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