godot/platform/javascript/audio_driver_javascript.cpp
Fabio Alessandrelli a618535628 [HTML5] Run Audio process in thread when available
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).
2020-10-02 14:28:20 +02:00

190 lines
6.0 KiB
C++

/*************************************************************************/
/* audio_driver_javascript.cpp */
/*************************************************************************/
/* 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 */
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/*************************************************************************/
#include "audio_driver_javascript.h"
#include "core/project_settings.h"
#include "godot_audio.h"
#include <emscripten.h>
AudioDriverJavaScript *AudioDriverJavaScript::singleton = nullptr;
bool AudioDriverJavaScript::is_available() {
return godot_audio_is_available() != 0;
}
const char *AudioDriverJavaScript::get_name() const {
return "JavaScript";
}
#ifndef NO_THREADS
void AudioDriverJavaScript::_audio_thread_func(void *p_data) {
AudioDriverJavaScript *obj = static_cast<AudioDriverJavaScript *>(p_data);
while (!obj->quit) {
obj->lock();
if (!obj->needs_process) {
obj->unlock();
OS::get_singleton()->delay_usec(1000); // Give the browser some slack.
continue;
}
obj->_js_driver_process();
obj->needs_process = false;
obj->unlock();
}
}
#endif
extern "C" EMSCRIPTEN_KEEPALIVE void audio_driver_process_start() {
#ifndef NO_THREADS
AudioDriverJavaScript::singleton->lock();
#else
AudioDriverJavaScript::singleton->_js_driver_process();
#endif
}
extern "C" EMSCRIPTEN_KEEPALIVE void audio_driver_process_end() {
#ifndef NO_THREADS
AudioDriverJavaScript::singleton->needs_process = true;
AudioDriverJavaScript::singleton->unlock();
#endif
}
extern "C" EMSCRIPTEN_KEEPALIVE void audio_driver_process_capture(float sample) {
AudioDriverJavaScript::singleton->process_capture(sample);
}
void AudioDriverJavaScript::_js_driver_process() {
int sample_count = memarr_len(internal_buffer) / channel_count;
int32_t *stream_buffer = reinterpret_cast<int32_t *>(internal_buffer);
audio_server_process(sample_count, stream_buffer);
for (int i = 0; i < sample_count * channel_count; i++) {
internal_buffer[i] = float(stream_buffer[i] >> 16) / 32768.f;
}
}
void AudioDriverJavaScript::process_capture(float sample) {
int32_t sample32 = int32_t(sample * 32768.f) * (1U << 16);
input_buffer_write(sample32);
}
Error AudioDriverJavaScript::init() {
mix_rate = GLOBAL_GET("audio/mix_rate");
int latency = GLOBAL_GET("audio/output_latency");
channel_count = godot_audio_init(mix_rate, latency);
buffer_length = closest_power_of_2((latency * mix_rate / 1000) * channel_count);
buffer_length = godot_audio_create_processor(buffer_length, channel_count);
if (!buffer_length) {
return FAILED;
}
if (!internal_buffer || (int)memarr_len(internal_buffer) != buffer_length * channel_count) {
if (internal_buffer)
memdelete_arr(internal_buffer);
internal_buffer = memnew_arr(float, buffer_length *channel_count);
}
if (!internal_buffer) {
return ERR_OUT_OF_MEMORY;
}
return OK;
}
void AudioDriverJavaScript::start() {
#ifndef NO_THREADS
thread = Thread::create(_audio_thread_func, this);
#endif
godot_audio_start(internal_buffer);
}
void AudioDriverJavaScript::resume() {
godot_audio_resume();
}
float AudioDriverJavaScript::get_latency() {
return godot_audio_get_latency();
}
int AudioDriverJavaScript::get_mix_rate() const {
return mix_rate;
}
AudioDriver::SpeakerMode AudioDriverJavaScript::get_speaker_mode() const {
return get_speaker_mode_by_total_channels(channel_count);
}
void AudioDriverJavaScript::lock() {
#ifndef NO_THREADS
mutex.lock();
#endif
}
void AudioDriverJavaScript::unlock() {
#ifndef NO_THREADS
mutex.unlock();
#endif
}
void AudioDriverJavaScript::finish_async() {
#ifndef NO_THREADS
quit = true; // Ask thread to quit.
#endif
godot_audio_finish_async();
}
void AudioDriverJavaScript::finish() {
#ifndef NO_THREADS
Thread::wait_to_finish(thread);
memdelete(thread);
thread = NULL;
#endif
if (internal_buffer) {
memdelete_arr(internal_buffer);
internal_buffer = nullptr;
}
}
Error AudioDriverJavaScript::capture_start() {
godot_audio_capture_stop();
input_buffer_init(buffer_length);
godot_audio_capture_start();
return OK;
}
Error AudioDriverJavaScript::capture_stop() {
input_buffer.clear();
return OK;
}
AudioDriverJavaScript::AudioDriverJavaScript() {
singleton = this;
}