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[HTML5] Libraries refactor for linting.
Initial work to make liniting easier. This includes: - Rename http_request.js to library_godot_http_request.js. - Rename externs.js to engine.externs.js. - New library_godot_runtime.js (GodotRuntime) wraps around emscripten functions. - Refactor of XMLHttpRequest handler in engine/preloader.js. - Few fixes to bugs spotted by early stage linting.
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340
platform/javascript/js/libs/library_godot_audio.js
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340
platform/javascript/js/libs/library_godot_audio.js
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/*************************************************************************/
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/* library_godot_audio.js */
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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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const GodotAudio = {
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$GodotAudio__deps: ['$GodotRuntime', '$GodotOS'],
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$GodotAudio: {
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ctx: null,
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input: null,
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driver: null,
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interval: 0,
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init: function(mix_rate, latency, onstatechange, onlatencyupdate) {
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const ctx = new (window.AudioContext || window.webkitAudioContext)({
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sampleRate: mix_rate,
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// latencyHint: latency / 1000 // Do not specify, leave 'interactive' for good performance.
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});
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GodotAudio.ctx = ctx;
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ctx.onstatechange = function() {
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let state = 0;
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switch (ctx.state) {
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case 'suspended':
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state = 0;
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break;
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case 'running':
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state = 1;
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break;
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case 'closed':
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state = 2;
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break;
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// no default
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}
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onstatechange(state);
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}
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ctx.onstatechange(); // Immeditately notify state.
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// Update computed latency
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GodotAudio.interval = setInterval(function() {
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let computed_latency = 0;
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if (ctx.baseLatency) {
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computed_latency += GodotAudio.ctx.baseLatency;
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}
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if (ctx.outputLatency) {
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computed_latency += GodotAudio.ctx.outputLatency;
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}
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onlatencyupdate(computed_latency);
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}, 1000);
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GodotOS.atexit(GodotAudio.close_async);
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return ctx.destination.channelCount;
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},
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create_input: function(callback) {
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if (GodotAudio.input) {
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return; // Already started.
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}
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function gotMediaInput(stream) {
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GodotAudio.input = GodotAudio.ctx.createMediaStreamSource(stream);
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callback(GodotAudio.input)
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}
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if (navigator.mediaDevices.getUserMedia) {
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navigator.mediaDevices.getUserMedia({
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"audio": true
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}).then(gotMediaInput, function(e) { GodotRuntime.print(e) });
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} else {
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if (!navigator.getUserMedia) {
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navigator.getUserMedia = navigator.webkitGetUserMedia || navigator.mozGetUserMedia;
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}
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navigator.getUserMedia({
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"audio": true
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}, gotMediaInput, function(e) { GodotRuntime.print(e) });
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}
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},
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close_async: function(resolve, reject) {
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const ctx = GodotAudio.ctx;
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GodotAudio.ctx = null;
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// Audio was not initialized.
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if (!ctx) {
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resolve();
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return;
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}
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// Remove latency callback
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if (GodotAudio.interval) {
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clearInterval(GodotAudio.interval);
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GodotAudio.interval = 0;
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}
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// Disconnect input, if it was started.
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if (GodotAudio.input) {
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GodotAudio.input.disconnect();
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GodotAudio.input = null;
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}
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// Disconnect output
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let closed = Promise.resolve();
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if (GodotAudio.driver) {
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closed = GodotAudio.driver.close();
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}
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closed.then(function() {
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return ctx.close();
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}).then(function() {
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ctx.onstatechange = null;
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resolve();
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}).catch(function(e) {
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ctx.onstatechange = null;
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GodotRuntime.error("Error closing AudioContext", e);
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resolve();
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});
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},
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},
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godot_audio_is_available__proxy: 'sync',
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godot_audio_is_available: function () {
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if (!(window.AudioContext || window.webkitAudioContext)) {
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return 0;
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}
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return 1;
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},
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godot_audio_init: function(p_mix_rate, p_latency, p_state_change, p_latency_update) {
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const statechange = GodotRuntime.get_func(p_state_change);
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const latencyupdate = GodotRuntime.get_func(p_latency_update);
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return GodotAudio.init(p_mix_rate, p_latency, statechange, latencyupdate);
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},
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godot_audio_resume: function() {
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if (GodotAudio.ctx && GodotAudio.ctx.state !== 'running') {
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GodotAudio.ctx.resume();
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}
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},
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godot_audio_capture_start__proxy: 'sync',
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godot_audio_capture_start: function() {
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if (GodotAudio.input) {
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return; // Already started.
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}
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GodotAudio.create_input(function(input) {
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input.connect(GodotAudio.driver.get_node());
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});
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},
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godot_audio_capture_stop__proxy: 'sync',
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godot_audio_capture_stop: function() {
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if (GodotAudio.input) {
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const tracks = GodotAudio.input['mediaStream']['getTracks']();
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for (let i = 0; i < tracks.length; i++) {
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tracks[i]['stop']();
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}
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GodotAudio.input.disconnect();
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GodotAudio.input = null;
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}
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},
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};
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autoAddDeps(GodotAudio, "$GodotAudio");
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mergeInto(LibraryManager.library, GodotAudio);
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/**
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* The AudioWorklet API driver, used when threads are available.
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*/
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const GodotAudioWorklet = {
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$GodotAudioWorklet__deps: ['$GodotAudio', '$GodotConfig'],
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$GodotAudioWorklet: {
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promise: null,
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worklet: null,
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create: function(channels) {
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const path = GodotConfig.locate_file('godot.audio.worklet.js');
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GodotAudioWorklet.promise = GodotAudio.ctx.audioWorklet.addModule(path).then(function() {
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GodotAudioWorklet.worklet = new AudioWorkletNode(
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GodotAudio.ctx,
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'godot-processor',
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{
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'outputChannelCount': [channels]
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}
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);
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return Promise.resolve();
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});
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GodotAudio.driver = GodotAudioWorklet;
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},
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start: function(in_buf, out_buf, state) {
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GodotAudioWorklet.promise.then(function() {
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const node = GodotAudioWorklet.worklet;
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node.connect(GodotAudio.ctx.destination);
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node.port.postMessage({
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'cmd': 'start',
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'data': [state, in_buf, out_buf],
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});
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node.port.onmessage = function(event) {
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GodotRuntime.error(event.data);
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};
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});
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},
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get_node: function() {
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return GodotAudioWorklet.worklet;
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},
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close: function() {
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return new Promise(function(resolve, reject) {
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GodotAudioWorklet.promise.then(function() {
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GodotAudioWorklet.worklet.port.postMessage({
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'cmd': 'stop',
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'data': null,
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});
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GodotAudioWorklet.worklet.disconnect();
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GodotAudioWorklet.worklet = null;
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GodotAudioWorklet.promise = null;
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resolve();
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});
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});
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},
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},
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godot_audio_worklet_create: function(channels) {
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GodotAudioWorklet.create(channels);
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},
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godot_audio_worklet_start: function(p_in_buf, p_in_size, p_out_buf, p_out_size, p_state) {
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const out_buffer = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
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const in_buffer = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
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const state = GodotRuntime.heapSub(HEAP32, p_state, 4);
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GodotAudioWorklet.start(in_buffer, out_buffer, state);
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},
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godot_audio_worklet_state_wait: function(p_state, p_idx, p_expected, p_timeout) {
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Atomics.wait(HEAP32, (p_state >> 2) + p_idx, p_expected, p_timeout);
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return Atomics.load(HEAP32, (p_state >> 2) + p_idx);
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},
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godot_audio_worklet_state_add: function(p_state, p_idx, p_value) {
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return Atomics.add(HEAP32, (p_state >> 2) + p_idx, p_value);
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},
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godot_audio_worklet_state_get: function(p_state, p_idx) {
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return Atomics.load(HEAP32, (p_state >> 2) + p_idx);
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},
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};
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autoAddDeps(GodotAudioWorklet, "$GodotAudioWorklet");
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mergeInto(LibraryManager.library, GodotAudioWorklet);
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/*
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* The deprecated ScriptProcessorNode API, used when threads are disabled.
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*/
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const GodotAudioScript = {
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$GodotAudioScript__deps: ['$GodotAudio'],
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$GodotAudioScript: {
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script: null,
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create: function(buffer_length, channel_count) {
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GodotAudioScript.script = GodotAudio.ctx.createScriptProcessor(buffer_length, 2, channel_count);
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GodotAudio.driver = GodotAudioScript;
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return GodotAudioScript.script.bufferSize;
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},
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start: function(p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess) {
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GodotAudioScript.script.onaudioprocess = function(event) {
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// Read input
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const inb = GodotRuntime.heapSub(HEAPF32, p_in_buf, p_in_size);
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const input = event.inputBuffer;
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if (GodotAudio.input) {
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const inlen = input.getChannelData(0).length;
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for (let ch = 0; ch < 2; ch++) {
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const data = input.getChannelData(ch);
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for (let s = 0; s < inlen; s++) {
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inb[s * 2 + ch] = data[s];
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}
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}
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}
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// Let Godot process the input/output.
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onprocess();
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// Write the output.
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const outb = GodotRuntime.heapSub(HEAPF32, p_out_buf, p_out_size);
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const output = event.outputBuffer;
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const channels = output.numberOfChannels;
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for (let ch = 0; ch < channels; ch++) {
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const data = output.getChannelData(ch);
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// Loop through samples and assign computed values.
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for (let sample = 0; sample < data.length; sample++) {
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data[sample] = outb[sample * channels + ch];
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}
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}
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};
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GodotAudioScript.script.connect(GodotAudio.ctx.destination);
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},
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get_node: function() {
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return GodotAudioScript.script;
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},
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close: function() {
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return new Promise(function(resolve, reject) {
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GodotAudioScript.script.disconnect();
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GodotAudioScript.script.onaudioprocess = null;
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GodotAudioScript.script = null;
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resolve();
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});
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},
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},
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godot_audio_script_create: function(buffer_length, channel_count) {
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return GodotAudioScript.create(buffer_length, channel_count);
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},
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godot_audio_script_start: function(p_in_buf, p_in_size, p_out_buf, p_out_size, p_cb) {
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const onprocess = GodotRuntime.get_func(p_cb);
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GodotAudioScript.start(p_in_buf, p_in_size, p_out_buf, p_out_size, onprocess);
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},
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};
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autoAddDeps(GodotAudioScript, "$GodotAudioScript");
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mergeInto(LibraryManager.library, GodotAudioScript);
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