discord-client/parcel/lib/audio-manager.js

483 lines
12 KiB
JavaScript

export default class AudioManager{
static get BUFFER_SIZE(){ return 4096; }
constructor(){
/* (1) Initialise our AudioNodes
---------------------------------------------------------*/
/* (1) Build Audio Context */
this.ctx = new (window.AudioContext || window.webkitAudioContext)();
/* (2) Create the MASTER gain */
this.master = this.ctx.createGain();
this.volume = this.ctx.createGain();
this.volume.gain.setValueAtTime(.65, 0); // input volume 65%
/* (3) Initialise input (typically bound from recorder) */
this.input = null;
/* (4) Initialize analyser (from input) + callback */
this.analyser = this.ctx.createAnalyser();
this.freq_drawer = null;
this.wave_drawer = null;
/* (5) Shortcut our output */
this.output = this.ctx.destination;
/* (6) Connect MASTER gain to output */
this.master.connect(this.output);
/* (2) Initialise processing attributes
---------------------------------------------------------*/
/* (1) Container for our recorder */
this.recorder = null;
/* (2) Initialise filters */
this.filters = {
voice_clarity: this.ctx.createBiquadFilter(),
voice_fullness: this.ctx.createBiquadFilter(),
voice_presence: this.ctx.createBiquadFilter(),
voice_sss: this.ctx.createBiquadFilter()
};
/* (3) Create network I/O controller (WebSocket) */
this.network = {
out: this.ctx.createScriptProcessor(AudioManager.BUFFER_SIZE, 1, 1)
};
/* (4) Initialise websocket */
this.ws = null;
/* (5) Bind network controller to send() function */
this.network.out.onaudioprocess = this.send.bind(this);
/* (6) Set up our filters' parameters */
this.setUpFilters();
/* (7) Initialise coordinator to manage received */
this.stack = [];
this.stack_size = 2;
/* (9) Debug data */
this.dbg = {
interval: 10, // debug every ... second
def: {
packets_received: 0,
packets_sent: 0,
kB_received: 0,
kB_sent: 0
},
data: {
packets_received: 0,
packets_sent: 0,
kB_received: 0,
kB_sent: 0
}
};
this.debug = () => setInterval(function(){
console.group('debug');
for( let k in this.data ){
console.log(`${this.data[k]} ${k}`)
this.data[k] = this.def[k]
}
console.groupEnd('debug');
}.bind(this.dbg), this.dbg.interval*1000);
}
/* (2) Setup filters
*
---------------------------------------------------------*/
setUpFilters(){
/* (1) Setup filter parameters
---------------------------------------------------------*/
/* (1) Setup EQ#1 -> voice clarity */
this.filters.voice_clarity.type = 'peaking';
this.filters.voice_clarity.frequency.setValueAtTime(3000, this.ctx.currentTime);
this.filters.voice_clarity.Q.setValueAtTime(.8, this.ctx.currentTime);
this.filters.voice_clarity.gain.setValueAtTime(2, this.ctx.currentTime);
/* (2) Setup EQ#2 -> voice fullness */
this.filters.voice_fullness.type = 'peaking';
this.filters.voice_fullness.frequency.setValueAtTime(200, this.ctx.currentTime);
this.filters.voice_fullness.Q.setValueAtTime(.8, this.ctx.currentTime);
this.filters.voice_fullness.gain.setValueAtTime(2, this.ctx.currentTime);
/* (3) Setup EQ#3 -> reduce voice presence */
this.filters.voice_presence.type = 'peaking';
this.filters.voice_presence.frequency.setValueAtTime(5000, this.ctx.currentTime);
this.filters.voice_presence.Q.setValueAtTime(.8, this.ctx.currentTime);
this.filters.voice_presence.gain.setValueAtTime(-2, this.ctx.currentTime);
/* (4) Setup EQ#3 -> reduce 'sss' metallic sound */
this.filters.voice_sss.type = 'peaking';
this.filters.voice_sss.frequency.setValueAtTime(7000, this.ctx.currentTime);
this.filters.voice_sss.Q.setValueAtTime(.8, this.ctx.currentTime);
this.filters.voice_sss.gain.setValueAtTime(-8, this.ctx.currentTime);
/* (2) Connect filters
---------------------------------------------------------*/
/* (1) Connect clarity to fullness */
this.filters.voice_clarity.connect( this.filters.voice_fullness );
/* (2) Connect fullness to presence reduction */
this.filters.voice_fullness.connect( this.filters.voice_presence );
/* (3) Connect presence reduction to 'ss' removal */
this.filters.voice_presence.connect( this.filters.voice_sss );
}
/* (3) Filter toggle
*
* @unlink<boolean> Whether to unlink filters (directly bind to output)
*
---------------------------------------------------------*/
linkFilters(unlink=false){
/* (1) Disconnect all by default */
this.input.disconnect();
/* (2) Get first filter */
let first_filter = this.filters.voice_clarity;
let last_filter = this.filters.voice_sss;
/* (3) If unlink -> connect directly to NETWORK output */
if( unlink === true )
return this.input.connect(this.network.out);
/* (4) If linking -> connect input to volume */
this.input.connect(this.volume);
/* (5) If linking -> connect volume to filter stack */
this.volume.connect(first_filter);
/* (5) If linking -> connect stack end to network.out */
last_filter.connect(this.network.out);
}
/* (3) Binds an input stream
*
---------------------------------------------------------*/
bindRecorderStream(_stream){
/* (1) Bind audio stream
---------------------------------------------------------*/
/* (1) bind our audio stream to our source */
console.log(_stream);
this.input = this.ctx.createMediaStreamSource(_stream);
/* (2) By default: link through filters to output
---------------------------------------------------------*/
/* (1) Link through filters */
this.linkFilters();
/* (2) Also link to analyser */
this.input.connect(this.analyser);
gs.get.audio_conn = 2; // voice connected
}
/* (4) Send chunks (Float32Array)
*
---------------------------------------------------------*/
send(_audioprocess){
/* (1) Manage analyser
---------------------------------------------------------*/
/* (1) Process only if 'freq_drawer' is set */
if( this.freq_drawer instanceof Function ){
// 1. Prepare array
let freqArray = new Uint8Array(this.analyser.frequencyBinCount);
// 2. Get frequency array
this.analyser.getByteFrequencyData(freqArray);
// 3. Send to callback
this.freq_drawer(freqArray);
}
/* (2) Process only if 'wave_drawer' is set */
else if( this.wave_drawer instanceof Function ){
// 1. Prepare array
let waveArray = new Uint8Array(this.analyser.fftSize);
// 2. Get wave array
this.analyser.getByteTimeDomainData(waveArray);
// 3. Send to callback
this.wave_drawer(waveArray);
}
/* (2) WebSocket send packet
---------------------------------------------------------*/
/* (1) Exit here if not connected */
if( this.ws === null || this.ws.readyState !== 1 )
return;
/* (2) Initialize buffer (Float32Array) */
let buf32 = new Float32Array(AudioManager.BUFFER_SIZE);
/* (3) Extract stream into buffer */
_audioprocess.inputBuffer.copyFromChannel(buf32, 0);
/* (4) Convert for WS connection (Int16Array) */
let buf16 = this.f32toi16(buf32);
/* (5) Send buffer through websocket */
this.ws.send(buf16);
/* (6) Read input buffer */
this.stack.length > 0 && this.stack.shift().start(this.ctx.currentTime);
/* (7) Pop stack if exceeded */
this.stack.length > this.stack_size && this.stack.pop();
// DEBUG
this.dbg.data.packets_sent++;
this.dbg.data.kB_sent += buf16.length * 16. / 8 / 1024;
}
/* (5) Play received chunks (Int16Array)
*
---------------------------------------------------------*/
receive(_buffer){
/* (1) Convert to Float32Array */
let buf32 = this.i16tof32(_buffer);
/* (2) Create source node */
let source = this.ctx.createBufferSource();
/* (3) Create buffer and dump data */
let input_buffer = this.ctx.createBuffer(1, AudioManager.BUFFER_SIZE, this.ctx.sampleRate);
input_buffer.getChannelData(0).set(buf32);
/* (4) Bind buffer to source node */
source.buffer = input_buffer;
/* (5) Create a dedicated *muted* gain */
let gain = this.ctx.createGain();
/* (6) source -> gain -> MASTER + play() */
source.connect(gain);
gain.connect(this.master);
/* (7) Push in buffer stack */
this.stack.push(source);
}
/* (6) Convert Float32Array to Int16Array
*
* @buf32<Float32Array> Input
*
* @return buf16<Int16Array> Converted output
*
---------------------------------------------------------*/
f32toi16(buf32){
/* (1) Initialise output */
let buf16 = new Int16Array(buf32.length);
/* (2) Initialize loop */
let i = 0, l = buf32.length;
/* (3) Convert each value */
for( ; i < l ; i++ )
buf16[i] = (buf32[i] < 0) ? 0x8000 * buf32[i] : 0x7FFF * buf32[i];
return buf16;
}
/* (7) Convert Int16Array to Float32Array
*
* @buf16<Int16Array> Input
*
* @return buf32<Float32Array> Converted output
*
---------------------------------------------------------*/
i16tof32(buf16){
/* (1) Initialise output */
let buf32 = new Float32Array(buf16.length);
/* (2) Initialize loop */
let i = 0, l = buf16.length;
/* (3) Convert each value */
for( ; i < l ; i++ )
buf32[i] = (buf16[i] >= 0x8000) ? -(0x10000 * buf16[i])/0x8000 : buf16[i] / 0x7FFF;
return buf32;
}
/* (8) Connect websocket
*
* @address<String> Websocket address
*
---------------------------------------------------------*/
wsconnect(_addr){
/* (1) Create websocket connection */
this.ws = new WebSocket(_addr);
gs.get.audio_conn = 0; // connecting
/* (2) Manage websocket responses */
this.ws.onmessage = function(_msg){
if( !(_msg.data instanceof Blob) )
return console.warn('[NaB] Not A Blob');
let fr = new FileReader();
fr.onload = function(){
let buf16 = new Int16Array(fr.result);
this.receive(buf16);
}.bind(this);
fr.readAsArrayBuffer(_msg.data);
}.bind(this);
/* (3) Debug */
this.ws.onopen = () => ( gs.get.audio_conn = 1 ); // listening
this.ws.onclose = () => ( gs.get.audio_conn = null ); // disconnected
}
/* (9) Access microphone + launch all
*
---------------------------------------------------------*/
launch(wsAddress='wss://ws.douscord.xdrm.io/audio/2'){
/* (1) Start websocket */
this.wsconnect(wsAddress);
if( navigator.mediaDevices && navigator.mediaDevices.getUserMedia ){
navigator.mediaDevices.getUserMedia({ audio: true })
.then( stream => {
this.recorder = new MediaRecorder(stream);
this.bindRecorderStream(stream);
this.recorder.onstart = () => console.warn('[audio] recording');
this.recorder.onstop = () => {
this.recorder.stream.getTracks().map( t => t.stop() );
this.recorder = null;
console.warn('[audio] stopped recording');
};
// start recording
this.recorder.start();
})
.catch( e => console.warn('[audio] microphone permission issue', e) );
}else
console.warn('[audio] microphone not supported');
}
/* (10) Shut down microphone + kill all
*
---------------------------------------------------------*/
kill(){
/* (1) Close websocket */
this.ws.close();
/* (2) Stop recording */
this.recorder.stop();
}
/* (11) Play a POP notification
*
---------------------------------------------------------*/
pop(){
/* (1) Base data */
let base_freq = 150;
let mods = [0, 75, 75]; // freq modulations (from base_freq)
let time_range = 0.05; // time between each modulation
let start = this.ctx.currentTime + 0.1;
/* (2) Build oscillator */
let osc = this.ctx.createOscillator();
osc.type = 'triangle';
/* (3) Create local gain to lower volume */
let local = this.ctx.createGain();
local.gain.setValueAtTime(0.3, 0);
/* (4) Connect all nodes to output */
osc.connect(local);
local.connect(this.master);
/* (5) Bind frequencies over time */
for( let i in mods )
osc.frequency.setValueAtTime(base_freq+mods[i], start + i*time_range );
/* (6) Start playing */
osc.start( start );
/* (7) Set when to stop playing */
osc.stop( start + time_range*mods.length );
}
}