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games/pac-survivors/index.audio.worklet.js (view raw)

  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);