godot/platform/javascript/audio_driver_javascript.h
Fabio Alessandrelli a618535628 [HTML5] Run Audio process in thread when available
This should fix some of the audio stuttering issues when the HTML5
export is compiled with threads support.
The API should be ported to AudioWorklet to (hopefully) be perfect.
That though, cannot be backported to 3.2 due to extra restriction of
AudioWorklet (which only runs in SecureContext, and needs a polyfill for
Safari).
2020-10-02 14:28:20 +02:00

84 lines
3.2 KiB
C++

/*************************************************************************/
/* audio_driver_javascript.h */
/*************************************************************************/
/* 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). */
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#ifndef AUDIO_DRIVER_JAVASCRIPT_H
#define AUDIO_DRIVER_JAVASCRIPT_H
#include "servers/audio_server.h"
#include "core/os/mutex.h"
#include "core/os/thread.h"
class AudioDriverJavaScript : public AudioDriver {
private:
float *internal_buffer = nullptr;
int buffer_length = 0;
int mix_rate = 0;
int channel_count = 0;
public:
#ifndef NO_THREADS
Mutex mutex;
Thread *thread = nullptr;
bool quit = false;
bool needs_process = true;
static void _audio_thread_func(void *p_data);
#endif
void _js_driver_process();
static bool is_available();
void process_capture(float sample);
static AudioDriverJavaScript *singleton;
const char *get_name() const override;
Error init() override;
void start() override;
void resume();
float get_latency() override;
int get_mix_rate() const override;
SpeakerMode get_speaker_mode() const override;
void lock() override;
void unlock() override;
void finish() override;
void finish_async();
Error capture_start() override;
Error capture_stop() override;
AudioDriverJavaScript();
};
#endif