audio_driver_javascript.cpp 8.9 KB

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  1. /*************************************************************************/
  2. /* audio_driver_javascript.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "audio_driver_javascript.h"
  31. #include "core/config/project_settings.h"
  32. #include <emscripten.h>
  33. AudioDriverJavaScript *AudioDriverJavaScript::singleton = nullptr;
  34. bool AudioDriverJavaScript::is_available() {
  35. return godot_audio_is_available() != 0;
  36. }
  37. const char *AudioDriverJavaScript::get_name() const {
  38. return "JavaScript";
  39. }
  40. void AudioDriverJavaScript::_state_change_callback(int p_state) {
  41. singleton->state = p_state;
  42. }
  43. void AudioDriverJavaScript::_latency_update_callback(float p_latency) {
  44. singleton->output_latency = p_latency;
  45. }
  46. void AudioDriverJavaScript::_audio_driver_process(int p_from, int p_samples) {
  47. int32_t *stream_buffer = reinterpret_cast<int32_t *>(output_rb);
  48. const int max_samples = memarr_len(output_rb);
  49. int write_pos = p_from;
  50. int to_write = p_samples;
  51. if (to_write == 0) {
  52. to_write = max_samples;
  53. }
  54. // High part
  55. if (write_pos + to_write > max_samples) {
  56. const int samples_high = max_samples - write_pos;
  57. audio_server_process(samples_high / channel_count, &stream_buffer[write_pos]);
  58. for (int i = write_pos; i < max_samples; i++) {
  59. output_rb[i] = float(stream_buffer[i] >> 16) / 32768.f;
  60. }
  61. to_write -= samples_high;
  62. write_pos = 0;
  63. }
  64. // Leftover
  65. audio_server_process(to_write / channel_count, &stream_buffer[write_pos]);
  66. for (int i = write_pos; i < write_pos + to_write; i++) {
  67. output_rb[i] = float(stream_buffer[i] >> 16) / 32768.f;
  68. }
  69. }
  70. void AudioDriverJavaScript::_audio_driver_capture(int p_from, int p_samples) {
  71. if (get_input_buffer().size() == 0) {
  72. return; // Input capture stopped.
  73. }
  74. const int max_samples = memarr_len(input_rb);
  75. int read_pos = p_from;
  76. int to_read = p_samples;
  77. if (to_read == 0) {
  78. to_read = max_samples;
  79. }
  80. // High part
  81. if (read_pos + to_read > max_samples) {
  82. const int samples_high = max_samples - read_pos;
  83. for (int i = read_pos; i < max_samples; i++) {
  84. input_buffer_write(int32_t(input_rb[i] * 32768.f) * (1U << 16));
  85. }
  86. to_read -= samples_high;
  87. read_pos = 0;
  88. }
  89. // Leftover
  90. for (int i = read_pos; i < read_pos + to_read; i++) {
  91. input_buffer_write(int32_t(input_rb[i] * 32768.f) * (1U << 16));
  92. }
  93. }
  94. Error AudioDriverJavaScript::init() {
  95. mix_rate = GLOBAL_GET("audio/mix_rate");
  96. int latency = GLOBAL_GET("audio/output_latency");
  97. channel_count = godot_audio_init(mix_rate, latency, &_state_change_callback, &_latency_update_callback);
  98. buffer_length = closest_power_of_2((latency * mix_rate / 1000));
  99. #ifndef NO_THREADS
  100. node = memnew(WorkletNode);
  101. #else
  102. node = memnew(ScriptProcessorNode);
  103. #endif
  104. buffer_length = node->create(buffer_length, channel_count);
  105. if (output_rb) {
  106. memdelete_arr(output_rb);
  107. }
  108. output_rb = memnew_arr(float, buffer_length *channel_count);
  109. if (!output_rb) {
  110. return ERR_OUT_OF_MEMORY;
  111. }
  112. if (input_rb) {
  113. memdelete_arr(input_rb);
  114. }
  115. input_rb = memnew_arr(float, buffer_length *channel_count);
  116. if (!input_rb) {
  117. return ERR_OUT_OF_MEMORY;
  118. }
  119. return OK;
  120. }
  121. void AudioDriverJavaScript::start() {
  122. if (node) {
  123. node->start(output_rb, memarr_len(output_rb), input_rb, memarr_len(input_rb));
  124. }
  125. }
  126. void AudioDriverJavaScript::resume() {
  127. if (state == 0) { // 'suspended'
  128. godot_audio_resume();
  129. }
  130. }
  131. float AudioDriverJavaScript::get_latency() {
  132. return output_latency + (float(buffer_length) / mix_rate);
  133. }
  134. int AudioDriverJavaScript::get_mix_rate() const {
  135. return mix_rate;
  136. }
  137. AudioDriver::SpeakerMode AudioDriverJavaScript::get_speaker_mode() const {
  138. return get_speaker_mode_by_total_channels(channel_count);
  139. }
  140. void AudioDriverJavaScript::lock() {
  141. if (node) {
  142. node->unlock();
  143. }
  144. }
  145. void AudioDriverJavaScript::unlock() {
  146. if (node) {
  147. node->unlock();
  148. }
  149. }
  150. void AudioDriverJavaScript::finish() {
  151. if (node) {
  152. node->finish();
  153. memdelete(node);
  154. node = nullptr;
  155. }
  156. if (output_rb) {
  157. memdelete_arr(output_rb);
  158. output_rb = nullptr;
  159. }
  160. if (input_rb) {
  161. memdelete_arr(input_rb);
  162. input_rb = nullptr;
  163. }
  164. }
  165. Error AudioDriverJavaScript::capture_start() {
  166. lock();
  167. input_buffer_init(buffer_length);
  168. unlock();
  169. if (godot_audio_capture_start()) {
  170. return FAILED;
  171. }
  172. return OK;
  173. }
  174. Error AudioDriverJavaScript::capture_stop() {
  175. godot_audio_capture_stop();
  176. lock();
  177. input_buffer.clear();
  178. unlock();
  179. return OK;
  180. }
  181. AudioDriverJavaScript::AudioDriverJavaScript() {
  182. singleton = this;
  183. }
  184. #ifdef NO_THREADS
  185. /// ScriptProcessorNode implementation
  186. void AudioDriverJavaScript::ScriptProcessorNode::_process_callback() {
  187. AudioDriverJavaScript::singleton->_audio_driver_capture();
  188. AudioDriverJavaScript::singleton->_audio_driver_process();
  189. }
  190. int AudioDriverJavaScript::ScriptProcessorNode::create(int p_buffer_samples, int p_channels) {
  191. return godot_audio_script_create(p_buffer_samples, p_channels);
  192. }
  193. void AudioDriverJavaScript::ScriptProcessorNode::start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) {
  194. godot_audio_script_start(p_in_buf, p_in_buf_size, p_out_buf, p_out_buf_size, &_process_callback);
  195. }
  196. #else
  197. /// AudioWorkletNode implementation
  198. void AudioDriverJavaScript::WorkletNode::_audio_thread_func(void *p_data) {
  199. AudioDriverJavaScript::WorkletNode *obj = static_cast<AudioDriverJavaScript::WorkletNode *>(p_data);
  200. AudioDriverJavaScript *driver = AudioDriverJavaScript::singleton;
  201. const int out_samples = memarr_len(driver->output_rb);
  202. const int in_samples = memarr_len(driver->input_rb);
  203. int wpos = 0;
  204. int to_write = out_samples;
  205. int rpos = 0;
  206. int to_read = 0;
  207. int32_t step = 0;
  208. while (!obj->quit) {
  209. if (to_read) {
  210. driver->lock();
  211. driver->_audio_driver_capture(rpos, to_read);
  212. godot_audio_worklet_state_add(obj->state, STATE_SAMPLES_IN, -to_read);
  213. driver->unlock();
  214. rpos += to_read;
  215. if (rpos >= in_samples) {
  216. rpos -= in_samples;
  217. }
  218. }
  219. if (to_write) {
  220. driver->lock();
  221. driver->_audio_driver_process(wpos, to_write);
  222. godot_audio_worklet_state_add(obj->state, STATE_SAMPLES_OUT, to_write);
  223. driver->unlock();
  224. wpos += to_write;
  225. if (wpos >= out_samples) {
  226. wpos -= out_samples;
  227. }
  228. }
  229. step = godot_audio_worklet_state_wait(obj->state, STATE_PROCESS, step, 1);
  230. to_write = out_samples - godot_audio_worklet_state_get(obj->state, STATE_SAMPLES_OUT);
  231. to_read = godot_audio_worklet_state_get(obj->state, STATE_SAMPLES_IN);
  232. }
  233. }
  234. int AudioDriverJavaScript::WorkletNode::create(int p_buffer_size, int p_channels) {
  235. godot_audio_worklet_create(p_channels);
  236. return p_buffer_size;
  237. }
  238. void AudioDriverJavaScript::WorkletNode::start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) {
  239. godot_audio_worklet_start(p_in_buf, p_in_buf_size, p_out_buf, p_out_buf_size, state);
  240. thread.start(_audio_thread_func, this);
  241. }
  242. void AudioDriverJavaScript::WorkletNode::lock() {
  243. mutex.lock();
  244. }
  245. void AudioDriverJavaScript::WorkletNode::unlock() {
  246. mutex.unlock();
  247. }
  248. void AudioDriverJavaScript::WorkletNode::finish() {
  249. quit = true; // Ask thread to quit.
  250. thread.wait_to_finish();
  251. }
  252. #endif