/** * StreamDecoder - Handles WAV stream parsing and AudioBuffer decoding. * * Single Responsibility: Convert raw WAV stream data into decoded AudioBuffers. */ import { WavHeader, WavUtils } from '../wavutils.js'; import { AudioContextManager } from './AudioContextManager.js'; export interface DecodedChunkResult { buffer: AudioBuffer; duration: number; } /** * Thrown when decodeAudioData exceeds the per-segment deadline. Distinct from * DecodeError so callers (and operators reading logs) can tell a slow/throttled * decoder from corrupt audio data — the previous "Decode timeout" string error * was indistinguishable from any other Error and was silently swallowed. */ export class DecodeTimeoutError extends Error { constructor(public readonly segmentOffset: number, public readonly byteCount: number) { super(`Decode timeout at offset ${segmentOffset} (${byteCount} bytes)`); this.name = 'DecodeTimeoutError'; } } /** * Thrown when decodeAudioData rejects for non-timeout reasons (corrupt header, * unsupported format, etc.). Carries the segment offset so callers can log * which part of the stream failed. */ export class DecodeError extends Error { constructor( message: string, public readonly segmentOffset: number, public readonly byteCount: number, public readonly cause?: Error ) { super(message); this.name = 'DecodeError'; } } export class StreamDecoder { // Upper bound on pre-header accumulation. 256 KB is far beyond any sane WAV // header (including extended LIST/INFO/JUNK chunks). If we have accumulated // this many bytes without finding a valid header the stream is corrupt. private static readonly MAX_HEADER_SEARCH_BYTES = 256 * 1024; private contextManager: AudioContextManager; private wavHeader: WavHeader | null = null; private rawChunks: Uint8Array[] = []; // totalRawBytes and processedBytes are JS number (IEEE 754 double), which can // represent integers exactly up to 2^53 bytes (~8 PB). WAV files are bounded // at 4 GB by the 32-bit RIFF size field, so overflow is not a practical concern. private totalRawBytes: number = 0; private processedBytes: number = 0; private totalStreamLength: number = 0; private streamComplete: boolean = false; private headerError: string | null = null; // Pre-header accumulator. WAV headers can span multiple network chunks // (small first segment, extended LIST/INFO/JUNK chunks before 'data', etc.), // so we buffer raw bytes here until parseHeader succeeds rather than assuming // the whole header lives in the first chunk. private headerBytesReceived: number = 0; private headerSearchChunks: Uint8Array[] = []; constructor(contextManager: AudioContextManager) { this.contextManager = contextManager; } /** * Initialize for a new stream */ initialize(totalStreamLength: number): void { this.wavHeader = null; this.rawChunks = []; this.totalRawBytes = 0; this.processedBytes = 0; this.totalStreamLength = totalStreamLength; this.streamComplete = false; this.headerBytesReceived = 0; this.headerSearchChunks = []; this.headerError = null; } /** * Process incoming chunk and return all decoded AudioBuffers ready so far. * * Returns an array (possibly empty) rather than a single result because the * final chunk may unlock the residual tail in addition to a full segment, * and a single chunk that completes header parsing may also carry enough * audio data to decode immediately. */ async processChunk(chunk: Uint8Array): Promise { // If the header search already failed (corrupt/non-WAV stream), stop processing. if (this.headerError) { throw new Error(this.headerError); } if (!this.wavHeader) { await this.tryParseHeader(chunk); // Check again: tryParseHeader may have just set headerError. if (this.headerError) { throw new Error(this.headerError); } } else { this.addRawData(chunk); } this.updateStreamCompleteFlag(); const results: DecodedChunkResult[] = []; // Drain all currently-decodable segments. Without this loop, a single // processChunk call returns at most one segment; the trailing tail // unlocked once streamComplete flips true would never be flushed. while (true) { const segment = await this.tryDecodeNextSegment(); if (!segment) break; results.push(segment); } return results; } /** * Accumulate bytes into the header-search buffer and retry parseHeader. * Once a header is recognised, anything past headerSize becomes audio data. */ private async tryParseHeader(chunk: Uint8Array): Promise { this.headerSearchChunks.push(chunk); this.headerBytesReceived += chunk.length; // Guard against unbounded accumulation from a corrupt or non-WAV stream. if (this.headerBytesReceived > StreamDecoder.MAX_HEADER_SEARCH_BYTES) { this.headerError = `WAV header not found after ${this.headerBytesReceived} bytes — stream may be corrupt or not a WAV file`; console.error(this.headerError); // Drop the search buffer so subsequent chunks are not accumulated either. this.headerSearchChunks = []; this.headerBytesReceived = 0; return; } const header = WavUtils.parseHeader(this.headerSearchChunks, this.headerBytesReceived); if (!header) { // Not enough bytes yet — wait for the next chunk. If the stream ends // without ever producing a valid header, the final processChunk will // mark streamComplete and the player will report no audio decoded; // that is the correct failure mode, since there is no audio to play. return; } this.wavHeader = header; // Recreate AudioContext with correct sample rate if needed if (this.contextManager.sampleRate !== header.sampleRate) { await this.contextManager.recreateWithSampleRate(header.sampleRate); } // Concatenate all header-search chunks and push the audio-data tail // (everything past headerSize) into the raw audio buffer. const concatenated = new Uint8Array(this.headerBytesReceived); let offset = 0; for (const c of this.headerSearchChunks) { concatenated.set(c, offset); offset += c.length; } const audioData = concatenated.subarray(header.headerSize); if (audioData.length > 0) { this.addRawData(audioData); } // Header-search buffer no longer needed. this.headerSearchChunks = []; this.headerBytesReceived = 0; } /** * Mark the stream complete once we've received all expected bytes. The * computation must account for whichever stage of header parsing we're in: * if a header has been parsed, raw audio bytes are tracked separately; * otherwise pre-header bytes count toward the total. */ private updateStreamCompleteFlag(): void { if (this.totalStreamLength <= 0) return; const totalReceived = this.wavHeader ? this.totalRawBytes + this.wavHeader.headerSize : this.headerBytesReceived; if (totalReceived >= this.totalStreamLength) { this.streamComplete = true; } } /** * Add raw audio data to buffer */ private addRawData(data: Uint8Array): void { this.rawChunks.push(data); this.totalRawBytes += data.length; } /** * Try to decode the next segment of audio. * * Failure modes: * - Decode timeout: retry once, then surface as DecodeTimeoutError (typed). * - Other decode error (corrupt data, format mismatch): surface as DecodeError. * Both are thrown rather than silently swallowed — callers (processChunk / * markStreamComplete) decide whether to abort the stream or skip the segment. * processedBytes is only advanced on success so a thrown failure does not * silently consume the failed segment. */ private async tryDecodeNextSegment(): Promise { if (!this.wavHeader) return null; const segmentSize = 64 * 1024; // 64KB segments const availableBytes = this.totalRawBytes - this.processedBytes; // Passing streamComplete lets the aligner relax the min-frame guard // for the final tail; otherwise residual <512-byte tails get dropped. const alignedSize = WavUtils.getSampleAlignedChunkSize( this.wavHeader, segmentSize, availableBytes, this.streamComplete ); if (alignedSize <= 0) return null; const segmentOffset = this.processedBytes; const rawSegment = this.extractAlignedData(alignedSize); const wavFile = this.createWavFile(rawSegment); try { const buffer = await this.decodeWithRetry(wavFile, segmentOffset, alignedSize); // Advance only after a successful decode so a thrown timeout/decode // failure does not silently drop the segment. this.processedBytes += alignedSize; return { buffer, duration: buffer.duration }; } catch (error) { // Re-throw typed errors so the outer drain loop in processChunk / // markStreamComplete sees the real failure instead of an empty array. // The previous silent return hid timeouts entirely. if (error instanceof DecodeTimeoutError || error instanceof DecodeError) { throw error; } // Unknown synchronous failure during decode — wrap and surface. throw new DecodeError( `Decode failed at offset ${segmentOffset} (${alignedSize} bytes): ${(error as Error).message}`, segmentOffset, alignedSize, error as Error); } } /** * Decode with a single retry on timeout. Web Audio's decodeAudioData is * occasionally flaky under tab throttling; a retry costs little and recovers * the common transient case without dropping the segment. */ private async decodeWithRetry( wavData: Uint8Array, segmentOffset: number, alignedSize: number): Promise { try { return await this.decodeWithTimeout(wavData); } catch (error) { if (!(error instanceof DecodeTimeoutError)) { throw new DecodeError( `Decode failed at offset ${segmentOffset} (${alignedSize} bytes): ${(error as Error).message}`, segmentOffset, alignedSize, error as Error); } console.warn( `Decode timeout at offset ${segmentOffset} (${alignedSize} bytes) — retrying once`); try { return await this.decodeWithTimeout(wavData); } catch (retryError) { if (retryError instanceof DecodeTimeoutError) { console.error( `Decode timeout after retry at offset ${segmentOffset} (${alignedSize} bytes)`); throw new DecodeTimeoutError(segmentOffset, alignedSize); } throw new DecodeError( `Decode failed on retry at offset ${segmentOffset} (${alignedSize} bytes): ${(retryError as Error).message}`, segmentOffset, alignedSize, retryError as Error); } } } /** * Extract aligned data from raw chunks */ private extractAlignedData(size: number): Uint8Array { const extracted = new Uint8Array(size); let extractedOffset = 0; let remaining = size; let streamPosition = this.processedBytes; let currentPos = 0; for (const chunk of this.rawChunks) { if (remaining <= 0) break; if (currentPos + chunk.length <= streamPosition) { currentPos += chunk.length; continue; } 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; } return extracted; } /** * Create a complete WAV file from raw audio data */ private createWavFile(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); return wavFile; } /** * Decode with timeout to prevent hanging. Throws DecodeTimeoutError if the * deadline expires so callers can distinguish timeout from corrupt-data * failures (decodeAudioData throws DOMException for the latter). */ private async decodeWithTimeout(wavData: Uint8Array, timeoutMs: number = 5000): Promise { const buffer = new ArrayBuffer(wavData.length); new Uint8Array(buffer).set(wavData); const decodePromise = this.contextManager.decodeAudioData(buffer); let timer: ReturnType | null = null; const timeoutPromise = new Promise((_, reject) => { timer = setTimeout(() => reject(new DecodeTimeoutError(-1, wavData.length)), timeoutMs); }); try { return await Promise.race([decodePromise, timeoutPromise]); } finally { if (timer !== null) clearTimeout(timer); } } /** * Get calculated duration from WAV header */ getEstimatedDuration(): number | null { if (!this.wavHeader || this.wavHeader.byteRate <= 0) return null; const audioDataSize = this.wavHeader.dataSize > 0 ? this.wavHeader.dataSize : (this.totalStreamLength - this.wavHeader.headerSize); return audioDataSize / this.wavHeader.byteRate; } /** * Check if WAV header has been parsed */ get headerParsed(): boolean { return this.wavHeader !== null; } /** * Check if all stream data has been received */ get isComplete(): boolean { return this.streamComplete; } /** * Get the WAV header info for byte offset calculation */ getWavHeader(): WavHeader | null { return this.wavHeader; } /** * Calculate byte offset from a time position (in seconds) * Returns block-aligned byte offset for clean audio */ calculateByteOffset(positionSeconds: number): number { if (!this.wavHeader || this.wavHeader.byteRate <= 0) return 0; const rawOffset = Math.floor(positionSeconds * this.wavHeader.byteRate); // Align to block boundary for clean audio return Math.floor(rawOffset / this.wavHeader.blockAlign) * this.wavHeader.blockAlign; } /** * Explicitly mark the stream as complete. * * Called by the C# streaming loop after ReadAsync returns 0 (no more data). * This ensures streamComplete is set even when the server omits Content-Length, * which prevents updateStreamCompleteFlag from ever firing via byte counting. * Returns all remaining decoded segments (the tail drain pass). * * If streamComplete was already true (set by updateStreamCompleteFlag during the * final processChunk call), the tail was already drained inside that call's * while(true) loop — return immediately to avoid a second drain pass that would * set streamingCompleted = true even if the first drain had a partial failure. */ async markStreamComplete(): Promise { if (this.streamComplete) { return []; } this.streamComplete = true; const results: DecodedChunkResult[] = []; while (true) { const segment = await this.tryDecodeNextSegment(); if (!segment) break; results.push(segment); } return results; } /** * Reset decoder state */ reset(): void { this.wavHeader = null; this.rawChunks = []; this.totalRawBytes = 0; this.processedBytes = 0; this.totalStreamLength = 0; this.streamComplete = false; this.headerBytesReceived = 0; this.headerSearchChunks = []; this.headerError = null; } /** * Reinitialize for offset streaming - preserves header format knowledge * Called when seeking beyond buffer to prepare for new stream from server */ reinitializeForOffset(totalStreamLength: number): void { // Reset data state but we'll get a fresh header from the offset stream this.rawChunks = []; this.totalRawBytes = 0; this.processedBytes = 0; this.totalStreamLength = totalStreamLength; this.streamComplete = false; this.headerBytesReceived = 0; this.headerSearchChunks = []; this.headerError = null; // wavHeader will be reparsed from the new stream (server sends fresh header) this.wavHeader = null; } }