/**************************************************************************/ /* godot.audio.position.worklet.js */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ const POST_THRESHOLD_S = 0.1; class GodotPositionReportingProcessor extends AudioWorkletProcessor { constructor(...args) { super(...args); this.lastPostTime = currentTime; this.position = 0; this.ended = false; this.port.onmessage = (event) => { if (event?.data?.type === 'ended') { this.ended = true; } }; } process(inputs, _outputs, _parameters) { if (this.ended) { return false; } if (inputs.length > 0) { const input = inputs[0]; if (input.length > 0) { this.position += input[0].length; } } // Posting messages is expensive. Let's limit the number of posts. if (currentTime - this.lastPostTime > POST_THRESHOLD_S) { this.lastPostTime = currentTime; this.port.postMessage({ type: 'position', data: this.position }); } return true; } } registerProcessor('godot-position-reporting-processor', GodotPositionReportingProcessor);