[HTML5] Fix errors when Mic is not allowed.
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@ -189,7 +189,9 @@ Error AudioDriverJavaScript::capture_start() {
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lock();
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input_buffer_init(buffer_length);
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unlock();
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godot_audio_capture_start();
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if (godot_audio_capture_start()) {
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return FAILED;
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}
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return OK;
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}
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@ -41,7 +41,7 @@ extern int godot_audio_is_available();
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extern int godot_audio_init(int p_mix_rate, int p_latency, void (*_state_cb)(int), void (*_latency_cb)(float));
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extern void godot_audio_resume();
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extern void godot_audio_capture_start();
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extern int godot_audio_capture_start();
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extern void godot_audio_capture_stop();
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// Worklet
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@ -77,28 +77,37 @@ const GodotAudio = {
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create_input: function (callback) {
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if (GodotAudio.input) {
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return; // Already started.
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return 0; // Already started.
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}
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function gotMediaInput(stream) {
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GodotAudio.input = GodotAudio.ctx.createMediaStreamSource(stream);
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callback(GodotAudio.input);
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try {
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GodotAudio.input = GodotAudio.ctx.createMediaStreamSource(stream);
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callback(GodotAudio.input);
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} catch (e) {
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GodotRuntime.error('Failed creaating input.', e);
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}
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}
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if (navigator.mediaDevices.getUserMedia) {
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if (navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
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navigator.mediaDevices.getUserMedia({
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'audio': true,
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}).then(gotMediaInput, function (e) {
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GodotRuntime.print(e);
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GodotRuntime.error('Error getting user media.', e);
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});
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} else {
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if (!navigator.getUserMedia) {
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navigator.getUserMedia = navigator.webkitGetUserMedia || navigator.mozGetUserMedia;
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}
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if (!navigator.getUserMedia) {
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GodotRuntime.error('getUserMedia not available.');
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return 1;
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}
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navigator.getUserMedia({
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'audio': true,
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}, gotMediaInput, function (e) {
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GodotRuntime.print(e);
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});
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}
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return 0;
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},
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close_async: function (resolve, reject) {
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@ -161,12 +170,9 @@ const GodotAudio = {
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},
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godot_audio_capture_start__proxy: 'sync',
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godot_audio_capture_start__sig: 'v',
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godot_audio_capture_start__sig: 'i',
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godot_audio_capture_start: function () {
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if (GodotAudio.input) {
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return; // Already started.
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}
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GodotAudio.create_input(function (input) {
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return GodotAudio.create_input(function (input) {
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input.connect(GodotAudio.driver.get_node());
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});
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},
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