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Diffstat (limited to 'platform/javascript/native/library_godot_audio.js')
-rw-r--r-- | platform/javascript/native/library_godot_audio.js | 338 |
1 files changed, 0 insertions, 338 deletions
diff --git a/platform/javascript/native/library_godot_audio.js b/platform/javascript/native/library_godot_audio.js deleted file mode 100644 index 3a0c8f297a..0000000000 --- a/platform/javascript/native/library_godot_audio.js +++ /dev/null @@ -1,338 +0,0 @@ -/*************************************************************************/ -/* library_godot_audio.js */ -/*************************************************************************/ -/* 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 */ -/* 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. */ -/*************************************************************************/ - -const GodotAudio = { - $GodotAudio__deps: ['$GodotOS'], - $GodotAudio: { - ctx: null, - input: null, - driver: null, - 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. - }); - GodotAudio.ctx = ctx; - onstatechange(ctx.state); // Immeditately notify state. - ctx.onstatechange = function() { - let state = 0; - switch (ctx.state) { - case 'suspended': - state = 0; - break; - case 'running': - state = 1; - break; - case 'closed': - state = 2; - break; - } - onstatechange(state); - } - // Update computed latency - GodotAudio.interval = setInterval(function() { - let latency = 0; - if (ctx.baseLatency) { - latency += GodotAudio.ctx.baseLatency; - } - if (ctx.outputLatency) { - latency += GodotAudio.ctx.outputLatency; - } - onlatencyupdate(latency); - }, 1000); - GodotOS.atexit(GodotAudio.close_async); - return ctx.destination.channelCount; - }, - - create_input: function(callback) { - if (GodotAudio.input) { - return; // Already started. - } - function gotMediaInput(stream) { - GodotAudio.input = GodotAudio.ctx.createMediaStreamSource(stream); - callback(GodotAudio.input) - } - if (navigator.mediaDevices.getUserMedia) { - navigator.mediaDevices.getUserMedia({ - "audio": true - }).then(gotMediaInput, function(e) { out(e) }); - } else { - if (!navigator.getUserMedia) { - navigator.getUserMedia = navigator.webkitGetUserMedia || navigator.mozGetUserMedia; - } - navigator.getUserMedia({ - "audio": true - }, gotMediaInput, function(e) { out(e) }); - } - }, - - close_async: function(resolve, reject) { - const ctx = GodotAudio.ctx; - GodotAudio.ctx = null; - // Audio was not initialized. - if (!ctx) { - resolve(); - return; - } - // Remove latency callback - if (GodotAudio.interval) { - clearInterval(GodotAudio.interval); - GodotAudio.interval = 0; - } - // Disconnect input, if it was started. - if (GodotAudio.input) { - GodotAudio.input.disconnect(); - GodotAudio.input = null; - } - // Disconnect output - let closed = Promise.resolve(); - if (GodotAudio.driver) { - closed = GodotAudio.driver.close(); - } - closed.then(function() { - return ctx.close(); - }).then(function() { - ctx.onstatechange = null; - resolve(); - }).catch(function(e) { - ctx.onstatechange = null; - console.error("Error closing AudioContext", e); - resolve(); - }); - }, - }, - - godot_audio_is_available__proxy: 'sync', - godot_audio_is_available: function () { - if (!(window.AudioContext || window.webkitAudioContext)) { - return 0; - } - return 1; - }, - - godot_audio_init: function(p_mix_rate, p_latency, p_state_change, p_latency_update) { - const statechange = GodotOS.get_func(p_state_change); - const latencyupdate = GodotOS.get_func(p_latency_update); - return GodotAudio.init(p_mix_rate, p_latency, statechange, latencyupdate); - }, - - godot_audio_resume: function() { - if (GodotAudio.ctx && GodotAudio.ctx.state != 'running') { - GodotAudio.ctx.resume(); - } - }, - - godot_audio_capture_start__proxy: 'sync', - godot_audio_capture_start: function() { - if (GodotAudio.input) { - return; // Already started. - } - GodotAudio.create_input(function(input) { - input.connect(GodotAudio.driver.get_node()); - }); - }, - - godot_audio_capture_stop__proxy: 'sync', - godot_audio_capture_stop: function() { - if (GodotAudio.input) { - const tracks = GodotAudio.input['mediaStream']['getTracks'](); - for (let i = 0; i < tracks.length; i++) { - tracks[i]['stop'](); - } - GodotAudio.input.disconnect(); - GodotAudio.input = null; - } - }, -}; - -autoAddDeps(GodotAudio, "$GodotAudio"); -mergeInto(LibraryManager.library, GodotAudio); - -/** - * The AudioWorklet API driver, used when threads are available. - */ -const GodotAudioWorklet = { - $GodotAudioWorklet__deps: ['$GodotAudio'], - $GodotAudioWorklet: { - promise: null, - worklet: null, - - create: function(channels) { - const path = Module['locateFile']('godot.audio.worklet.js'); - GodotAudioWorklet.promise = GodotAudio.ctx.audioWorklet.addModule(path).then(function() { - GodotAudioWorklet.worklet = new AudioWorkletNode( - GodotAudio.ctx, - 'godot-processor', - { - 'outputChannelCount': [channels] - } - ); - return Promise.resolve(); - }); - GodotAudio.driver = GodotAudioWorklet; - }, - - start: function(in_buf, out_buf, state) { - GodotAudioWorklet.promise.then(function() { - const node = GodotAudioWorklet.worklet; - node.connect(GodotAudio.ctx.destination); - node.port.postMessage({ - 'cmd': 'start', - 'data': [state, in_buf, out_buf], - }); - node.port.onmessage = function(event) { - console.error(event.data); - }; - }); - }, - - get_node: function() { - return GodotAudioWorklet.worklet; - }, - - close: function() { - return new Promise(function(resolve, reject) { - GodotAudioWorklet.promise.then(function() { - GodotAudioWorklet.worklet.port.postMessage({ - 'cmd': 'stop', - 'data': null, - }); - GodotAudioWorklet.worklet.disconnect(); - GodotAudioWorklet.worklet = null; - GodotAudioWorklet.promise = null; - resolve(); - }); - }); - }, - }, - - godot_audio_worklet_create: function(channels) { - GodotAudioWorklet.create(channels); - }, - - godot_audio_worklet_start: function(p_in_buf, p_in_size, p_out_buf, p_out_size, p_state) { - const out_buffer = GodotOS.heapSub(HEAPF32, p_out_buf, p_out_size); - const in_buffer = GodotOS.heapSub(HEAPF32, p_in_buf, p_in_size); - const state = GodotOS.heapSub(HEAP32, p_state, 4); - GodotAudioWorklet.start(in_buffer, out_buffer, state); - }, - - godot_audio_worklet_state_wait: function(p_state, p_idx, p_expected, p_timeout) { - Atomics.wait(HEAP32, (p_state >> 2) + p_idx, p_expected, p_timeout); - return Atomics.load(HEAP32, (p_state >> 2) + p_idx); - }, - - godot_audio_worklet_state_add: function(p_state, p_idx, p_value) { - return Atomics.add(HEAP32, (p_state >> 2) + p_idx, p_value); - }, - - godot_audio_worklet_state_get: function(p_state, p_idx) { - return Atomics.load(HEAP32, (p_state >> 2) + p_idx); - }, -}; - -autoAddDeps(GodotAudioWorklet, "$GodotAudioWorklet"); -mergeInto(LibraryManager.library, GodotAudioWorklet); - -/* - * The deprecated ScriptProcessorNode API, used when threads are disabled. - */ -const GodotAudioScript = { - $GodotAudioScript__deps: ['$GodotAudio'], - $GodotAudioScript: { - script: null, - - create: function(buffer_length, channel_count) { - GodotAudioScript.script = GodotAudio.ctx.createScriptProcessor(buffer_length, 2, channel_count); - GodotAudio.driver = GodotAudioScript; - return GodotAudioScript.script.bufferSize; - }, - - start: function(p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess) { - GodotAudioScript.script.onaudioprocess = function(event) { - // Read input - const inb = GodotOS.heapSub(HEAPF32, p_in_buf, p_in_size); - const input = event.inputBuffer; - if (GodotAudio.input) { - const inlen = input.getChannelData(0).length; - for (let ch = 0; ch < 2; ch++) { - const data = input.getChannelData(ch); - for (let s = 0; s < inlen; s++) { - inb[s * 2 + ch] = data[s]; - } - } - } - - // Let Godot process the input/output. - onprocess(); - - // Write the output. - const outb = GodotOS.heapSub(HEAPF32, p_out_buf, p_out_size); - const output = event.outputBuffer; - const channels = output.numberOfChannels; - for (let ch = 0; ch < channels; ch++) { - const data = output.getChannelData(ch); - // Loop through samples and assign computed values. - for (let sample = 0; sample < data.length; sample++) { - data[sample] = outb[sample * channels + ch]; - } - } - }; - GodotAudioScript.script.connect(GodotAudio.ctx.destination); - }, - - get_node: function() { - return GodotAudioScript.script; - }, - - close: function() { - return new Promise(function(resolve, reject) { - GodotAudioScript.script.disconnect(); - GodotAudioScript.script.onaudioprocess = null; - GodotAudioScript.script = null; - resolve(); - }); - }, - }, - - godot_audio_script_create: function(buffer_length, channel_count) { - return GodotAudioScript.create(buffer_length, channel_count); - }, - - godot_audio_script_start: function(p_in_buf, p_in_size, p_out_buf, p_out_size, p_cb) { - const onprocess = GodotOS.get_func(p_cb); - GodotAudioScript.start(p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess); - }, -}; - -autoAddDeps(GodotAudioScript, "$GodotAudioScript"); -mergeInto(LibraryManager.library, GodotAudioScript); |