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church-translate/app/capture-worklet.js
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/*
* capture-worklet.js — pulls audio off the graph in fixed frames.
*
* Runs on the audio thread, so it does the least possible work: pick the
* channels that carry a microphone, average them, fill a frame, hand it over.
* All judgement about what is speech happens on the main thread where it
* cannot cause a dropout.
*/
/* An empty pick means "mix everything", which is right for a two-channel
console feed. A specific set is right for Dante or SoundGrid, where the
device presents 64 channels and the voice is on one or two of them — mixing
those would bury the speaker under 62 silent channels and make a perfectly
good feed look like silence. */
function normalize(list) {
if (!Array.isArray(list)) return null;
const out = [];
for (const v of list) {
const n = Number(v);
if (Number.isInteger(n) && n >= 0 && out.indexOf(n) === -1) out.push(n);
}
return out.length ? out.sort((a, b) => a - b) : null;
}
/* Per-channel levels, posted about ten times a second. They are what makes a
64-channel device usable at all: without them, choosing the right channel is
guesswork against a list of identical names, and the only feedback is
whether the whole app appears broken. With them you watch for the one that
moves when someone talks. */
const LEVEL_MS = 100;
class CaptureProcessor extends AudioWorkletProcessor {
constructor(options) {
super();
const opts = (options && options.processorOptions) || {};
this._buf = new Float32Array(opts.frameSize || 1024);
this._n = 0;
this._pick = normalize(opts.channels);
this._reported = -1;
this._sumSq = null; // per-channel accumulator for the level meters
this._sumN = 0;
this._lastLevel = 0;
/* Changing channel used to mean tearing the capture graph down and
building it again, which is not something to do mid-service. A message
is, so the picker now works while translation is running. */
this.port.onmessage = (e) => {
const d = e.data;
if (d && d.t === 'channels') this._pick = normalize(d.channels);
};
}
process(inputs) {
const input = inputs[0];
if (!input || input.length === 0) return true;
const chans = input.length;
const len = input[0].length;
/* Tell the main thread how many channels actually arrived, once. */
if (this._reported !== chans) {
this._reported = chans;
this._sumSq = new Float32Array(chans);
this._sumN = 0;
this.port.postMessage({ channels: chans });
}
/*
* Resolve the pick ONCE per render quantum, not once per sample. A channel
* index that no longer exists (the device changed underneath us) falls back
* to mixing rather than reading past the end of the array.
*/
let picks = null;
if (this._pick) {
picks = [];
for (let k = 0; k < this._pick.length; k++) {
if (this._pick[k] < chans) picks.push(this._pick[k]);
}
if (!picks.length) picks = null;
}
const np = picks ? picks.length : chans;
for (let i = 0; i < len; i++) {
let sum = 0;
if (picks) for (let k = 0; k < np; k++) sum += input[picks[k]][i];
else for (let c = 0; c < chans; c++) sum += input[c][i];
this._buf[this._n++] = sum / np;
if (this._n === this._buf.length) {
this.port.postMessage(this._buf.slice(0));
this._n = 0;
}
}
/* Levels for EVERY channel, including the ones not selected — the whole
point is to find the one that is moving. */
if (this._sumSq && this._sumSq.length === chans) {
for (let c = 0; c < chans; c++) {
const ch = input[c];
let s = 0;
for (let i = 0; i < len; i++) s += ch[i] * ch[i];
this._sumSq[c] += s;
}
this._sumN += len;
const now = currentTime * 1000;
if (now - this._lastLevel >= LEVEL_MS && this._sumN > 0) {
this._lastLevel = now;
const rms = new Float32Array(chans);
for (let c = 0; c < chans; c++) rms[c] = Math.sqrt(this._sumSq[c] / this._sumN);
this.port.postMessage({ levels: rms });
this._sumSq.fill(0);
this._sumN = 0;
}
}
return true;
}
}
registerProcessor('capture', CaptureProcessor);