godot/platform/javascript/audio_driver_javascript.h

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/*************************************************************************/
/* audio_driver_javascript.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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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#ifndef AUDIO_DRIVER_JAVASCRIPT_H
#define AUDIO_DRIVER_JAVASCRIPT_H
#include "core/os/mutex.h"
#include "core/os/thread.h"
#include "servers/audio_server.h"
#include "godot_audio.h"
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class AudioDriverJavaScript : public AudioDriver {
public:
class AudioNode {
public:
virtual int create(int p_buffer_size, int p_output_channels) = 0;
virtual void start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) = 0;
virtual void finish() {}
virtual void lock() {}
virtual void unlock() {}
virtual ~AudioNode() {}
};
class WorkletNode : public AudioNode {
private:
enum {
STATE_LOCK,
STATE_PROCESS,
STATE_SAMPLES_IN,
STATE_SAMPLES_OUT,
STATE_MAX,
};
Mutex mutex;
Thread *thread = nullptr;
bool quit = false;
int32_t state[STATE_MAX] = { 0 };
static void _audio_thread_func(void *p_data);
public:
int create(int p_buffer_size, int p_output_channels) override;
void start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) override;
void finish() override;
void lock() override;
void unlock() override;
};
class ScriptProcessorNode : public AudioNode {
private:
static void _process_callback();
public:
int create(int p_buffer_samples, int p_channels) override;
void start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) override;
};
private:
AudioNode *node = nullptr;
float *output_rb = nullptr;
float *input_rb = nullptr;
int buffer_length = 0;
int mix_rate = 0;
int channel_count = 0;
int state = 0;
float output_latency = 0.0;
static void _state_change_callback(int p_state);
static void _latency_update_callback(float p_latency);
protected:
void _audio_driver_process(int p_from = 0, int p_samples = 0);
void _audio_driver_capture(int p_from = 0, int p_samples = 0);
public:
static bool is_available();
static AudioDriverJavaScript *singleton;
virtual const char *get_name() const;
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virtual Error init();
virtual void start();
void resume();
virtual float get_latency();
virtual int get_mix_rate() const;
virtual SpeakerMode get_speaker_mode() const;
virtual void lock();
virtual void unlock();
virtual void finish();
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virtual Error capture_start();
virtual Error capture_stop();
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AudioDriverJavaScript();
};
#endif