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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. */ | |
/**************************************************************************/ | |
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; | |
} | |
data_left() { | |
return this.threads ? Atomics.load(this.avail, 0) : this.avail; | |
} | |
space_left() { | |
return this.buffer.length - this.data_left(); | |
} | |
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; | |
} | |
} | |
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; | |
} | |
} | |
} | |
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); | |
}; | |
} | |
process_notify() { | |
if (this.notifier) { | |
Atomics.add(this.notifier, 0, 1); | |
Atomics.notify(this.notifier, 0); | |
} | |
} | |
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); | |
} | |
} | |
static array_has_data(arr) { | |
return arr.length && arr[0].length && arr[0][0].length; | |
} | |
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.'); // Uncomment this line to debug input buffer. | |
} | |
} | |
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.'); // Uncomment this line to debug output buffer. | |
} | |
} | |
this.process_notify(); | |
return true; | |
} | |
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]; | |
} | |
} | |
} | |
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]; | |
} | |
} | |
} | |
} | |
registerProcessor('godot-processor', GodotProcessor); | |