1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-18 14:21:41 +00:00

[HTML5] AudioWorkletAPI implementation.

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.
This commit is contained in:
Fabio Alessandrelli
2020-11-03 17:18:02 +01:00
parent e52ed6d89e
commit 6d939b72f0
8 changed files with 722 additions and 220 deletions

View File

@@ -27,14 +27,109 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
var GodotAudio = {
const GodotAudio = {
$GodotAudio__deps: ['$GodotOS'],
$GodotAudio: {
ctx: null,
input: null,
script: null,
driver: null,
interval: 0,
init: function(mix_rate, latency, onstatechange, onlatencyupdate) {
const ctx = new (window.AudioContext || window.webkitAudioContext)({
sampleRate: mix_rate,
// latencyHint: latency / 1000 // Do not specify, leave 'interactive' for good performance.
});
GodotAudio.ctx = ctx;
onstatechange(ctx.state); // Immeditately notify state.
ctx.onstatechange = function() {
let state = 0;
switch (ctx.state) {
case 'suspended':
state = 0;
break;
case 'running':
state = 1;
break;
case 'closed':
state = 2;
break;
}
onstatechange(state);
}
// Update computed latency
GodotAudio.interval = setInterval(function() {
let latency = 0;
if (ctx.baseLatency) {
latency += GodotAudio.ctx.baseLatency;
}
if (ctx.outputLatency) {
latency += GodotAudio.ctx.outputLatency;
}
onlatencyupdate(latency);
}, 1000);
GodotOS.atexit(GodotAudio.close_async);
return ctx.destination.channelCount;
},
create_input: function(callback) {
if (GodotAudio.input) {
return; // Already started.
}
function gotMediaInput(stream) {
GodotAudio.input = GodotAudio.ctx.createMediaStreamSource(stream);
callback(GodotAudio.input)
}
if (navigator.mediaDevices.getUserMedia) {
navigator.mediaDevices.getUserMedia({
"audio": true
}).then(gotMediaInput, function(e) { out(e) });
} else {
if (!navigator.getUserMedia) {
navigator.getUserMedia = navigator.webkitGetUserMedia || navigator.mozGetUserMedia;
}
navigator.getUserMedia({
"audio": true
}, gotMediaInput, function(e) { out(e) });
}
},
close_async: function(resolve, reject) {
const ctx = GodotAudio.ctx;
GodotAudio.ctx = null;
// Audio was not initialized.
if (!ctx) {
resolve();
return;
}
// Remove latency callback
if (GodotAudio.interval) {
clearInterval(GodotAudio.interval);
GodotAudio.interval = 0;
}
// Disconnect input, if it was started.
if (GodotAudio.input) {
GodotAudio.input.disconnect();
GodotAudio.input = null;
}
// Disconnect output
let closed = Promise.resolve();
if (GodotAudio.driver) {
closed = GodotAudio.driver.close();
}
closed.then(function() {
return ctx.close();
}).then(function() {
ctx.onstatechange = null;
resolve();
}).catch(function(e) {
ctx.onstatechange = null;
console.error("Error closing AudioContext", e);
resolve();
});
},
},
godot_audio_is_available__proxy: 'sync',
@@ -45,71 +140,10 @@ var GodotAudio = {
return 1;
},
godot_audio_init: function(mix_rate, latency) {
GodotAudio.ctx = new (window.AudioContext || window.webkitAudioContext)({
sampleRate: mix_rate,
// latencyHint: latency / 1000 // Do not specify, leave 'interactive' for good performance.
});
GodotOS.atexit(function(accept, reject) {
if (!GodotAudio.ctx) {
accept();
return;
}
if (GodotAudio.script) {
GodotAudio.script.disconnect();
GodotAudio.script.onaudioprocess = null;
GodotAudio.script = null;
}
if (GodotAudio.input) {
GodotAudio.input.disconnect();
GodotAudio.input = null;
}
GodotAudio.ctx.close().then(function() {
accept();
}).catch(function(e) {
accept();
});
GodotAudio.ctx = null;
});
return GodotAudio.ctx.destination.channelCount;
},
godot_audio_create_processor: function(buffer_length, channel_count) {
GodotAudio.script = GodotAudio.ctx.createScriptProcessor(buffer_length, 2, channel_count);
GodotAudio.script.connect(GodotAudio.ctx.destination);
return GodotAudio.script.bufferSize;
},
godot_audio_start: function(buffer_ptr, p_process_start, p_process_end, p_process_capture) {
const audioDriverProcessStart = GodotOS.get_func(p_process_start);
const audioDriverProcessEnd = GodotOS.get_func(p_process_end);
const audioDriverProcessCapture = GodotOS.get_func(p_process_capture);
GodotAudio.script.onaudioprocess = function(audioProcessingEvent) {
audioDriverProcessStart();
var input = audioProcessingEvent.inputBuffer;
var output = audioProcessingEvent.outputBuffer;
var internalBuffer = HEAPF32.subarray(
buffer_ptr / HEAPF32.BYTES_PER_ELEMENT,
buffer_ptr / HEAPF32.BYTES_PER_ELEMENT + output.length * output.numberOfChannels);
for (var channel = 0; channel < output.numberOfChannels; channel++) {
var outputData = output.getChannelData(channel);
// Loop through samples.
for (var sample = 0; sample < outputData.length; sample++) {
outputData[sample] = internalBuffer[sample * output.numberOfChannels + channel];
}
}
if (GodotAudio.input) {
var inputDataL = input.getChannelData(0);
var inputDataR = input.getChannelData(1);
for (var i = 0; i < inputDataL.length; i++) {
audioDriverProcessCapture(inputDataL[i]);
audioDriverProcessCapture(inputDataR[i]);
}
}
audioDriverProcessEnd();
};
godot_audio_init: function(p_mix_rate, p_latency, p_state_change, p_latency_update) {
const statechange = GodotOS.get_func(p_state_change);
const latencyupdate = GodotOS.get_func(p_latency_update);
return GodotAudio.init(p_mix_rate, p_latency, statechange, latencyupdate);
},
godot_audio_resume: function() {
@@ -118,48 +152,21 @@ var GodotAudio = {
}
},
godot_audio_get_latency__proxy: 'sync',
godot_audio_get_latency: function() {
var latency = 0;
if (GodotAudio.ctx) {
if (GodotAudio.ctx.baseLatency) {
latency += GodotAudio.ctx.baseLatency;
}
if (GodotAudio.ctx.outputLatency) {
latency += GodotAudio.ctx.outputLatency;
}
}
return latency;
},
godot_audio_capture_start__proxy: 'sync',
godot_audio_capture_start: function() {
if (GodotAudio.input) {
return; // Already started.
}
function gotMediaInput(stream) {
GodotAudio.input = GodotAudio.ctx.createMediaStreamSource(stream);
GodotAudio.input.connect(GodotAudio.script);
}
function gotMediaInputError(e) {
out(e);
}
if (navigator.mediaDevices.getUserMedia) {
navigator.mediaDevices.getUserMedia({"audio": true}).then(gotMediaInput, gotMediaInputError);
} else {
if (!navigator.getUserMedia)
navigator.getUserMedia = navigator.webkitGetUserMedia || navigator.mozGetUserMedia;
navigator.getUserMedia({"audio": true}, gotMediaInput, gotMediaInputError);
}
GodotAudio.create_input(function(input) {
input.connect(GodotAudio.driver.get_node());
});
},
godot_audio_capture_stop__proxy: 'sync',
godot_audio_capture_stop: function() {
if (GodotAudio.input) {
const tracks = GodotAudio.input['mediaStream']['getTracks']();
for (var i = 0; i < tracks.length; i++) {
for (let i = 0; i < tracks.length; i++) {
tracks[i]['stop']();
}
GodotAudio.input.disconnect();
@@ -170,3 +177,165 @@ var GodotAudio = {
autoAddDeps(GodotAudio, "$GodotAudio");
mergeInto(LibraryManager.library, GodotAudio);
/**
* The AudioWorklet API driver, used when threads are available.
*/
const GodotAudioWorklet = {
$GodotAudioWorklet__deps: ['$GodotAudio'],
$GodotAudioWorklet: {
promise: null,
worklet: null,
create: function(channels) {
const path = Module['locateFile']('godot.audio.worklet.js');
GodotAudioWorklet.promise = GodotAudio.ctx.audioWorklet.addModule(path).then(function() {
GodotAudioWorklet.worklet = new AudioWorkletNode(
GodotAudio.ctx,
'godot-processor',
{
'outputChannelCount': [channels]
}
);
return Promise.resolve();
});
GodotAudio.driver = GodotAudioWorklet;
},
start: function(in_buf, out_buf, state) {
GodotAudioWorklet.promise.then(function() {
const node = GodotAudioWorklet.worklet;
node.connect(GodotAudio.ctx.destination);
node.port.postMessage({
'cmd': 'start',
'data': [state, in_buf, out_buf],
});
node.port.onmessage = function(event) {
console.error(event.data);
};
});
},
get_node: function() {
return GodotAudioWorklet.worklet;
},
close: function() {
return new Promise(function(resolve, reject) {
GodotAudioWorklet.promise.then(function() {
GodotAudioWorklet.worklet.port.postMessage({
'cmd': 'stop',
'data': null,
});
GodotAudioWorklet.worklet.disconnect();
GodotAudioWorklet.worklet = null;
GodotAudioWorklet.promise = null;
resolve();
});
});
},
},
godot_audio_worklet_create: function(channels) {
GodotAudioWorklet.create(channels);
},
godot_audio_worklet_start: function(p_in_buf, p_in_size, p_out_buf, p_out_size, p_state) {
const out_buffer = GodotOS.heapSub(HEAPF32, p_out_buf, p_out_size);
const in_buffer = GodotOS.heapSub(HEAPF32, p_in_buf, p_in_size);
const state = GodotOS.heapSub(HEAP32, p_state, 4);
GodotAudioWorklet.start(in_buffer, out_buffer, state);
},
godot_audio_worklet_state_wait: function(p_state, p_idx, p_expected, p_timeout) {
Atomics.wait(HEAP32, (p_state >> 2) + p_idx, p_expected, p_timeout);
return Atomics.load(HEAP32, (p_state >> 2) + p_idx);
},
godot_audio_worklet_state_add: function(p_state, p_idx, p_value) {
return Atomics.add(HEAP32, (p_state >> 2) + p_idx, p_value);
},
godot_audio_worklet_state_get: function(p_state, p_idx) {
return Atomics.load(HEAP32, (p_state >> 2) + p_idx);
},
};
autoAddDeps(GodotAudioWorklet, "$GodotAudioWorklet");
mergeInto(LibraryManager.library, GodotAudioWorklet);
/*
* The deprecated ScriptProcessorNode API, used when threads are disabled.
*/
const GodotAudioScript = {
$GodotAudioScript__deps: ['$GodotAudio'],
$GodotAudioScript: {
script: null,
create: function(buffer_length, channel_count) {
GodotAudioScript.script = GodotAudio.ctx.createScriptProcessor(buffer_length, 2, channel_count);
GodotAudio.driver = GodotAudioScript;
return GodotAudioScript.script.bufferSize;
},
start: function(p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess) {
GodotAudioScript.script.onaudioprocess = function(event) {
// Read input
const inb = GodotOS.heapSub(HEAPF32, p_in_buf, p_in_size);
const input = event.inputBuffer;
if (GodotAudio.input) {
const inlen = input.getChannelData(0).length;
for (let ch = 0; ch < 2; ch++) {
const data = input.getChannelData(ch);
for (let s = 0; s < inlen; s++) {
inb[s * 2 + ch] = data[s];
}
}
}
// Let Godot process the input/output.
onprocess();
// Write the output.
const outb = GodotOS.heapSub(HEAPF32, p_out_buf, p_out_size);
const output = event.outputBuffer;
const channels = output.numberOfChannels;
for (let ch = 0; ch < channels; ch++) {
const data = output.getChannelData(ch);
// Loop through samples and assign computed values.
for (let sample = 0; sample < data.length; sample++) {
data[sample] = outb[sample * channels + ch];
}
}
};
GodotAudioScript.script.connect(GodotAudio.ctx.destination);
},
get_node: function() {
return GodotAudioScript.script;
},
close: function() {
return new Promise(function(resolve, reject) {
GodotAudioScript.script.disconnect();
GodotAudioScript.script.onaudioprocess = null;
GodotAudioScript.script = null;
resolve();
});
},
},
godot_audio_script_create: function(buffer_length, channel_count) {
return GodotAudioScript.create(buffer_length, channel_count);
},
godot_audio_script_start: function(p_in_buf, p_in_size, p_out_buf, p_out_size, p_cb) {
const onprocess = GodotOS.get_func(p_cb);
GodotAudioScript.start(p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess);
},
};
autoAddDeps(GodotAudioScript, "$GodotAudioScript");
mergeInto(LibraryManager.library, GodotAudioScript);