From ae7f54f514525cdee3420c03324ddaebb7b3d5f0 Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Wed, 23 Aug 2023 14:27:10 -0400
Subject: [PATCH] emscriptenaudio: Deal with blocked audio devices better.
Now, if the AudioContext starts in a "suspended" state, because the browser
blocked it from playing by default, we we run the audio "thread" in a timer
and throw away the generated audio. Once the AudioContext is allowed to
resume, we clear this timer.
The end result is that the app will continue to drain its audio queue
instead of consuming more memory over time (and, if it relies on an audio
callback to make progress, continue to run!), with the effect that the
page is merely silent but otherwise functioning as intended.
Once the user interacts with the page and the browser permits the the
AudioContext to run for real, audio should still be in sync, instead of
just starting to play audio that might now be at least several seconds behind.
(cherry picked from commit fd75a4ca05bdbd7b0fecf781e59c77a07d264b16)
---
src/audio/emscripten/SDL_emscriptenaudio.c | 38 +++++++++++++++++++++-
1 file changed, 37 insertions(+), 1 deletion(-)
diff --git a/src/audio/emscripten/SDL_emscriptenaudio.c b/src/audio/emscripten/SDL_emscriptenaudio.c
index 341c9dfcd4f9..9623d4aaafcd 100644
--- a/src/audio/emscripten/SDL_emscriptenaudio.c
+++ b/src/audio/emscripten/SDL_emscriptenaudio.c
@@ -183,6 +183,12 @@ static void EMSCRIPTENAUDIO_CloseDevice(_THIS)
SDL2.audio.scriptProcessorNode.disconnect();
SDL2.audio.scriptProcessorNode = undefined;
}
+ if (SDL2.audio.silenceTimer !== undefined) {
+ clearInterval(SDL2.audio.silenceTimer);
+ }
+ if (SDL2.audio.silenceBuffer !== undefined) {
+ SDL2.audio.silenceBuffer = undefined
+ }
SDL2.audio = undefined;
}
if ((SDL2.audioContext !== undefined) && (SDL2.audio === undefined) && (SDL2.capture === undefined)) {
@@ -227,7 +233,9 @@ static int EMSCRIPTENAUDIO_OpenDevice(_THIS, const char *devname)
SDL2.audioContext = new webkitAudioContext();
}
if (SDL2.audioContext) {
- autoResumeAudioContext(SDL2.audioContext);
+ if ((typeof navigator.userActivation) === 'undefined') { // Firefox doesn't have this (as of August 2023), use autoResumeAudioContext instead.
+ autoResumeAudioContext(SDL2.audioContext);
+ }
}
}
return SDL2.audioContext === undefined ? -1 : 0;
@@ -298,6 +306,7 @@ static int EMSCRIPTENAUDIO_OpenDevice(_THIS, const char *devname)
if (SDL2.capture.silenceTimer !== undefined) {
clearTimeout(SDL2.capture.silenceTimer);
SDL2.capture.silenceTimer = undefined;
+ SDL2.capture.silenceBuffer = undefined
}
SDL2.capture.mediaStreamNode = SDL2.audioContext.createMediaStreamSource(stream);
SDL2.capture.scriptProcessorNode = SDL2.audioContext.createScriptProcessor($1, $0, 1);
@@ -339,10 +348,37 @@ static int EMSCRIPTENAUDIO_OpenDevice(_THIS, const char *devname)
SDL2.audio.scriptProcessorNode = SDL2.audioContext['createScriptProcessor']($1, 0, $0);
SDL2.audio.scriptProcessorNode['onaudioprocess'] = function (e) {
if ((SDL2 === undefined) || (SDL2.audio === undefined)) { return; }
+ // if we're actually running the node, we don't need the fake callback anymore, so kill it.
+ if (SDL2.audio.silenceTimer !== undefined) {
+ clearInterval(SDL2.audio.silenceTimer);
+ SDL2.audio.silenceTimer = undefined;
+ SDL2.audio.silenceBuffer = undefined;
+ }
SDL2.audio.currentOutputBuffer = e['outputBuffer'];
dynCall('vi', $2, [$3]);
};
+
SDL2.audio.scriptProcessorNode['connect'](SDL2.audioContext['destination']);
+
+ if (SDL2.audioContext.state === 'suspended') { // uhoh, autoplay is blocked.
+ SDL2.audio.silenceBuffer = SDL2.audioContext.createBuffer($0, $1, SDL2.audioContext.sampleRate);
+ SDL2.audio.silenceBuffer.getChannelData(0).fill(0.0);
+ var silence_callback = function() {
+ if ((typeof navigator.userActivation) !== 'undefined') { // Almost everything modern except Firefox (as of August 2023)
+ if (navigator.userActivation.hasBeenActive) {
+ SDL2.audioContext.resume();
+ }
+ }
+
+ // the buffer that gets filled here just gets ignored, so the app can make progress
+ // and/or avoid flooding audio queues until we can actually play audio.
+ SDL2.audio.currentOutputBuffer = SDL2.audio.silenceBuffer;
+ dynCall('vi', $2, [$3]);
+ SDL2.audio.currentOutputBuffer = undefined;
+ };
+
+ SDL2.audio.silenceTimer = setInterval(silence_callback, ($1 / SDL2.audioContext.sampleRate) * 1000);
+ }
}, this->spec.channels, this->spec.samples, HandleAudioProcess, this);
}
/* *INDENT-ON* */ /* clang-format on */