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/**************************************************************************/ | ||
/* audio.worklet.js */ | ||
/**************************************************************************/ | ||
/* This file is part of: */ | ||
/* GODOT ENGINE */ | ||
/* https://godotengine.org */ | ||
/**************************************************************************/ | ||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | ||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ | ||
/* */ | ||
/* Permission is hereby granted, free of charge, to any person obtaining */ | ||
/* a copy of this software and associated documentation files (the */ | ||
/* "Software"), to deal in the Software without restriction, including */ | ||
/* without limitation the rights to use, copy, modify, merge, publish, */ | ||
/* distribute, sublicense, and/or sell copies of the Software, and to */ | ||
/* permit persons to whom the Software is furnished to do so, subject to */ | ||
/* the following conditions: */ | ||
/* */ | ||
/* The above copyright notice and this permission notice shall be */ | ||
/* included in all copies or substantial portions of the Software. */ | ||
/* */ | ||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ | ||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ | ||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | ||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ | ||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ | ||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ | ||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ | ||
/**************************************************************************/ | ||
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class RingBuffer { | ||
constructor(p_buffer, p_state, p_threads) { | ||
this.buffer = p_buffer; | ||
this.avail = p_state; | ||
this.threads = p_threads; | ||
this.rpos = 0; | ||
this.wpos = 0; | ||
} | ||
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data_left() { | ||
return this.threads ? Atomics.load(this.avail, 0) : this.avail; | ||
} | ||
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space_left() { | ||
return this.buffer.length - this.data_left(); | ||
} | ||
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read(output) { | ||
const size = this.buffer.length; | ||
let from = 0; | ||
let to_write = output.length; | ||
if (this.rpos + to_write > size) { | ||
const high = size - this.rpos; | ||
output.set(this.buffer.subarray(this.rpos, size)); | ||
from = high; | ||
to_write -= high; | ||
this.rpos = 0; | ||
} | ||
if (to_write) { | ||
output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from); | ||
} | ||
this.rpos += to_write; | ||
if (this.threads) { | ||
Atomics.add(this.avail, 0, -output.length); | ||
Atomics.notify(this.avail, 0); | ||
} else { | ||
this.avail -= output.length; | ||
} | ||
} | ||
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write(p_buffer) { | ||
const to_write = p_buffer.length; | ||
const mw = this.buffer.length - this.wpos; | ||
if (mw >= to_write) { | ||
this.buffer.set(p_buffer, this.wpos); | ||
this.wpos += to_write; | ||
if (mw === to_write) { | ||
this.wpos = 0; | ||
} | ||
} else { | ||
const high = p_buffer.subarray(0, mw); | ||
const low = p_buffer.subarray(mw); | ||
this.buffer.set(high, this.wpos); | ||
this.buffer.set(low); | ||
this.wpos = low.length; | ||
} | ||
if (this.threads) { | ||
Atomics.add(this.avail, 0, to_write); | ||
Atomics.notify(this.avail, 0); | ||
} else { | ||
this.avail += to_write; | ||
} | ||
} | ||
} | ||
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class GodotProcessor extends AudioWorkletProcessor { | ||
constructor() { | ||
super(); | ||
this.threads = false; | ||
this.running = true; | ||
this.lock = null; | ||
this.notifier = null; | ||
this.output = null; | ||
this.output_buffer = new Float32Array(); | ||
this.input = null; | ||
this.input_buffer = new Float32Array(); | ||
this.port.onmessage = (event) => { | ||
const cmd = event.data['cmd']; | ||
const data = event.data['data']; | ||
this.parse_message(cmd, data); | ||
}; | ||
} | ||
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process_notify() { | ||
if (this.notifier) { | ||
Atomics.add(this.notifier, 0, 1); | ||
Atomics.notify(this.notifier, 0); | ||
} | ||
} | ||
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parse_message(p_cmd, p_data) { | ||
if (p_cmd === 'start' && p_data) { | ||
const state = p_data[0]; | ||
let idx = 0; | ||
this.threads = true; | ||
this.lock = state.subarray(idx, ++idx); | ||
this.notifier = state.subarray(idx, ++idx); | ||
const avail_in = state.subarray(idx, ++idx); | ||
const avail_out = state.subarray(idx, ++idx); | ||
this.input = new RingBuffer(p_data[1], avail_in, true); | ||
this.output = new RingBuffer(p_data[2], avail_out, true); | ||
} else if (p_cmd === 'stop') { | ||
this.running = false; | ||
this.output = null; | ||
this.input = null; | ||
this.lock = null; | ||
this.notifier = null; | ||
} else if (p_cmd === 'start_nothreads') { | ||
this.output = new RingBuffer(p_data[0], p_data[0].length, false); | ||
} else if (p_cmd === 'chunk') { | ||
this.output.write(p_data); | ||
} | ||
} | ||
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static array_has_data(arr) { | ||
return arr.length && arr[0].length && arr[0][0].length; | ||
} | ||
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process(inputs, outputs, parameters) { | ||
if (!this.running) { | ||
return false; // Stop processing. | ||
} | ||
if (this.output === null) { | ||
return true; // Not ready yet, keep processing. | ||
} | ||
const process_input = GodotProcessor.array_has_data(inputs); | ||
if (process_input) { | ||
const input = inputs[0]; | ||
const chunk = input[0].length * input.length; | ||
if (this.input_buffer.length !== chunk) { | ||
this.input_buffer = new Float32Array(chunk); | ||
} | ||
if (!this.threads) { | ||
GodotProcessor.write_input(this.input_buffer, input); | ||
this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer }); | ||
} else if (this.input.space_left() >= chunk) { | ||
GodotProcessor.write_input(this.input_buffer, input); | ||
this.input.write(this.input_buffer); | ||
} else { | ||
this.port.postMessage('Input buffer is full! Skipping input frame.'); | ||
} | ||
} | ||
const process_output = GodotProcessor.array_has_data(outputs); | ||
if (process_output) { | ||
const output = outputs[0]; | ||
const chunk = output[0].length * output.length; | ||
if (this.output_buffer.length !== chunk) { | ||
this.output_buffer = new Float32Array(chunk); | ||
} | ||
if (this.output.data_left() >= chunk) { | ||
this.output.read(this.output_buffer); | ||
GodotProcessor.write_output(output, this.output_buffer); | ||
if (!this.threads) { | ||
this.port.postMessage({ 'cmd': 'read', 'data': chunk }); | ||
} | ||
} else { | ||
this.port.postMessage('Output buffer has not enough frames! Skipping output frame.'); | ||
} | ||
} | ||
this.process_notify(); | ||
return true; | ||
} | ||
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static write_output(dest, source) { | ||
const channels = dest.length; | ||
for (let ch = 0; ch < channels; ch++) { | ||
for (let sample = 0; sample < dest[ch].length; sample++) { | ||
dest[ch][sample] = source[sample * channels + ch]; | ||
} | ||
} | ||
} | ||
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static write_input(dest, source) { | ||
const channels = source.length; | ||
for (let ch = 0; ch < channels; ch++) { | ||
for (let sample = 0; sample < source[ch].length; sample++) { | ||
dest[sample * channels + ch] = source[ch][sample]; | ||
} | ||
} | ||
} | ||
} | ||
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registerProcessor('godot-processor', GodotProcessor); |
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