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-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
3 files changed, 14 insertions, 7 deletions
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',