audio.position.worklet.js 3.1 KB

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  1. /**************************************************************************/
  2. /* godot.audio.position.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. const POST_THRESHOLD_S = 0.1;
  31. class GodotPositionReportingProcessor extends AudioWorkletProcessor {
  32. constructor(...args) {
  33. super(...args);
  34. this.lastPostTime = currentTime;
  35. this.position = 0;
  36. this.ended = false;
  37. this.port.onmessage = (event) => {
  38. if (event?.data?.type === 'ended') {
  39. this.ended = true;
  40. }
  41. };
  42. }
  43. process(inputs, _outputs, _parameters) {
  44. if (this.ended) {
  45. return false;
  46. }
  47. if (inputs.length > 0) {
  48. const input = inputs[0];
  49. if (input.length > 0) {
  50. this.position += input[0].length;
  51. }
  52. }
  53. // Posting messages is expensive. Let's limit the number of posts.
  54. if (currentTime - this.lastPostTime > POST_THRESHOLD_S) {
  55. this.lastPostTime = currentTime;
  56. this.port.postMessage({ type: 'position', data: this.position });
  57. }
  58. return true;
  59. }
  60. }
  61. registerProcessor('godot-position-reporting-processor', GodotPositionReportingProcessor);