190 lines
6.0 KiB
C++
190 lines
6.0 KiB
C++
/*************************************************************************/
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/* audio_driver_javascript.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "audio_driver_javascript.h"
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#include "core/project_settings.h"
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#include "godot_audio.h"
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#include <emscripten.h>
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AudioDriverJavaScript *AudioDriverJavaScript::singleton = nullptr;
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bool AudioDriverJavaScript::is_available() {
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return godot_audio_is_available() != 0;
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}
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const char *AudioDriverJavaScript::get_name() const {
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return "JavaScript";
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}
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#ifndef NO_THREADS
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void AudioDriverJavaScript::_audio_thread_func(void *p_data) {
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AudioDriverJavaScript *obj = static_cast<AudioDriverJavaScript *>(p_data);
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while (!obj->quit) {
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obj->lock();
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if (!obj->needs_process) {
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obj->unlock();
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OS::get_singleton()->delay_usec(1000); // Give the browser some slack.
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continue;
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}
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obj->_js_driver_process();
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obj->needs_process = false;
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obj->unlock();
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}
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}
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#endif
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extern "C" EMSCRIPTEN_KEEPALIVE void audio_driver_process_start() {
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#ifndef NO_THREADS
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AudioDriverJavaScript::singleton->lock();
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#else
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AudioDriverJavaScript::singleton->_js_driver_process();
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#endif
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}
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extern "C" EMSCRIPTEN_KEEPALIVE void audio_driver_process_end() {
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#ifndef NO_THREADS
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AudioDriverJavaScript::singleton->needs_process = true;
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AudioDriverJavaScript::singleton->unlock();
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#endif
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}
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extern "C" EMSCRIPTEN_KEEPALIVE void audio_driver_process_capture(float sample) {
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AudioDriverJavaScript::singleton->process_capture(sample);
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}
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void AudioDriverJavaScript::_js_driver_process() {
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int sample_count = memarr_len(internal_buffer) / channel_count;
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int32_t *stream_buffer = reinterpret_cast<int32_t *>(internal_buffer);
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audio_server_process(sample_count, stream_buffer);
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for (int i = 0; i < sample_count * channel_count; i++) {
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internal_buffer[i] = float(stream_buffer[i] >> 16) / 32768.f;
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}
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}
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void AudioDriverJavaScript::process_capture(float sample) {
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int32_t sample32 = int32_t(sample * 32768.f) * (1U << 16);
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input_buffer_write(sample32);
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}
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Error AudioDriverJavaScript::init() {
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mix_rate = GLOBAL_GET("audio/mix_rate");
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int latency = GLOBAL_GET("audio/output_latency");
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channel_count = godot_audio_init(mix_rate, latency);
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buffer_length = closest_power_of_2((latency * mix_rate / 1000) * channel_count);
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buffer_length = godot_audio_create_processor(buffer_length, channel_count);
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if (!buffer_length) {
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return FAILED;
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}
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if (!internal_buffer || (int)memarr_len(internal_buffer) != buffer_length * channel_count) {
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if (internal_buffer)
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memdelete_arr(internal_buffer);
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internal_buffer = memnew_arr(float, buffer_length *channel_count);
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}
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if (!internal_buffer) {
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return ERR_OUT_OF_MEMORY;
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}
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return OK;
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}
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void AudioDriverJavaScript::start() {
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#ifndef NO_THREADS
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thread = Thread::create(_audio_thread_func, this);
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#endif
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godot_audio_start(internal_buffer);
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}
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void AudioDriverJavaScript::resume() {
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godot_audio_resume();
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}
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float AudioDriverJavaScript::get_latency() {
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return godot_audio_get_latency();
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}
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int AudioDriverJavaScript::get_mix_rate() const {
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return mix_rate;
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}
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AudioDriver::SpeakerMode AudioDriverJavaScript::get_speaker_mode() const {
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return get_speaker_mode_by_total_channels(channel_count);
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}
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void AudioDriverJavaScript::lock() {
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#ifndef NO_THREADS
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mutex.lock();
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#endif
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}
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void AudioDriverJavaScript::unlock() {
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#ifndef NO_THREADS
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mutex.unlock();
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#endif
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}
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void AudioDriverJavaScript::finish_async() {
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#ifndef NO_THREADS
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quit = true; // Ask thread to quit.
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#endif
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godot_audio_finish_async();
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}
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void AudioDriverJavaScript::finish() {
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#ifndef NO_THREADS
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Thread::wait_to_finish(thread);
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memdelete(thread);
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thread = NULL;
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#endif
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if (internal_buffer) {
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memdelete_arr(internal_buffer);
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internal_buffer = nullptr;
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}
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}
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Error AudioDriverJavaScript::capture_start() {
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godot_audio_capture_stop();
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input_buffer_init(buffer_length);
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godot_audio_capture_start();
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return OK;
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}
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Error AudioDriverJavaScript::capture_stop() {
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input_buffer.clear();
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return OK;
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}
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AudioDriverJavaScript::AudioDriverJavaScript() {
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singleton = this;
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}
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