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Fix Web samples finished missing signal
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@@ -33,6 +33,8 @@
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#include "godot_audio.h"
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#include "core/config/project_settings.h"
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#include "core/object/object.h"
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#include "scene/main/node.h"
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#include "servers/audio/audio_stream.h"
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#include <emscripten.h>
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@@ -51,6 +53,33 @@ void AudioDriverWeb::_latency_update_callback(float p_latency) {
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AudioDriverWeb::audio_context.output_latency = p_latency;
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}
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void AudioDriverWeb::_sample_playback_finished_callback(const char *p_playback_object_id) {
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const ObjectID playback_id = ObjectID(String::to_int(p_playback_object_id));
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Object *playback_object = ObjectDB::get_instance(playback_id);
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if (playback_object == nullptr) {
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return;
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}
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Ref<AudioSamplePlayback> playback = Object::cast_to<AudioSamplePlayback>(playback_object);
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if (playback.is_null()) {
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return;
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}
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Object *player_object = ObjectDB::get_instance(playback->player_id);
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if (player_object == nullptr) {
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return;
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}
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Node *player = Object::cast_to<Node>(player_object);
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if (player == nullptr) {
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return;
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}
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const StringName finished = SNAME("finished");
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if (player->has_signal(finished)) {
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player->emit_signal(finished);
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}
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}
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void AudioDriverWeb::_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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@@ -132,6 +161,9 @@ Error AudioDriverWeb::init() {
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if (!input_rb) {
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return ERR_OUT_OF_MEMORY;
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}
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godot_audio_sample_set_finished_callback(&_sample_playback_finished_callback);
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return OK;
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}
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