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fm-dx-webserver/web/js/3las/fallback/3las.liveaudioplayer.js
2024-01-27 23:00:44 +01:00

146 lines
7.4 KiB
JavaScript

/*
Live audio player is part of 3LAS (Low Latency Live Audio Streaming)
https://github.com/JoJoBond/3LAS
*/
var LiveAudioPlayer = /** @class */ (function () {
function LiveAudioPlayer(audio, logger, maxVolume, startOffset, variableSpeed) {
if (maxVolume === void 0) { maxVolume = 1.0; }
if (startOffset === void 0) { startOffset = 0.33; }
if (variableSpeed === void 0) { variableSpeed = false; }
this.Audio = audio;
this.Logger = logger;
this.MaxVolume = maxVolume;
this.StartOffset = startOffset;
this.VariableSpeed = variableSpeed;
this.OffsetMin = this.StartOffset - LiveAudioPlayer.OffsetVariance;
this.OffsetMax = this.StartOffset + LiveAudioPlayer.OffsetVariance;
// Set speed to default
this.PlaybackSpeed = 1.0;
// Reset variable for scheduling times
this.NextScheduleTime = 0.0;
// Create gain node for volume control
this.Amplification = this.Audio.createGain();
// Set volume to max
this.Amplification.gain.value = 1.0;
// Connect gain node to context
this.Amplification.connect(this.Audio.destination);
}
Object.defineProperty(LiveAudioPlayer.prototype, "Volume", {
get: function () {
// Get volume from gain node
return this.Amplification.gain.value;
},
set: function (value) {
// Clamp value to [1e-20 ; MaxVolume]
if (value > 1.0)
value = this.MaxVolume;
else if (value <= 0.0)
value = 1e-20;
// Cancel any scheduled ramps
this.Amplification.gain.cancelScheduledValues(this.Audio.currentTime);
// Change volume following a ramp (more userfriendly)
this.Amplification.gain.exponentialRampToValueAtTime(value, this.Audio.currentTime + 0.5);
},
enumerable: false,
configurable: true
});
// Recieves an audiobuffer and schedules it for seamless playback
LiveAudioPlayer.prototype.PushBuffer = function (buffer) {
// Check if this is the first buffer we received
if (this.NextScheduleTime == 0.0) {
// Start playing [StartOffset] s from now
this.NextScheduleTime = this.Audio.currentTime + this.StartOffset;
}
var duration;
if (this.VariableSpeed)
duration = buffer.duration / this.PlaybackSpeed; // Use regular duration
else
duration = buffer.duration; // Use duration adjusted for playback speed
// Before creating a buffer and scheduling playback, check if playing this buffer makes sense at all
// If a buffer should have been started so far in the past that it would have finished playing by now, we are better of skipping it.
// But we still need to move the time forward to keep future timings right.
if (this.NextScheduleTime + duration > this.Audio.currentTime) {
var skipDurationTime = void 0;
// If the playback start time is in the past but the playback end time is in the future, we need to partially play the buffer.
if (this.Audio.currentTime >= this.NextScheduleTime) {
// Calculate the time we need to skip
skipDurationTime = this.Audio.currentTime - this.NextScheduleTime + 0.05;
}
else {
// No skipping needed
skipDurationTime = 0.0;
}
// Check if we'd skip the whole buffer anyway
if (skipDurationTime < duration) {
// Create new audio source for the buffer
var sourceNode_1 = this.Audio.createBufferSource();
// Make sure the node deletes itself after playback
sourceNode_1.onended = function (_ev) {
sourceNode_1.disconnect();
};
// Prevent looping (the standard says that it should be off by default)
sourceNode_1.loop = false;
// Pass audio data to source
sourceNode_1.buffer = buffer;
//Connect the source to the gain node
sourceNode_1.connect(this.Amplification);
if (this.VariableSpeed) {
var scheduleOffset = this.NextScheduleTime - this.Audio.currentTime;
// Check if we are to far or too close to target schedule time
if (this.NextScheduleTime - this.Audio.currentTime > this.OffsetMax) {
if (this.PlaybackSpeed < 1.0 + LiveAudioPlayer.SpeedCorrectionFactor) {
// We are too slow, speed up playback (somewhat noticeable)
this.Logger.Log("Buffer size too large, speeding up playback.");
this.PlaybackSpeed = 1.0 + LiveAudioPlayer.SpeedCorrectionFactor;
duration = buffer.duration / this.PlaybackSpeed;
}
}
else if (this.NextScheduleTime - this.Audio.currentTime < this.OffsetMin) {
if (this.PlaybackSpeed > 1.0 - LiveAudioPlayer.SpeedCorrectionFactor) {
// We are too fast, slow down playback (somewhat noticeable)
this.Logger.Log("Buffer size too small, slowing down playback.");
this.PlaybackSpeed = 1.0 - LiveAudioPlayer.SpeedCorrectionFactor;
duration = buffer.duration / this.PlaybackSpeed;
}
}
else {
// Check if we are in time
if ((this.PlaybackSpeed > 1.0 && (this.NextScheduleTime - this.Audio.currentTime < this.StartOffset)) ||
(this.PlaybackSpeed < 1.0 && (this.NextScheduleTime - this.Audio.currentTime > this.StartOffset))) {
// We are within our min/max offset, set playpacks to default
this.Logger.Log("Buffer size within limits, using normal playback speed.");
this.PlaybackSpeed = 1.0;
duration = buffer.duration;
}
}
// Set playback speed
sourceNode_1.playbackRate.value = this.PlaybackSpeed;
}
// Schedule playback
sourceNode_1.start(this.NextScheduleTime + skipDurationTime, skipDurationTime);
}
else {
this.Logger.Log("Skipped buffer because it became too old.");
}
}
else {
this.Logger.Log("Skipped buffer because it was too old.");
}
// Move time forward
this.NextScheduleTime += duration;
};
LiveAudioPlayer.prototype.Reset = function () {
this.NextScheduleTime = 0.0;
};
LiveAudioPlayer.prototype.CheckBeforeDecode = function (playbackLength) {
if (this.NextScheduleTime == 0)
return true;
return this.NextScheduleTime + playbackLength > this.Audio.currentTime;
};
// Crystal oscillator have a variance of about +/- 20ppm
// So worst case would be a difference of 40ppm between two oscillators.
LiveAudioPlayer.SpeedCorrectionFactor = 40 / 1.0e6;
// Hystersis value for speed up/down trigger
LiveAudioPlayer.OffsetVariance = 0.2;
return LiveAudioPlayer;
}());