godot/platform/javascript/audio_driver_javascript.cpp
Fabio Alessandrelli f39b46f7c1 [HTML5] Fix audio buffer size and latency hint.
The size of the audio buffer was incorrectly doubled when creating the
script processor.
latencyHint is expressed in seconds, not milliseconds.
Additionally, on some browsers it actually affect the performance and
stability of the audio driver.
For this reason it has been completely disabled (interactive) and a not
has been left for future reference.
2020-11-06 15:38:08 +01:00

210 lines
6.2 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 <emscripten.h>
#include "godot_audio.h"
AudioDriverJavaScript *AudioDriverJavaScript::singleton = NULL;
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);
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
mutex = Mutex::create();
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
if (mutex) {
mutex->lock();
}
#endif
}
void AudioDriverJavaScript::unlock() {
#ifndef NO_THREADS
if (mutex) {
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;
memdelete(mutex);
mutex = NULL;
#endif
if (internal_buffer) {
memdelete_arr(internal_buffer);
internal_buffer = NULL;
}
}
Error AudioDriverJavaScript::capture_start() {
input_buffer_init(buffer_length);
godot_audio_capture_start();
return OK;
}
Error AudioDriverJavaScript::capture_stop() {
godot_audio_capture_stop();
input_buffer.clear();
return OK;
}
AudioDriverJavaScript::AudioDriverJavaScript() {
internal_buffer = NULL;
buffer_length = 0;
mix_rate = 0;
channel_count = 0;
#ifndef NO_THREADS
mutex = NULL;
thread = NULL;
quit = false;
needs_process = true;
#endif
singleton = this;
}