mirror of
				https://github.com/godotengine/godot.git
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	Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7)
		
	
			
		
			
				
	
	
		
			186 lines
		
	
	
	
		
			6.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			186 lines
		
	
	
	
		
			6.3 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
/*************************************************************************/
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/*  audio.worklet.js                                                     */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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class RingBuffer {
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	constructor(p_buffer, p_state) {
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		this.buffer = p_buffer;
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		this.avail = p_state;
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		this.rpos = 0;
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		this.wpos = 0;
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	}
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	data_left() {
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		return Atomics.load(this.avail, 0);
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	}
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	space_left() {
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		return this.buffer.length - this.data_left();
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	}
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	read(output) {
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		const size = this.buffer.length;
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		let from = 0;
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		let to_write = output.length;
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		if (this.rpos + to_write > size) {
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			const high = size - this.rpos;
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			output.set(this.buffer.subarray(this.rpos, size));
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			from = high;
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			to_write -= high;
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			this.rpos = 0;
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		}
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		output.set(this.buffer.subarray(this.rpos, this.rpos + to_write), from);
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		this.rpos += to_write;
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		Atomics.add(this.avail, 0, -output.length);
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		Atomics.notify(this.avail, 0);
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	}
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	write(p_buffer) {
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		const to_write = p_buffer.length;
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		const mw = this.buffer.length - this.wpos;
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		if (mw >= to_write) {
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			this.buffer.set(p_buffer, this.wpos);
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		} else {
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			const high = p_buffer.subarray(0, to_write - mw);
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			const low = p_buffer.subarray(to_write - mw);
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			this.buffer.set(high, this.wpos);
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			this.buffer.set(low);
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		}
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		let diff = to_write;
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		if (this.wpos + diff >= this.buffer.length) {
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			diff -= this.buffer.length;
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		}
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		this.wpos += diff;
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		Atomics.add(this.avail, 0, to_write);
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		Atomics.notify(this.avail, 0);
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	}
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}
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class GodotProcessor extends AudioWorkletProcessor {
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	constructor() {
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		super();
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		this.running = true;
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		this.lock = null;
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		this.notifier = null;
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		this.output = null;
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		this.output_buffer = new Float32Array();
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		this.input = null;
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		this.input_buffer = new Float32Array();
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		this.port.onmessage = (event) => {
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			const cmd = event.data['cmd'];
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			const data = event.data['data'];
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			this.parse_message(cmd, data);
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		};
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	}
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	process_notify() {
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		Atomics.add(this.notifier, 0, 1);
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		Atomics.notify(this.notifier, 0);
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	}
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	parse_message(p_cmd, p_data) {
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		if (p_cmd === 'start' && p_data) {
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			const state = p_data[0];
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			let idx = 0;
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			this.lock = state.subarray(idx, ++idx);
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			this.notifier = state.subarray(idx, ++idx);
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			const avail_in = state.subarray(idx, ++idx);
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			const avail_out = state.subarray(idx, ++idx);
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			this.input = new RingBuffer(p_data[1], avail_in);
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			this.output = new RingBuffer(p_data[2], avail_out);
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		} else if (p_cmd === 'stop') {
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			this.runing = false;
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			this.output = null;
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			this.input = null;
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		}
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	}
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	static array_has_data(arr) {
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		return arr.length && arr[0].length && arr[0][0].length;
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	}
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	process(inputs, outputs, parameters) {
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		if (!this.running) {
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			return false; // Stop processing.
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		}
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		if (this.output === null) {
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			return true; // Not ready yet, keep processing.
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		}
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		const process_input = GodotProcessor.array_has_data(inputs);
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		if (process_input) {
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			const input = inputs[0];
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			const chunk = input[0].length * input.length;
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			if (this.input_buffer.length !== chunk) {
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				this.input_buffer = new Float32Array(chunk);
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			}
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			if (this.input.space_left() >= chunk) {
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				GodotProcessor.write_input(this.input_buffer, input);
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				this.input.write(this.input_buffer);
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			} else {
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				this.port.postMessage('Input buffer is full! Skipping input frame.');
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			}
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		}
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		const process_output = GodotProcessor.array_has_data(outputs);
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		if (process_output) {
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			const output = outputs[0];
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			const chunk = output[0].length * output.length;
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			if (this.output_buffer.length !== chunk) {
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				this.output_buffer = new Float32Array(chunk);
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			}
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			if (this.output.data_left() >= chunk) {
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				this.output.read(this.output_buffer);
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				GodotProcessor.write_output(output, this.output_buffer);
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			} else {
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				this.port.postMessage('Output buffer has not enough frames! Skipping output frame.');
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			}
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		}
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		this.process_notify();
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		return true;
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	}
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	static write_output(dest, source) {
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		const channels = dest.length;
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		for (let ch = 0; ch < channels; ch++) {
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			for (let sample = 0; sample < dest[ch].length; sample++) {
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				dest[ch][sample] = source[sample * channels + ch];
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			}
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		}
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	}
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	static write_input(dest, source) {
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		const channels = source.length;
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		for (let ch = 0; ch < channels; ch++) {
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			for (let sample = 0; sample < source[ch].length; sample++) {
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				dest[sample * channels + ch] = source[ch][sample];
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			}
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		}
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	}
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}
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registerProcessor('godot-processor', GodotProcessor);
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