Jofthomas/Everchanging-Quest
187
1/**************************************************************************/2/* audio.worklet.js */3/**************************************************************************/4/* This file is part of: */5/* GODOT ENGINE */6/* https://godotengine.org */7/**************************************************************************/8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */10/* */11/* Permission is hereby granted, free of charge, to any person obtaining */12/* a copy of this software and associated documentation files (the */13/* "Software"), to deal in the Software without restriction, including */14/* without limitation the rights to use, copy, modify, merge, publish, */15/* distribute, sublicense, and/or sell copies of the Software, and to */16/* permit persons to whom the Software is furnished to do so, subject to */17/* the following conditions: */18/* */19/* The above copyright notice and this permission notice shall be */20/* included in all copies or substantial portions of the Software. */21/* */22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */29/**************************************************************************/30 31class RingBuffer {32 constructor(p_buffer, p_state, p_threads) {33 this.buffer = p_buffer;34 this.avail = p_state;35 this.threads = p_threads;36 this.rpos = 0;37 this.wpos = 0;38 }39 40 data_left() {41 return this.threads ? Atomics.load(this.avail, 0) : this.avail;42 }43 44 space_left() {45 return this.buffer.length - this.data_left();46 }47 48 read(output) {49 const size = this.buffer.length;50 let from = 0;51 let to_write = output.length;52 if (this.rpos + to_write > size) {53 const high = size - this.rpos;54 output.set(this.buffer.subarray(this.rpos, size));55 from = high;56 to_write -= high;57 this.rpos = 0;58 }59 if (to_write) {60 output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);61 }62 this.rpos += to_write;63 if (this.threads) {64 Atomics.add(this.avail, 0, -output.length);65 Atomics.notify(this.avail, 0);66 } else {67 this.avail -= output.length;68 }69 }70 71 write(p_buffer) {72 const to_write = p_buffer.length;73 const mw = this.buffer.length - this.wpos;74 if (mw >= to_write) {75 this.buffer.set(p_buffer, this.wpos);76 this.wpos += to_write;77 if (mw === to_write) {78 this.wpos = 0;79 }80 } else {81 const high = p_buffer.subarray(0, mw);82 const low = p_buffer.subarray(mw);83 this.buffer.set(high, this.wpos);84 this.buffer.set(low);85 this.wpos = low.length;86 }87 if (this.threads) {88 Atomics.add(this.avail, 0, to_write);89 Atomics.notify(this.avail, 0);90 } else {91 this.avail += to_write;92 }93 }94}95 96class GodotProcessor extends AudioWorkletProcessor {97 constructor() {98 super();99 this.threads = false;100 this.running = true;101 this.lock = null;102 this.notifier = null;103 this.output = null;104 this.output_buffer = new Float32Array();105 this.input = null;106 this.input_buffer = new Float32Array();107 this.port.onmessage = (event) => {108 const cmd = event.data['cmd'];109 const data = event.data['data'];110 this.parse_message(cmd, data);111 };112 }113 114 process_notify() {115 if (this.notifier) {116 Atomics.add(this.notifier, 0, 1);117 Atomics.notify(this.notifier, 0);118 }119 }120 121 parse_message(p_cmd, p_data) {122 if (p_cmd === 'start' && p_data) {123 const state = p_data[0];124 let idx = 0;125 this.threads = true;126 this.lock = state.subarray(idx, ++idx);127 this.notifier = state.subarray(idx, ++idx);128 const avail_in = state.subarray(idx, ++idx);129 const avail_out = state.subarray(idx, ++idx);130 this.input = new RingBuffer(p_data[1], avail_in, true);131 this.output = new RingBuffer(p_data[2], avail_out, true);132 } else if (p_cmd === 'stop') {133 this.running = false;134 this.output = null;135 this.input = null;136 this.lock = null;137 this.notifier = null;138 } else if (p_cmd === 'start_nothreads') {139 this.output = new RingBuffer(p_data[0], p_data[0].length, false);140 } else if (p_cmd === 'chunk') {141 this.output.write(p_data);142 }143 }144 145 static array_has_data(arr) {146 return arr.length && arr[0].length && arr[0][0].length;147 }148 149 process(inputs, outputs, parameters) {150 if (!this.running) {151 return false; // Stop processing.152 }153 if (this.output === null) {154 return true; // Not ready yet, keep processing.155 }156 const process_input = GodotProcessor.array_has_data(inputs);157 if (process_input) {158 const input = inputs[0];159 const chunk = input[0].length * input.length;160 if (this.input_buffer.length !== chunk) {161 this.input_buffer = new Float32Array(chunk);162 }163 if (!this.threads) {164 GodotProcessor.write_input(this.input_buffer, input);165 this.port.postMessage({ 'cmd': 'input', 'data': this.input_buffer });166 } else if (this.input.space_left() >= chunk) {167 GodotProcessor.write_input(this.input_buffer, input);168 this.input.write(this.input_buffer);169 } else {170 // this.port.postMessage('Input buffer is full! Skipping input frame.'); // Uncomment this line to debug input buffer.171 }172 }173 const process_output = GodotProcessor.array_has_data(outputs);174 if (process_output) {175 const output = outputs[0];176 const chunk = output[0].length * output.length;177 if (this.output_buffer.length !== chunk) {178 this.output_buffer = new Float32Array(chunk);179 }180 if (this.output.data_left() >= chunk) {181 this.output.read(this.output_buffer);182 GodotProcessor.write_output(output, this.output_buffer);183 if (!this.threads) {184 this.port.postMessage({ 'cmd': 'read', 'data': chunk });185 }186 } else {187 // this.port.postMessage('Output buffer has not enough frames! Skipping output frame.'); // Uncomment this line to debug output buffer.188 }189 }190 this.process_notify();191 return true;192 }193 194 static write_output(dest, source) {195 const channels = dest.length;196 for (let ch = 0; ch < channels; ch++) {197 for (let sample = 0; sample < dest[ch].length; sample++) {198 dest[ch][sample] = source[sample * channels + ch];199 }200 }201 }202 203 static write_input(dest, source) {204 const channels = source.length;205 for (let ch = 0; ch < channels; ch++) {206 for (let sample = 0; sample < source[ch].length; sample++) {207 dest[sample * channels + ch] = source[ch][sample];208 }209 }210 }211}212 213registerProcessor('godot-processor', GodotProcessor);214 