49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
363 lines
12 KiB
JavaScript
363 lines
12 KiB
JavaScript
/*************************************************************************/
|
|
/* library_godot_audio.js */
|
|
/*************************************************************************/
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
const GodotAudio = {
|
|
$GodotAudio__deps: ['$GodotRuntime', '$GodotOS'],
|
|
$GodotAudio: {
|
|
ctx: null,
|
|
input: null,
|
|
driver: null,
|
|
interval: 0,
|
|
|
|
init: function (mix_rate, latency, onstatechange, onlatencyupdate) {
|
|
const ctx = new (window.AudioContext || window.webkitAudioContext)({
|
|
sampleRate: mix_rate,
|
|
// latencyHint: latency / 1000 // Do not specify, leave 'interactive' for good performance.
|
|
});
|
|
GodotAudio.ctx = ctx;
|
|
ctx.onstatechange = function () {
|
|
let state = 0;
|
|
switch (ctx.state) {
|
|
case 'suspended':
|
|
state = 0;
|
|
break;
|
|
case 'running':
|
|
state = 1;
|
|
break;
|
|
case 'closed':
|
|
state = 2;
|
|
break;
|
|
|
|
// no default
|
|
}
|
|
onstatechange(state);
|
|
};
|
|
ctx.onstatechange(); // Immeditately notify state.
|
|
// Update computed latency
|
|
GodotAudio.interval = setInterval(function () {
|
|
let computed_latency = 0;
|
|
if (ctx.baseLatency) {
|
|
computed_latency += GodotAudio.ctx.baseLatency;
|
|
}
|
|
if (ctx.outputLatency) {
|
|
computed_latency += GodotAudio.ctx.outputLatency;
|
|
}
|
|
onlatencyupdate(computed_latency);
|
|
}, 1000);
|
|
GodotOS.atexit(GodotAudio.close_async);
|
|
return ctx.destination.channelCount;
|
|
},
|
|
|
|
create_input: function (callback) {
|
|
if (GodotAudio.input) {
|
|
return 0; // Already started.
|
|
}
|
|
function gotMediaInput(stream) {
|
|
try {
|
|
GodotAudio.input = GodotAudio.ctx.createMediaStreamSource(stream);
|
|
callback(GodotAudio.input);
|
|
} catch (e) {
|
|
GodotRuntime.error('Failed creaating input.', e);
|
|
}
|
|
}
|
|
if (navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
|
|
navigator.mediaDevices.getUserMedia({
|
|
'audio': true,
|
|
}).then(gotMediaInput, function (e) {
|
|
GodotRuntime.error('Error getting user media.', e);
|
|
});
|
|
} else {
|
|
if (!navigator.getUserMedia) {
|
|
navigator.getUserMedia = navigator.webkitGetUserMedia || navigator.mozGetUserMedia;
|
|
}
|
|
if (!navigator.getUserMedia) {
|
|
GodotRuntime.error('getUserMedia not available.');
|
|
return 1;
|
|
}
|
|
navigator.getUserMedia({
|
|
'audio': true,
|
|
}, gotMediaInput, function (e) {
|
|
GodotRuntime.print(e);
|
|
});
|
|
}
|
|
return 0;
|
|
},
|
|
|
|
close_async: function (resolve, reject) {
|
|
const ctx = GodotAudio.ctx;
|
|
GodotAudio.ctx = null;
|
|
// Audio was not initialized.
|
|
if (!ctx) {
|
|
resolve();
|
|
return;
|
|
}
|
|
// Remove latency callback
|
|
if (GodotAudio.interval) {
|
|
clearInterval(GodotAudio.interval);
|
|
GodotAudio.interval = 0;
|
|
}
|
|
// Disconnect input, if it was started.
|
|
if (GodotAudio.input) {
|
|
GodotAudio.input.disconnect();
|
|
GodotAudio.input = null;
|
|
}
|
|
// Disconnect output
|
|
let closed = Promise.resolve();
|
|
if (GodotAudio.driver) {
|
|
closed = GodotAudio.driver.close();
|
|
}
|
|
closed.then(function () {
|
|
return ctx.close();
|
|
}).then(function () {
|
|
ctx.onstatechange = null;
|
|
resolve();
|
|
}).catch(function (e) {
|
|
ctx.onstatechange = null;
|
|
GodotRuntime.error('Error closing AudioContext', e);
|
|
resolve();
|
|
});
|
|
},
|
|
},
|
|
|
|
godot_audio_is_available__sig: 'i',
|
|
godot_audio_is_available__proxy: 'sync',
|
|
godot_audio_is_available: function () {
|
|
if (!(window.AudioContext || window.webkitAudioContext)) {
|
|
return 0;
|
|
}
|
|
return 1;
|
|
},
|
|
|
|
godot_audio_init__sig: 'iiiii',
|
|
godot_audio_init: function (p_mix_rate, p_latency, p_state_change, p_latency_update) {
|
|
const statechange = GodotRuntime.get_func(p_state_change);
|
|
const latencyupdate = GodotRuntime.get_func(p_latency_update);
|
|
return GodotAudio.init(p_mix_rate, p_latency, statechange, latencyupdate);
|
|
},
|
|
|
|
godot_audio_resume__sig: 'v',
|
|
godot_audio_resume: function () {
|
|
if (GodotAudio.ctx && GodotAudio.ctx.state !== 'running') {
|
|
GodotAudio.ctx.resume();
|
|
}
|
|
},
|
|
|
|
godot_audio_capture_start__proxy: 'sync',
|
|
godot_audio_capture_start__sig: 'i',
|
|
godot_audio_capture_start: function () {
|
|
return GodotAudio.create_input(function (input) {
|
|
input.connect(GodotAudio.driver.get_node());
|
|
});
|
|
},
|
|
|
|
godot_audio_capture_stop__proxy: 'sync',
|
|
godot_audio_capture_stop__sig: 'v',
|
|
godot_audio_capture_stop: function () {
|
|
if (GodotAudio.input) {
|
|
const tracks = GodotAudio.input['mediaStream']['getTracks']();
|
|
for (let i = 0; i < tracks.length; i++) {
|
|
tracks[i]['stop']();
|
|
}
|
|
GodotAudio.input.disconnect();
|
|
GodotAudio.input = null;
|
|
}
|
|
},
|
|
};
|
|
|
|
autoAddDeps(GodotAudio, '$GodotAudio');
|
|
mergeInto(LibraryManager.library, GodotAudio);
|
|
|
|
/**
|
|
* The AudioWorklet API driver, used when threads are available.
|
|
*/
|
|
const GodotAudioWorklet = {
|
|
$GodotAudioWorklet__deps: ['$GodotAudio', '$GodotConfig'],
|
|
$GodotAudioWorklet: {
|
|
promise: null,
|
|
worklet: null,
|
|
|
|
create: function (channels) {
|
|
const path = GodotConfig.locate_file('godot.audio.worklet.js');
|
|
GodotAudioWorklet.promise = GodotAudio.ctx.audioWorklet.addModule(path).then(function () {
|
|
GodotAudioWorklet.worklet = new AudioWorkletNode(
|
|
GodotAudio.ctx,
|
|
'godot-processor',
|
|
{
|
|
'outputChannelCount': [channels],
|
|
},
|
|
);
|
|
return Promise.resolve();
|
|
});
|
|
GodotAudio.driver = GodotAudioWorklet;
|
|
},
|
|
|
|
start: function (in_buf, out_buf, state) {
|
|
GodotAudioWorklet.promise.then(function () {
|
|
const node = GodotAudioWorklet.worklet;
|
|
node.connect(GodotAudio.ctx.destination);
|
|
node.port.postMessage({
|
|
'cmd': 'start',
|
|
'data': [state, in_buf, out_buf],
|
|
});
|
|
node.port.onmessage = function (event) {
|
|
GodotRuntime.error(event.data);
|
|
};
|
|
});
|
|
},
|
|
|
|
get_node: function () {
|
|
return GodotAudioWorklet.worklet;
|
|
},
|
|
|
|
close: function () {
|
|
return new Promise(function (resolve, reject) {
|
|
GodotAudioWorklet.promise.then(function () {
|
|
GodotAudioWorklet.worklet.port.postMessage({
|
|
'cmd': 'stop',
|
|
'data': null,
|
|
});
|
|
GodotAudioWorklet.worklet.disconnect();
|
|
GodotAudioWorklet.worklet = null;
|
|
GodotAudioWorklet.promise = null;
|
|
resolve();
|
|
});
|
|
});
|
|
},
|
|
},
|
|
|
|
godot_audio_worklet_create__sig: 'vi',
|
|
godot_audio_worklet_create: function (channels) {
|
|
GodotAudioWorklet.create(channels);
|
|
},
|
|
|
|
godot_audio_worklet_start__sig: 'viiiii',
|
|
godot_audio_worklet_start: function (p_in_buf, p_in_size, p_out_buf, p_out_size, p_state) {
|
|
const out_buffer = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
|
|
const in_buffer = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
|
|
const state = GodotRuntime.heapSub(HEAP32, p_state, 4);
|
|
GodotAudioWorklet.start(in_buffer, out_buffer, state);
|
|
},
|
|
|
|
godot_audio_worklet_state_wait__sig: 'iiii',
|
|
godot_audio_worklet_state_wait: function (p_state, p_idx, p_expected, p_timeout) {
|
|
Atomics.wait(HEAP32, (p_state >> 2) + p_idx, p_expected, p_timeout);
|
|
return Atomics.load(HEAP32, (p_state >> 2) + p_idx);
|
|
},
|
|
|
|
godot_audio_worklet_state_add__sig: 'iiii',
|
|
godot_audio_worklet_state_add: function (p_state, p_idx, p_value) {
|
|
return Atomics.add(HEAP32, (p_state >> 2) + p_idx, p_value);
|
|
},
|
|
|
|
godot_audio_worklet_state_get__sig: 'iii',
|
|
godot_audio_worklet_state_get: function (p_state, p_idx) {
|
|
return Atomics.load(HEAP32, (p_state >> 2) + p_idx);
|
|
},
|
|
};
|
|
|
|
autoAddDeps(GodotAudioWorklet, '$GodotAudioWorklet');
|
|
mergeInto(LibraryManager.library, GodotAudioWorklet);
|
|
|
|
/*
|
|
* The deprecated ScriptProcessorNode API, used when threads are disabled.
|
|
*/
|
|
const GodotAudioScript = {
|
|
$GodotAudioScript__deps: ['$GodotAudio'],
|
|
$GodotAudioScript: {
|
|
script: null,
|
|
|
|
create: function (buffer_length, channel_count) {
|
|
GodotAudioScript.script = GodotAudio.ctx.createScriptProcessor(buffer_length, 2, channel_count);
|
|
GodotAudio.driver = GodotAudioScript;
|
|
return GodotAudioScript.script.bufferSize;
|
|
},
|
|
|
|
start: function (p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess) {
|
|
GodotAudioScript.script.onaudioprocess = function (event) {
|
|
// Read input
|
|
const inb = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
|
|
const input = event.inputBuffer;
|
|
if (GodotAudio.input) {
|
|
const inlen = input.getChannelData(0).length;
|
|
for (let ch = 0; ch < 2; ch++) {
|
|
const data = input.getChannelData(ch);
|
|
for (let s = 0; s < inlen; s++) {
|
|
inb[s * 2 + ch] = data[s];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Let Godot process the input/output.
|
|
onprocess();
|
|
|
|
// Write the output.
|
|
const outb = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
|
|
const output = event.outputBuffer;
|
|
const channels = output.numberOfChannels;
|
|
for (let ch = 0; ch < channels; ch++) {
|
|
const data = output.getChannelData(ch);
|
|
// Loop through samples and assign computed values.
|
|
for (let sample = 0; sample < data.length; sample++) {
|
|
data[sample] = outb[sample * channels + ch];
|
|
}
|
|
}
|
|
};
|
|
GodotAudioScript.script.connect(GodotAudio.ctx.destination);
|
|
},
|
|
|
|
get_node: function () {
|
|
return GodotAudioScript.script;
|
|
},
|
|
|
|
close: function () {
|
|
return new Promise(function (resolve, reject) {
|
|
GodotAudioScript.script.disconnect();
|
|
GodotAudioScript.script.onaudioprocess = null;
|
|
GodotAudioScript.script = null;
|
|
resolve();
|
|
});
|
|
},
|
|
},
|
|
|
|
godot_audio_script_create__sig: 'iii',
|
|
godot_audio_script_create: function (buffer_length, channel_count) {
|
|
return GodotAudioScript.create(buffer_length, channel_count);
|
|
},
|
|
|
|
godot_audio_script_start__sig: 'viiiii',
|
|
godot_audio_script_start: function (p_in_buf, p_in_size, p_out_buf, p_out_size, p_cb) {
|
|
const onprocess = GodotRuntime.get_func(p_cb);
|
|
GodotAudioScript.start(p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess);
|
|
},
|
|
};
|
|
|
|
autoAddDeps(GodotAudioScript, '$GodotAudioScript');
|
|
mergeInto(LibraryManager.library, GodotAudioScript);
|