[HTML5] Fix audio buffer size and latency hint.

The size of the audio buffer was incorrectly doubled when creating the
script processor.
latencyHint is expressed in seconds, not milliseconds.
Additionally, on some browsers it actually affect the performance and
stability of the audio driver.
For this reason it has been completely disabled (interactive) and a not
has been left for future reference.
This commit is contained in:
Fabio Alessandrelli 2020-11-06 15:10:57 +01:00
parent a9bc440311
commit b3453e866b
2 changed files with 2 additions and 2 deletions

View file

@ -100,7 +100,7 @@ Error AudioDriverJavaScript::init() {
int latency = GLOBAL_GET("audio/output_latency");
channel_count = godot_audio_init(mix_rate, latency);
buffer_length = closest_power_of_2((latency * mix_rate / 1000) * channel_count);
buffer_length = closest_power_of_2(latency * mix_rate / 1000);
buffer_length = godot_audio_create_processor(buffer_length, channel_count);
if (!buffer_length) {
return FAILED;

View file

@ -47,7 +47,7 @@ var GodotAudio = {
godot_audio_init: function(mix_rate, latency) {
GodotAudio.ctx = new (window.AudioContext || window.webkitAudioContext)({
sampleRate: mix_rate,
latencyHint: latency
// latencyHint: latency / 1000 // Do not specify, leave 'interactive' for good performance.
});
return GodotAudio.ctx.destination.channelCount;
},