Implement custom audio resampler for conversion

This commit is contained in:
Vanilagy
2025-05-29 19:41:26 +02:00
parent 685b5087f5
commit 71a8f65578
2 changed files with 565 additions and 83 deletions
+271 -2
View File
@@ -11,9 +11,275 @@
progress.max = 1;
document.body.append(progress);
/**
* Naive audio resampler using linear interpolation between samples
* Much faster but lower quality than windowed sinc - causes aliasing and imaging artifacts
* @param {AudioBuffer} inputBuffer - The input audio buffer
* @param {number} targetSampleRate - The desired output sample rate
* @returns {AudioBuffer} - New resampled audio buffer
*/
function naiveResample(inputBuffer, targetSampleRate) {
const inputSampleRate = inputBuffer.sampleRate;
const ratio = targetSampleRate / inputSampleRate;
const inputLength = inputBuffer.length;
const outputLength = Math.floor(inputLength * ratio);
// Create output buffer
const audioContext = new (window.AudioContext || window.webkitAudioContext)();
const outputBuffer = audioContext.createBuffer(
inputBuffer.numberOfChannels,
outputLength,
targetSampleRate
);
// Process each channel independently
for (let channel = 0; channel < inputBuffer.numberOfChannels; channel++) {
const inputData = inputBuffer.getChannelData(channel);
const outputData = outputBuffer.getChannelData(channel);
naiveResampleChannel(inputData, outputData, inputSampleRate, targetSampleRate);
}
return outputBuffer;
}
/**
* Naive resample a single channel using linear interpolation
*/
function naiveResampleChannel(inputData, outputData, inputSampleRate, targetSampleRate) {
const inputLength = inputData.length;
const outputLength = outputData.length;
for (let n = 0; n < outputLength; n++) {
// Calculate the corresponding position in the input signal
const inputPosition = n * inputSampleRate / targetSampleRate;
// Get the floor and ceiling indices
const lowerIndex = Math.floor(inputPosition);
const upperIndex = Math.ceil(inputPosition);
// Handle edge cases
if (lowerIndex >= inputLength - 1) {
// At or past the end - just use the last sample
outputData[n] = inputData[inputLength - 1];
} else if (lowerIndex < 0) {
// Before the start - use first sample (shouldn't happen with our calculation)
outputData[n] = inputData[0];
} else if (lowerIndex === upperIndex) {
// Exact sample alignment - no interpolation needed
outputData[n] = inputData[lowerIndex];
} else {
// Linear interpolation between floor and ceil samples
const fraction = inputPosition - lowerIndex;
const lowerSample = inputData[lowerIndex];
const upperSample = inputData[upperIndex];
// Linear interpolation: lerp(a, b, t) = a + t * (b - a)
outputData[n] = lowerSample + fraction * (upperSample - lowerSample);
}
}
}
/**
* Resample an AudioBuffer to a new sample rate using windowed sinc interpolation
* @param {AudioBuffer} inputBuffer - The input audio buffer
* @param {number} targetSampleRate - The desired output sample rate
* @param {number} windowSize - Half-width of the sinc window (default: 6)
* @returns {AudioBuffer} - New resampled audio buffer
*/
function resampleAudioBuffer(inputBuffer, targetSampleRate, windowSize = 1) {
const inputSampleRate = inputBuffer.sampleRate;
const ratio = targetSampleRate / inputSampleRate;
const inputLength = inputBuffer.length;
const outputLength = Math.floor(inputLength * ratio);
// Scale window size for anti-aliasing when downsampling
const effectiveWindowSize = windowSize * Math.max(1, inputSampleRate / targetSampleRate);
// Create output buffer
const audioContext = new (window.AudioContext || window.webkitAudioContext)();
const outputBuffer = audioContext.createBuffer(
inputBuffer.numberOfChannels,
outputLength,
targetSampleRate
);
// Process each channel independently
for (let channel = 0; channel < inputBuffer.numberOfChannels; channel++) {
const inputData = inputBuffer.getChannelData(channel);
const outputData = outputBuffer.getChannelData(channel);
resampleChannel(inputData, outputData, inputSampleRate, targetSampleRate, effectiveWindowSize);
}
return outputBuffer;
}
/**
* Resample a single channel of audio data
*/
function resampleChannel(inputData, outputData, inputSampleRate, targetSampleRate, windowSize) {
const inputLength = inputData.length;
const outputLength = outputData.length;
for (let n = 0; n < outputLength; n++) {
// Current output time in input sample units
const inputTime = n * inputSampleRate / targetSampleRate;
let sum = 0;
const windowRadius = Math.ceil(windowSize);
// Convolve with windowed sinc kernel
for (let k = -windowRadius; k <= windowRadius; k++) {
const inputIndex = Math.floor(inputTime) + k;
// Handle edges with zero padding
if (inputIndex < 0 || inputIndex >= inputLength) {
continue;
}
// Time difference for sinc calculation
const timeDiff = inputTime - inputIndex;
// Calculate windowed sinc weight
const weight = windowedSinc(timeDiff, windowSize);
sum += inputData[inputIndex] * weight;
}
outputData[n] = sum;
}
}
/**
* Windowed sinc function using Kaiser window
* @param {number} x - Input value
* @param {number} windowSize - Window size parameter
* @returns {number} - Windowed sinc value
*/
function windowedSinc(x, windowSize) {
if (Math.abs(x) > windowSize) {
return 0;
}
// Sinc function
let sincValue;
if (Math.abs(x) < 1e-10) {
sincValue = 1; // lim(x->0) sinc(x) = 1
} else {
const piX = Math.PI * x;
sincValue = Math.sin(piX) / piX;
}
// Kaiser window (beta = 8 for good balance of main lobe width vs side lobe suppression)
const beta = 8;
const windowValue = kaiserWindow(x / windowSize, beta);
return sincValue * windowValue;
}
/**
* Kaiser window function
* @param {number} n - Normalized position (-1 to 1)
* @param {number} beta - Kaiser beta parameter
* @returns {number} - Window value
*/
function kaiserWindow(n, beta) {
if (Math.abs(n) > 1) {
return 0;
}
const arg = beta * Math.sqrt(1 - n * n);
return modifiedBesselI0(arg) / modifiedBesselI0(beta);
}
/**
* Modified Bessel function of the first kind, order 0
* Using series approximation
*/
function modifiedBesselI0(x) {
let sum = 1;
let term = 1;
const xSquaredOver4 = (x * x) / 4;
for (let k = 1; k < 50; k++) {
term *= xSquaredOver4 / (k * k);
sum += term;
if (term < 1e-12) break; // Convergence check
}
return sum;
}
// Example usage:
// const resampledBuffer = resampleAudioBuffer(originalBuffer, 44100);
// For testing - create a simple test signal
function createTestBuffer(sampleRate = 48000, duration = 1, frequency = 440) {
const audioContext = new (window.AudioContext || window.webkitAudioContext)();
const length = Math.floor(sampleRate * duration);
const buffer = audioContext.createBuffer(1, length, sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < length; i++) {
data[i] = Math.sin(2 * Math.PI * frequency * i / sampleRate) * 0.5;
}
return buffer;
}
// Test example:
// const testBuffer = createTestBuffer(48000, 1, 440);
// const resampled = resampleAudioBuffer(testBuffer, 44100);
// console.log(`Original: ${testBuffer.sampleRate}Hz, ${testBuffer.length} samples`);
// console.log(`Resampled: ${resampled.sampleRate}Hz, ${resampled.length} samples`);
fileInput.addEventListener('change', async () => {
const file = fileInput.files[0];
/*
const context = new AudioContext();
const buffer = await context.decodeAudioData(await file.arrayBuffer());
const resampled = naiveResample(buffer, 16000);
console.log(resampled)
const node = context.createBufferSource();
node.buffer = resampled;
node.connect(context.destination);
node.start();
*/
/*
const cursedOutput = new Metamuxer.Output({
format: new Metamuxer.WavOutputFormat(),
target: new Metamuxer.BufferTarget()
});
const cursedSource = new Metamuxer.AudioBufferSource({codec: 'pcm-s16'});
cursedOutput.addAudioTrack(cursedSource);
await cursedOutput.start();
await cursedSource.add(resampled);
await cursedOutput.finalize();
console.log(cursedOutput.target.buffer);
download(new Blob([cursedOutput.target.buffer]), 'cursed.wav')
*/
//return;
const source = new Metamuxer.BlobSource(file);
const target = new Metamuxer.BufferTarget() ?? new Metamuxer.StreamTarget(new WritableStream({
write: console.log
@@ -21,7 +287,7 @@
chunked: true,
chunkSize: 2**20
});
const outputFormat = new Metamuxer.Mp4OutputFormat();
const outputFormat = new Metamuxer.WavOutputFormat();
const button = document.createElement('button');
button.textContent = 'Cancel';
@@ -38,6 +304,8 @@
target
}),
audio: {
numberOfChannels: 1,
sampleRate: 16000
//discard: true
//forceReencode: true,
},
@@ -66,7 +334,8 @@
},
*/
video: {
width: 640
discard: true,
//width: 640
//forceReencode: true,
//rotate: 90
//width: 720 ?? 2160,
+294 -81
View File
@@ -12,14 +12,12 @@ import {
import { Input } from './input';
import { InputAudioTrack, InputTrack, InputVideoTrack } from './input-track';
import {
AudioBufferSink,
AudioSampleSink,
CanvasSink,
EncodedPacketSink,
VideoSampleSink,
} from './media-sink';
import {
AudioBufferSource,
AudioEncodingConfig,
AudioSource,
EncodedVideoPacketSource,
@@ -31,7 +29,7 @@ import {
} from './media-source';
import { assert, clamp, normalizeRotation, promiseWithResolvers, Rotation } from './misc';
import { Output, TrackType } from './output';
import { VideoSample } from './sample';
import { AudioSample, VideoSample } from './sample';
/**
* The options for media file conversion.
@@ -782,18 +780,14 @@ export class Conversion {
this.utilizedTracks.push(track);
}
/**
* Resamples the audio by decoding it, playing it onto an OfflineAudioContext and encoding the
* resulting AudioBuffer.
* @internal
*/
/** @internal */
_resampleAudio(
track: InputAudioTrack,
codec: AudioCodec,
targetNumberOfChannels: number,
targetSampleRate: number,
) {
const source = new AudioBufferSource({
const source = new AudioSampleSource({
codec,
bitrate: this._options.audio?.bitrate ?? QUALITY_HIGH,
onEncodedPacket: packet => this._reportProgress(track.id, packet.timestamp + packet.duration),
@@ -802,89 +796,33 @@ export class Conversion {
this._trackPromises.push((async () => {
await this._started;
const trackDuration = Math.min(
await track.computeDuration() - this._startTimestamp,
this._endTimestamp - this._startTimestamp,
);
const totalFrameCount = Math.round(trackDuration * targetSampleRate);
const maxChunkLength = 5 * targetSampleRate;
let currentContextStartFrame = 0;
let currentContext: OfflineAudioContext | null = new OfflineAudioContext({
length: Math.min(totalFrameCount - currentContextStartFrame, maxChunkLength),
numberOfChannels: targetNumberOfChannels,
sampleRate: targetSampleRate,
const resampler = new AudioResampler({
sourceNumberOfChannels: track.numberOfChannels,
sourceSampleRate: track.sampleRate,
targetNumberOfChannels,
targetSampleRate,
startTime: this._startTimestamp,
endTime: this._endTimestamp,
onSample: sample => source.add(sample),
});
const sink = new AudioBufferSink(track);
const iterator = sink.buffers(this._startTimestamp, this._endTimestamp);
const sink = new AudioSampleSink(track);
const iterator = sink.samples(this._startTimestamp, this._endTimestamp); // Todo make sure timestamps work
for await (const { buffer, timestamp, duration } of iterator) {
if (this._synchronizer.shouldWait(track.id, timestamp)) {
await this._synchronizer.wait(timestamp);
for await (const sample of iterator) {
if (this._synchronizer.shouldWait(track.id, sample.timestamp)) {
await this._synchronizer.wait(sample.timestamp);
}
const offsetTimestamp = timestamp - this._startTimestamp;
const endTimestamp = offsetTimestamp + duration;
// while loop, as a single source buffer may span multiple audio contexts
while (currentContext) {
const currentContextStartTime = currentContextStartFrame / targetSampleRate;
const currentContextEndTime
= (currentContextStartFrame + currentContext.length) / targetSampleRate;
if (offsetTimestamp < currentContextEndTime) {
// The buffer lies within the context, let's play it
const node = currentContext.createBufferSource();
node.buffer = buffer;
node.connect(currentContext.destination);
if (offsetTimestamp < currentContextStartTime) {
node.start(0, currentContextStartTime - offsetTimestamp);
} else {
node.start(offsetTimestamp - currentContextStartTime);
}
}
if (endTimestamp >= currentContextEndTime) {
// Render the audio
const renderedBuffer = await currentContext.startRendering();
if (this._canceled) {
return;
}
await source.add(renderedBuffer);
currentContextStartFrame += currentContext.length;
const newLength = Math.min(
totalFrameCount - currentContextStartFrame,
maxChunkLength,
);
currentContext = newLength > 0
? new OfflineAudioContext({
length: newLength,
numberOfChannels: targetNumberOfChannels,
sampleRate: targetSampleRate,
})
: null;
} else {
break;
}
}
}
if (currentContext) {
const renderedBuffer = await currentContext.startRendering();
if (this._canceled) {
return;
}
await source.add(renderedBuffer);
await resampler.add(sample);
}
await resampler.finalize();
await source.close();
this._synchronizer.closeTrack(track.id);
})());
@@ -971,3 +909,278 @@ class TrackSynchronizer {
this.computeMinAndMaybeResolve();
}
}
/**
* Utility class to handle audio resampling, handling both sample rate resampling as well as channel up/downmixing.
* The advantage over doing this manually rather than using OfflineAudioContext to do it for us is the artifact-free
* handling of putting multiple resampled audio samples back to back, which produces flaky results using
* OfflineAudioContext.
*/
export class AudioResampler {
sourceSampleRate: number;
targetSampleRate: number;
sourceNumberOfChannels: number;
targetNumberOfChannels: number;
startTime: number;
endTime: number;
onSample: (sample: AudioSample) => Promise<void>;
bufferSizeInFrames: number;
bufferSizeInSamples: number;
outputBuffer: Float32Array;
/** Start frame of current buffer */
bufferStartFrame: number;
/** The highest index written to in the current buffer */
maxWrittenFrame: number;
channelMixer!: (sourceData: Float32Array, sourceFrameIndex: number, targetChannelIndex: number) => number;
tempSourceBuffer: Float32Array;
constructor(options: {
sourceSampleRate: number;
targetSampleRate: number;
sourceNumberOfChannels: number;
targetNumberOfChannels: number;
startTime: number;
endTime: number;
onSample: (sample: AudioSample) => Promise<void>;
}) {
this.sourceSampleRate = options.sourceSampleRate;
this.targetSampleRate = options.targetSampleRate;
this.sourceNumberOfChannels = options.sourceNumberOfChannels;
this.targetNumberOfChannels = options.targetNumberOfChannels;
this.startTime = options.startTime;
this.endTime = options.endTime;
this.onSample = options.onSample;
this.bufferSizeInFrames = Math.floor(this.targetSampleRate * 5.0); // 5 seconds
this.bufferSizeInSamples = this.bufferSizeInFrames * this.targetNumberOfChannels;
this.outputBuffer = new Float32Array(this.bufferSizeInSamples);
this.bufferStartFrame = 0;
this.maxWrittenFrame = -1;
this.setupChannelMixer();
// Pre-allocate temporary buffer for source data
this.tempSourceBuffer = new Float32Array(this.sourceSampleRate * this.sourceNumberOfChannels);
}
/**
* Sets up the channel mixer to handle up/downmixing in the case where input and output channel counts don't match.
*/
setupChannelMixer(): void {
const sourceNum = this.sourceNumberOfChannels;
const targetNum = this.targetNumberOfChannels;
// Logic taken from
// https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API/Basic_concepts_behind_Web_Audio_API
// Most of the mapping functions are branchless.
if (sourceNum === 1 && targetNum === 2) {
// Mono to Stereo: M -> L, M -> R
this.channelMixer = (sourceData: Float32Array, sourceFrameIndex: number) => {
return sourceData[sourceFrameIndex * sourceNum]!;
};
} else if (sourceNum === 1 && targetNum === 4) {
// Mono to Quad: M -> L, M -> R, 0 -> SL, 0 -> SR
this.channelMixer = (sourceData: Float32Array, sourceFrameIndex: number, targetChannelIndex: number) => {
return sourceData[sourceFrameIndex * sourceNum]! * +(targetChannelIndex < 2);
};
} else if (sourceNum === 1 && targetNum === 6) {
// Mono to 5.1: 0 -> L, 0 -> R, M -> C, 0 -> LFE, 0 -> SL, 0 -> SR
this.channelMixer = (sourceData: Float32Array, sourceFrameIndex: number, targetChannelIndex: number) => {
return sourceData[sourceFrameIndex * sourceNum]! * +(targetChannelIndex === 2);
};
} else if (sourceNum === 2 && targetNum === 1) {
// Stereo to Mono: 0.5 * (L + R)
this.channelMixer = (sourceData: Float32Array, sourceFrameIndex: number) => {
const baseIdx = sourceFrameIndex * sourceNum;
return 0.5 * (sourceData[baseIdx]! + sourceData[baseIdx + 1]!);
};
} else if (sourceNum === 2 && targetNum === 4) {
// Stereo to Quad: L -> L, R -> R, 0 -> SL, 0 -> SR
this.channelMixer = (sourceData: Float32Array, sourceFrameIndex: number, targetChannelIndex: number) => {
return sourceData[sourceFrameIndex * sourceNum + targetChannelIndex]! * +(targetChannelIndex < 2);
};
} else if (sourceNum === 2 && targetNum === 6) {
// Stereo to 5.1: L -> L, R -> R, 0 -> C, 0 -> LFE, 0 -> SL, 0 -> SR
this.channelMixer = (sourceData: Float32Array, sourceFrameIndex: number, targetChannelIndex: number) => {
return sourceData[sourceFrameIndex * sourceNum + targetChannelIndex]! * +(targetChannelIndex < 2);
};
} else if (sourceNum === 4 && targetNum === 1) {
// Quad to Mono: 0.25 * (L + R + SL + SR)
this.channelMixer = (sourceData: Float32Array, sourceFrameIndex: number) => {
const baseIdx = sourceFrameIndex * sourceNum;
return 0.25 * (
sourceData[baseIdx]! + sourceData[baseIdx + 1]!
+ sourceData[baseIdx + 2]! + sourceData[baseIdx + 3]!
);
};
} else if (sourceNum === 4 && targetNum === 2) {
// Quad to Stereo: 0.5 * (L + SL), 0.5 * (R + SR)
this.channelMixer = (sourceData: Float32Array, sourceFrameIndex: number, targetChannelIndex: number) => {
const baseIdx = sourceFrameIndex * sourceNum;
return 0.5 * (
sourceData[baseIdx + targetChannelIndex]!
+ sourceData[baseIdx + targetChannelIndex + 2]!
);
};
} else if (sourceNum === 4 && targetNum === 6) {
// Quad to 5.1: L -> L, R -> R, 0 -> C, 0 -> LFE, SL -> SL, SR -> SR
this.channelMixer = (sourceData: Float32Array, sourceFrameIndex: number, targetChannelIndex: number) => {
const baseIdx = sourceFrameIndex * sourceNum;
// It's a bit harder to do this one branchlessly
if (targetChannelIndex < 2) return sourceData[baseIdx + targetChannelIndex]!; // L, R
if (targetChannelIndex === 2 || targetChannelIndex === 3) return 0; // C, LFE
return sourceData[baseIdx + targetChannelIndex - 2]!; // SL, SR
};
} else if (sourceNum === 6 && targetNum === 1) {
// 5.1 to Mono: sqrt(1/2) * (L + R) + C + 0.5 * (SL + SR)
this.channelMixer = (sourceData: Float32Array, sourceFrameIndex: number) => {
const baseIdx = sourceFrameIndex * sourceNum;
return Math.SQRT1_2 * (sourceData[baseIdx]! + sourceData[baseIdx + 1]!)
+ sourceData[baseIdx + 2]!
+ 0.5 * (sourceData[baseIdx + 4]! + sourceData[baseIdx + 5]!);
};
} else if (sourceNum === 6 && targetNum === 2) {
// 5.1 to Stereo: L + sqrt(1/2) * (C + SL), R + sqrt(1/2) * (C + SR)
this.channelMixer = (sourceData: Float32Array, sourceFrameIndex: number, targetChannelIndex: number) => {
const baseIdx = sourceFrameIndex * sourceNum;
return sourceData[baseIdx + targetChannelIndex]!
+ Math.SQRT1_2 * (sourceData[baseIdx + 2]! + sourceData[baseIdx + targetChannelIndex + 4]!);
};
} else if (sourceNum === 6 && targetNum === 4) {
// 5.1 to Quad: L + sqrt(1/2) * C, R + sqrt(1/2) * C, SL, SR
this.channelMixer = (sourceData: Float32Array, sourceFrameIndex: number, targetChannelIndex: number) => {
const baseIdx = sourceFrameIndex * sourceNum;
// It's a bit harder to do this one branchlessly
if (targetChannelIndex < 2) {
return sourceData[baseIdx + targetChannelIndex]! + Math.SQRT1_2 * sourceData[baseIdx + 2]!;
}
return sourceData[baseIdx + targetChannelIndex + 2]!; // SL, SR
};
} else {
// Discrete fallback: direct mapping with zero-fill or drop
this.channelMixer = (sourceData: Float32Array, sourceFrameIndex: number, targetChannelIndex: number) => {
return targetChannelIndex < sourceNum
? sourceData[sourceFrameIndex * sourceNum + targetChannelIndex]!
: 0;
};
}
}
ensureTempBufferSize(requiredSamples: number): void {
let length = this.tempSourceBuffer.length;
while (length < requiredSamples) {
length *= 2;
}
if (length !== this.tempSourceBuffer.length) {
const newBuffer = new Float32Array(length);
newBuffer.set(this.tempSourceBuffer);
this.tempSourceBuffer = newBuffer;
}
}
async add(audioSample: AudioSample) {
if (!audioSample || audioSample._closed) {
return;
}
const requiredSamples = audioSample.numberOfFrames * audioSample.numberOfChannels;
this.ensureTempBufferSize(requiredSamples);
// Copy the audio data to the temp buffer
const sourceDataSize = audioSample.allocationSize({ planeIndex: 0, format: 'f32' });
const sourceView = new Float32Array(this.tempSourceBuffer.buffer, 0, sourceDataSize / 4);
audioSample.copyTo(sourceView, { planeIndex: 0, format: 'f32' });
const inputStartTime = audioSample.timestamp - this.startTime;
const inputDuration = audioSample.numberOfFrames / this.sourceSampleRate;
const inputEndTime = Math.min(inputStartTime + inputDuration, this.endTime - this.startTime);
// Compute which output frames are affected by this sample
const outputStartFrame = Math.floor(inputStartTime * this.targetSampleRate);
const outputEndFrame = Math.ceil(inputEndTime * this.targetSampleRate);
for (let outputFrame = outputStartFrame; outputFrame < outputEndFrame; outputFrame++) {
if (outputFrame < this.bufferStartFrame) {
continue; // Skip writes to the past
}
while (outputFrame >= this.bufferStartFrame + this.bufferSizeInFrames) {
// The write is after the current buffer, so finalize it
await this.finalizeCurrentBuffer();
this.bufferStartFrame += this.bufferSizeInFrames;
}
const bufferFrameIndex = outputFrame - this.bufferStartFrame;
assert(bufferFrameIndex < this.bufferSizeInFrames);
const outputTime = outputFrame / this.targetSampleRate;
const inputTime = outputTime - inputStartTime;
const sourcePosition = inputTime * this.sourceSampleRate;
const sourceLowerFrame = Math.floor(sourcePosition);
const sourceUpperFrame = Math.ceil(sourcePosition);
const fraction = sourcePosition - sourceLowerFrame;
// Process each output channel
for (let targetChannel = 0; targetChannel < this.targetNumberOfChannels; targetChannel++) {
let lowerSample = 0;
let upperSample = 0;
if (sourceLowerFrame >= 0 && sourceLowerFrame < audioSample.numberOfFrames) {
lowerSample = this.channelMixer(sourceView, sourceLowerFrame, targetChannel);
}
if (sourceUpperFrame >= 0 && sourceUpperFrame < audioSample.numberOfFrames) {
upperSample = this.channelMixer(sourceView, sourceUpperFrame, targetChannel);
}
// For resampling, we do naive linear interpolation to find the in-between sample. This produces
// suboptimal results especially for downsampling (for which a low-pass filter would first need to be
// applied), but AudioContext doesn't do this either so, whatever.
const outputSample = lowerSample + fraction * (upperSample - lowerSample);
// Write to output buffer (interleaved)
const outputIndex = bufferFrameIndex * this.targetNumberOfChannels + targetChannel;
this.outputBuffer[outputIndex]! += outputSample; // Add in case of overlapping samples
}
this.maxWrittenFrame = Math.max(this.maxWrittenFrame, bufferFrameIndex);
}
}
async finalizeCurrentBuffer() {
if (this.maxWrittenFrame < 0) {
return; // Nothing to finalize
}
const samplesWritten = (this.maxWrittenFrame + 1) * this.targetNumberOfChannels;
const outputData = new Float32Array(samplesWritten);
outputData.set(this.outputBuffer.subarray(0, samplesWritten));
const timestampSeconds = this.bufferStartFrame / this.targetSampleRate;
const audioSample = new AudioSample({
format: 'f32',
sampleRate: this.targetSampleRate,
numberOfChannels: this.targetNumberOfChannels,
timestamp: timestampSeconds,
data: outputData,
});
await this.onSample(audioSample);
this.outputBuffer.fill(0);
this.maxWrittenFrame = -1;
}
finalize() {
return this.finalizeCurrentBuffer();
}
}