|
@@ -0,0 +1,213 @@
|
|
|
|
+/**************************************************************************/
|
|
|
|
+/* audio.worklet.js */
|
|
|
|
+/**************************************************************************/
|
|
|
|
+/* This file is part of: */
|
|
|
|
+/* GODOT ENGINE */
|
|
|
|
+/* https://godotengine.org */
|
|
|
|
+/**************************************************************************/
|
|
|
|
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
|
|
|
|
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
|
|
|
+/* */
|
|
|
|
+/* 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. */
|
|
|
|
+/**************************************************************************/
|
|
|
|
+
|
|
|
|
+class RingBuffer {
|
|
|
|
+ constructor(p_buffer, p_state, p_threads) {
|
|
|
|
+ this.buffer = p_buffer;
|
|
|
|
+ this.avail = p_state;
|
|
|
|
+ this.threads = p_threads;
|
|
|
|
+ this.rpos = 0;
|
|
|
|
+ this.wpos = 0;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ data_left() {
|
|
|
|
+ return this.threads ? Atomics.load(this.avail, 0) : this.avail;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ space_left() {
|
|
|
|
+ return this.buffer.length - this.data_left();
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ read(output) {
|
|
|
|
+ const size = this.buffer.length;
|
|
|
|
+ let from = 0;
|
|
|
|
+ let to_write = output.length;
|
|
|
|
+ if (this.rpos + to_write > size) {
|
|
|
|
+ const high = size - this.rpos;
|
|
|
|
+ output.set(this.buffer.subarray(this.rpos, size));
|
|
|
|
+ from = high;
|
|
|
|
+ to_write -= high;
|
|
|
|
+ this.rpos = 0;
|
|
|
|
+ }
|
|
|
|
+ if (to_write) {
|
|
|
|
+ output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);
|
|
|
|
+ }
|
|
|
|
+ this.rpos += to_write;
|
|
|
|
+ if (this.threads) {
|
|
|
|
+ Atomics.add(this.avail, 0, -output.length);
|
|
|
|
+ Atomics.notify(this.avail, 0);
|
|
|
|
+ } else {
|
|
|
|
+ this.avail -= output.length;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ write(p_buffer) {
|
|
|
|
+ const to_write = p_buffer.length;
|
|
|
|
+ const mw = this.buffer.length - this.wpos;
|
|
|
|
+ if (mw >= to_write) {
|
|
|
|
+ this.buffer.set(p_buffer, this.wpos);
|
|
|
|
+ this.wpos += to_write;
|
|
|
|
+ if (mw === to_write) {
|
|
|
|
+ this.wpos = 0;
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ const high = p_buffer.subarray(0, mw);
|
|
|
|
+ const low = p_buffer.subarray(mw);
|
|
|
|
+ this.buffer.set(high, this.wpos);
|
|
|
|
+ this.buffer.set(low);
|
|
|
|
+ this.wpos = low.length;
|
|
|
|
+ }
|
|
|
|
+ if (this.threads) {
|
|
|
|
+ Atomics.add(this.avail, 0, to_write);
|
|
|
|
+ Atomics.notify(this.avail, 0);
|
|
|
|
+ } else {
|
|
|
|
+ this.avail += to_write;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+class GodotProcessor extends AudioWorkletProcessor {
|
|
|
|
+ constructor() {
|
|
|
|
+ super();
|
|
|
|
+ this.threads = false;
|
|
|
|
+ this.running = true;
|
|
|
|
+ this.lock = null;
|
|
|
|
+ this.notifier = null;
|
|
|
|
+ this.output = null;
|
|
|
|
+ this.output_buffer = new Float32Array();
|
|
|
|
+ this.input = null;
|
|
|
|
+ this.input_buffer = new Float32Array();
|
|
|
|
+ this.port.onmessage = (event) => {
|
|
|
|
+ const cmd = event.data['cmd'];
|
|
|
|
+ const data = event.data['data'];
|
|
|
|
+ this.parse_message(cmd, data);
|
|
|
|
+ };
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ process_notify() {
|
|
|
|
+ if (this.notifier) {
|
|
|
|
+ Atomics.add(this.notifier, 0, 1);
|
|
|
|
+ Atomics.notify(this.notifier, 0);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ parse_message(p_cmd, p_data) {
|
|
|
|
+ if (p_cmd === 'start' && p_data) {
|
|
|
|
+ const state = p_data[0];
|
|
|
|
+ let idx = 0;
|
|
|
|
+ this.threads = true;
|
|
|
|
+ this.lock = state.subarray(idx, ++idx);
|
|
|
|
+ this.notifier = state.subarray(idx, ++idx);
|
|
|
|
+ const avail_in = state.subarray(idx, ++idx);
|
|
|
|
+ const avail_out = state.subarray(idx, ++idx);
|
|
|
|
+ this.input = new RingBuffer(p_data[1], avail_in, true);
|
|
|
|
+ this.output = new RingBuffer(p_data[2], avail_out, true);
|
|
|
|
+ } else if (p_cmd === 'stop') {
|
|
|
|
+ this.running = false;
|
|
|
|
+ this.output = null;
|
|
|
|
+ this.input = null;
|
|
|
|
+ this.lock = null;
|
|
|
|
+ this.notifier = null;
|
|
|
|
+ } else if (p_cmd === 'start_nothreads') {
|
|
|
|
+ this.output = new RingBuffer(p_data[0], p_data[0].length, false);
|
|
|
|
+ } else if (p_cmd === 'chunk') {
|
|
|
|
+ this.output.write(p_data);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ static array_has_data(arr) {
|
|
|
|
+ return arr.length && arr[0].length && arr[0][0].length;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ process(inputs, outputs, parameters) {
|
|
|
|
+ if (!this.running) {
|
|
|
|
+ return false; // Stop processing.
|
|
|
|
+ }
|
|
|
|
+ if (this.output === null) {
|
|
|
|
+ return true; // Not ready yet, keep processing.
|
|
|
|
+ }
|
|
|
|
+ const process_input = GodotProcessor.array_has_data(inputs);
|
|
|
|
+ if (process_input) {
|
|
|
|
+ const input = inputs[0];
|
|
|
|
+ const chunk = input[0].length * input.length;
|
|
|
|
+ if (this.input_buffer.length !== chunk) {
|
|
|
|
+ this.input_buffer = new Float32Array(chunk);
|
|
|
|
+ }
|
|
|
|
+ if (!this.threads) {
|
|
|
|
+ GodotProcessor.write_input(this.input_buffer, input);
|
|
|
|
+ this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer });
|
|
|
|
+ } else if (this.input.space_left() >= chunk) {
|
|
|
|
+ GodotProcessor.write_input(this.input_buffer, input);
|
|
|
|
+ this.input.write(this.input_buffer);
|
|
|
|
+ } else {
|
|
|
|
+ // this.port.postMessage('Input buffer is full! Skipping input frame.'); // Uncomment this line to debug input buffer.
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ const process_output = GodotProcessor.array_has_data(outputs);
|
|
|
|
+ if (process_output) {
|
|
|
|
+ const output = outputs[0];
|
|
|
|
+ const chunk = output[0].length * output.length;
|
|
|
|
+ if (this.output_buffer.length !== chunk) {
|
|
|
|
+ this.output_buffer = new Float32Array(chunk);
|
|
|
|
+ }
|
|
|
|
+ if (this.output.data_left() >= chunk) {
|
|
|
|
+ this.output.read(this.output_buffer);
|
|
|
|
+ GodotProcessor.write_output(output, this.output_buffer);
|
|
|
|
+ if (!this.threads) {
|
|
|
|
+ this.port.postMessage({ 'cmd': 'read', 'data': chunk });
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ // this.port.postMessage('Output buffer has not enough frames! Skipping output frame.'); // Uncomment this line to debug output buffer.
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ this.process_notify();
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ static write_output(dest, source) {
|
|
|
|
+ const channels = dest.length;
|
|
|
|
+ for (let ch = 0; ch < channels; ch++) {
|
|
|
|
+ for (let sample = 0; sample < dest[ch].length; sample++) {
|
|
|
|
+ dest[ch][sample] = source[sample * channels + ch];
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ static write_input(dest, source) {
|
|
|
|
+ const channels = source.length;
|
|
|
|
+ for (let ch = 0; ch < channels; ch++) {
|
|
|
|
+ for (let sample = 0; sample < source[ch].length; sample++) {
|
|
|
|
+ dest[sample * channels + ch] = source[ch][sample];
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+registerProcessor('godot-processor', GodotProcessor);
|