godot/platform/javascript/godot_audio.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

59 lines
2.7 KiB
C++

/*************************************************************************/
/* godot_audio.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). */
/* */
/* 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. */
/*************************************************************************/
#ifndef GODOT_AUDIO_H
#define GODOT_AUDIO_H
#ifdef __cplusplus
extern "C" {
#endif
#include "stddef.h"
extern int godot_audio_is_available();
extern int godot_audio_init(int p_mix_rate, int p_latency);
extern int godot_audio_create_processor(int p_buffer_length, int p_channel_count);
extern void godot_audio_start(float *r_buffer_ptr);
extern void godot_audio_resume();
extern void godot_audio_finish_async();
extern float godot_audio_get_latency();
extern void godot_audio_capture_start();
extern void godot_audio_capture_stop();
#ifdef __cplusplus
}
#endif
#endif /* GODOT_AUDIO_H */