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e2083871eb
The API is implemented in javascript, and generates C functions that can be called from godot. This allows much cleaner code replacing all `EM_ASM` calls in our C++ code with plain C function calls. This also gets rid of few hacks and comes with few optimizations (e.g. custom cursor shapes should be much faster now).
85 lines
3.3 KiB
C++
85 lines
3.3 KiB
C++
/*************************************************************************/
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/* audio_driver_javascript.h */
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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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef AUDIO_DRIVER_JAVASCRIPT_H
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#define AUDIO_DRIVER_JAVASCRIPT_H
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#include "servers/audio_server.h"
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#include "core/os/mutex.h"
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#include "core/os/thread.h"
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class AudioDriverJavaScript : public AudioDriver {
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private:
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float *internal_buffer = nullptr;
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int buffer_length = 0;
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int mix_rate = 0;
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int channel_count = 0;
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#ifndef NO_THREADS
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Mutex mutex;
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Thread *thread = nullptr;
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bool quit = false;
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bool needs_process = true;
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static void _audio_thread_func(void *p_data);
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#endif
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static void _audio_driver_process_start();
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static void _audio_driver_process_end();
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static void _audio_driver_process_capture(float p_sample);
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void _audio_driver_process();
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public:
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static bool is_available();
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void process_capture(float sample);
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static AudioDriverJavaScript *singleton;
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const char *get_name() const override;
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Error init() override;
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void start() override;
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void resume();
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float get_latency() override;
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int get_mix_rate() const override;
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SpeakerMode get_speaker_mode() const override;
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void lock() override;
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void unlock() override;
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void finish() override;
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Error capture_start() override;
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Error capture_stop() override;
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AudioDriverJavaScript();
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};
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#endif
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