Rewrote AudioDriverJavaScript to support multiple processor nodes. The old (and deprecated) ScriptProcessorNode when threads are not available, and the new AudioWorklet API when threads are enabled. The new implementation uses two ring buffers and a shared state to communicated with the AudioWorklet thread. The audio.worklet.js JavaScript file is always added to the export template, but only really used (and download) in the thread build.
292 lines
9 KiB
C++
292 lines
9 KiB
C++
/*************************************************************************/
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/* audio_driver_javascript.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "audio_driver_javascript.h"
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#include "core/project_settings.h"
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#include <emscripten.h>
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AudioDriverJavaScript *AudioDriverJavaScript::singleton = nullptr;
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bool AudioDriverJavaScript::is_available() {
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return godot_audio_is_available() != 0;
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}
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const char *AudioDriverJavaScript::get_name() const {
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return "JavaScript";
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}
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void AudioDriverJavaScript::_state_change_callback(int p_state) {
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singleton->state = p_state;
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}
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void AudioDriverJavaScript::_latency_update_callback(float p_latency) {
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singleton->output_latency = p_latency;
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}
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void AudioDriverJavaScript::_audio_driver_process(int p_from, int p_samples) {
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int32_t *stream_buffer = reinterpret_cast<int32_t *>(output_rb);
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const int max_samples = memarr_len(output_rb);
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int write_pos = p_from;
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int to_write = p_samples;
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if (to_write == 0) {
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to_write = max_samples;
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}
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// High part
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if (write_pos + to_write > max_samples) {
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const int samples_high = max_samples - write_pos;
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audio_server_process(samples_high / channel_count, &stream_buffer[write_pos]);
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for (int i = write_pos; i < max_samples; i++) {
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output_rb[i] = float(stream_buffer[i] >> 16) / 32768.f;
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}
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to_write -= samples_high;
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write_pos = 0;
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}
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// Leftover
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audio_server_process(to_write / channel_count, &stream_buffer[write_pos]);
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for (int i = write_pos; i < write_pos + to_write; i++) {
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output_rb[i] = float(stream_buffer[i] >> 16) / 32768.f;
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}
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}
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void AudioDriverJavaScript::_audio_driver_capture(int p_from, int p_samples) {
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if (get_input_buffer().size() == 0) {
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return; // Input capture stopped.
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}
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const int max_samples = memarr_len(input_rb);
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int read_pos = p_from;
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int to_read = p_samples;
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if (to_read == 0) {
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to_read = max_samples;
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}
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// High part
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if (read_pos + to_read > max_samples) {
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const int samples_high = max_samples - read_pos;
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for (int i = read_pos; i < max_samples; i++) {
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input_buffer_write(int32_t(input_rb[i] * 32768.f) * (1U << 16));
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}
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to_read -= samples_high;
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read_pos = 0;
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}
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// Leftover
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for (int i = read_pos; i < read_pos + to_read; i++) {
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input_buffer_write(int32_t(input_rb[i] * 32768.f) * (1U << 16));
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}
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}
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Error AudioDriverJavaScript::init() {
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mix_rate = GLOBAL_GET("audio/mix_rate");
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int latency = GLOBAL_GET("audio/output_latency");
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channel_count = godot_audio_init(mix_rate, latency, &_state_change_callback, &_latency_update_callback);
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buffer_length = closest_power_of_2((latency * mix_rate / 1000));
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#ifndef NO_THREADS
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node = memnew(WorkletNode);
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#else
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node = memnew(ScriptProcessorNode);
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#endif
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buffer_length = node->create(buffer_length, channel_count);
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if (output_rb) {
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memdelete_arr(output_rb);
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}
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output_rb = memnew_arr(float, buffer_length *channel_count);
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if (!output_rb) {
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return ERR_OUT_OF_MEMORY;
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}
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if (input_rb) {
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memdelete_arr(input_rb);
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}
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input_rb = memnew_arr(float, buffer_length *channel_count);
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if (!input_rb) {
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return ERR_OUT_OF_MEMORY;
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}
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return OK;
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}
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void AudioDriverJavaScript::start() {
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if (node) {
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node->start(output_rb, memarr_len(output_rb), input_rb, memarr_len(input_rb));
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}
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}
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void AudioDriverJavaScript::resume() {
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if (state == 0) { // 'suspended'
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godot_audio_resume();
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}
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}
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float AudioDriverJavaScript::get_latency() {
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return output_latency + (float(buffer_length) / mix_rate);
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}
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int AudioDriverJavaScript::get_mix_rate() const {
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return mix_rate;
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}
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AudioDriver::SpeakerMode AudioDriverJavaScript::get_speaker_mode() const {
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return get_speaker_mode_by_total_channels(channel_count);
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}
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void AudioDriverJavaScript::lock() {
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if (node) {
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node->unlock();
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}
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}
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void AudioDriverJavaScript::unlock() {
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if (node) {
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node->unlock();
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}
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}
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void AudioDriverJavaScript::finish() {
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if (node) {
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node->finish();
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memdelete(node);
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node = nullptr;
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}
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if (output_rb) {
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memdelete_arr(output_rb);
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output_rb = nullptr;
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}
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if (input_rb) {
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memdelete_arr(input_rb);
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input_rb = nullptr;
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}
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}
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Error AudioDriverJavaScript::capture_start() {
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lock();
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input_buffer_init(buffer_length);
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unlock();
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godot_audio_capture_start();
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return OK;
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}
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Error AudioDriverJavaScript::capture_stop() {
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godot_audio_capture_stop();
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lock();
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input_buffer.clear();
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unlock();
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return OK;
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}
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AudioDriverJavaScript::AudioDriverJavaScript() {
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singleton = this;
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}
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#ifdef NO_THREADS
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/// ScriptProcessorNode implementation
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void AudioDriverJavaScript::ScriptProcessorNode::_process_callback() {
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AudioDriverJavaScript::singleton->_audio_driver_capture();
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AudioDriverJavaScript::singleton->_audio_driver_process();
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}
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int AudioDriverJavaScript::ScriptProcessorNode::create(int p_buffer_samples, int p_channels) {
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return godot_audio_script_create(p_buffer_samples, p_channels);
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}
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void AudioDriverJavaScript::ScriptProcessorNode::start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) {
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godot_audio_script_start(p_in_buf, p_in_buf_size, p_out_buf, p_out_buf_size, &_process_callback);
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}
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#else
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/// AudioWorkletNode implementation
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void AudioDriverJavaScript::WorkletNode::_audio_thread_func(void *p_data) {
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AudioDriverJavaScript::WorkletNode *obj = static_cast<AudioDriverJavaScript::WorkletNode *>(p_data);
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AudioDriverJavaScript *driver = AudioDriverJavaScript::singleton;
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const int out_samples = memarr_len(driver->output_rb);
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const int in_samples = memarr_len(driver->input_rb);
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int wpos = 0;
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int to_write = out_samples;
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int rpos = 0;
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int to_read = 0;
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int32_t step = 0;
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while (!obj->quit) {
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if (to_read) {
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driver->lock();
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driver->_audio_driver_capture(rpos, to_read);
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godot_audio_worklet_state_add(obj->state, STATE_SAMPLES_IN, -to_read);
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driver->unlock();
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rpos += to_read;
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if (rpos >= in_samples) {
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rpos -= in_samples;
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}
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}
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if (to_write) {
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driver->lock();
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driver->_audio_driver_process(wpos, to_write);
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godot_audio_worklet_state_add(obj->state, STATE_SAMPLES_OUT, to_write);
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driver->unlock();
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wpos += to_write;
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if (wpos >= out_samples) {
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wpos -= out_samples;
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}
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}
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step = godot_audio_worklet_state_wait(obj->state, STATE_PROCESS, step, 1);
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to_write = out_samples - godot_audio_worklet_state_get(obj->state, STATE_SAMPLES_OUT);
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to_read = godot_audio_worklet_state_get(obj->state, STATE_SAMPLES_IN);
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}
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}
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int AudioDriverJavaScript::WorkletNode::create(int p_buffer_size, int p_channels) {
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godot_audio_worklet_create(p_channels);
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return p_buffer_size;
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}
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void AudioDriverJavaScript::WorkletNode::start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) {
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godot_audio_worklet_start(p_in_buf, p_in_buf_size, p_out_buf, p_out_buf_size, state);
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mutex = Mutex::create();
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thread = Thread::create(_audio_thread_func, this);
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}
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void AudioDriverJavaScript::WorkletNode::lock() {
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if (mutex) {
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mutex->lock();
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}
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}
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void AudioDriverJavaScript::WorkletNode::unlock() {
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if (mutex) {
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mutex->unlock();
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}
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}
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void AudioDriverJavaScript::WorkletNode::finish() {
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quit = true; // Ask thread to quit.
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Thread::wait_to_finish(thread);
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memdelete(thread);
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thread = nullptr;
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memdelete(mutex);
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mutex = nullptr;
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}
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#endif
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