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-rw-r--r--doc/classes/ProjectSettings.xml3
-rw-r--r--platform/javascript/audio_driver_javascript.cpp2
-rw-r--r--platform/javascript/godot_audio.h2
-rw-r--r--platform/javascript/js/libs/library_godot_audio.js17
-rw-r--r--servers/audio_server.cpp1
5 files changed, 18 insertions, 7 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 46307bb44c..22ed14743a 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -279,6 +279,9 @@
<member name="audio/driver/mix_rate" type="int" setter="" getter="" default="44100">
The mixing rate used for audio (in Hz). In general, it's better to not touch this and leave it to the host operating system.
</member>
+ <member name="audio/driver/mix_rate.web" type="int" setter="" getter="" default="0">
+ Safer override for [member audio/driver/mix_rate] in the Web platform. Here [code]0[/code] means "let the browser choose" (since some browsers do not like forcing the mix rate).
+ </member>
<member name="audio/driver/output_latency" type="int" setter="" getter="" default="15">
Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware.
</member>
diff --git a/platform/javascript/audio_driver_javascript.cpp b/platform/javascript/audio_driver_javascript.cpp
index 478e848675..420cb2f2f7 100644
--- a/platform/javascript/audio_driver_javascript.cpp
+++ b/platform/javascript/audio_driver_javascript.cpp
@@ -108,7 +108,7 @@ Error AudioDriverJavaScript::init() {
mix_rate = GLOBAL_GET("audio/driver/mix_rate");
int latency = GLOBAL_GET("audio/driver/output_latency");
- channel_count = godot_audio_init(mix_rate, latency, &_state_change_callback, &_latency_update_callback);
+ channel_count = godot_audio_init(&mix_rate, latency, &_state_change_callback, &_latency_update_callback);
buffer_length = closest_power_of_2((latency * mix_rate / 1000));
#ifndef NO_THREADS
node = memnew(WorkletNode);
diff --git a/platform/javascript/godot_audio.h b/platform/javascript/godot_audio.h
index 54fc8fa3b5..de8f046bbd 100644
--- a/platform/javascript/godot_audio.h
+++ b/platform/javascript/godot_audio.h
@@ -38,7 +38,7 @@ extern "C" {
#include "stddef.h"
extern int godot_audio_is_available();
-extern int godot_audio_init(int p_mix_rate, int p_latency, void (*_state_cb)(int), void (*_latency_cb)(float));
+extern int godot_audio_init(int *p_mix_rate, int p_latency, void (*_state_cb)(int), void (*_latency_cb)(float));
extern void godot_audio_resume();
extern int godot_audio_capture_start();
diff --git a/platform/javascript/js/libs/library_godot_audio.js b/platform/javascript/js/libs/library_godot_audio.js
index 45c3a3fe2e..c9dae1a7af 100644
--- a/platform/javascript/js/libs/library_godot_audio.js
+++ b/platform/javascript/js/libs/library_godot_audio.js
@@ -37,10 +37,14 @@ const GodotAudio = {
interval: 0,
init: function (mix_rate, latency, onstatechange, onlatencyupdate) {
- const ctx = new (window.AudioContext || window.webkitAudioContext)({
- sampleRate: mix_rate,
- // latencyHint: latency / 1000 // Do not specify, leave 'interactive' for good performance.
- });
+ const opts = {};
+ // If mix_rate is 0, let the browser choose.
+ if (mix_rate) {
+ opts['sampleRate'] = mix_rate;
+ }
+ // Do not specify, leave 'interactive' for good performance.
+ // opts['latencyHint'] = latency / 1000;
+ const ctx = new (window.AudioContext || window.webkitAudioContext)(opts);
GodotAudio.ctx = ctx;
ctx.onstatechange = function () {
let state = 0;
@@ -159,7 +163,10 @@ const GodotAudio = {
godot_audio_init: function (p_mix_rate, p_latency, p_state_change, p_latency_update) {
const statechange = GodotRuntime.get_func(p_state_change);
const latencyupdate = GodotRuntime.get_func(p_latency_update);
- return GodotAudio.init(p_mix_rate, p_latency, statechange, latencyupdate);
+ const mix_rate = GodotRuntime.getHeapValue(p_mix_rate, 'i32');
+ const channels = GodotAudio.init(mix_rate, p_latency, statechange, latencyupdate);
+ GodotRuntime.setHeapValue(p_mix_rate, GodotAudio.ctx.sampleRate, 'i32');
+ return channels;
},
godot_audio_resume__sig: 'v',
diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp
index 758ce766c3..ac1569c15d 100644
--- a/servers/audio_server.cpp
+++ b/servers/audio_server.cpp
@@ -196,6 +196,7 @@ int AudioDriverManager::get_driver_count() {
void AudioDriverManager::initialize(int p_driver) {
GLOBAL_DEF_RST("audio/driver/enable_input", false);
GLOBAL_DEF_RST("audio/driver/mix_rate", DEFAULT_MIX_RATE);
+ GLOBAL_DEF_RST("audio/driver/mix_rate.web", 0); // Safer default output_latency for web (use browser default).
GLOBAL_DEF_RST("audio/driver/output_latency", DEFAULT_OUTPUT_LATENCY);
GLOBAL_DEF_RST("audio/driver/output_latency.web", 50); // Safer default output_latency for web.