GainNode} */
this._l = GodotAudio.ctx.createGain();
/** @type {GainNode} */
this._r = GodotAudio.ctx.createGain();
/** @type {GainNode} */
this._sl = GodotAudio.ctx.createGain();
/** @type {GainNode} */
this._sr = GodotAudio.ctx.createGain();
/** @type {GainNode} */
this._c = GodotAudio.ctx.createGain();
/** @type {GainNode} */
this._lfe = GodotAudio.ctx.createGain();
/** @type {ChannelMergerNode} */
this._channelMerger = GodotAudio.ctx.createChannelMerger(NUMBER_OF_WEB_CHANNELS);
this._channelSplitter
.connect(this._l, GodotAudio.WebChannel.CHANNEL_L)
.connect(
this._channelMerger,
GodotAudio.WebChannel.CHANNEL_L,
GodotAudio.WebChannel.CHANNEL_L
);
this._channelSplitter
.connect(this._r, GodotAudio.WebChannel.CHANNEL_R)
.connect(
this._channelMerger,
GodotAudio.WebChannel.CHANNEL_L,
GodotAudio.WebChannel.CHANNEL_R
);
this._channelSplitter
.connect(this._sl, GodotAudio.WebChannel.CHANNEL_SL)
.connect(
this._channelMerger,
GodotAudio.WebChannel.CHANNEL_L,
GodotAudio.WebChannel.CHANNEL_SL
);
this._channelSplitter
.connect(this._sr, GodotAudio.WebChannel.CHANNEL_SR)
.connect(
this._channelMerger,
GodotAudio.WebChannel.CHANNEL_L,
GodotAudio.WebChannel.CHANNEL_SR
);
this._channelSplitter
.connect(this._c, GodotAudio.WebChannel.CHANNEL_C)
.connect(
this._channelMerger,
GodotAudio.WebChannel.CHANNEL_L,
GodotAudio.WebChannel.CHANNEL_C
);
this._channelSplitter
.connect(this._lfe, GodotAudio.WebChannel.CHANNEL_L)
.connect(
this._channelMerger,
GodotAudio.WebChannel.CHANNEL_L,
GodotAudio.WebChannel.CHANNEL_LFE
);
this._channelMerger.connect(this._bus.getInputNode());
}
/**
* Returns the input node.
* @returns {AudioNode}
*/
getInputNode() {
return this._channelSplitter;
}
/**
* Returns the output node.
* @returns {AudioNode}
*/
getOutputNode() {
return this._channelMerger;
}
/**
* Sets the volume for each (split) channel.
* @param {Float32Array} volume Volume array from the engine for each channel.
* @returns {void}
*/
setVolume(volume) {
if (volume.length !== GodotAudio.MAX_VOLUME_CHANNELS) {
throw new Error(
`Volume length isn't "${GodotAudio.MAX_VOLUME_CHANNELS}", is ${volume.length} instead`
);
}
this._l.gain.value = volume[GodotAudio.GodotChannel.CHANNEL_L] ?? 0;
this._r.gain.value = volume[GodotAudio.GodotChannel.CHANNEL_R] ?? 0;
this._sl.gain.value = volume[GodotAudio.GodotChannel.CHANNEL_SL] ?? 0;
this._sr.gain.value = volume[GodotAudio.GodotChannel.CHANNEL_SR] ?? 0;
this._c.gain.value = volume[GodotAudio.GodotChannel.CHANNEL_C] ?? 0;
this._lfe.gain.value = volume[GodotAudio.GodotChannel.CHANNEL_LFE] ?? 0;
}
/**
* Clears the current `SampleNodeBus` instance.
* @returns {void}
*/
clear() {
this._bus = null;
this._channelSplitter.disconnect();
this._channelSplitter = null;
this._l.disconnect();
this._l = null;
this._r.disconnect();
this._r = null;
this._sl.disconnect();
this._sl = null;
this._sr.disconnect();
this._sr = null;
this._c.disconnect();
this._c = null;
this._lfe.disconnect();
this._lfe = null;
this._channelMerger.disconnect();
this._channelMerger = null;
}
}
/**
* @typedef {{
* id: string
* streamObjectId: string
* busIndex: number
* }} SampleNodeParams
* @typedef {{
* offset?: number
* playbackRate?: number
* startTime?: number
* pitchScale?: number
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* loopMode?: LoopMode
* volume?: Float32Array
* start?: boolean
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* }} SampleNodeOptions
*/
/**
* Represents an `AudioNode` of a `Sample`.
* @class
*/
class SampleNode {
/**
* Returns a `SampleNode`.
* @param {string} id Id of the `SampleNode`.
* @returns {SampleNode}
* @throws {ReferenceError} When no `SampleNode` is not found
*/
static getSampleNode(id) {
if (!GodotAudio.sampleNodes.has(id)) {
throw new ReferenceError(`Could not find sample node "${id}"`);
}
return GodotAudio.sampleNodes.get(id);
}
/**
* Returns a `SampleNode`, returns null if not found.
* @param {string} id Id of the SampleNode.
* @returns {SampleNode?}
*/
static getSampleNodeOrNull(id) {
return GodotAudio.sampleNodes.get(id) ?? null;
}
/**
* Stops a `SampleNode` by id.
* @param {string} id Id of the `SampleNode` to stop.
* @returns {void}
*/
static stopSampleNode(id) {
const sampleNode = GodotAudio.SampleNode.getSampleNodeOrNull(id);
if (sampleNode == null) {
return;
}
sampleNode.stop();
}
/**
* Pauses the `SampleNode` by id.
* @param {string} id Id of the `SampleNode` to pause.
* @param {boolean} enable State of the pause
* @returns {void}
*/
static pauseSampleNode(id, enable) {
const sampleNode = GodotAudio.SampleNode.getSampleNodeOrNull(id);
if (sampleNode == null) {
return;
}
sampleNode.pause(enable);
}
/**
* Creates a `SampleNode` based on the params. Will register the `SampleNode` to
* the `GodotAudio.sampleNodes` regisery.
* @param {SampleNodeParams} params Base params.
* @param {SampleNodeOptions} options Optional params.
* @returns {SampleNode}
*/
static create(params, options = {}) {
const sampleNode = new GodotAudio.SampleNode(params, options);
GodotAudio.sampleNodes.set(params.id, sampleNode);
return sampleNode;
}
/**
* Deletes a `SampleNode` based on the id.
* @param {string} id Id of the `SampleNode` to delete.
* @returns {void}
*/
static delete(id) {
GodotAudio.sampleNodes.delete(id);
}
/**
* @param {SampleNodeParams} params Base params
* @param {SampleNodeOptions} [options={{}}] Optional params
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*/
constructor(params, options = {}) {
/** @type {string} */
this.id = params.id;
/** @type {string} */
this.streamObjectId = params.streamObjectId;
/** @type {number} */
this.offset = options.offset ?? 0;
/** @type {number} */
this._playbackPosition = options.offset;
/** @type {number} */
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this.startTime = options.startTime ?? 0;
/** @type {boolean} */
this.isPaused = false;
/** @type {boolean} */
this.isStarted = false;
/** @type {boolean} */
this.isCanceled = false;
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/** @type {number} */
this.pauseTime = 0;
/** @type {number} */
this._playbackRate = 44100;
/** @type {LoopMode} */
this.loopMode = options.loopMode ?? this.getSample().loopMode ?? 'disabled';
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/** @type {number} */
this._pitchScale = options.pitchScale ?? 1;
/** @type {number} */
this._sourceStartTime = 0;
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/** @type {Map<Bus, SampleNodeBus>} */
this._sampleNodeBuses = new Map();
/** @type {AudioBufferSourceNode | null} */
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this._source = GodotAudio.ctx.createBufferSource();
this._onended = null;
/** @type {AudioWorkletNode | null} */
this._positionWorklet = null;
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this.setPlaybackRate(options.playbackRate ?? 44100);
this._source.buffer = this.getSample().getAudioBuffer();
this._addEndedListener();
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const bus = GodotAudio.Bus.getBus(params.busIndex);
const sampleNodeBus = this.getSampleNodeBus(bus);
sampleNodeBus.setVolume(options.volume);
this.connectPositionWorklet(options.start);
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}
/**
* Gets the playback rate.
* @returns {number}
*/
getPlaybackRate() {
return this._playbackRate;
}
/**
* Gets the playback position.
* @returns {number}
*/
getPlaybackPosition() {
return this._playbackPosition;
}
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/**
* Sets the playback rate.
* @param {number} val Value to set.
* @returns {void}
*/
setPlaybackRate(val) {
this._playbackRate = val;
this._syncPlaybackRate();
}
/**
* Gets the pitch scale.
* @returns {number}
*/
getPitchScale() {
return this._pitchScale;
}
/**
* Sets the pitch scale.
* @param {number} val Value to set.
* @returns {void}
*/
setPitchScale(val) {
this._pitchScale = val;
this._syncPlaybackRate();
}
/**
* Returns the linked `Sample`.
* @returns {Sample}
*/
getSample() {
return GodotAudio.Sample.getSample(this.streamObjectId);
}
/**
* Returns the output node.
* @returns {AudioNode}
*/
getOutputNode() {
return this._source;
}
/**
* Starts the `SampleNode`.
* @returns {void}
*/
start() {
if (this.isStarted) {
return;
}
this._resetSourceStartTime();
this._source.start(this.startTime, this.offset);
this.isStarted = true;
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}
/**
* Stops the `SampleNode`.
* @returns {void}
*/
stop() {
this.clear();
}
/**
* Restarts the `SampleNode`.
*/
restart() {
this.isPaused = false;
this.pauseTime = 0;
this._resetSourceStartTime();
this._restart();
}
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/**
* Pauses the `SampleNode`.
* @param {boolean} [enable=true] State of the pause.
* @returns {void}
*/
pause(enable = true) {
if (enable) {
this._pause();
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return;
}
this._unpause();
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}
/**
* Connects an AudioNode to the output node of this `SampleNode`.
* @param {AudioNode} node AudioNode to connect.
* @returns {void}
*/
connect(node) {
return this.getOutputNode().connect(node);
}
/**
* Sets the volumes of the `SampleNode` for each buses passed in parameters.
* @param {Array<Bus>} buses
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* @param {Float32Array} volumes
*/
setVolumes(buses, volumes) {
for (let busIdx = 0; busIdx < buses.length; busIdx++) {
const sampleNodeBus = this.getSampleNodeBus(buses[busIdx]);
sampleNodeBus.setVolume(
volumes.slice(
busIdx * GodotAudio.MAX_VOLUME_CHANNELS,
(busIdx * GodotAudio.MAX_VOLUME_CHANNELS) + GodotAudio.MAX_VOLUME_CHANNELS
)
);
}
}
/**
* Returns the SampleNodeBus based on the bus in parameters.
* @param {Bus} bus Bus to get the SampleNodeBus from.
* @returns {SampleNodeBus}
*/
getSampleNodeBus(bus) {
if (!this._sampleNodeBuses.has(bus)) {
const sampleNodeBus = GodotAudio.SampleNodeBus.create(bus);
this._sampleNodeBuses.set(bus, sampleNodeBus);
this._source.connect(sampleNodeBus.getInputNode());
}
return this._sampleNodeBuses.get(bus);
}
/**
* Sets up and connects the source to the GodotPositionReportingProcessor
* If the worklet module is not loaded in, it will be added
*/
connectPositionWorklet(start) {
try {
this._positionWorklet = this.createPositionWorklet();
this._source.connect(this._positionWorklet);
if (start) {
this.start();
}
} catch (error) {
if (error?.name !== 'InvalidStateError') {
throw error;
}
const path = GodotConfig.locate_file('godot.audio.position.worklet.js');
GodotAudio.ctx.audioWorklet
.addModule(path)
.then(() => {
if (!this.isCanceled) {
this._positionWorklet = this.createPositionWorklet();
this._source.connect(this._positionWorklet);
if (start) {
this.start();
}
}
}).catch((addModuleError) => {
GodotRuntime.error('Failed to create PositionWorklet.', addModuleError);
});
}
}
/**
* Creates the AudioWorkletProcessor used to track playback position.
* @returns {AudioWorkletNode}
*/
createPositionWorklet() {
const worklet = new AudioWorkletNode(
GodotAudio.ctx,
'godot-position-reporting-processor'
);
worklet.port.onmessage = (event) => {
switch (event.data['type']) {
case 'position':
this._playbackPosition = (parseInt(event.data.data, 10) / this.getSample().sampleRate) + this.offset;
break;
default:
// Do nothing.
}
};
return worklet;
}
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/**
* Clears the `SampleNode`.
* @returns {void}
*/
clear() {
this.isCanceled = true;
this.isPaused = false;
this.pauseTime = 0;
if (this._source != null) {
this._source.removeEventListener('ended', this._onended);
this._onended = null;
if (this.isStarted) {
this._source.stop();
}
this._source.disconnect();
this._source = null;
}
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for (const sampleNodeBus of this._sampleNodeBuses.values()) {
sampleNodeBus.clear();
}
this._sampleNodeBuses.clear();
if (this._positionWorklet) {
this._positionWorklet.disconnect();
this._positionWorklet.port.onmessage = null;
this._positionWorklet = null;
}
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GodotAudio.SampleNode.delete(this.id);
}
/**
* Resets the source start time
* @returns {void}
*/
_resetSourceStartTime() {
this._sourceStartTime = GodotAudio.ctx.currentTime;
}
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/**
* Syncs the `AudioNode` playback rate based on the `SampleNode` playback rate and pitch scale.
* @returns {void}
*/
_syncPlaybackRate() {
this._source.playbackRate.value = this.getPlaybackRate() * this.getPitchScale();
}
/**
* Restarts the `SampleNode`.
* Honors `isPaused` and `pauseTime`.
* @returns {void}
*/
_restart() {
if (this._source != null) {
this._source.disconnect();
}
this._source = GodotAudio.ctx.createBufferSource();
this._source.buffer = this.getSample().getAudioBuffer();
// Make sure that we connect the new source to the sample node bus.
for (const sampleNodeBus of this._sampleNodeBuses.values()) {
this.connect(sampleNodeBus.getInputNode());
}
this._addEndedListener();
const pauseTime = this.isPaused
? this.pauseTime
: 0;
this.connectPositionWorklet();
this._source.start(this.startTime, this.offset + pauseTime);
this.isStarted = true;
}
/**
* Pauses the `SampleNode`.
* @returns {void}
*/
_pause() {
this.isPaused = true;
this.pauseTime = (GodotAudio.ctx.currentTime - this._sourceStartTime) / this.getPlaybackRate();
this._source.stop();
}
/**
* Unpauses the `SampleNode`.
* @returns {void}
*/
_unpause() {
this._restart();
this.isPaused = false;
this.pauseTime = 0;
}
/**
* Adds an "ended" listener to the source node to repeat it if necessary.
* @returns {void}
*/
_addEndedListener() {
if (this._onended != null) {
this._source.removeEventListener('ended', this._onended);
}
/** @type {SampleNode} */
// eslint-disable-next-line consistent-this
const self = this;
this._onended = (_) => {
if (self.isPaused) {
return;
}
switch (self.getSample().loopMode) {
case 'disabled': {
const id = this.id;
self.stop();
if (GodotAudio.sampleFinishedCallback != null) {
const idCharPtr = GodotRuntime.allocString(id);
GodotAudio.sampleFinishedCallback(idCharPtr);
GodotRuntime.free(idCharPtr);
}
} break;
case 'forward':
case 'backward':
self.restart();
break;
default:
// do nothing
}
};
this._source.addEventListener('ended', this._onended);
}
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}
/**
* Collection of nodes to represents a Godot Engine audio bus.
* @class
*/
class Bus {
/**
* Returns the number of registered buses.
* @returns {number}
*/
static getCount() {
return GodotAudio.buses.length;
}
/**
* Sets the number of registered buses.
* Will delete buses if lower than the current number.
* @param {number} val Count of registered buses.
* @returns {void}
*/
static setCount(val) {
const buses = GodotAudio.buses;
if (val === buses.length) {
return;
}
if (val < buses.length) {
// TODO: what to do with nodes connected to the deleted buses?
const deletedBuses = buses.slice(val);
for (let i = 0; i < deletedBuses.length; i++) {
const deletedBus = deletedBuses[i];
deletedBus.clear();
}
GodotAudio.buses = buses.slice(0, val);
return;
}
for (let i = GodotAudio.buses.length; i < val; i++) {
GodotAudio.Bus.create();
}
}
/**
* Returns a `Bus` based on it's index number.
* @param {number} index
* @returns {Bus}
* @throws {ReferenceError} If the index value is outside the registry.
*/
static getBus(index) {
if (index < 0 || index >= GodotAudio.buses.length) {
throw new ReferenceError(`invalid bus index "${index}"`);
}
return GodotAudio.buses[index];
}
/**
* Returns a `Bus` based on it's index number. Returns null if it doesn't exist.
* @param {number} index
* @returns {Bus?}
*/
static getBusOrNull(index) {
if (index < 0 || index >= GodotAudio.buses.length) {
return null;
}
return GodotAudio.buses[index];
}
/**
* Move a bus from an index to another.
* @param {number} fromIndex From index
* @param {number} toIndex To index
* @returns {void}
*/
static move(fromIndex, toIndex) {
const movedBus = GodotAudio.Bus.getBus(fromIndex);
const buses = GodotAudio.buses.filter((_, i) => i !== fromIndex);
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// Inserts at index.
buses.splice(toIndex - 1, 0, movedBus);
GodotAudio.buses = buses;
}
/**
* Adds a new bus at the specified index.
* @param {number} index Index to add a new bus.
* @returns {void}
*/
static addAt(index) {
const newBus = GodotAudio.Bus.create();
if (index !== newBus.getId()) {
GodotAudio.Bus.move(newBus.getId(), index);
}
}
/**
* Creates a `Bus` and registers it.
* @returns {Bus}
*/
static create() {
const newBus = new GodotAudio.Bus();
const isFirstBus = GodotAudio.buses.length === 0;
GodotAudio.buses.push(newBus);
if (isFirstBus) {
newBus.setSend(null);
} else {
newBus.setSend(GodotAudio.Bus.getBus(0));
}
return newBus;
}
/**
* `Bus` constructor.
*/
constructor() {
/** @type {Set<SampleNode>} */
this._sampleNodes = new Set();
/** @type {boolean} */
this.isSolo = false;
/** @type {Bus?} */
this._send = null;
/** @type {GainNode} */
this._gainNode = GodotAudio.ctx.createGain();
/** @type {GainNode} */
this._soloNode = GodotAudio.ctx.createGain();
/** @type {GainNode} */
this._muteNode = GodotAudio.ctx.createGain();
this._gainNode
.connect(this._soloNode)
.connect(this._muteNode);
}
/**
* Returns the current id of the bus (its index).
* @returns {number}
*/
getId() {
return GodotAudio.buses.indexOf(this);
}
/**
* Returns the bus volume db value.
* @returns {number}
*/
getVolumeDb() {
return GodotAudio.linear_to_db(this._gainNode.gain.value);
}
/**
* Sets the bus volume db value.
* @param {number} val Value to set
* @returns {void}
*/
setVolumeDb(val) {
const linear = GodotAudio.db_to_linear(val);
if (isFinite(linear)) {
this._gainNode.gain.value = linear;
}
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}
/**
* Returns the "send" bus.
* If null, this bus sends its contents directly to the output.
* If not null, this bus sends its contents to another bus.
* @returns {Bus?}
*/
getSend() {
return this._send;
}
/**
* Sets the "send" bus.
* If null, this bus sends its contents directly to the output.
* If not null, this bus sends its contents to another bus.
*
* **Note:** if null, `getId()` must be equal to 0. Otherwise, it will throw.
* @param {Bus?} val
* @returns {void}
* @throws {Error} When val is `null` and `getId()` isn't equal to 0
*/
setSend(val) {
this._send = val;
if (val == null) {
if (this.getId() == 0) {
this.getOutputNode().connect(GodotAudio.ctx.destination);
return;
}
throw new Error(
`Cannot send to "${val}" without the bus being at index 0 (current index: ${this.getId()})`
);
}
this.connect(val);
}
/**
* Returns the input node of the bus.
* @returns {AudioNode}
*/
getInputNode() {
return this._gainNode;
}
/**
* Returns the output node of the bus.
* @returns {AudioNode}
*/
getOutputNode() {
return this._muteNode;
}
/**
* Sets the mute status of the bus.
* @param {boolean} enable
*/
mute(enable) {
this._muteNode.gain.value = enable ? 0 : 1;
}
/**
* Sets the solo status of the bus.
* @param {boolean} enable
*/
solo(enable) {
if (this.isSolo === enable) {
return;
}
if (enable) {
if (GodotAudio.busSolo != null && GodotAudio.busSolo !== this) {
GodotAudio.busSolo._disableSolo();
}
this._enableSolo();
return;
}
this._disableSolo();
}
/**
* Wrapper to simply add a sample node to the bus.
* @param {SampleNode} sampleNode `SampleNode` to remove
* @returns {void}
*/
addSampleNode(sampleNode) {
this._sampleNodes.add(sampleNode);
sampleNode.getOutputNode().connect(this.getInputNode());
}
/**
* Wrapper to simply remove a sample node from the bus.
* @param {SampleNode} sampleNode `SampleNode` to remove
* @returns {void}
*/
removeSampleNode(sampleNode) {
this._sampleNodes.delete(sampleNode);
sampleNode.getOutputNode().disconnect();
}
/**
* Wrapper to simply connect to another bus.
* @param {Bus} bus
* @returns {void}
*/
connect(bus) {
if (bus == null) {
throw new Error('cannot connect to null bus');
}
this.getOutputNode().disconnect();
this.getOutputNode().connect(bus.getInputNode());
return bus;
}
/**
* Clears the current bus.
* @returns {void}
*/
clear() {
GodotAudio.buses = GodotAudio.buses.filter((v) => v !== this);
}
_syncSampleNodes() {
const sampleNodes = Array.from(this._sampleNodes);
for (let i = 0; i < sampleNodes.length; i++) {
const sampleNode = sampleNodes[i];
sampleNode.getOutputNode().disconnect();
sampleNode.getOutputNode().connect(this.getInputNode());
}
}
/**
* Process to enable solo.
* @returns {void}
*/
_enableSolo() {
this.isSolo = true;
GodotAudio.busSolo = this;
this._soloNode.gain.value = 1;
const otherBuses = GodotAudio.buses.filter(
(otherBus) => otherBus !== this
);
for (let i = 0; i < otherBuses.length; i++) {
const otherBus = otherBuses[i];
otherBus._soloNode.gain.value = 0;
}
}
/**
* Process to disable solo.
* @returns {void}
*/
_disableSolo() {
this.isSolo = false;
GodotAudio.busSolo = null;
this._soloNode.gain.value = 1;
const otherBuses = GodotAudio.buses.filter(
(otherBus) => otherBus !== this
);
for (let i = 0; i < otherBuses.length; i++) {
const otherBus = otherBuses[i];
otherBus._soloNode.gain.value = 1;
}
}
}
const _GodotAudio = {
$GodotAudio__deps: ['$GodotRuntime', '$GodotOS'],
$GodotAudio: {
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/**
* Max number of volume channels.
*/
MAX_VOLUME_CHANNELS: 8,
/**
* Represents the index of each sound channel relative to the engine.
*/
GodotChannel: Object.freeze({
CHANNEL_L: 0,
CHANNEL_R: 1,
CHANNEL_C: 3,
CHANNEL_LFE: 4,
CHANNEL_RL: 5,
CHANNEL_RR: 6,
CHANNEL_SL: 7,
CHANNEL_SR: 8,
}),
/**
* Represents the index of each sound channel relative to the Web Audio API.
*/
WebChannel: Object.freeze({
CHANNEL_L: 0,
CHANNEL_R: 1,
CHANNEL_SL: 2,
CHANNEL_SR: 3,
CHANNEL_C: 4,
CHANNEL_LFE: 5,
}),
// `Sample` class
/**
* Registry of `Sample`s.
* @type {Map<string, Sample>}
*/
samples: null,
Sample,
// `SampleNodeBus` class
SampleNodeBus,
// `SampleNode` class
/**
* Registry of `SampleNode`s.
* @type {Map<string, SampleNode>}
*/
sampleNodes: null,
SampleNode,
// `Bus` class
/**
* Registry of `Bus`es.
* @type {Array<Bus>}
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*/
buses: null,
/**
* Reference to the current bus in solo mode.
* @type {Bus | null}
*/
busSolo: null,
Bus,
/**
* Callback to signal that a sample has finished.
* @type {(playbackObjectIdPtr: number) => void | null}
*/
sampleFinishedCallback: null,
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/** @type {AudioContext} */
ctx: null,
input: null,
driver: null,
interval: 0,
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/**
* Converts linear volume to Db.
* @param {number} linear Linear value to convert.
* @returns {number}
*/
linear_to_db: function (linear) {
// eslint-disable-next-line no-loss-of-precision
return Math.log(linear) * 8.6858896380650365530225783783321;
},
/**
* Converts Db volume to linear.
* @param {number} db Db value to convert.
* @returns {number}
*/
db_to_linear: function (db) {
// eslint-disable-next-line no-loss-of-precision
return Math.exp(db * 0.11512925464970228420089957273422);
},
init: function (mix_rate, latency, onstatechange, onlatencyupdate) {
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// Initialize classes static values.
GodotAudio.samples = new Map();
GodotAudio.sampleNodes = new Map();
GodotAudio.buses = [];
GodotAudio.busSolo = null;
const opts = {};
// If mix_rate is 0, let the browser choose.
if (mix_rate) {
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GodotAudio.sampleRate = mix_rate;
opts['sampleRate'] = mix_rate;
}
// Do not specify, leave 'interactive' for good performance.
// opts['latencyHint'] = latency / 1000;
const ctx = new (window.AudioContext || window.webkitAudioContext)(opts);
GodotAudio.ctx = ctx;
ctx.onstatechange = function () {
let state = 0;
switch (ctx.state) {
case 'suspended':
state = 0;
break;
case 'running':
state = 1;
break;
case 'closed':
state = 2;
break;
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default:
// Do nothing.
}
onstatechange(state);
};
ctx.onstatechange(); // Immediately notify state.
// Update computed latency
GodotAudio.interval = setInterval(function () {
let computed_latency = 0;
if (ctx.baseLatency) {
computed_latency += GodotAudio.ctx.baseLatency;
}
if (ctx.outputLatency) {
computed_latency += GodotAudio.ctx.outputLatency;
}
onlatencyupdate(computed_latency);
}, 1000);
GodotOS.atexit(GodotAudio.close_async);
return ctx.destination.channelCount;
},
create_input: function (callback) {
if (GodotAudio.input) {
return 0; // Already started.
}
function gotMediaInput(stream) {
try {
GodotAudio.input = GodotAudio.ctx.createMediaStreamSource(stream);
callback(GodotAudio.input);
} catch (e) {
GodotRuntime.error('Failed creating input.', e);
}
}
if (navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
navigator.mediaDevices.getUserMedia({
'audio': true,
}).then(gotMediaInput, function (e) {
GodotRuntime.error('Error getting user media.', e);
});
} else {
if (!navigator.getUserMedia) {
navigator.getUserMedia = navigator.webkitGetUserMedia || navigator.mozGetUserMedia;
}
if (!navigator.getUserMedia) {
GodotRuntime.error('getUserMedia not available.');
return 1;
}
navigator.getUserMedia({
'audio': true,
}, gotMediaInput, function (e) {
GodotRuntime.print(e);
});
}
return 0;
},
close_async: function (resolve, reject) {
const ctx = GodotAudio.ctx;
GodotAudio.ctx = null;
// Audio was not initialized.
if (!ctx) {
resolve();
return;
}
// Remove latency callback
if (GodotAudio.interval) {
clearInterval(GodotAudio.interval);
GodotAudio.interval = 0;
}
// Disconnect input, if it was started.
if (GodotAudio.input) {
GodotAudio.input.disconnect();
GodotAudio.input = null;
}
// Disconnect output
let closed = Promise.resolve();
if (GodotAudio.driver) {
closed = GodotAudio.driver.close();
}
closed.then(function () {
return ctx.close();
}).then(function () {
ctx.onstatechange = null;
resolve();
}).catch(function (e) {
ctx.onstatechange = null;
GodotRuntime.error('Error closing AudioContext', e);
resolve();
});
},
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/**
* Triggered when a sample node needs to start.
* @param {string} playbackObjectId The unique id of the sample playback
* @param {string} streamObjectId The unique id of the stream
* @param {number} busIndex Index of the bus currently binded to the sample playback
* @param {SampleNodeOptions} startOptions Optional params
* @returns {void}
*/
start_sample: function (
playbackObjectId,
streamObjectId,
busIndex,
startOptions
) {
GodotAudio.SampleNode.stopSampleNode(playbackObjectId);
GodotAudio.SampleNode.create(
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{
busIndex,
id: playbackObjectId,
streamObjectId,
},
startOptions
);
},
/**
* Triggered when a sample node needs to be stopped.
* @param {string} playbackObjectId Id of the sample playback
* @returns {void}
*/
stop_sample: function (playbackObjectId) {
GodotAudio.SampleNode.stopSampleNode(playbackObjectId);
},
/**
* Triggered when a sample node needs to be paused or unpaused.
* @param {string} playbackObjectId Id of the sample playback
* @param {boolean} pause State of the pause
* @returns {void}
*/
sample_set_pause: function (playbackObjectId, pause) {
GodotAudio.SampleNode.pauseSampleNode(playbackObjectId, pause);
},
/**
* Triggered when a sample node needs its pitch scale to be updated.
* @param {string} playbackObjectId Id of the sample playback
* @param {number} pitchScale Pitch scale of the sample playback
* @returns {void}
*/
update_sample_pitch_scale: function (playbackObjectId, pitchScale) {
const sampleNode = GodotAudio.SampleNode.getSampleNodeOrNull(playbackObjectId);
if (sampleNode == null) {
return;
}
sampleNode.setPitchScale(pitchScale);
},
/**
* Triggered when a sample node volumes need to be updated.
* @param {string} playbackObjectId Id of the sample playback
* @param {Array<number>} busIndexes Indexes of the buses that need to be updated
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* @param {Float32Array} volumes Array of the volumes
* @returns {void}
*/
sample_set_volumes_linear: function (playbackObjectId, busIndexes, volumes) {
const sampleNode = GodotAudio.SampleNode.getSampleNodeOrNull(playbackObjectId);
if (sampleNode == null) {
return;
}
const buses = busIndexes.map((busIndex) => GodotAudio.Bus.getBus(busIndex));
sampleNode.setVolumes(buses, volumes);
},
/**
* Triggered when the bus count changes.
* @param {number} count Number of buses
* @returns {void}
*/
set_sample_bus_count: function (count) {
GodotAudio.Bus.setCount(count);
},
/**
* Triggered when a bus needs to be removed.
* @param {number} index Bus index
* @returns {void}
*/
remove_sample_bus: function (index) {
const bus = GodotAudio.Bus.getBus(index);
bus.clear();
},
/**
* Triggered when a bus needs to be at the desired position.
* @param {number} atPos Position to add the bus
* @returns {void}
*/
add_sample_bus: function (atPos) {
GodotAudio.Bus.addAt(atPos);
},
/**
* Triggered when a bus needs to be moved.
* @param {number} busIndex Index of the bus to move
* @param {number} toPos Index of the new position of the bus
* @returns {void}
*/
move_sample_bus: function (busIndex, toPos) {
GodotAudio.Bus.move(busIndex, toPos);
},
/**
* Triggered when the "send" value of a bus changes.
* @param {number} busIndex Index of the bus to update the "send" value
* @param {number} sendIndex Index of the bus that is the new "send"
* @returns {void}
*/
set_sample_bus_send: function (busIndex, sendIndex) {
const bus = GodotAudio.Bus.getBus(busIndex);
bus.setSend(GodotAudio.Bus.getBus(sendIndex));
},
/**
* Triggered when a bus needs its volume db to be updated.
* @param {number} busIndex Index of the bus to update its volume db
* @param {number} volumeDb Volume of the bus
* @returns {void}
*/
set_sample_bus_volume_db: function (busIndex, volumeDb) {
const bus = GodotAudio.Bus.getBus(busIndex);
bus.setVolumeDb(volumeDb);
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},
/**
* Triggered when a bus needs to update its solo status
* @param {number} busIndex Index of the bus to update its solo status
* @param {boolean} enable Status of the solo
* @returns {void}
*/
set_sample_bus_solo: function (busIndex, enable) {
const bus = GodotAudio.Bus.getBus(busIndex);
bus.solo(enable);
},
/**
* Triggered when a bus needs to update its mute status
* @param {number} busIndex Index of the bus to update its mute status
* @param {boolean} enable Status of the mute
* @returns {void}
*/
set_sample_bus_mute: function (busIndex, enable) {
const bus = GodotAudio.Bus.getBus(busIndex);
bus.mute(enable);
},
},
godot_audio_is_available__sig: 'i',
godot_audio_is_available__proxy: 'sync',
godot_audio_is_available: function () {
if (!(window.AudioContext || window.webkitAudioContext)) {
return 0;
}
return 1;
},
godot_audio_has_worklet__proxy: 'sync',
godot_audio_has_worklet__sig: 'i',
godot_audio_has_worklet: function () {
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return GodotAudio.ctx && GodotAudio.ctx.audioWorklet ? 1 : 0;
},
godot_audio_has_script_processor__proxy: 'sync',
godot_audio_has_script_processor__sig: 'i',
godot_audio_has_script_processor: function () {
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return GodotAudio.ctx && GodotAudio.ctx.createScriptProcessor ? 1 : 0;
},
godot_audio_init__proxy: 'sync',
godot_audio_init__sig: 'iiiii',
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godot_audio_init: function (
p_mix_rate,
p_latency,
p_state_change,
p_latency_update
) {
const statechange = GodotRuntime.get_func(p_state_change);
const latencyupdate = GodotRuntime.get_func(p_latency_update);
const mix_rate = GodotRuntime.getHeapValue(p_mix_rate, 'i32');
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const channels = GodotAudio.init(
mix_rate,
p_latency,
statechange,
latencyupdate
);
GodotRuntime.setHeapValue(p_mix_rate, GodotAudio.ctx.sampleRate, 'i32');
return channels;
},
godot_audio_resume__proxy: 'sync',
godot_audio_resume__sig: 'v',
godot_audio_resume: function () {
if (GodotAudio.ctx && GodotAudio.ctx.state !== 'running') {
GodotAudio.ctx.resume();
}
},
godot_audio_input_start__proxy: 'sync',
godot_audio_input_start__sig: 'i',
godot_audio_input_start: function () {
return GodotAudio.create_input(function (input) {
input.connect(GodotAudio.driver.get_node());
});
},
godot_audio_input_stop__proxy: 'sync',
godot_audio_input_stop__sig: 'v',
godot_audio_input_stop: function () {
if (GodotAudio.input) {
const tracks = GodotAudio.input['mediaStream']['getTracks']();
for (let i = 0; i < tracks.length; i++) {
tracks[i]['stop']();
}
GodotAudio.input.disconnect();
GodotAudio.input = null;
}
},
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godot_audio_sample_stream_is_registered__proxy: 'sync',
godot_audio_sample_stream_is_registered__sig: 'ii',
/**
* Returns if the sample stream is registered
* @param {number} streamObjectIdStrPtr Pointer of the streamObjectId
* @returns {number}
*/
godot_audio_sample_stream_is_registered: function (streamObjectIdStrPtr) {
const streamObjectId = GodotRuntime.parseString(streamObjectIdStrPtr);
return Number(GodotAudio.Sample.getSampleOrNull(streamObjectId) != null);
},
godot_audio_sample_register_stream__proxy: 'sync',
godot_audio_sample_register_stream__sig: 'viiiiiii',
/**
* Registers a stream.
* @param {number} streamObjectIdStrPtr StreamObjectId pointer
* @param {number} framesPtr Frames pointer
* @param {number} framesTotal Frames total value
* @param {number} loopModeStrPtr Loop mode pointer
* @param {number} loopBegin Loop begin value
* @param {number} loopEnd Loop end value
* @returns {void}
*/
godot_audio_sample_register_stream: function (
streamObjectIdStrPtr,
framesPtr,
framesTotal,
loopModeStrPtr,
loopBegin,
loopEnd
) {
const BYTES_PER_FLOAT32 = 4;
const streamObjectId = GodotRuntime.parseString(streamObjectIdStrPtr);
const loopMode = GodotRuntime.parseString(loopModeStrPtr);
const numberOfChannels = 2;
const sampleRate = GodotAudio.ctx.sampleRate;
/** @type {Float32Array} */
const subLeft = GodotRuntime.heapSub(HEAPF32, framesPtr, framesTotal);
/** @type {Float32Array} */
const subRight = GodotRuntime.heapSub(
HEAPF32,
framesPtr + framesTotal * BYTES_PER_FLOAT32,
framesTotal
);
const audioBuffer = GodotAudio.ctx.createBuffer(
numberOfChannels,
framesTotal,
sampleRate
);
audioBuffer.copyToChannel(new Float32Array(subLeft), 0, 0);
audioBuffer.copyToChannel(new Float32Array(subRight), 1, 0);
GodotAudio.Sample.create(
{
id: streamObjectId,
audioBuffer,
},
{
loopBegin,
loopEnd,
loopMode,
numberOfChannels,
sampleRate,
}
);
},
godot_audio_sample_unregister_stream__proxy: 'sync',
godot_audio_sample_unregister_stream__sig: 'vi',
/**
* Unregisters a stream.
* @param {number} streamObjectIdStrPtr StreamObjectId pointer
* @returns {void}
*/
godot_audio_sample_unregister_stream: function (streamObjectIdStrPtr) {
const streamObjectId = GodotRuntime.parseString(streamObjectIdStrPtr);
const sample = GodotAudio.Sample.getSampleOrNull(streamObjectId);
if (sample != null) {
sample.clear();
}
},
godot_audio_sample_start__proxy: 'sync',
godot_audio_sample_start__sig: 'viiiifi',
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/**
* Starts a sample.
* @param {number} playbackObjectIdStrPtr Playback object id pointer
* @param {number} streamObjectIdStrPtr Stream object id pointer
* @param {number} busIndex Bus index
* @param {number} offset Sample offset
* @param {number} pitchScale Pitch scale
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* @param {number} volumePtr Volume pointer
* @returns {void}
*/
godot_audio_sample_start: function (
playbackObjectIdStrPtr,
streamObjectIdStrPtr,
busIndex,
offset,
pitchScale,
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volumePtr
) {
/** @type {string} */
const playbackObjectId = GodotRuntime.parseString(playbackObjectIdStrPtr);
/** @type {string} */
const streamObjectId = GodotRuntime.parseString(streamObjectIdStrPtr);
/** @type {Float32Array} */
const volume = GodotRuntime.heapSub(HEAPF32, volumePtr, 8);
/** @type {SampleNodeOptions} */
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const startOptions = {
offset,
volume,
playbackRate: 1,
pitchScale,
start: true,
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};
GodotAudio.start_sample(
playbackObjectId,
streamObjectId,
busIndex,
startOptions
);
},
godot_audio_sample_stop__proxy: 'sync',
godot_audio_sample_stop__sig: 'vi',
/**
* Stops a sample from playing.
* @param {number} playbackObjectIdStrPtr Playback object id pointer
* @returns {void}
*/
godot_audio_sample_stop: function (playbackObjectIdStrPtr) {
const playbackObjectId = GodotRuntime.parseString(playbackObjectIdStrPtr);
GodotAudio.stop_sample(playbackObjectId);
},
godot_audio_sample_set_pause__proxy: 'sync',
godot_audio_sample_set_pause__sig: 'vii',
/**
* Sets the pause state of a sample.
* @param {number} playbackObjectIdStrPtr Playback object id pointer
* @param {number} pause Pause state
*/
godot_audio_sample_set_pause: function (playbackObjectIdStrPtr, pause) {
const playbackObjectId = GodotRuntime.parseString(playbackObjectIdStrPtr);
GodotAudio.sample_set_pause(playbackObjectId, Boolean(pause));
},
godot_audio_sample_is_active__proxy: 'sync',
godot_audio_sample_is_active__sig: 'ii',
/**
* Returns if the sample is active.
* @param {number} playbackObjectIdStrPtr Playback object id pointer
* @returns {number}
*/
godot_audio_sample_is_active: function (playbackObjectIdStrPtr) {
const playbackObjectId = GodotRuntime.parseString(playbackObjectIdStrPtr);
return Number(GodotAudio.sampleNodes.has(playbackObjectId));
},
godot_audio_get_sample_playback_position__proxy: 'sync',
godot_audio_get_sample_playback_position__sig: 'di',
/**
* Returns the position of the playback position.
* @param {number} playbackObjectIdStrPtr Playback object id pointer
* @returns {number}
*/
godot_audio_get_sample_playback_position: function (playbackObjectIdStrPtr) {
const playbackObjectId = GodotRuntime.parseString(playbackObjectIdStrPtr);
const sampleNode = GodotAudio.SampleNode.getSampleNodeOrNull(playbackObjectId);
if (sampleNode == null) {
return 0;
}
return sampleNode.getPlaybackPosition();
},
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godot_audio_sample_update_pitch_scale__proxy: 'sync',
godot_audio_sample_update_pitch_scale__sig: 'vii',
/**
* Updates the pitch scale of a sample.
* @param {number} playbackObjectIdStrPtr Playback object id pointer
* @param {number} pitchScale Pitch scale value
* @returns {void}
*/
godot_audio_sample_update_pitch_scale: function (
playbackObjectIdStrPtr,
pitchScale
) {
const playbackObjectId = GodotRuntime.parseString(playbackObjectIdStrPtr);
GodotAudio.update_sample_pitch_scale(playbackObjectId, pitchScale);
},
godot_audio_sample_set_volumes_linear__proxy: 'sync',
godot_audio_sample_set_volumes_linear__sig: 'vii',
/**
* Sets the volumes linear of each mentioned bus for the sample.
* @param {number} playbackObjectIdStrPtr Playback object id pointer
* @param {number} busesPtr Buses array pointer
* @param {number} busesSize Buses array size
* @param {number} volumesPtr Volumes array pointer
* @param {number} volumesSize Volumes array size
* @returns {void}
*/
godot_audio_sample_set_volumes_linear: function (
playbackObjectIdStrPtr,
busesPtr,
busesSize,
volumesPtr,
volumesSize
) {
/** @type {string} */
const playbackObjectId = GodotRuntime.parseString(playbackObjectIdStrPtr);
/** @type {Uint32Array} */
const buses = GodotRuntime.heapSub(HEAP32, busesPtr, busesSize);
/** @type {Float32Array} */
const volumes = GodotRuntime.heapSub(HEAPF32, volumesPtr, volumesSize);
GodotAudio.sample_set_volumes_linear(
playbackObjectId,
Array.from(buses),
volumes
);
},
godot_audio_sample_bus_set_count__proxy: 'sync',
godot_audio_sample_bus_set_count__sig: 'vi',
/**
* Sets the bus count.
* @param {number} count Bus count
* @returns {void}
*/
godot_audio_sample_bus_set_count: function (count) {
GodotAudio.set_sample_bus_count(count);
},
godot_audio_sample_bus_remove__proxy: 'sync',
godot_audio_sample_bus_remove__sig: 'vi',
/**
* Removes a bus.
* @param {number} index Index of the bus to remove
* @returns {void}
*/
godot_audio_sample_bus_remove: function (index) {
GodotAudio.remove_sample_bus(index);
},
godot_audio_sample_bus_add__proxy: 'sync',
godot_audio_sample_bus_add__sig: 'vi',
/**
* Adds a bus at the defined position.
* @param {number} atPos Position to add the bus
* @returns {void}
*/
godot_audio_sample_bus_add: function (atPos) {
GodotAudio.add_sample_bus(atPos);
},
godot_audio_sample_bus_move__proxy: 'sync',
godot_audio_sample_bus_move__sig: 'vii',
/**
* Moves the bus from a position to another.
* @param {number} fromPos Position of the bus to move
* @param {number} toPos Final position of the bus
* @returns {void}
*/
godot_audio_sample_bus_move: function (fromPos, toPos) {
GodotAudio.move_sample_bus(fromPos, toPos);
},
godot_audio_sample_bus_set_send__proxy: 'sync',
godot_audio_sample_bus_set_send__sig: 'vii',
/**
* Sets the "send" of a bus.
* @param {number} bus Position of the bus to set the send
* @param {number} sendIndex Position of the "send" bus
* @returns {void}
*/
godot_audio_sample_bus_set_send: function (bus, sendIndex) {
GodotAudio.set_sample_bus_send(bus, sendIndex);
},
godot_audio_sample_bus_set_volume_db__proxy: 'sync',
godot_audio_sample_bus_set_volume_db__sig: 'vii',
/**
* Sets the volume db of a bus.
* @param {number} bus Position of the bus to set the volume db
* @param {number} volumeDb Volume db to set
* @returns {void}
*/
godot_audio_sample_bus_set_volume_db: function (bus, volumeDb) {
GodotAudio.set_sample_bus_volume_db(bus, volumeDb);
},
godot_audio_sample_bus_set_solo__proxy: 'sync',
godot_audio_sample_bus_set_solo__sig: 'vii',
/**
* Sets the state of solo for a bus
* @param {number} bus Position of the bus to set the solo state
* @param {number} enable State of the solo
* @returns {void}
*/
godot_audio_sample_bus_set_solo: function (bus, enable) {
GodotAudio.set_sample_bus_solo(bus, Boolean(enable));
},
godot_audio_sample_bus_set_mute__proxy: 'sync',
godot_audio_sample_bus_set_mute__sig: 'vii',
/**
* Sets the state of mute for a bus
* @param {number} bus Position of the bus to set the mute state
* @param {number} enable State of the mute
* @returns {void}
*/
godot_audio_sample_bus_set_mute: function (bus, enable) {
GodotAudio.set_sample_bus_mute(bus, Boolean(enable));
},
godot_audio_sample_set_finished_callback__proxy: 'sync',
godot_audio_sample_set_finished_callback__sig: 'vi',
/**
* Sets the finished callback
* @param {Number} callbackPtr Finished callback pointer
* @returns {void}
*/
godot_audio_sample_set_finished_callback: function (callbackPtr) {
GodotAudio.sampleFinishedCallback = GodotRuntime.get_func(callbackPtr);
},
};
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autoAddDeps(_GodotAudio, '$GodotAudio');
mergeInto(LibraryManager.library, _GodotAudio);
/**
* The AudioWorklet API driver, used when threads are available.
*/
const GodotAudioWorklet = {
$GodotAudioWorklet__deps: ['$GodotAudio', '$GodotConfig'],
$GodotAudioWorklet: {
promise: null,
worklet: null,
ring_buffer: null,
create: function (channels) {
const path = GodotConfig.locate_file('godot.audio.worklet.js');
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GodotAudioWorklet.promise = GodotAudio.ctx.audioWorklet
.addModule(path)
.then(function () {
GodotAudioWorklet.worklet = new AudioWorkletNode(
GodotAudio.ctx,
'godot-processor',
{
outputChannelCount: [channels],
}
);
return Promise.resolve();
});
GodotAudio.driver = GodotAudioWorklet;
},
start: function (in_buf, out_buf, state) {
GodotAudioWorklet.promise.then(function () {
const node = GodotAudioWorklet.worklet;
node.connect(GodotAudio.ctx.destination);
node.port.postMessage({
'cmd': 'start',
'data': [state, in_buf, out_buf],
});
node.port.onmessage = function (event) {
GodotRuntime.error(event.data);
};
});
},
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start_no_threads: function (
p_out_buf,
p_out_size,
out_callback,
p_in_buf,
p_in_size,
in_callback
) {
function RingBuffer() {
let wpos = 0;
let rpos = 0;
let pending_samples = 0;
const wbuf = new Float32Array(p_out_size);
function send(port) {
if (pending_samples === 0) {
return;
}
const buffer = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
const size = buffer.length;
const tot_sent = pending_samples;
out_callback(wpos, pending_samples);
if (wpos + pending_samples >= size) {
const high = size - wpos;
wbuf.set(buffer.subarray(wpos, size));
pending_samples -= high;
wpos = 0;
}
if (pending_samples > 0) {
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wbuf.set(
buffer.subarray(wpos, wpos + pending_samples),
tot_sent - pending_samples
);
}
port.postMessage({ 'cmd': 'chunk', 'data': wbuf.subarray(0, tot_sent) });
wpos += pending_samples;
pending_samples = 0;
}
this.receive = function (recv_buf) {
const buffer = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
const from = rpos;
let to_write = recv_buf.length;
let high = 0;
if (rpos + to_write >= p_in_size) {
high = p_in_size - rpos;
buffer.set(recv_buf.subarray(0, high), rpos);
to_write -= high;
rpos = 0;
}
if (to_write) {
buffer.set(recv_buf.subarray(high, to_write), rpos);
}
in_callback(from, recv_buf.length);
rpos += to_write;
};
this.consumed = function (size, port) {
pending_samples += size;
send(port);
};
}
GodotAudioWorklet.ring_buffer = new RingBuffer();
GodotAudioWorklet.promise.then(function () {
const node = GodotAudioWorklet.worklet;
const buffer = GodotRuntime.heapSlice(HEAPF32, p_out_buf, p_out_size);
node.connect(GodotAudio.ctx.destination);
node.port.postMessage({
'cmd': 'start_nothreads',
'data': [buffer, p_in_size],
});
node.port.onmessage = function (event) {
if (!GodotAudioWorklet.worklet) {
return;
}
if (event.data['cmd'] === 'read') {
const read = event.data['data'];
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GodotAudioWorklet.ring_buffer.consumed(
read,
GodotAudioWorklet.worklet.port
);
} else if (event.data['cmd'] === 'input') {
const buf = event.data['data'];
if (buf.length > p_in_size) {
GodotRuntime.error('Input chunk is too big');
return;
}
GodotAudioWorklet.ring_buffer.receive(buf);
} else {
GodotRuntime.error(event.data);
}
};
});
},
get_node: function () {
return GodotAudioWorklet.worklet;
},
close: function () {
return new Promise(function (resolve, reject) {
if (GodotAudioWorklet.promise === null) {
return;
}
const p = GodotAudioWorklet.promise;
p.then(function () {
GodotAudioWorklet.worklet.port.postMessage({
'cmd': 'stop',
'data': null,
});
GodotAudioWorklet.worklet.disconnect();
GodotAudioWorklet.worklet.port.onmessage = null;
GodotAudioWorklet.worklet = null;
GodotAudioWorklet.promise = null;
resolve();
}).catch(function (err) {
// Aborted?
GodotRuntime.error(err);
});
});
},
},
godot_audio_worklet_create__proxy: 'sync',
godot_audio_worklet_create__sig: 'ii',
godot_audio_worklet_create: function (channels) {
try {
GodotAudioWorklet.create(channels);
} catch (e) {
GodotRuntime.error('Error starting AudioDriverWorklet', e);
return 1;
}
return 0;
},
godot_audio_worklet_start__proxy: 'sync',
godot_audio_worklet_start__sig: 'viiiii',
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godot_audio_worklet_start: function (
p_in_buf,
p_in_size,
p_out_buf,
p_out_size,
p_state
) {
const out_buffer = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
const in_buffer = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
const state = GodotRuntime.heapSub(HEAP32, p_state, 4);
GodotAudioWorklet.start(in_buffer, out_buffer, state);
},
godot_audio_worklet_start_no_threads__proxy: 'sync',
godot_audio_worklet_start_no_threads__sig: 'viiiiii',
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godot_audio_worklet_start_no_threads: function (
p_out_buf,
p_out_size,
p_out_callback,
p_in_buf,
p_in_size,
p_in_callback
) {
const out_callback = GodotRuntime.get_func(p_out_callback);
const in_callback = GodotRuntime.get_func(p_in_callback);
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GodotAudioWorklet.start_no_threads(
p_out_buf,
p_out_size,
out_callback,
p_in_buf,
p_in_size,
in_callback
);
},
godot_audio_worklet_state_wait__sig: 'iiii',
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godot_audio_worklet_state_wait: function (
p_state,
p_idx,
p_expected,
p_timeout
) {
Atomics.wait(HEAP32, (p_state >> 2) + p_idx, p_expected, p_timeout);
return Atomics.load(HEAP32, (p_state >> 2) + p_idx);
},
godot_audio_worklet_state_add__sig: 'iiii',
godot_audio_worklet_state_add: function (p_state, p_idx, p_value) {
return Atomics.add(HEAP32, (p_state >> 2) + p_idx, p_value);
},
godot_audio_worklet_state_get__sig: 'iii',
godot_audio_worklet_state_get: function (p_state, p_idx) {
return Atomics.load(HEAP32, (p_state >> 2) + p_idx);
},
};
autoAddDeps(GodotAudioWorklet, '$GodotAudioWorklet');
mergeInto(LibraryManager.library, GodotAudioWorklet);
/*
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* The ScriptProcessorNode API, used when threads are disabled.
*/
const GodotAudioScript = {
$GodotAudioScript__deps: ['$GodotAudio'],
$GodotAudioScript: {
script: null,
create: function (buffer_length, channel_count) {
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GodotAudioScript.script = GodotAudio.ctx.createScriptProcessor(
buffer_length,
2,
channel_count
);
GodotAudio.driver = GodotAudioScript;
return GodotAudioScript.script.bufferSize;
},
start: function (p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess) {
GodotAudioScript.script.onaudioprocess = function (event) {
// Read input
const inb = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
const input = event.inputBuffer;
if (GodotAudio.input) {
const inlen = input.getChannelData(0).length;
for (let ch = 0; ch < 2; ch++) {
const data = input.getChannelData(ch);
for (let s = 0; s < inlen; s++) {
inb[s * 2 + ch] = data[s];
}
}
}
// Let Godot process the input/output.
onprocess();
// Write the output.
const outb = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
const output = event.outputBuffer;
const channels = output.numberOfChannels;
for (let ch = 0; ch < channels; ch++) {
const data = output.getChannelData(ch);
// Loop through samples and assign computed values.
for (let sample = 0; sample < data.length; sample++) {
data[sample] = outb[sample * channels + ch];
}
}
};
GodotAudioScript.script.connect(GodotAudio.ctx.destination);
},
get_node: function () {
return GodotAudioScript.script;
},
close: function () {
return new Promise(function (resolve, reject) {
GodotAudioScript.script.disconnect();
GodotAudioScript.script.onaudioprocess = null;
GodotAudioScript.script = null;
resolve();
});
},
},
godot_audio_script_create__proxy: 'sync',
godot_audio_script_create__sig: 'iii',
godot_audio_script_create: function (buffer_length, channel_count) {
const buf_len = GodotRuntime.getHeapValue(buffer_length, 'i32');
try {
const out_len = GodotAudioScript.create(buf_len, channel_count);
GodotRuntime.setHeapValue(buffer_length, out_len, 'i32');
} catch (e) {
GodotRuntime.error('Error starting AudioDriverScriptProcessor', e);
return 1;
}
return 0;
},
godot_audio_script_start__proxy: 'sync',
godot_audio_script_start__sig: 'viiiii',
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godot_audio_script_start: function (
p_in_buf,
p_in_size,
p_out_buf,
p_out_size,
p_cb
) {
const onprocess = GodotRuntime.get_func(p_cb);
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GodotAudioScript.start(
p_in_buf,
p_in_size,
p_out_buf,
p_out_size,
onprocess
);
},
};
autoAddDeps(GodotAudioScript, '$GodotAudioScript');
mergeInto(LibraryManager.library, GodotAudioScript);