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[HTML5] Use browser mix rate by default on the Web.

Browsers doesn't really like forcing the mix rate, e.g. Firefox does not
allow input (microphone) if the mix rate is not the default one, Chrom*
will exhibit worse performances, etc.
This commit is contained in:
Fabio Alessandrelli
2021-09-13 03:06:34 +02:00
parent f2c44949c0
commit d187bb4e11
5 changed files with 18 additions and 7 deletions

View File

@@ -108,7 +108,7 @@ Error AudioDriverJavaScript::init() {
mix_rate = GLOBAL_GET("audio/driver/mix_rate");
int latency = GLOBAL_GET("audio/driver/output_latency");
channel_count = godot_audio_init(mix_rate, latency, &_state_change_callback, &_latency_update_callback);
channel_count = godot_audio_init(&mix_rate, latency, &_state_change_callback, &_latency_update_callback);
buffer_length = closest_power_of_2((latency * mix_rate / 1000));
#ifndef NO_THREADS
node = memnew(WorkletNode);

View File

@@ -38,7 +38,7 @@ extern "C" {
#include "stddef.h"
extern int godot_audio_is_available();
extern int godot_audio_init(int p_mix_rate, int p_latency, void (*_state_cb)(int), void (*_latency_cb)(float));
extern int godot_audio_init(int *p_mix_rate, int p_latency, void (*_state_cb)(int), void (*_latency_cb)(float));
extern void godot_audio_resume();
extern int godot_audio_capture_start();

View File

@@ -37,10 +37,14 @@ const GodotAudio = {
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.
});
const opts = {};
// If mix_rate is 0, let the browser choose.
if (mix_rate) {
opts['sampleRate'] = mix_rate;
}
// Do not specify, leave 'interactive' for good performance.
// opts['latencyHint'] = latency / 1000;
const ctx = new (window.AudioContext || window.webkitAudioContext)(opts);
GodotAudio.ctx = ctx;
ctx.onstatechange = function () {
let state = 0;
@@ -159,7 +163,10 @@ const GodotAudio = {
godot_audio_init: function (p_mix_rate, p_latency, p_state_change, p_latency_update) {
const statechange = GodotRuntime.get_func(p_state_change);
const latencyupdate = GodotRuntime.get_func(p_latency_update);
return GodotAudio.init(p_mix_rate, p_latency, statechange, latencyupdate);
const mix_rate = GodotRuntime.getHeapValue(p_mix_rate, 'i32');
const channels = GodotAudio.init(mix_rate, p_latency, statechange, latencyupdate);
GodotRuntime.setHeapValue(p_mix_rate, GodotAudio.ctx.sampleRate, 'i32');
return channels;
},
godot_audio_resume__sig: 'v',