mirror of
https://github.com/arcodange-org/mediabunny.git
synced 2026-09-27 10:53:50 +02:00
Make media player AudioContext match audio track sample rate
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@@ -29,9 +29,9 @@ const fullscreenButton = document.querySelector('#fullscreen-button') as HTMLBut
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const errorElement = document.querySelector('#error-element') as HTMLDivElement;
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const context = canvas.getContext('2d')!;
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const audioContext = new AudioContext();
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const gainNode = audioContext.createGain();
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gainNode.connect(audioContext.destination);
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let audioContext: AudioContext | null = null;
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let gainNode: GainNode | null = null;
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let fileLoaded = false;
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let videoSink: CanvasSink | null = null;
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@@ -79,11 +79,6 @@ const initMediaPlayer = async (file: File) => {
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horizontalRule.style.display = '';
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playerContainer.style.display = 'none';
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if (audioContext.state === 'suspended') {
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// Resume the audio context now that a user gesture has happened
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await audioContext.resume();
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}
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// Create an Input from the file
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const input = new Input({
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source: new BlobSource(file),
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@@ -110,6 +105,13 @@ const initMediaPlayer = async (file: File) => {
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throw new Error('Media file has no playable video or audio track.');
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}
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// We must create the audio context with the matching sample rate for correct acoustic results
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// (especially for low-sample rate files)
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audioContext = new AudioContext({ sampleRate: audioTrack?.sampleRate });
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gainNode = audioContext.createGain();
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gainNode.connect(audioContext.destination);
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updateVolume();
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// For video, let's use a CanvasSink as it handles rotation and closing video samples for us.
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// Pool size of 2: We'll only ever have the current and the next frame around, so we only need two canvases.
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videoSink = videoTrack && new CanvasSink(videoTrack, { poolSize: 2 });
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@@ -248,19 +250,19 @@ const runAudioIterator = async () => {
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}
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for await (const { buffer, timestamp } of audioBufferIterator!) {
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const node = audioContext.createBufferSource();
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const node = audioContext!.createBufferSource();
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node.buffer = buffer;
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node.connect(gainNode);
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node.connect(gainNode!);
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const startTimestamp = audioContextStartTime! + timestamp - playbackTimeAtStart;
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// Two cases: Either, the audio starts in the future or in the past
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if (startTimestamp >= audioContext.currentTime) {
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if (startTimestamp >= audioContext!.currentTime) {
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// If the audio starts in the future, easy, we just schedule it
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node.start(startTimestamp);
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} else {
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// If it starts in the past, then let's only play the audible section that remains from here on out
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node.start(audioContext.currentTime, audioContext.currentTime - startTimestamp);
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node.start(audioContext!.currentTime, audioContext!.currentTime - startTimestamp);
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}
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queuedAudioNodes.add(node);
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@@ -290,7 +292,7 @@ const getPlaybackTime = () => {
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if (playing) {
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// To ensure perfect audio-video sync, we always use the audio context's clock to determine playback time, even
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// when there is no audio track.
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return audioContext.currentTime - audioContextStartTime! + playbackTimeAtStart;
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return audioContext!.currentTime - audioContextStartTime! + playbackTimeAtStart;
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} else {
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return playbackTimeAtStart;
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}
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@@ -303,7 +305,7 @@ const play = async () => {
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await startVideoIterator();
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}
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audioContextStartTime = audioContext.currentTime;
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audioContextStartTime = audioContext!.currentTime;
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playing = true;
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if (audioSink) {
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@@ -398,7 +400,7 @@ const updateVolume = () => {
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const actualVolume = volumeMuted ? 0 : volume;
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volumeBar.style.width = `${actualVolume * 100}%`;
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gainNode.gain.value = actualVolume ** 2; // Quadratic for more fine-grained control
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gainNode!.gain.value = actualVolume ** 2; // Quadratic for more fine-grained control
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const iconNumber = volumeMuted ? 0 : Math.ceil(1 + 3 * volume);
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for (let i = 0; i < volumeIconWrapper.children.length; i++) {
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@@ -406,7 +408,6 @@ const updateVolume = () => {
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icon.style.display = i === iconNumber ? '' : 'none';
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}
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};
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updateVolume();
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volumeBarContainer.addEventListener('pointerdown', (event) => {
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draggingVolumeBar = true;
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