/*************************************************************************/ /* audio_driver_javascript.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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. */ /*************************************************************************/ #include "audio_driver_javascript.h" #include "core/config/project_settings.h" #include AudioDriverJavaScript *AudioDriverJavaScript::singleton = nullptr; bool AudioDriverJavaScript::is_available() { return godot_audio_is_available() != 0; } const char *AudioDriverJavaScript::get_name() const { return "JavaScript"; } void AudioDriverJavaScript::_state_change_callback(int p_state) { singleton->state = p_state; } void AudioDriverJavaScript::_latency_update_callback(float p_latency) { singleton->output_latency = p_latency; } void AudioDriverJavaScript::_audio_driver_process(int p_from, int p_samples) { int32_t *stream_buffer = reinterpret_cast(output_rb); const int max_samples = memarr_len(output_rb); int write_pos = p_from; int to_write = p_samples; if (to_write == 0) { to_write = max_samples; } // High part if (write_pos + to_write > max_samples) { const int samples_high = max_samples - write_pos; audio_server_process(samples_high / channel_count, &stream_buffer[write_pos]); for (int i = write_pos; i < max_samples; i++) { output_rb[i] = float(stream_buffer[i] >> 16) / 32768.f; } to_write -= samples_high; write_pos = 0; } // Leftover audio_server_process(to_write / channel_count, &stream_buffer[write_pos]); for (int i = write_pos; i < write_pos + to_write; i++) { output_rb[i] = float(stream_buffer[i] >> 16) / 32768.f; } } void AudioDriverJavaScript::_audio_driver_capture(int p_from, int p_samples) { if (get_input_buffer().size() == 0) { return; // Input capture stopped. } const int max_samples = memarr_len(input_rb); int read_pos = p_from; int to_read = p_samples; if (to_read == 0) { to_read = max_samples; } // High part if (read_pos + to_read > max_samples) { const int samples_high = max_samples - read_pos; for (int i = read_pos; i < max_samples; i++) { input_buffer_write(int32_t(input_rb[i] * 32768.f) * (1U << 16)); } to_read -= samples_high; read_pos = 0; } // Leftover for (int i = read_pos; i < read_pos + to_read; i++) { input_buffer_write(int32_t(input_rb[i] * 32768.f) * (1U << 16)); } } Error AudioDriverJavaScript::init() { mix_rate = GLOBAL_GET("audio/mix_rate"); int latency = GLOBAL_GET("audio/output_latency"); 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); #else node = memnew(ScriptProcessorNode); #endif buffer_length = node->create(buffer_length, channel_count); if (output_rb) { memdelete_arr(output_rb); } output_rb = memnew_arr(float, buffer_length *channel_count); if (!output_rb) { return ERR_OUT_OF_MEMORY; } if (input_rb) { memdelete_arr(input_rb); } input_rb = memnew_arr(float, buffer_length *channel_count); if (!input_rb) { return ERR_OUT_OF_MEMORY; } return OK; } void AudioDriverJavaScript::start() { if (node) { node->start(output_rb, memarr_len(output_rb), input_rb, memarr_len(input_rb)); } } void AudioDriverJavaScript::resume() { if (state == 0) { // 'suspended' godot_audio_resume(); } } float AudioDriverJavaScript::get_latency() { return output_latency + (float(buffer_length) / mix_rate); } int AudioDriverJavaScript::get_mix_rate() const { return mix_rate; } AudioDriver::SpeakerMode AudioDriverJavaScript::get_speaker_mode() const { return get_speaker_mode_by_total_channels(channel_count); } void AudioDriverJavaScript::lock() { if (node) { node->unlock(); } } void AudioDriverJavaScript::unlock() { if (node) { node->unlock(); } } void AudioDriverJavaScript::finish() { if (node) { node->finish(); memdelete(node); node = nullptr; } if (output_rb) { memdelete_arr(output_rb); output_rb = nullptr; } if (input_rb) { memdelete_arr(input_rb); input_rb = nullptr; } } Error AudioDriverJavaScript::capture_start() { lock(); input_buffer_init(buffer_length); unlock(); if (godot_audio_capture_start()) { return FAILED; } return OK; } Error AudioDriverJavaScript::capture_stop() { godot_audio_capture_stop(); lock(); input_buffer.clear(); unlock(); return OK; } AudioDriverJavaScript::AudioDriverJavaScript() { singleton = this; } #ifdef NO_THREADS /// ScriptProcessorNode implementation void AudioDriverJavaScript::ScriptProcessorNode::_process_callback() { AudioDriverJavaScript::singleton->_audio_driver_capture(); AudioDriverJavaScript::singleton->_audio_driver_process(); } int AudioDriverJavaScript::ScriptProcessorNode::create(int p_buffer_samples, int p_channels) { return godot_audio_script_create(p_buffer_samples, p_channels); } void AudioDriverJavaScript::ScriptProcessorNode::start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) { godot_audio_script_start(p_in_buf, p_in_buf_size, p_out_buf, p_out_buf_size, &_process_callback); } #else /// AudioWorkletNode implementation void AudioDriverJavaScript::WorkletNode::_audio_thread_func(void *p_data) { AudioDriverJavaScript::WorkletNode *obj = static_cast(p_data); AudioDriverJavaScript *driver = AudioDriverJavaScript::singleton; const int out_samples = memarr_len(driver->output_rb); const int in_samples = memarr_len(driver->input_rb); int wpos = 0; int to_write = out_samples; int rpos = 0; int to_read = 0; int32_t step = 0; while (!obj->quit) { if (to_read) { driver->lock(); driver->_audio_driver_capture(rpos, to_read); godot_audio_worklet_state_add(obj->state, STATE_SAMPLES_IN, -to_read); driver->unlock(); rpos += to_read; if (rpos >= in_samples) { rpos -= in_samples; } } if (to_write) { driver->lock(); driver->_audio_driver_process(wpos, to_write); godot_audio_worklet_state_add(obj->state, STATE_SAMPLES_OUT, to_write); driver->unlock(); wpos += to_write; if (wpos >= out_samples) { wpos -= out_samples; } } step = godot_audio_worklet_state_wait(obj->state, STATE_PROCESS, step, 1); to_write = out_samples - godot_audio_worklet_state_get(obj->state, STATE_SAMPLES_OUT); to_read = godot_audio_worklet_state_get(obj->state, STATE_SAMPLES_IN); } } int AudioDriverJavaScript::WorkletNode::create(int p_buffer_size, int p_channels) { godot_audio_worklet_create(p_channels); return p_buffer_size; } void AudioDriverJavaScript::WorkletNode::start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) { godot_audio_worklet_start(p_in_buf, p_in_buf_size, p_out_buf, p_out_buf_size, state); thread = Thread::create(_audio_thread_func, this); } void AudioDriverJavaScript::WorkletNode::lock() { mutex.lock(); } void AudioDriverJavaScript::WorkletNode::unlock() { mutex.unlock(); } void AudioDriverJavaScript::WorkletNode::finish() { quit = true; // Ask thread to quit. Thread::wait_to_finish(thread); memdelete(thread); thread = nullptr; } #endif