godot/platform/javascript/godot_audio.h
Fabio Alessandrelli 246334b836 [HTML5] Refactor audio drivers. Implement AudioWorklet w/o threads.
Performances are not great in general, bad on Firefox, on Chrome, well,
it could be an improvement. Leave it as a fallback for now, but can be
forced via project settings if desired (or custom JavaScript logic via
the "args" option).

I'm actually surprised this works, it involves so many allocations, but
there's no way around it when SharedArrayBuffer is not available :(.
2021-09-15 20:48:49 +02:00

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/*************************************************************************/
/* godot_audio.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#ifndef GODOT_AUDIO_H
#define GODOT_AUDIO_H
#ifdef __cplusplus
extern "C" {
#endif
#include "stddef.h"
extern int godot_audio_is_available();
extern int godot_audio_has_worklet();
extern int godot_audio_has_script_processor();
extern int godot_audio_init(int *p_mix_rate, int p_latency, void (*_state_cb)(int), void (*_latency_cb)(float));
extern void godot_audio_resume();
extern int godot_audio_capture_start();
extern void godot_audio_capture_stop();
// Worklet
typedef int32_t GodotAudioState[4];
extern int godot_audio_worklet_create(int p_channels);
extern void godot_audio_worklet_start(float *p_in_buf, int p_in_size, float *p_out_buf, int p_out_size, GodotAudioState p_state);
extern void godot_audio_worklet_start_no_threads(float *p_out_buf, int p_out_size, void (*p_out_cb)(int p_pos, int p_frames), float *p_in_buf, int p_in_size, void (*p_in_cb)(int p_pos, int p_frames));
extern int godot_audio_worklet_state_add(GodotAudioState p_state, int p_idx, int p_value);
extern int godot_audio_worklet_state_get(GodotAudioState p_state, int p_idx);
extern int godot_audio_worklet_state_wait(int32_t *p_state, int p_idx, int32_t p_expected, int p_timeout);
// Script
extern int godot_audio_script_create(int *p_buffer_size, int p_channels);
extern void godot_audio_script_start(float *p_in_buf, int p_in_size, float *p_out_buf, int p_out_size, void (*p_cb)());
#ifdef __cplusplus
}
#endif
#endif /* GODOT_AUDIO_H */