a618535628
This should fix some of the audio stuttering issues when the HTML5 export is compiled with threads support. The API should be ported to AudioWorklet to (hopefully) be perfect. That though, cannot be backported to 3.2 due to extra restriction of AudioWorklet (which only runs in SecureContext, and needs a polyfill for Safari).
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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