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| /**************************************************************************/ | |
| /* godot.audio.position.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. */ | |
| /**************************************************************************/ | |
| const POST_THRESHOLD_S = 0.1; | |
| class GodotPositionReportingProcessor extends AudioWorkletProcessor { | |
| constructor(...args) { | |
| super(...args); | |
| this.lastPostTime = currentTime; | |
| this.position = 0; | |
| this.ended = false; | |
| this.port.onmessage = (event) => { | |
| if (event?.data?.type === 'ended') { | |
| this.ended = true; | |
| } | |
| }; | |
| } | |
| process(inputs, _outputs, _parameters) { | |
| if (this.ended) { | |
| return false; | |
| } | |
| if (inputs.length > 0) { | |
| const input = inputs[0]; | |
| if (input.length > 0) { | |
| this.position += input[0].length; | |
| } | |
| } | |
| // Posting messages is expensive. Let's limit the number of posts. | |
| if (currentTime - this.lastPostTime > POST_THRESHOLD_S) { | |
| this.lastPostTime = currentTime; | |
| this.port.postMessage({ type: 'position', data: this.position }); | |
| } | |
| return true; | |
| } | |
| } | |
| registerProcessor('godot-position-reporting-processor', GodotPositionReportingProcessor); | |