29e8747c69
Skip the back-pressure interop poll while paused (UC5). Document complete() draining the stash in full by design. Rename scheduler isProductionPaused to evaluateProductionPause (latch-advancing); window exposure name unchanged.
572 lines
24 KiB
TypeScript
572 lines
24 KiB
TypeScript
/**
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* PlaybackScheduler - Manages AudioBuffer storage and playback scheduling.
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*
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* Single Responsibility: Store decoded buffers and schedule them for playback.
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*
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* Memory model (Phase 21.1 — partial eviction)
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* --------------------------------------------
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* The scheduler is the single shared sink both decode paths feed (WAV/MP3/FLAC via
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* `IFormatDecoder`, Opus via the WebCodecs `IStreamingDecoder`); eviction lives here once
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* and serves both with zero format branches.
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*
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* THE INDEX/TIME-ANCHOR INVARIANT (the crux of 21.1):
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* `playbackOffset` is the absolute track time at which `buffers[0]` begins. Every
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* position query and scheduling decision is expressed as `playbackOffset` + a sum of
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* `buffers[i].duration` from index 0. Originally `buffers[0]` was always the track start,
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* so `playbackOffset` was 0 except after a seek-beyond-buffer. After partial eviction
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* `buffers[0]` is no longer the track start — so eviction MUST add the dropped buffers'
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* total duration to `playbackOffset`. That one move keeps `getCurrentPosition`,
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* `playFromPosition`, the `getTotalDuration`-based clamp/bounds, and the schedule loop all
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* exact against a buffer array that no longer starts at absolute time 0.
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*
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* The second half of the invariant is the array indices. `nextBufferIndex` and every live
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* `scheduledSources[].bufferIndex` are absolute positions into `buffers`; splicing `k`
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* buffers off the front shifts every surviving index down by `k`, so both must be
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* decremented by `k`. Eviction therefore never crosses the live frontier: it will not drop
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* a buffer at/after `nextBufferIndex`, nor one still referenced by a scheduled source.
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*/
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import { AudioContextManager } from './AudioContextManager.js';
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/**
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* Provisional back-retain default. The window-size POLICY (OQ1/OQ3) is not decided yet, so
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* this is intentionally a tunable seam (see setBackRetainSeconds), not a baked-in number —
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* 21.2 feeds real water-marks in later. The default keeps a few seconds of already-played
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* audio so a short seek-back stays in-buffer (UC3) without a network refetch.
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*/
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const DEFAULT_BACK_RETAIN_SECONDS = 10;
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/**
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* Forward back-pressure water-marks (Phase 21.2 — the bound on the *unplayed* region).
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*
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* The single back-pressure signal is the scheduler's decoded forward lookahead: how many
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* seconds of decoded audio sit AHEAD of the playhead (OQ7). Production (the C# read loop and,
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* for Opus, the demux/decode feed) pauses above the high-water mark and resumes below the
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* low-water mark — classic hysteresis so the two producers do not chatter on/off per chunk.
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*
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* Provisional time-based defaults (OQ1 — 21.4 tunes them):
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* - HIGH (30 s): the most decoded lookahead we hold ahead of the playhead before throttling.
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* Comfortably above the playback-start minimum (`AudioPlayer.minBuffersForPlayback = 6`
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* buffers, each typically 0.06 – 1 s depending on format/chunk size; at most a few seconds
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* even at the high end), so C2 holds — first audio never waits on a throttle (the high-water
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* is reached only well after playback is already running).
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* - LOW (15 s): resume producing here. Kept generous so the forward fill never drains to the
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* ~500 ms scheduler lookahead under normal network jitter (AC3 — no starvation).
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*
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* OQ3 hard memory ceiling: an absolute byte cap on total decoded float held, independent of the
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* time window. This is the guard-rail that makes "1 GB never OOMs" a guarantee rather than a
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* tuning hope — if a pathological stream packs an unusual amount of decoded audio into the time
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* window, the byte cap still pauses production. Estimated as channels × frames × 4 bytes (f32).
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*/
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const DEFAULT_FORWARD_HIGH_WATER_SECONDS = 30;
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const DEFAULT_FORWARD_LOW_WATER_SECONDS = 15;
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const DEFAULT_MAX_DECODED_BYTES = 96 * 1024 * 1024; // ~96 MB of decoded float PCM
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const BYTES_PER_FLOAT_SAMPLE = 4;
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interface ScheduledSource {
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source: AudioBufferSourceNode;
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bufferIndex: number;
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startTime: number;
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endTime: number;
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}
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export class PlaybackScheduler {
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private contextManager: AudioContextManager;
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private buffers: AudioBuffer[] = [];
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private scheduledSources: ScheduledSource[] = [];
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// Playback timing
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private playbackAnchorTime: number = 0; // AudioContext time when playback started/resumed
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private playbackAnchorPosition: number = 0; // Position in audio when playback started/resumed
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private nextBufferIndex: number = 0; // Next buffer to schedule during live streaming
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private nextScheduleTime: number = 0; // AudioContext time for next buffer
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private isActive_: boolean = false; // Prevents scheduling during pause/stop
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// Offset for seek-beyond-buffer scenarios AND partial eviction.
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// This is the absolute track time at which buffers[0] begins. It is set on
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// seek-beyond-buffer (the new stream starts at T) and ADVANCED by eviction (when the
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// front k buffers are dropped, their total duration is added here so buffers[0] still
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// names the correct absolute time). See the index/time-anchor invariant in the header.
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private playbackOffset: number = 0;
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// Back-retain bound (seconds of already-played audio kept un-evicted). Provisional seam;
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// 21.2 will drive this from the window policy. Not a hardcoded eviction decision.
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private backRetainSeconds: number = DEFAULT_BACK_RETAIN_SECONDS;
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// Forward back-pressure water-marks + the OQ3 hard byte ceiling (Phase 21.2). This is the
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// single shared window policy (OQ6): both producers call evaluateProductionPause() and honor it
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// in their own way — the C# read loop stops ReadAsync, the Opus feed stops demux/decode.
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private forwardHighWaterSeconds: number = DEFAULT_FORWARD_HIGH_WATER_SECONDS;
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private forwardLowWaterSeconds: number = DEFAULT_FORWARD_LOW_WATER_SECONDS;
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private maxDecodedBytes: number = DEFAULT_MAX_DECODED_BYTES;
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// Hysteresis latch for the production pause. Once forward fill crosses the high-water mark we
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// stay paused until it drains below the low-water mark, so the two producers do not flap
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// on/off around a single threshold (and a paused producer does not resume for one chunk only
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// to re-pause immediately). False until first crossing; flips on the band edges.
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// Mutated by evaluateProductionPause() — named to signal the state-advance on each call.
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private productionPaused_: boolean = false;
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// Callbacks
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public onPlaybackEnded: (() => void) | null = null;
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constructor(contextManager: AudioContextManager) {
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this.contextManager = contextManager;
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}
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/**
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* Add a decoded buffer to storage
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*/
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addBuffer(buffer: AudioBuffer): void {
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this.buffers.push(buffer);
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}
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/**
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* Get total duration of all stored buffers
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*/
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getTotalDuration(): number {
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return this.buffers.reduce((sum, b) => sum + b.duration, 0);
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}
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/**
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* Get number of stored buffers
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*/
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getBufferCount(): number {
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return this.buffers.length;
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}
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/**
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* Get current playback position in seconds (includes playbackOffset for seek-beyond-buffer)
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*/
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getCurrentPosition(): number {
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// Use isActive_ as the sentinel for "playback is running", not playbackAnchorTime == 0.
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// AudioContext.currentTime can legitimately be 0 at context creation, so comparing
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// against 0 would incorrectly treat an active stream started at t=0 as paused.
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if (!this.isActive_) {
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return this.playbackAnchorPosition + this.playbackOffset;
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}
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const elapsed = this.contextManager.currentTime - this.playbackAnchorTime;
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return Math.min(this.playbackAnchorPosition + this.playbackOffset + elapsed, this.getTotalDuration() + this.playbackOffset);
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}
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/**
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* Set the playback offset for seek-beyond-buffer scenarios
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* This represents the absolute time position where the current buffers start
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*/
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setPlaybackOffset(offset: number): void {
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this.playbackOffset = offset;
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}
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/**
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* Get the current playback offset
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*/
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getPlaybackOffset(): number {
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return this.playbackOffset;
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}
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/**
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* Configure the back-retain bound (seconds of already-played audio kept un-evicted).
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* Provisional config seam — 21.2 feeds the real window policy in here. Negative values
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* are clamped to 0 (retain nothing behind the playhead).
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*/
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setBackRetainSeconds(seconds: number): void {
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this.backRetainSeconds = Math.max(0, seconds);
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}
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/**
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* Configure the forward back-pressure water-marks (seconds of decoded lookahead) and the OQ3
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* hard byte ceiling. Provisional config seam — 21.4 tunes the numbers. Low is clamped below
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* high so the hysteresis band is always valid; non-positive byte cap disables the OQ3 guard.
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*/
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setForwardWindow(highWaterSeconds: number, lowWaterSeconds: number, maxDecodedBytes: number): void {
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this.forwardHighWaterSeconds = Math.max(0, highWaterSeconds);
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this.forwardLowWaterSeconds = Math.max(0, Math.min(lowWaterSeconds, this.forwardHighWaterSeconds));
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this.maxDecodedBytes = maxDecodedBytes;
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}
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/**
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* Seconds of decoded audio sitting AHEAD of the current playhead — the forward fill. This is
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* the single back-pressure signal (OQ7): the absolute end time of the last decoded buffer
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* minus the current playback position. Never negative (clamped at 0 when the playhead has
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* caught up to or passed the decoded tail).
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*/
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getForwardLookaheadSeconds(): number {
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const decodedEnd = this.getTotalDuration() + this.playbackOffset;
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return Math.max(0, decodedEnd - this.getCurrentPosition());
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}
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/**
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* Estimated bytes of decoded float PCM currently retained (OQ3 input). Web Audio AudioBuffers
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* are 32-bit float per sample per channel; frames = duration × sampleRate. Summed across the
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* retained buffers only — evicted buffers are already reclaimed, so this tracks the live
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* footprint, not the whole track.
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*/
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getDecodedByteEstimate(): number {
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let bytes = 0;
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for (const b of this.buffers) {
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bytes += b.length * b.numberOfChannels * BYTES_PER_FLOAT_SAMPLE;
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}
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return bytes;
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}
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/**
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* The single shared production-pause decision (Phase 21.2, OQ6/OQ7). Both producers — the C#
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* read loop (21.2a) and the Opus demux/decode feed (21.2b) — call this and stop producing
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* while it returns true. Hysteresis: pause when forward lookahead exceeds the high-water mark
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* OR the decoded byte estimate exceeds the OQ3 ceiling; resume only once forward lookahead has
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* drained below the low-water mark AND the byte estimate is back under the ceiling. The
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* byte-ceiling test has no separate low-water band — it is the hard guard rail, so it releases
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* as soon as eviction brings the footprint back under the cap.
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*
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* Named `evaluateProductionPause` (not `isProductionPaused`) because each call may ADVANCE the
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* hysteresis latch (`productionPaused_`), making it a state-advancing evaluation, not a pure
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* read. `AudioPlayer.isProductionPaused()` is the pure-predicate wrapper exposed to callers
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* outside the scheduler.
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*/
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evaluateProductionPause(): boolean {
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const lookahead = this.getForwardLookaheadSeconds();
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const overByteCeiling = this.maxDecodedBytes > 0 && this.getDecodedByteEstimate() > this.maxDecodedBytes;
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if (this.productionPaused_) {
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// Stay paused until BOTH the time window has drained below low-water AND the byte
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// footprint is back under the ceiling.
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if (lookahead <= this.forwardLowWaterSeconds && !overByteCeiling) {
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this.productionPaused_ = false;
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}
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} else if (lookahead >= this.forwardHighWaterSeconds || overByteCeiling) {
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this.productionPaused_ = true;
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}
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return this.productionPaused_;
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}
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/**
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* Drop already-played buffers from the front of the array, reclaiming their decoded float
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* memory, and advance the time anchor so all position/index bookkeeping stays exact.
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*
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* Eviction frontier: any buffer whose absolute END time is at or older than
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* (currentPosition - backRetainSeconds) is droppable. We evict a contiguous run from the
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* front only — buffers are appended in playback order, so the front is always the oldest.
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*
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* Two hard safety bounds keep the live frontier intact (the second half of the
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* index/time-anchor invariant):
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* 1. Never evict at/after `nextBufferIndex` — those are not yet scheduled; dropping them
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* would lose unplayed audio and corrupt the schedule cursor.
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* 2. Never evict a buffer still referenced by a live scheduled source — its
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* AudioBufferSourceNode is mid-flight and `handleSourceEnded` still tracks it.
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*
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* Returns the number of buffers evicted (0 if nothing was droppable).
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*
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* This is the SHARED eviction both decode paths get for free — no format branch. It does
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* not fetch, decode, or back-pressure (those are 21.2/21.3); with producers unchanged it
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* makes the *played* region provably memory-bounded on both paths.
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*/
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evictPlayedBuffers(): number {
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if (this.buffers.length === 0) {
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return 0;
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}
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// Absolute time before which a fully-ended buffer may be dropped.
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const evictBefore = this.getCurrentPosition() - this.backRetainSeconds;
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// Lowest index still referenced by a live scheduled source (or buffers.length if none).
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// Eviction must not cross this — those sources are playing now.
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let firstLiveIndex = this.buffers.length;
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for (const scheduled of this.scheduledSources) {
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if (scheduled.bufferIndex < firstLiveIndex) {
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firstLiveIndex = scheduled.bufferIndex;
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}
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}
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// Hard ceiling on how many front buffers we may drop: not past the schedule cursor,
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// and not past the oldest live source.
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const maxEvictable = Math.min(this.nextBufferIndex, firstLiveIndex);
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// Walk the front, accumulating absolute end times, counting droppable buffers.
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let evictCount = 0;
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let accumulatedEnd = this.playbackOffset;
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for (let i = 0; i < maxEvictable; i++) {
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accumulatedEnd += this.buffers[i].duration;
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// Drop buffers whose END is at or behind the retain frontier (inclusive bound).
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if (accumulatedEnd <= evictBefore) {
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evictCount = i + 1;
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} else {
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break; // later buffers end even later — nothing more is droppable
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}
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}
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if (evictCount === 0) {
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return 0;
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}
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// Sum the dropped duration BEFORE splicing, then advance the time anchor by it so
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// buffers[0] still names the correct absolute start time. This is the move that keeps
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// every position/scheduling query exact against a front-evicted array.
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let droppedDuration = 0;
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for (let i = 0; i < evictCount; i++) {
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droppedDuration += this.buffers[i].duration;
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}
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this.buffers.splice(0, evictCount);
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// Advance the absolute time anchor (offset) by the dropped duration AND drop the
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// buffer-relative anchor position by the same amount. These two move in lockstep:
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// getCurrentPosition() is (playbackAnchorPosition + playbackOffset + elapsed), so
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// adjusting only one would make the reported position jump by droppedDuration.
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// Moving both by +d / -d leaves the ABSOLUTE position unchanged while keeping
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// playbackAnchorPosition buffer-relative (the convention playFromPosition/pause use).
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this.playbackOffset += droppedDuration;
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this.playbackAnchorPosition -= droppedDuration;
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// Every surviving absolute index shifts down by evictCount.
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this.nextBufferIndex -= evictCount;
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for (const scheduled of this.scheduledSources) {
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scheduled.bufferIndex -= evictCount;
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}
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return evictCount;
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}
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/**
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* Start or resume playback from a specific position
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*/
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playFromPosition(position: number): void {
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this.stopAllSources();
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// Find which buffer contains this position
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let accumulatedTime = 0;
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let startBufferIndex = 0;
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let offsetInBuffer = 0;
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for (let i = 0; i < this.buffers.length; i++) {
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const bufferDuration = this.buffers[i].duration;
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if (accumulatedTime + bufferDuration > position) {
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startBufferIndex = i;
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offsetInBuffer = position - accumulatedTime;
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break;
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}
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accumulatedTime += bufferDuration;
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startBufferIndex = i + 1;
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}
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if (startBufferIndex >= this.buffers.length) {
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// Position landed at or past the end of all buffers. Previously this
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// returned silently, leaving the player stuck "playing" with no source
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// scheduled — a pause near the end followed by play never recovered.
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// Treat this as end-of-track so listeners (UI / end callback) fire.
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this.isActive_ = false;
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this.playbackAnchorTime = 0;
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this.playbackAnchorPosition = 0;
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this.onPlaybackEnded?.();
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return;
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}
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// Set timing anchors
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this.playbackAnchorPosition = position;
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this.playbackAnchorTime = this.contextManager.currentTime;
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this.nextScheduleTime = this.contextManager.currentTime + 0.01; // Small lookahead
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this.nextBufferIndex = startBufferIndex;
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this.isActive_ = true; // Enable scheduling
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// Schedule buffers
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this.scheduleBuffersFrom(startBufferIndex, offsetInBuffer);
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}
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/**
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* Schedule newly decoded buffers during live streaming
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*/
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scheduleNewBuffers(): void {
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if (this.nextBufferIndex >= this.buffers.length) {
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return; // No new buffers
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}
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// Use isActive_ as the sentinel for "playback is running", not nextScheduleTime === 0.
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// AudioContext.currentTime can legitimately be 0 at context creation, which would cause
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// nextScheduleTime === 0 to incorrectly reset a value already set by playFromPosition.
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if (!this.isActive_) {
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return;
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}
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this.scheduleBuffersFrom(this.nextBufferIndex, 0);
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}
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/**
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* Internal: Schedule buffers starting from a specific index
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*/
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private scheduleBuffersFrom(startIndex: number, offsetInFirstBuffer: number): void {
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const lookaheadTarget = 0.5; // Schedule up to 500ms ahead
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const gainNode = this.contextManager.getGainNode();
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for (let i = startIndex; i < this.buffers.length; i++) {
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const buffer = this.buffers[i];
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const isFirstBuffer = (i === startIndex && offsetInFirstBuffer > 0);
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const offset = isFirstBuffer ? offsetInFirstBuffer : 0;
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const duration = buffer.duration - offset;
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// Create and configure source
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const source = this.contextManager.getContext().createBufferSource();
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source.buffer = buffer;
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source.connect(gainNode);
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const scheduleTime = this.nextScheduleTime;
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const endTime = scheduleTime + duration;
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// Track scheduled source
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const scheduled: ScheduledSource = {
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source,
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bufferIndex: i,
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startTime: scheduleTime,
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endTime
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};
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this.scheduledSources.push(scheduled);
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// Set up ended callback
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source.onended = () => this.handleSourceEnded(scheduled);
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// Schedule the source
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source.start(scheduleTime, offset);
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// Update for next buffer
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this.nextScheduleTime = endTime;
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this.nextBufferIndex = i + 1;
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// Check if we have enough lookahead
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const lookahead = this.nextScheduleTime - this.contextManager.currentTime;
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if (lookahead > lookaheadTarget) {
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break;
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}
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}
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}
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/**
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* Handle a source finishing playback
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*/
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private handleSourceEnded(scheduled: ScheduledSource): void {
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// Ignore if we're paused/stopped (sources fire onended when stopped)
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if (!this.isActive_) {
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return;
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}
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// Remove from scheduled list
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const index = this.scheduledSources.indexOf(scheduled);
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if (index > -1) {
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this.scheduledSources.splice(index, 1);
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}
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// A source just finished, so its buffer is now behind the playhead — the natural
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// point to reclaim played memory. Eviction is self-contained (no fetch/back-pressure)
|
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// and runs before re-scheduling so index bookkeeping is settled first. This is the
|
||
// 21.1 trigger that keeps the PLAYED region bounded with producers unchanged.
|
||
this.evictPlayedBuffers();
|
||
|
||
// Schedule more buffers if available
|
||
if (this.nextBufferIndex < this.buffers.length) {
|
||
this.scheduleBuffersFrom(this.nextBufferIndex, 0);
|
||
}
|
||
|
||
// Check if all playback has finished
|
||
if (this.scheduledSources.length === 0 && this.nextBufferIndex >= this.buffers.length) {
|
||
this.isActive_ = false;
|
||
this.playbackAnchorTime = 0;
|
||
this.playbackAnchorPosition = 0;
|
||
this.onPlaybackEnded?.();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* Pause playback - saves position and stops sources
|
||
*/
|
||
pause(): number {
|
||
const position = this.getCurrentPosition();
|
||
this.isActive_ = false; // Prevent handleSourceEnded from scheduling more
|
||
this.stopAllSources();
|
||
// getCurrentPosition() returns absolute time (anchor + playbackOffset); the anchor
|
||
// is buffer-relative, so strip the offset back out before storing it.
|
||
this.playbackAnchorPosition = position - this.playbackOffset;
|
||
this.playbackAnchorTime = 0;
|
||
this.nextScheduleTime = 0;
|
||
return position;
|
||
}
|
||
|
||
/**
|
||
* Stop all scheduled sources
|
||
*/
|
||
stopAllSources(): void {
|
||
for (const scheduled of this.scheduledSources) {
|
||
try {
|
||
scheduled.source.stop();
|
||
} catch {
|
||
// Source may already be stopped
|
||
}
|
||
}
|
||
this.scheduledSources = [];
|
||
}
|
||
|
||
/**
|
||
* Reset to beginning (for stop)
|
||
*/
|
||
resetToStart(): void {
|
||
this.isActive_ = false;
|
||
this.stopAllSources();
|
||
this.playbackAnchorPosition = 0;
|
||
this.playbackAnchorTime = 0;
|
||
this.nextBufferIndex = 0;
|
||
this.nextScheduleTime = 0;
|
||
}
|
||
|
||
/**
|
||
* Full reset - clears all buffers and resets offset
|
||
*/
|
||
clear(): void {
|
||
this.isActive_ = false;
|
||
this.stopAllSources();
|
||
this.buffers = [];
|
||
this.playbackAnchorPosition = 0;
|
||
this.playbackAnchorTime = 0;
|
||
this.nextBufferIndex = 0;
|
||
this.nextScheduleTime = 0;
|
||
this.playbackOffset = 0;
|
||
// Release the back-pressure latch — a fresh stream must start unthrottled so its first
|
||
// chunks decode immediately (C2: no throttle-induced first-audio stall).
|
||
this.productionPaused_ = false;
|
||
}
|
||
|
||
/**
|
||
* Clear buffers but keep offset - for seek-beyond-buffer scenarios
|
||
*/
|
||
clearForSeek(): void {
|
||
this.isActive_ = false;
|
||
this.stopAllSources();
|
||
this.buffers = [];
|
||
this.playbackAnchorPosition = 0;
|
||
this.playbackAnchorTime = 0;
|
||
this.nextBufferIndex = 0;
|
||
this.nextScheduleTime = 0;
|
||
// Note: playbackOffset is NOT reset - it will be set by the caller
|
||
// Release the back-pressure latch — the post-seek continuation must refill from the new
|
||
// offset without inheriting the pre-seek paused state.
|
||
this.productionPaused_ = false;
|
||
}
|
||
|
||
/**
|
||
* Check if we have buffers
|
||
*/
|
||
hasBuffers(): boolean {
|
||
return this.buffers.length > 0;
|
||
}
|
||
|
||
/**
|
||
* Check if we have minimum buffers for playback
|
||
*/
|
||
hasMinimumBuffers(minCount: number): boolean {
|
||
return this.buffers.length >= minCount;
|
||
}
|
||
|
||
/**
|
||
* Check if playback is active
|
||
*/
|
||
isActive(): boolean {
|
||
return this.isActive_;
|
||
}
|
||
}
|