[HTML5] Refactor audio drivers. Implement AudioWorklet w/o threads.

Performances are not great in general, bad on Firefox, on Chrome, well,
it could be an improvement. Leave it as a fallback for now, but can be
forced via project settings if desired (or custom JavaScript logic via
the "args" option).

I'm actually surprised this works, it involves so many allocations, but
there's no way around it when SharedArrayBuffer is not available :(.
This commit is contained in:
Fabio Alessandrelli 2021-09-12 19:23:30 +02:00
parent e902347a8c
commit 246334b836
7 changed files with 339 additions and 154 deletions

View file

@ -34,22 +34,18 @@
#include <emscripten.h>
AudioDriverJavaScript *AudioDriverJavaScript::singleton = nullptr;
AudioDriverJavaScript::AudioContext AudioDriverJavaScript::audio_context;
bool AudioDriverJavaScript::is_available() {
return godot_audio_is_available() != 0;
}
const char *AudioDriverJavaScript::get_name() const {
return "JavaScript";
}
void AudioDriverJavaScript::_state_change_callback(int p_state) {
singleton->state = p_state;
AudioDriverJavaScript::audio_context.state = p_state;
}
void AudioDriverJavaScript::_latency_update_callback(float p_latency) {
singleton->output_latency = p_latency;
AudioDriverJavaScript::audio_context.output_latency = p_latency;
}
void AudioDriverJavaScript::_audio_driver_process(int p_from, int p_samples) {
@ -105,17 +101,19 @@ void AudioDriverJavaScript::_audio_driver_capture(int p_from, int p_samples) {
}
Error AudioDriverJavaScript::init() {
mix_rate = GLOBAL_GET("audio/driver/mix_rate");
int latency = GLOBAL_GET("audio/driver/output_latency");
channel_count = godot_audio_init(&mix_rate, latency, &_state_change_callback, &_latency_update_callback);
if (!audio_context.inited) {
audio_context.mix_rate = GLOBAL_GET("audio/driver/mix_rate");
audio_context.channel_count = godot_audio_init(&audio_context.mix_rate, latency, &_state_change_callback, &_latency_update_callback);
audio_context.inited = true;
}
mix_rate = audio_context.mix_rate;
channel_count = audio_context.channel_count;
buffer_length = closest_power_of_2((latency * mix_rate / 1000));
#ifndef NO_THREADS
node = memnew(WorkletNode);
#else
node = memnew(ScriptProcessorNode);
#endif
buffer_length = node->create(buffer_length, channel_count);
Error err = create(buffer_length, channel_count);
if (err != OK) {
return err;
}
if (output_rb) {
memdelete_arr(output_rb);
}
@ -134,19 +132,17 @@ Error AudioDriverJavaScript::init() {
}
void AudioDriverJavaScript::start() {
if (node) {
node->start(output_rb, memarr_len(output_rb), input_rb, memarr_len(input_rb));
}
start(output_rb, memarr_len(output_rb), input_rb, memarr_len(input_rb));
}
void AudioDriverJavaScript::resume() {
if (state == 0) { // 'suspended'
if (audio_context.state == 0) { // 'suspended'
godot_audio_resume();
}
}
float AudioDriverJavaScript::get_latency() {
return output_latency + (float(buffer_length) / mix_rate);
return audio_context.output_latency + (float(buffer_length) / mix_rate);
}
int AudioDriverJavaScript::get_mix_rate() const {
@ -157,24 +153,8 @@ AudioDriver::SpeakerMode AudioDriverJavaScript::get_speaker_mode() const {
return get_speaker_mode_by_total_channels(channel_count);
}
void AudioDriverJavaScript::lock() {
if (node) {
node->unlock();
}
}
void AudioDriverJavaScript::unlock() {
if (node) {
node->unlock();
}
}
void AudioDriverJavaScript::finish() {
if (node) {
node->finish();
memdelete(node);
node = nullptr;
}
finish_driver();
if (output_rb) {
memdelete_arr(output_rb);
output_rb = nullptr;
@ -203,41 +183,66 @@ Error AudioDriverJavaScript::capture_stop() {
return OK;
}
AudioDriverJavaScript::AudioDriverJavaScript() {
singleton = this;
}
#ifdef NO_THREADS
/// ScriptProcessorNode implementation
void AudioDriverJavaScript::ScriptProcessorNode::_process_callback() {
AudioDriverJavaScript::singleton->_audio_driver_capture();
AudioDriverJavaScript::singleton->_audio_driver_process();
AudioDriverScriptProcessor *AudioDriverScriptProcessor::singleton = nullptr;
void AudioDriverScriptProcessor::_process_callback() {
AudioDriverScriptProcessor::singleton->_audio_driver_capture();
AudioDriverScriptProcessor::singleton->_audio_driver_process();
}
int AudioDriverJavaScript::ScriptProcessorNode::create(int p_buffer_samples, int p_channels) {
return godot_audio_script_create(p_buffer_samples, p_channels);
Error AudioDriverScriptProcessor::create(int &p_buffer_samples, int p_channels) {
if (!godot_audio_has_script_processor()) {
return ERR_UNAVAILABLE;
}
return (Error)godot_audio_script_create(&p_buffer_samples, p_channels);
}
void AudioDriverJavaScript::ScriptProcessorNode::start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) {
void AudioDriverScriptProcessor::start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) {
godot_audio_script_start(p_in_buf, p_in_buf_size, p_out_buf, p_out_buf_size, &_process_callback);
}
/// AudioWorkletNode implementation (no threads)
AudioDriverWorklet *AudioDriverWorklet::singleton = nullptr;
Error AudioDriverWorklet::create(int &p_buffer_size, int p_channels) {
if (!godot_audio_has_worklet()) {
return ERR_UNAVAILABLE;
}
return (Error)godot_audio_worklet_create(p_channels);
}
void AudioDriverWorklet::start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) {
_audio_driver_process();
godot_audio_worklet_start_no_threads(p_out_buf, p_out_buf_size, &_process_callback, p_in_buf, p_in_buf_size, &_capture_callback);
}
void AudioDriverWorklet::_process_callback(int p_pos, int p_samples) {
AudioDriverWorklet *driver = AudioDriverWorklet::singleton;
driver->_audio_driver_process(p_pos, p_samples);
}
void AudioDriverWorklet::_capture_callback(int p_pos, int p_samples) {
AudioDriverWorklet *driver = AudioDriverWorklet::singleton;
driver->_audio_driver_capture(p_pos, p_samples);
}
#else
/// AudioWorkletNode implementation
void AudioDriverJavaScript::WorkletNode::_audio_thread_func(void *p_data) {
AudioDriverJavaScript::WorkletNode *obj = static_cast<AudioDriverJavaScript::WorkletNode *>(p_data);
AudioDriverJavaScript *driver = AudioDriverJavaScript::singleton;
const int out_samples = memarr_len(driver->output_rb);
const int in_samples = memarr_len(driver->input_rb);
/// AudioWorkletNode implementation (threads)
void AudioDriverWorklet::_audio_thread_func(void *p_data) {
AudioDriverWorklet *driver = static_cast<AudioDriverWorklet *>(p_data);
const int out_samples = memarr_len(driver->get_output_rb());
const int in_samples = memarr_len(driver->get_input_rb());
int wpos = 0;
int to_write = out_samples;
int rpos = 0;
int to_read = 0;
int32_t step = 0;
while (!obj->quit) {
while (!driver->quit) {
if (to_read) {
driver->lock();
driver->_audio_driver_capture(rpos, to_read);
godot_audio_worklet_state_add(obj->state, STATE_SAMPLES_IN, -to_read);
godot_audio_worklet_state_add(driver->state, STATE_SAMPLES_IN, -to_read);
driver->unlock();
rpos += to_read;
if (rpos >= in_samples) {
@ -247,38 +252,40 @@ void AudioDriverJavaScript::WorkletNode::_audio_thread_func(void *p_data) {
if (to_write) {
driver->lock();
driver->_audio_driver_process(wpos, to_write);
godot_audio_worklet_state_add(obj->state, STATE_SAMPLES_OUT, to_write);
godot_audio_worklet_state_add(driver->state, STATE_SAMPLES_OUT, to_write);
driver->unlock();
wpos += to_write;
if (wpos >= out_samples) {
wpos -= out_samples;
}
}
step = godot_audio_worklet_state_wait(obj->state, STATE_PROCESS, step, 1);
to_write = out_samples - godot_audio_worklet_state_get(obj->state, STATE_SAMPLES_OUT);
to_read = godot_audio_worklet_state_get(obj->state, STATE_SAMPLES_IN);
step = godot_audio_worklet_state_wait(driver->state, STATE_PROCESS, step, 1);
to_write = out_samples - godot_audio_worklet_state_get(driver->state, STATE_SAMPLES_OUT);
to_read = godot_audio_worklet_state_get(driver->state, STATE_SAMPLES_IN);
}
}
int AudioDriverJavaScript::WorkletNode::create(int p_buffer_size, int p_channels) {
godot_audio_worklet_create(p_channels);
return p_buffer_size;
Error AudioDriverWorklet::create(int &p_buffer_size, int p_channels) {
if (!godot_audio_has_worklet()) {
return ERR_UNAVAILABLE;
}
return (Error)godot_audio_worklet_create(p_channels);
}
void AudioDriverJavaScript::WorkletNode::start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) {
void AudioDriverWorklet::start(float *p_out_buf, int p_out_buf_size, float *p_in_buf, int p_in_buf_size) {
godot_audio_worklet_start(p_in_buf, p_in_buf_size, p_out_buf, p_out_buf_size, state);
thread.start(_audio_thread_func, this);
}
void AudioDriverJavaScript::WorkletNode::lock() {
void AudioDriverWorklet::lock() {
mutex.lock();
}
void AudioDriverJavaScript::WorkletNode::unlock() {
void AudioDriverWorklet::unlock() {
mutex.unlock();
}
void AudioDriverJavaScript::WorkletNode::finish() {
void AudioDriverWorklet::finish_driver() {
quit = true; // Ask thread to quit.
thread.wait_to_finish();
}