/*************************************************************************/ /* audio.worklet.js */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ class RingBuffer { constructor(p_buffer, p_state) { this.buffer = p_buffer; this.avail = p_state; this.rpos = 0; this.wpos = 0; } data_left() { return Atomics.load(this.avail, 0); } space_left() { return this.buffer.length - this.data_left(); } read(output) { const size = this.buffer.length; let from = 0; let to_write = output.length; if (this.rpos + to_write > size) { const high = size - this.rpos; output.set(this.buffer.subarray(this.rpos, size)); from = high; to_write -= high; this.rpos = 0; } output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from); this.rpos += to_write; Atomics.add(this.avail, 0, -output.length); Atomics.notify(this.avail, 0); } write(p_buffer) { const to_write = p_buffer.length; const mw = this.buffer.length - this.wpos; if (mw >= to_write) { this.buffer.set(p_buffer, this.wpos); } else { const high = p_buffer.subarray(0, to_write - mw); const low = p_buffer.subarray(to_write - mw); this.buffer.set(high, this.wpos); this.buffer.set(low); } let diff = to_write; if (this.wpos + diff >= this.buffer.length) { diff -= this.buffer.length; } this.wpos += diff; Atomics.add(this.avail, 0, to_write); Atomics.notify(this.avail, 0); } } class GodotProcessor extends AudioWorkletProcessor { constructor() { super(); this.running = true; this.lock = null; this.notifier = null; this.output = null; this.output_buffer = new Float32Array(); this.input = null; this.input_buffer = new Float32Array(); this.port.onmessage = (event) => { const cmd = event.data['cmd']; const data = event.data['data']; this.parse_message(cmd, data); }; } process_notify() { Atomics.add(this.notifier, 0, 1); Atomics.notify(this.notifier, 0); } parse_message(p_cmd, p_data) { if (p_cmd == "start" && p_data) { const state = p_data[0]; let idx = 0; this.lock = state.subarray(idx, ++idx); this.notifier = state.subarray(idx, ++idx); const avail_in = state.subarray(idx, ++idx); const avail_out = state.subarray(idx, ++idx); this.input = new RingBuffer(p_data[1], avail_in); this.output = new RingBuffer(p_data[2], avail_out); } else if (p_cmd == "stop") { this.runing = false; this.output = null; this.input = null; } } array_has_data(arr) { return arr.length && arr[0].length && arr[0][0].length; } process(inputs, outputs, parameters) { if (!this.running) { return false; // Stop processing. } if (this.output === null) { return true; // Not ready yet, keep processing. } const process_input = this.array_has_data(inputs); if (process_input) { const input = inputs[0]; const chunk = input[0].length * input.length; if (this.input_buffer.length != chunk) { this.input_buffer = new Float32Array(chunk); } if (this.input.space_left() >= chunk) { this.write_input(this.input_buffer, input); this.input.write(this.input_buffer); } else { this.port.postMessage("Input buffer is full! Skipping input frame."); } } const process_output = this.array_has_data(outputs); if (process_output) { const output = outputs[0]; const chunk = output[0].length * output.length; if (this.output_buffer.length != chunk) { this.output_buffer = new Float32Array(chunk); } if (this.output.data_left() >= chunk) { this.output.read(this.output_buffer); this.write_output(output, this.output_buffer); } else { this.port.postMessage("Output buffer has not enough frames! Skipping output frame."); } } this.process_notify(); return true; } write_output(dest, source) { const channels = dest.length; for (let ch = 0; ch < channels; ch++) { for (let sample = 0; sample < dest[ch].length; sample++) { dest[ch][sample] = source[sample * channels + ch]; } } } write_input(dest, source) { const channels = source.length; for (let ch = 0; ch < channels; ch++) { for (let sample = 0; sample < source[ch].length; sample++) { dest[sample * channels + ch] = source[ch][sample]; } } } } registerProcessor('godot-processor', GodotProcessor);