Merge pull request #6436 from matrix-org/travis/voice-messages/large
Use a MediaElementSourceAudioNode to process large audio filespull/21833/head
commit
f4a43cd3d3
|
@ -59,9 +59,10 @@ export class Playback extends EventEmitter implements IDestroyable {
|
|||
public readonly thumbnailWaveform: number[];
|
||||
|
||||
private readonly context: AudioContext;
|
||||
private source: AudioBufferSourceNode;
|
||||
private source: AudioBufferSourceNode | MediaElementAudioSourceNode;
|
||||
private state = PlaybackState.Decoding;
|
||||
private audioBuf: AudioBuffer;
|
||||
private element: HTMLAudioElement;
|
||||
private resampledWaveform: number[];
|
||||
private waveformObservable = new SimpleObservable<number[]>();
|
||||
private readonly clock: PlaybackClock;
|
||||
|
@ -129,41 +130,64 @@ export class Playback extends EventEmitter implements IDestroyable {
|
|||
this.removeAllListeners();
|
||||
this.clock.destroy();
|
||||
this.waveformObservable.close();
|
||||
if (this.element) {
|
||||
URL.revokeObjectURL(this.element.src);
|
||||
this.element.remove();
|
||||
}
|
||||
}
|
||||
|
||||
public async prepare() {
|
||||
// Safari compat: promise API not supported on this function
|
||||
this.audioBuf = await new Promise((resolve, reject) => {
|
||||
this.context.decodeAudioData(this.buf, b => resolve(b), async e => {
|
||||
try {
|
||||
// This error handler is largely for Safari as well, which doesn't support Opus/Ogg
|
||||
// very well.
|
||||
console.error("Error decoding recording: ", e);
|
||||
console.warn("Trying to re-encode to WAV instead...");
|
||||
|
||||
const wav = await decodeOgg(this.buf);
|
||||
|
||||
// noinspection ES6MissingAwait - not needed when using callbacks
|
||||
this.context.decodeAudioData(wav, b => resolve(b), e => {
|
||||
console.error("Still failed to decode recording: ", e);
|
||||
reject(e);
|
||||
});
|
||||
} catch (e) {
|
||||
console.error("Caught decoding error:", e);
|
||||
reject(e);
|
||||
}
|
||||
// The point where we use an audio element is fairly arbitrary, though we don't want
|
||||
// it to be too low. As of writing, voice messages want to show a waveform but audio
|
||||
// messages do not. Using an audio element means we can't show a waveform preview, so
|
||||
// we try to target the difference between a voice message file and large audio file.
|
||||
// Overall, the point of this is to avoid memory-related issues due to storing a massive
|
||||
// audio buffer in memory, as that can balloon to far greater than the input buffer's
|
||||
// byte length.
|
||||
if (this.buf.byteLength > 5 * 1024 * 1024) { // 5mb
|
||||
console.log("Audio file too large: processing through <audio /> element");
|
||||
this.element = document.createElement("AUDIO") as HTMLAudioElement;
|
||||
const prom = new Promise((resolve, reject) => {
|
||||
this.element.onloadeddata = () => resolve(null);
|
||||
this.element.onerror = (e) => reject(e);
|
||||
});
|
||||
});
|
||||
this.element.src = URL.createObjectURL(new Blob([this.buf]));
|
||||
await prom; // make sure the audio element is ready for us
|
||||
} else {
|
||||
// Safari compat: promise API not supported on this function
|
||||
this.audioBuf = await new Promise((resolve, reject) => {
|
||||
this.context.decodeAudioData(this.buf, b => resolve(b), async e => {
|
||||
try {
|
||||
// This error handler is largely for Safari as well, which doesn't support Opus/Ogg
|
||||
// very well.
|
||||
console.error("Error decoding recording: ", e);
|
||||
console.warn("Trying to re-encode to WAV instead...");
|
||||
|
||||
const wav = await decodeOgg(this.buf);
|
||||
|
||||
// noinspection ES6MissingAwait - not needed when using callbacks
|
||||
this.context.decodeAudioData(wav, b => resolve(b), e => {
|
||||
console.error("Still failed to decode recording: ", e);
|
||||
reject(e);
|
||||
});
|
||||
} catch (e) {
|
||||
console.error("Caught decoding error:", e);
|
||||
reject(e);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
// Update the waveform to the real waveform once we have channel data to use. We don't
|
||||
// exactly trust the user-provided waveform to be accurate...
|
||||
const waveform = Array.from(this.audioBuf.getChannelData(0));
|
||||
this.resampledWaveform = makePlaybackWaveform(waveform);
|
||||
}
|
||||
|
||||
// Update the waveform to the real waveform once we have channel data to use. We don't
|
||||
// exactly trust the user-provided waveform to be accurate...
|
||||
const waveform = Array.from(this.audioBuf.getChannelData(0));
|
||||
this.resampledWaveform = makePlaybackWaveform(waveform);
|
||||
this.waveformObservable.update(this.resampledWaveform);
|
||||
|
||||
this.emit(PlaybackState.Stopped); // signal that we're not decoding anymore
|
||||
this.clock.flagLoadTime(); // must happen first because setting the duration fires a clock update
|
||||
this.clock.durationSeconds = this.audioBuf.duration;
|
||||
this.clock.durationSeconds = this.element ? this.element.duration : this.audioBuf.duration;
|
||||
}
|
||||
|
||||
private onPlaybackEnd = async () => {
|
||||
|
@ -176,7 +200,11 @@ export class Playback extends EventEmitter implements IDestroyable {
|
|||
if (this.state === PlaybackState.Stopped) {
|
||||
this.disconnectSource();
|
||||
this.makeNewSourceBuffer();
|
||||
this.source.start();
|
||||
if (this.element) {
|
||||
await this.element.play();
|
||||
} else {
|
||||
(this.source as AudioBufferSourceNode).start();
|
||||
}
|
||||
}
|
||||
|
||||
// We use the context suspend/resume functions because it allows us to pause a source
|
||||
|
@ -187,13 +215,21 @@ export class Playback extends EventEmitter implements IDestroyable {
|
|||
}
|
||||
|
||||
private disconnectSource() {
|
||||
if (this.element) return; // leave connected, we can (and must) re-use it
|
||||
this.source?.disconnect();
|
||||
this.source?.removeEventListener("ended", this.onPlaybackEnd);
|
||||
}
|
||||
|
||||
private makeNewSourceBuffer() {
|
||||
this.source = this.context.createBufferSource();
|
||||
this.source.buffer = this.audioBuf;
|
||||
if (this.element && this.source) return; // leave connected, we can (and must) re-use it
|
||||
|
||||
if (this.element) {
|
||||
this.source = this.context.createMediaElementSource(this.element);
|
||||
} else {
|
||||
this.source = this.context.createBufferSource();
|
||||
this.source.buffer = this.audioBuf;
|
||||
}
|
||||
|
||||
this.source.addEventListener("ended", this.onPlaybackEnd);
|
||||
this.source.connect(this.context.destination);
|
||||
}
|
||||
|
@ -246,7 +282,11 @@ export class Playback extends EventEmitter implements IDestroyable {
|
|||
// when it comes time to the user hitting play. After a couple jumps, the user
|
||||
// will have desynced the clock enough to be about 10-15 seconds off, while this
|
||||
// keeps it as close to perfect as humans can perceive.
|
||||
this.source.start(now, timeSeconds);
|
||||
if (this.element) {
|
||||
this.element.currentTime = timeSeconds;
|
||||
} else {
|
||||
(this.source as AudioBufferSourceNode).start(now, timeSeconds);
|
||||
}
|
||||
|
||||
// Dev note: it's critical that the code gap between `this.source.start()` and
|
||||
// `this.pause()` is as small as possible: we do not want to delay *anything*
|
||||
|
|
Loading…
Reference in New Issue