Streaming Bug Fixes

This commit is contained in:
daniel-c-harvey
2025-12-06 06:41:32 -05:00
parent 605fc94fbb
commit 2baf0575bc
17 changed files with 1510 additions and 1054 deletions
+14 -984
View File
@@ -1,984 +1,14 @@
interface AudioResult {
success: boolean;
error?: string;
}
interface LoadAudioResult extends AudioResult {
duration?: number;
sampleRate?: number;
numberOfChannels?: number;
loadProgress?: number;
}
import { WavHeader, WavUtils } from './wavutils.js';
interface StreamingResult extends AudioResult {
canStartStreaming?: boolean;
headerParsed?: boolean;
bufferCount?: number;
}
interface AudioState {
isPlaying: boolean;
isPaused: boolean;
currentTime: number;
duration: number;
volume: number;
loadProgress: number;
}
type ProgressCallback = (currentTime: number) => void;
type EndCallback = () => void;
type DecodeSuccessCallback = (audioBuffer: AudioBuffer) => void;
type DecodeErrorCallback = (error: DOMException) => void;
declare global {
interface Window {
webkitAudioContext?: new() => AudioContext;
DeepDrftAudio: typeof DeepDrftAudio;
}
interface AudioContext {
decodeAudioData(audioData: ArrayBuffer | SharedArrayBuffer): Promise<AudioBuffer>;
decodeAudioData(audioData: ArrayBuffer | SharedArrayBuffer, successCallback?: DecodeSuccessCallback, errorCallback?: DecodeErrorCallback): Promise<AudioBuffer>;
}
}
class AudioPlayer {
private audioContext: AudioContext | null = null;
private audioBuffer: AudioBuffer | null = null;
private source: AudioBufferSourceNode | null = null;
private gainNode: GainNode | null = null;
private isPlaying: boolean = false;
private isPaused: boolean = false;
private startTime: number = 0;
private pauseOffset: number = 0;
private duration: number = 0;
private onProgressCallback: ProgressCallback | null = null;
private onEndCallback: EndCallback | null = null;
private progressInterval: number | null = null;
private bufferChunks: Uint8Array[] = [];
private currentSize: number = 0;
private processedBytes: number = 0; // Track how many bytes we've already processed
// Streaming properties
private isStreamingMode: boolean = false;
private wavHeader: WavHeader | null = null;
private bufferQueue: AudioBuffer[] = [];
private currentStreamSource: AudioBufferSourceNode | null = null;
private nextStartTime: number = 0;
private streamingStarted: boolean = false;
private streamingCompleted: boolean = false; // Track if streaming is finished
private totalStreamLength: number = 0; // Total bytes expected in stream
private minBuffersForStreaming: number = 6; // Increased for better buffering
async initialize(): Promise<AudioResult> {
try {
const AudioContextClass = window.AudioContext || window.webkitAudioContext;
if (!AudioContextClass) {
throw new Error('Web Audio API not supported');
}
// Initialize with 44.1kHz for music (most common rate) to avoid recreation
this.audioContext = new AudioContextClass({ sampleRate: 44100 });
this.gainNode = this.audioContext.createGain();
this.gainNode.connect(this.audioContext.destination);
console.log(`AudioContext initialized: sampleRate=${this.audioContext.sampleRate}Hz, state=${this.audioContext.state}`);
return { success: true };
} catch (error) {
return { success: false, error: (error as Error).message };
}
}
async ensureAudioContextReady(): Promise<AudioResult> {
try {
if (this.audioContext!.state === 'suspended') {
console.log('🔊 Resuming AudioContext on track selection (user interaction)');
await this.audioContext!.resume();
console.log(`✅ AudioContext resumed: state=${this.audioContext!.state}`);
}
return { success: true };
} catch (error) {
return { success: false, error: (error as Error).message };
}
}
initializeBuffered(): AudioResult {
try {
this.bufferChunks = [];
this.currentSize = 0;
return { success: true };
} catch (error) {
return { success: false, error: (error as Error).message };
}
}
appendAudioBlock(audioBlock: Uint8Array): AudioResult {
try {
this.bufferChunks.push(audioBlock);
this.currentSize += audioBlock.length;
return { success: true };
} catch (error) {
return { success: false, error: (error as Error).message };
}
}
async finalizeAudioBuffer(): Promise<LoadAudioResult> {
try {
const arrayBuffer = new ArrayBuffer(this.currentSize);
const view = new Uint8Array(arrayBuffer);
let offset = 0;
for (const chunk of this.bufferChunks) {
view.set(chunk, offset);
offset += chunk.length;
}
this.audioBuffer = await this.audioContext!.decodeAudioData(arrayBuffer);
this.duration = this.audioBuffer.duration;
this.bufferChunks = [];
this.currentSize = 0;
return {
success: true,
duration: this.duration,
sampleRate: this.audioBuffer.sampleRate,
numberOfChannels: this.audioBuffer.numberOfChannels,
loadProgress: 100
};
} catch (error) {
return { success: false, error: (error as Error).message };
}
}
play(): AudioResult {
if (!this.audioBuffer) {
return { success: false, error: "No audio loaded" };
}
try {
if (this.audioContext!.state === 'suspended') {
this.audioContext!.resume();
}
this.source = this.audioContext!.createBufferSource();
this.source.buffer = this.audioBuffer;
this.source.connect(this.gainNode!);
this.source.onended = () => {
this.isPlaying = false;
this.isPaused = false;
this.startTime = 0;
this.pauseOffset = 0;
if (this.onEndCallback) {
this.onEndCallback();
}
};
if (this.isPaused) {
this.source.start(0, this.pauseOffset);
this.startTime = this.audioContext!.currentTime - this.pauseOffset;
} else {
this.source.start(0);
this.startTime = this.audioContext!.currentTime;
}
this.isPlaying = true;
this.isPaused = false;
this.startProgressTracking();
return { success: true };
} catch (error) {
return { success: false, error: (error as Error).message };
}
}
pause(): AudioResult {
if (!this.isPlaying) {
return { success: false, error: "Audio is not playing" };
}
try {
this.source!.stop();
this.pauseOffset += this.audioContext!.currentTime - this.startTime;
this.isPlaying = false;
this.isPaused = true;
this.stopProgressTracking();
return { success: true };
} catch (error) {
return { success: false, error: (error as Error).message };
}
}
stop(): AudioResult {
try {
if (this.source) {
this.source.stop();
}
this.isPlaying = false;
this.isPaused = false;
this.startTime = 0;
this.pauseOffset = 0;
this.stopProgressTracking();
return { success: true };
} catch (error) {
return { success: false, error: (error as Error).message };
}
}
seek(position: number): AudioResult {
if (!this.audioBuffer || position < 0 || position > this.duration) {
return { success: false, error: "Invalid seek position" };
}
try {
const wasPlaying = this.isPlaying;
if (this.isPlaying) {
this.source!.stop();
}
this.pauseOffset = position;
if (wasPlaying) {
this.source = this.audioContext!.createBufferSource();
this.source.buffer = this.audioBuffer;
this.source.connect(this.gainNode!);
this.source.onended = () => {
this.isPlaying = false;
this.isPaused = false;
this.startTime = 0;
this.pauseOffset = 0;
if (this.onEndCallback) {
this.onEndCallback();
}
};
this.source.start(0, position);
this.startTime = this.audioContext!.currentTime - position;
} else {
this.isPaused = true;
}
return { success: true };
} catch (error) {
return { success: false, error: (error as Error).message };
}
}
setVolume(volume: number): AudioResult {
if (!this.gainNode) {
return { success: false, error: "Audio not initialized" };
}
try {
const clampedVolume = Math.max(0, Math.min(1, volume));
this.gainNode.gain.setValueAtTime(clampedVolume, this.audioContext!.currentTime);
return { success: true };
} catch (error) {
return { success: false, error: (error as Error).message };
}
}
getCurrentTime(): number {
if (!this.isPlaying && !this.isPaused) {
return 0;
}
if (this.isPlaying) {
return Math.min(this.pauseOffset + (this.audioContext!.currentTime - this.startTime), this.duration);
} else {
return this.pauseOffset;
}
}
getState(): AudioState {
return {
isPlaying: this.isPlaying,
isPaused: this.isPaused,
currentTime: this.getCurrentTime(),
duration: this.duration,
volume: this.gainNode ? this.gainNode.gain.value : 0,
loadProgress: 100
};
}
private startProgressTracking(): void {
this.stopProgressTracking();
this.progressInterval = setInterval(() => {
if (this.onProgressCallback) {
this.onProgressCallback(this.getCurrentTime());
}
}, 100);
}
private stopProgressTracking(): void {
if (this.progressInterval) {
clearInterval(this.progressInterval);
this.progressInterval = null;
}
}
setOnProgressCallback(callback: ProgressCallback): void {
this.onProgressCallback = callback;
}
setOnEndCallback(callback: EndCallback): void {
this.onEndCallback = callback;
}
initializeStreaming(totalStreamLength: number): AudioResult {
try {
this.isStreamingMode = true;
this.bufferChunks = [];
this.bufferQueue = [];
this.currentSize = 0;
this.processedBytes = 0; // Reset stream position
this.totalStreamLength = totalStreamLength; // Set total expected stream length
this.wavHeader = null;
this.streamingStarted = false;
this.streamingCompleted = false; // Reset completion flag
this.nextStartTime = 0;
console.log(`Streaming initialized: expecting ${this.totalStreamLength} total bytes`);
return { success: true };
} catch (error) {
return { success: false, error: (error as Error).message };
}
}
private chunkCounter = 0;
async processStreamingChunk(audioChunk: Uint8Array): Promise<StreamingResult> {
try {
this.chunkCounter++;
console.log(`\n=== CHUNK ${this.chunkCounter} ===`);
console.log(`Incoming chunk size: ${audioChunk.length}`);
console.log(`Chunk preview:`, Array.from(audioChunk.slice(0, 32)).map(b => b.toString(16).padStart(2, '0')).join(' '));
console.log(`Buffer queue length before processing: ${this.bufferQueue.length}`);
await this.processChunk(audioChunk);
// Check if we've received all expected data
console.log(`Stream check: ${this.currentSize}/${this.totalStreamLength} bytes, completed=${this.streamingCompleted}`);
if (this.totalStreamLength > 0 && this.currentSize >= this.totalStreamLength) {
console.log(`Stream complete: received ${this.currentSize}/${this.totalStreamLength} bytes`);
this.streamingCompleted = true;
}
const canStart = this.wavHeader !== null && this.bufferQueue.length >= this.minBuffersForStreaming;
return {
success: true,
canStartStreaming: canStart,
headerParsed: this.wavHeader !== null,
bufferCount: this.bufferQueue.length
};
} catch (error) {
return { success: false, error: (error as Error).message };
}
}
private isFirstChunk = true;
private async processChunk(audioChunk: Uint8Array): Promise<void> {
if (this.isFirstChunk) {
const audioData = await this.extractAudioFromFirstChunk(audioChunk);
this.addToAudioStream(audioData);
this.isFirstChunk = false;
} else {
// Continuation chunks are pure audio data
this.addToAudioStream(audioChunk);
}
await this.processAudioStream();
}
private async extractAudioFromFirstChunk(chunkData: Uint8Array): Promise<Uint8Array> {
console.log('\n--- EXTRACTING AUDIO FROM FIRST CHUNK ---');
// Parse header and setup AudioContext
const header = WavUtils.parseHeader([chunkData], chunkData.length);
if (!header) {
throw new Error('Invalid WAV header in first chunk');
}
this.wavHeader = header;
console.log(`WAV format: ${header.bitsPerSample}-bit, ${header.channels}ch, ${header.sampleRate}Hz`);
console.log(`Header details: blockAlign=${header.blockAlign}, byteRate=${header.byteRate}, headerSize=${header.headerSize}`);
// Recreate AudioContext with correct sample rate if needed (only during initial setup)
if (this.audioContext!.sampleRate !== header.sampleRate) {
console.log(`🔄 AudioContext sample rate mismatch: ${this.audioContext!.sampleRate}Hz -> ${header.sampleRate}Hz`);
// Only recreate if we haven't started playing yet AND AudioContext is already running
if (!this.streamingStarted && !this.isPlaying && this.audioContext!.state === 'running') {
console.log(`⚠️ Recreating AudioContext for proper sample rate matching`);
await this.audioContext!.close();
const AudioContextClass = window.AudioContext || window.webkitAudioContext;
this.audioContext = new AudioContextClass({ sampleRate: header.sampleRate });
this.gainNode = this.audioContext.createGain();
this.gainNode.connect(this.audioContext.destination);
console.log(`✅ AudioContext recreated: ${this.audioContext.sampleRate}Hz (should eliminate resampling artifacts)`);
} else {
console.log(`️ Keeping existing AudioContext - using Web Audio API sample rate conversion`);
}
}
// Extract pure audio data (skip WAV header)
const audioData = chunkData.subarray(header.headerSize);
console.log(`Extracted ${audioData.length} bytes of audio data (skipped ${header.headerSize} byte header)`);
return audioData;
}
private async ensureCorrectSampleRate(sampleRate: number): Promise<void> {
if (this.audioContext!.sampleRate !== sampleRate) {
console.log(`🔊 AUDIO CONTEXT CHANGE START: ${this.audioContext!.sampleRate}Hz -> ${sampleRate}Hz`);
console.log(`⚠️ This may cause an audible pop/click!`);
await this.audioContext!.close();
console.log(`✅ Old AudioContext closed`);
const AudioContextClass = window.AudioContext || window.webkitAudioContext;
this.audioContext = new AudioContextClass({ sampleRate });
console.log(`✅ New AudioContext created: actual=${this.audioContext.sampleRate}Hz (requested=${sampleRate}Hz)`);
this.gainNode = this.audioContext.createGain();
this.gainNode.connect(this.audioContext.destination);
console.log(`🔊 AUDIO CONTEXT CHANGE COMPLETE`);
}
}
private addToAudioStream(audioData: Uint8Array): void {
this.bufferChunks.push(audioData);
this.currentSize += audioData.length;
console.log(`Added ${audioData.length} bytes to audio stream (total: ${this.currentSize} bytes)`);
}
private async processAudioStream(): Promise<void> {
if (!this.wavHeader) return;
// Process available data (but don't over-process during active playback)
if (this.streamingStarted && this.bufferQueue.length >= 2) {
console.log(`Buffer queue has cushion (${this.bufferQueue.length}), minimal processing`);
// Still process but be less aggressive
}
// Create sample-aligned segments from continuous audio stream
const maxSegmentSize = 64 * 1024; // 64KB segments to match C# chunks better
const availableBytes = this.currentSize - this.processedBytes; // Only count unprocessed bytes
const alignedSize = WavUtils.getSampleAlignedChunkSize(this.wavHeader, maxSegmentSize, availableBytes);
if (alignedSize > 0) {
console.log(`\n--- CREATING ALIGNED AUDIO SEGMENT ---`);
console.log(`Available: ${availableBytes} bytes, requesting: ${alignedSize} bytes (frame-aligned, frame size: ${this.wavHeader.blockAlign})`);
console.log(`Buffer queue: ${this.bufferQueue.length}, processing chunk`);
// Extract sample-aligned segment from continuous stream
const alignedSegment = this.extractAlignedData(alignedSize);
const wavFile = this.createWavFromRawData(alignedSegment);
await this.createAudioBufferFromChunk(wavFile);
// Note: No longer removing processed data - we track position instead
}
}
private extractAlignedData(alignedSize: number): Uint8Array {
const extracted = new Uint8Array(alignedSize);
let extractedOffset = 0;
let remaining = alignedSize;
let streamPosition = this.processedBytes; // Start from where we left off
let currentPos = 0;
for (const chunk of this.bufferChunks) {
if (remaining <= 0) break;
// Skip chunks that are entirely before our current stream position
if (currentPos + chunk.length <= streamPosition) {
currentPos += chunk.length;
continue;
}
// Calculate the offset within this chunk to start extracting
const chunkStartOffset = Math.max(0, streamPosition - currentPos);
const availableInChunk = chunk.length - chunkStartOffset;
const toCopy = Math.min(availableInChunk, remaining);
if (toCopy > 0) {
extracted.set(chunk.subarray(chunkStartOffset, chunkStartOffset + toCopy), extractedOffset);
extractedOffset += toCopy;
remaining -= toCopy;
}
currentPos += chunk.length;
}
// Update processed bytes position
this.processedBytes += alignedSize;
console.log(`Extracted ${alignedSize} bytes from stream position ${streamPosition} -> ${this.processedBytes}`);
return extracted;
}
private removeProcessedData(processedSize: number): void {
let remaining = processedSize;
while (remaining > 0 && this.bufferChunks.length > 0) {
const firstChunk = this.bufferChunks[0];
if (firstChunk.length <= remaining) {
// Remove entire chunk
remaining -= firstChunk.length;
this.currentSize -= firstChunk.length;
this.bufferChunks.shift();
} else {
// Partially remove chunk
const newChunk = firstChunk.subarray(remaining);
this.bufferChunks[0] = newChunk;
this.currentSize -= remaining;
remaining = 0;
}
}
}
private concatenateChunks(): Uint8Array {
const totalSize = this.currentSize;
const concatenated = new Uint8Array(totalSize);
let offset = 0;
for (const chunk of this.bufferChunks) {
concatenated.set(chunk, offset);
offset += chunk.length;
}
return concatenated;
}
private createWavFromRawData(rawData: Uint8Array): Uint8Array {
const header = WavUtils.createHeader(this.wavHeader!, rawData.length);
const wavFile = new Uint8Array(header.length + rawData.length);
wavFile.set(header, 0);
wavFile.set(rawData, header.length);
console.log(`Created WAV: header=${header.length} bytes, data=${rawData.length} bytes, total=${wavFile.length} bytes`);
console.log(`Expected duration: ${rawData.length / this.wavHeader!.byteRate} seconds`);
return wavFile;
}
startStreamingPlayback(): AudioResult {
if (!this.wavHeader || this.bufferQueue.length === 0) {
return { success: false, error: "Not ready for streaming playback" };
}
try {
console.log(`\n=== STARTING STREAMING PLAYBACK ===`);
console.log(`AudioContext state: ${this.audioContext!.state}`);
console.log(`AudioContext sample rate: ${this.audioContext!.sampleRate}Hz`);
console.log(`Current time precision: ${this.audioContext!.currentTime.toFixed(6)}s`);
console.log(`Queue ready: ${this.bufferQueue.length} buffers, ${this.bufferQueue.reduce((sum, b) => sum + b.duration, 0).toFixed(3)}s total`);
// AudioContext should already be resumed during track selection
const startTimestamp = performance.now();
const audioContextTime = this.audioContext!.currentTime;
this.streamingStarted = true;
this.isPlaying = true;
this.isPaused = false;
this.nextStartTime = audioContextTime;
this.startTime = this.nextStartTime;
console.log(`▶️ Playback timing: audioContext=${audioContextTime.toFixed(6)}s, performance=${startTimestamp.toFixed(3)}ms`);
console.log(`🎵 Initial nextStartTime set to: ${this.nextStartTime.toFixed(6)}s`);
this.scheduleNextBuffer();
this.startProgressTracking();
console.log(`✅ Streaming playback started successfully`);
console.log(`=====================================\n`);
return { success: true };
} catch (error) {
console.error(`❌ Failed to start streaming playback:`, error);
return { success: false, error: (error as Error).message };
}
}
private async createAudioBufferFromChunk(chunkData: Uint8Array): Promise<void> {
try {
console.log(`createAudioBufferFromChunk: chunkData.length=${chunkData.length}`);
// Create a clean ArrayBuffer with exact size (avoid reusable buffer issues)
const cleanBuffer = new ArrayBuffer(chunkData.length);
new Uint8Array(cleanBuffer).set(chunkData);
console.log(`Decoding ${cleanBuffer.byteLength} bytes with Web Audio API`);
console.log('Starting decode...');
// Try with timeout to catch hanging decodes
const decodePromise = this.audioContext!.decodeAudioData(cleanBuffer);
const timeoutPromise = new Promise<never>((_, reject) => {
setTimeout(() => reject(new Error('Decode timeout after 5 seconds')), 5000);
});
const audioBuffer = await Promise.race([decodePromise, timeoutPromise]);
console.log("AFTER Promise.race - this should always appear after 5 seconds max");
console.log(`\n--- DECODE SUCCESS ---`);
console.log(`Buffer duration: ${audioBuffer.duration}s`);
console.log(`Buffer channels: ${audioBuffer.numberOfChannels}`);
console.log(`Buffer sample rate: ${audioBuffer.sampleRate}`);
console.log(`Buffer length: ${audioBuffer.length} samples`);
// Check if buffer contains actual audio data or silence/noise
const channel0 = audioBuffer.getChannelData(0);
const firstSamples = Array.from(channel0.slice(0, 10)).map(v => v.toFixed(4));
const maxValue = Math.max(...Array.from(channel0).map(Math.abs));
const avgValue = Array.from(channel0).reduce((sum, val) => sum + Math.abs(val), 0) / channel0.length;
console.log(`First 10 samples:`, firstSamples);
console.log(`Max amplitude: ${maxValue.toFixed(4)}`);
console.log(`Average amplitude: ${avgValue.toFixed(4)}`);
this.bufferQueue.push(audioBuffer);
console.log(`\n=== BUFFER QUEUE UPDATE ===`);
console.log(`✓ Added buffer: duration=${audioBuffer.duration.toFixed(6)}s, samples=${audioBuffer.length}`);
console.log(`Queue state: ${this.bufferQueue.length} buffers (${this.bufferQueue.map(b => b.duration.toFixed(3)).join('s, ')}s)`);
console.log(`Total queued audio: ${this.bufferQueue.reduce((sum, b) => sum + b.duration, 0).toFixed(3)}s`);
console.log(`Streaming: started=${this.streamingStarted}, completed=${this.streamingCompleted}`);
console.log(`Current playback time: ${this.audioContext!.currentTime.toFixed(6)}s`);
// Schedule immediately when streaming has started (for gapless playback)
if (this.streamingStarted) {
console.log(`⏩ Triggering proactive schedule (streaming active)`);
this.scheduleNextBuffer();
} else {
console.log(`⏸️ Not scheduling yet (streaming not started)`);
}
console.log(`===========================\n`);
} catch (error) {
console.error('Error creating audio buffer from chunk:', error);
console.error('Failed chunk size:', chunkData.length);
// Log first few bytes of the chunk for debugging
const preview = Array.from(chunkData.slice(0, 16)).map(b => b.toString(16).padStart(2, '0')).join(' ');
console.error('Chunk preview (first 16 bytes):', preview);
}
}
private scheduleNextBuffer(): void {
// Schedule all available buffers proactively instead of waiting for onended
while (this.bufferQueue.length > 0 && this.streamingStarted) {
const scheduleStartTime = performance.now();
const buffer = this.bufferQueue.shift()!;
const source = this.audioContext!.createBufferSource();
source.buffer = buffer;
source.connect(this.gainNode!);
// Critical: Use precise timing for gapless playback
const currentTime = this.audioContext!.currentTime;
// For the very first buffer, add small lookahead to avoid startup glitches
const startTime = this.nextStartTime > 0 ? this.nextStartTime : currentTime + 0.01;
const schedulingDelay = currentTime - startTime;
console.log(`🎵 Scheduling buffer: start=${startTime.toFixed(3)}s, duration=${buffer.duration.toFixed(3)}s, delay=${(schedulingDelay * 1000).toFixed(1)}ms ${schedulingDelay > 0.005 ? '⚠️' : '✓'}, queue=${this.bufferQueue.length}`);
// Only log timing issues for debugging
const gap = Math.abs(startTime - this.nextStartTime);
if (gap > 0.001) {
console.warn(`⚠️ TIMING GAP: ${(gap * 1000).toFixed(3)}ms between expected and actual start time`);
}
source.onended = () => {
const endTime = this.audioContext!.currentTime;
const expectedEndTime = startTime + buffer.duration;
const timingError = Math.abs(endTime - expectedEndTime);
console.log(`🏁 Buffer ended: timing error=${(timingError * 1000).toFixed(1)}ms`);
this.currentStreamSource = null;
// Check for end-of-stream
if (this.bufferQueue.length === 0) {
if (this.streamingCompleted) {
console.log(`✓ End-of-stream: All buffers played at ${endTime.toFixed(3)}s (expected)`);
} else {
console.warn(`❌ Buffer underrun! Queue empty at ${endTime.toFixed(3)}s (unexpected during streaming)`);
}
if (!this.isPlaying) {
this.onEndCallback?.();
}
}
};
source.start(startTime);
// Calculate next start time with sample-perfect precision
this.nextStartTime = startTime + buffer.duration;
this.currentStreamSource = source;
const scheduleEndTime = performance.now();
const scheduleProcessingTime = scheduleEndTime - scheduleStartTime;
// Stop scheduling when we have enough buffered ahead
const lookaheadTime = this.nextStartTime - currentTime;
if (lookaheadTime > 0.5) { // Stop when we have 500ms of audio scheduled ahead
console.log(`📋 Sufficient lookahead: ${(lookaheadTime * 1000).toFixed(0)}ms scheduled ahead`);
break;
}
}
}
unload(): AudioResult {
try {
this.stop();
this.audioBuffer = null;
this.duration = 0;
this.bufferChunks = [];
this.currentSize = 0;
this.processedBytes = 0; // Reset stream position
// Clean up streaming state
this.isStreamingMode = false;
this.wavHeader = null;
this.bufferQueue = [];
this.streamingStarted = false;
this.streamingCompleted = false;
this.totalStreamLength = 0;
this.nextStartTime = 0;
if (this.currentStreamSource) {
this.currentStreamSource.stop();
this.currentStreamSource = null;
}
return { success: true };
} catch (error) {
return { success: false, error: (error as Error).message };
}
}
dispose(): void {
this.stop();
this.stopProgressTracking();
if (this.audioContext && this.audioContext.state !== 'closed') {
this.audioContext.close();
}
this.audioContext = null;
this.audioBuffer = null;
this.gainNode = null;
this.bufferChunks = [];
this.currentSize = 0;
// Clean up streaming state
this.bufferQueue = [];
this.wavHeader = null;
this.currentStreamSource = null;
}
}
// Global player instances
const audioPlayers = new Map<string, AudioPlayer>();
// Define .NET interop types
interface DotNetObjectReference {
invokeMethodAsync(methodName: string, ...args: any[]): Promise<any>;
}
// JavaScript interop functions for Blazor
const DeepDrftAudio = {
createPlayer: async (playerId: string): Promise<AudioResult> => {
try {
const player = new AudioPlayer();
const result = await player.initialize();
if (result.success) {
audioPlayers.set(playerId, player);
}
return result;
} catch (error) {
return { success: false, error: (error as Error).message };
}
},
initializeBufferedPlayer: (playerId: string): AudioResult => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
return player.initializeBuffered();
},
appendAudioBlock: (playerId: string, audioBlock: Uint8Array): AudioResult => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
return player.appendAudioBlock(audioBlock);
},
finalizeAudioBuffer: async (playerId: string): Promise<LoadAudioResult> => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
return await player.finalizeAudioBuffer();
},
// Streaming methods
initializeStreaming: (playerId: string, totalStreamLength: number): AudioResult => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
return player.initializeStreaming(totalStreamLength);
},
processStreamingChunk: async (playerId: string, audioChunk: Uint8Array): Promise<StreamingResult> => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
return await player.processStreamingChunk(audioChunk);
},
startStreamingPlayback: (playerId: string): AudioResult => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
return player.startStreamingPlayback();
},
ensureAudioContextReady: async (playerId: string): Promise<AudioResult> => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
return await player.ensureAudioContextReady();
},
play: (playerId: string): AudioResult => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
return player.play();
},
pause: (playerId: string): AudioResult => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
return player.pause();
},
stop: (playerId: string): AudioResult => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
return player.stop();
},
unload: (playerId: string): AudioResult => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
return player.unload();
},
seek: (playerId: string, position: number): AudioResult => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
return player.seek(position);
},
setVolume: (playerId: string, volume: number): AudioResult => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
return player.setVolume(volume);
},
getCurrentTime: (playerId: string): number => {
const player = audioPlayers.get(playerId);
if (!player) {
return 0;
}
return player.getCurrentTime();
},
getState: (playerId: string): AudioState | null => {
const player = audioPlayers.get(playerId);
if (!player) {
return null;
}
return player.getState();
},
setOnProgressCallback: (playerId: string, dotNetObjectReference: DotNetObjectReference, methodName: string): AudioResult => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
player.setOnProgressCallback((currentTime: number) => {
dotNetObjectReference.invokeMethodAsync(methodName, currentTime);
});
return { success: true };
},
setOnEndCallback: (playerId: string, dotNetObjectReference: DotNetObjectReference, methodName: string): AudioResult => {
const player = audioPlayers.get(playerId);
if (!player) {
return { success: false, error: "Player not found" };
}
player.setOnEndCallback(() => {
dotNetObjectReference.invokeMethodAsync(methodName);
});
return { success: true };
},
disposePlayer: (playerId: string): AudioResult => {
const player = audioPlayers.get(playerId);
if (player) {
player.dispose();
audioPlayers.delete(playerId);
return { success: true };
}
return { success: false, error: "Player not found" };
}
};
// Assign to window for global access
window.DeepDrftAudio = DeepDrftAudio;
/**
* webaudio.ts - Legacy entry point for Blazor Audio Interop
*
* This file now delegates to the SOLID audio architecture in ./audio/
* All functionality is provided by the new modular classes:
* - AudioContextManager: Web Audio API context and routing
* - StreamDecoder: WAV parsing and decoding
* - PlaybackScheduler: Buffer storage and playback scheduling
* - AudioPlayer: Main orchestrator
*/
// Re-export from the new SOLID architecture
export { DeepDrftAudio } from './audio/index.js';
export { AudioPlayer, AudioResult, StreamingResult, AudioState } from './audio/AudioPlayer.js';