@meframe/core 0.0.48 → 0.1.0

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Files changed (28) hide show
  1. package/dist/controllers/PlaybackController.d.ts +2 -0
  2. package/dist/controllers/PlaybackController.d.ts.map +1 -1
  3. package/dist/controllers/PlaybackController.js +14 -6
  4. package/dist/controllers/PlaybackController.js.map +1 -1
  5. package/dist/model/RcFrame.d.ts +24 -9
  6. package/dist/model/RcFrame.d.ts.map +1 -1
  7. package/dist/model/RcFrame.js +21 -51
  8. package/dist/model/RcFrame.js.map +1 -1
  9. package/dist/orchestrator/GlobalAudioSession.d.ts.map +1 -1
  10. package/dist/orchestrator/GlobalAudioSession.js +23 -1
  11. package/dist/orchestrator/GlobalAudioSession.js.map +1 -1
  12. package/dist/orchestrator/Orchestrator.d.ts.map +1 -1
  13. package/dist/orchestrator/Orchestrator.js +0 -10
  14. package/dist/orchestrator/Orchestrator.js.map +1 -1
  15. package/dist/stages/compose/LayerRenderer.d.ts +1 -1
  16. package/dist/stages/compose/LayerRenderer.d.ts.map +1 -1
  17. package/dist/stages/compose/LayerRenderer.js +17 -12
  18. package/dist/stages/compose/LayerRenderer.js.map +1 -1
  19. package/dist/stages/compose/VideoComposer.d.ts.map +1 -1
  20. package/dist/stages/compose/VideoComposer.js +13 -8
  21. package/dist/stages/compose/VideoComposer.js.map +1 -1
  22. package/dist/stages/compose/types.d.ts +1 -0
  23. package/dist/stages/compose/types.d.ts.map +1 -1
  24. package/dist/workers/stages/compose/{video-compose.worker.BP7fEC58.js → video-compose.worker.B-_C-_y6.js} +31 -21
  25. package/dist/workers/stages/compose/video-compose.worker.B-_C-_y6.js.map +1 -0
  26. package/dist/workers/worker-manifest.json +1 -1
  27. package/package.json +1 -1
  28. package/dist/workers/stages/compose/video-compose.worker.BP7fEC58.js.map +0 -1
@@ -28,6 +28,8 @@ export declare class PlaybackController implements IPlaybackController, PreviewH
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  private readonly WINDOW_DURATION;
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  private readonly PREHEAT_DISTANCE;
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  private preheatInProgress;
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+ private lastAudioScheduleTime;
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+ private readonly AUDIO_SCHEDULE_INTERVAL;
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  constructor(orchestrator: Orchestrator, eventBus: IEventBus, options: PlaybackOptions);
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  renderCover(): Promise<void>;
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  play(): void;
@@ -1 +1 @@
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@@ -33,6 +33,10 @@ class PlaybackController {
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  PREHEAT_DISTANCE = 1e6;
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  // 1s preheat trigger distance
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  preheatInProgress = false;
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+ // Audio scheduling throttle to reduce CPU overhead
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+ lastAudioScheduleTime = 0;
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+ AUDIO_SCHEDULE_INTERVAL = 1e5;
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+ // 100ms (~3 frames at 30fps)
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  constructor(orchestrator, eventBus, options) {
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  this.orchestrator = orchestrator;
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  this.audioSession = orchestrator.audioSession;
@@ -69,9 +73,7 @@ class PlaybackController {
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  // Playback control
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  play() {
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  if (this.state === "playing") return;
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- if (this.state === "ended") {
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- this.audioSession.resetPlaybackStates();
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- }
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+ this.lastAudioScheduleTime = 0;
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  this.wasPlayingBeforeSeek = true;
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  this.startPlayback();
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  }
@@ -113,6 +115,7 @@ class PlaybackController {
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  this.wasPlayingBeforeSeek = false;
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  this.frameCount = 0;
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  this.lastFrameTime = 0;
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+ this.lastAudioScheduleTime = 0;
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  const ctx = this.canvas.getContext("2d");
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  if (ctx && "clearRect" in ctx) {
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  ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
@@ -129,7 +132,7 @@ class PlaybackController {
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  this.rafId = null;
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  }
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  this.audioSession.stopPlayback();
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- this.audioSession.resetPlaybackStates();
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+ this.lastAudioScheduleTime = 0;
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  const clamped = this.clampTime(timeUs);
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  this.currentTimeUs = clamped;
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  this.currentSeekId++;
@@ -241,8 +244,11 @@ class PlaybackController {
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  if (this.state !== "playing") {
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  return;
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  }
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- await this.audioSession.ensureAudioForTime(this.currentTimeUs, { immediate: true });
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- await this.audioSession.scheduleAudio(this.currentTimeUs, this.audioContext);
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+ if (this.currentTimeUs - this.lastAudioScheduleTime >= this.AUDIO_SCHEDULE_INTERVAL) {
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+ await this.audioSession.ensureAudioForTime(this.currentTimeUs, { immediate: true });
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+ await this.audioSession.scheduleAudio(this.currentTimeUs, this.audioContext);
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+ this.lastAudioScheduleTime = this.currentTimeUs;
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+ }
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  await this.renderCurrentFrame(this.currentTimeUs);
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  if (this.state !== "playing") {
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  return;
@@ -267,6 +273,7 @@ class PlaybackController {
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  this.currentTimeUs = 0;
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  this.startTimeUs = this.audioContext.currentTime * 1e6;
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  this.audioSession.resetPlaybackStates();
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+ this.lastAudioScheduleTime = 0;
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  this.initWindow(0);
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  } else {
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  this.pause();
@@ -380,6 +387,7 @@ class PlaybackController {
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  }
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  this.state = "playing";
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  this.startTimeUs = this.audioContext.currentTime * 1e6 - timeUs / this.playbackRate;
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+ this.lastAudioScheduleTime = 0;
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  await this.audioSession.startPlayback(timeUs, this.audioContext);
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  this.eventBus.emit(MeframeEvent.PlaybackPlay);
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  if (!this.rafId) {
@@ -1 +1 @@
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- {"version":3,"file":"PlaybackController.js","sources":["../../src/controllers/PlaybackController.ts"],"sourcesContent":["import type {\n IPlaybackController,\n PlaybackState,\n PlaybackOptions,\n IEventBus,\n PreviewHandle,\n TimeUs,\n} from './types';\nimport { MeframeEvent } from '../event/events';\nimport type { GlobalAudioSession } from '../orchestrator/GlobalAudioSession';\nimport type { Orchestrator } from '../orchestrator';\nimport { WaiterReplacedError } from '../utils/errors';\nimport { VideoComposer } from '../stages/compose/VideoComposer';\nimport { isVideoClip } from '../model/types';\n\n/**\n * Playback controller for preview\n * Internal implementation - not exposed directly to external consumers\n */\nexport class PlaybackController implements IPlaybackController, PreviewHandle {\n private orchestrator: Orchestrator;\n private eventBus: IEventBus;\n private canvas: HTMLCanvasElement | OffscreenCanvas;\n private videoComposer: VideoComposer | null = null;\n\n // Playback state\n currentTimeUs: TimeUs = 0;\n private state: PlaybackState = 'idle';\n private playbackRate = 1.0;\n private volume = 1.0;\n private loop = false;\n\n // Animation loop\n private rafId: number | null = null;\n private startTimeUs: TimeUs = 0; // Playback start position in AudioContext timeline (microseconds)\n\n // Frame tracking\n private frameCount = 0;\n private lastFrameTime = 0;\n private fps = 0;\n private audioContext: AudioContext;\n private audioSession: GlobalAudioSession;\n\n // Seek tracking\n private currentSeekId = 0;\n private wasPlayingBeforeSeek = false;\n\n // Unified window management for both video and audio\n private windowEnd: TimeUs = 0;\n private readonly WINDOW_DURATION = 3_000_000; // 3s decode window\n private readonly PREHEAT_DISTANCE = 1_000_000; // 1s preheat trigger distance\n private preheatInProgress = false;\n\n constructor(orchestrator: Orchestrator, eventBus: IEventBus, options: PlaybackOptions) {\n this.orchestrator = orchestrator;\n this.audioSession = orchestrator.audioSession;\n this.eventBus = eventBus;\n this.canvas = options.canvas;\n this.audioContext = new AudioContext();\n\n // Initialize VideoComposer for real-time composition\n // Pass canvas as externalCanvas for direct rendering\n const model = orchestrator.compositionModel;\n\n // FIX: Prioritize model renderConfig over canvas current dimensions\n // The canvas should act as a viewport into the renderConfig resolution\n const width = model?.renderConfig?.width || this.canvas.width || 720;\n const height = model?.renderConfig?.height || this.canvas.height || 1280;\n\n this.videoComposer = new VideoComposer({\n width,\n height,\n fps: model?.fps || 30,\n backgroundColor: model?.renderConfig?.backgroundColor || '#000',\n externalCanvas: this.canvas,\n });\n\n // Set initial time if provided\n if (options.startUs !== undefined) {\n this.currentTimeUs = options.startUs;\n }\n\n if (options.rate !== undefined) {\n this.playbackRate = options.rate;\n }\n\n if (options.loop !== undefined) {\n this.loop = options.loop;\n }\n\n if (options.autoStart) {\n this.play();\n }\n\n this.setupEventListeners();\n }\n\n async renderCover(): Promise<void> {\n await this.renderCurrentFrame(0);\n }\n\n // Playback control\n play(): void {\n if (this.state === 'playing') return;\n\n // If playback has ended, reset audio scheduling states for clean replay\n if (this.state === 'ended') {\n this.audioSession.resetPlaybackStates();\n }\n\n this.wasPlayingBeforeSeek = true; // User wants to play\n this.startPlayback();\n }\n\n private async startPlayback(): Promise<void> {\n const wasIdle = this.state === 'idle';\n const seekId = this.currentSeekId;\n this.state = 'playing';\n\n try {\n // Render first frame (may trigger buffering if cache miss)\n await this.renderCurrentFrame(this.currentTimeUs);\n\n // Check if seek happened during render or playback was stopped/paused\n if (seekId !== this.currentSeekId || this.state !== 'playing') {\n return;\n }\n\n // Initialize windows BEFORE starting audio playback\n this.initWindow(this.currentTimeUs);\n\n await this.audioSession.startPlayback(this.currentTimeUs, this.audioContext);\n\n this.startTimeUs =\n this.audioContext!.currentTime * 1_000_000 - this.currentTimeUs / this.playbackRate;\n\n this.playbackLoop();\n\n this.eventBus.emit(MeframeEvent.PlaybackPlay);\n } catch (error) {\n console.error('[PlaybackController] Failed to start playback:', error);\n this.state = wasIdle ? 'idle' : 'paused';\n this.eventBus.emit(MeframeEvent.PlaybackError, error as Error);\n }\n }\n\n pause(): void {\n this.state = 'paused';\n this.wasPlayingBeforeSeek = false; // User explicitly paused\n\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n\n this.audioSession.stopPlayback();\n\n // Cancel any ongoing async operations (buffering, seeking, etc.)\n this.currentSeekId++;\n\n this.eventBus.emit(MeframeEvent.PlaybackPause);\n }\n\n stop(): void {\n this.pause();\n this.currentTimeUs = 0;\n this.state = 'idle';\n this.wasPlayingBeforeSeek = false; // Reset seek state\n this.frameCount = 0; // Reset frame counter\n this.lastFrameTime = 0; // Reset frame timing\n\n // Clear canvas\n const ctx = this.canvas.getContext('2d') as\n | CanvasRenderingContext2D\n | OffscreenCanvasRenderingContext2D\n | null;\n if (ctx && 'clearRect' in ctx) {\n ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);\n }\n\n this.audioSession.reset();\n this.audioSession.resetPlaybackStates();\n\n this.eventBus.emit(MeframeEvent.PlaybackStop);\n }\n\n async seek(timeUs: TimeUs): Promise<void> {\n const previousState = this.state;\n\n this.orchestrator.cancelActiveDecoding();\n\n // Stop playback without changing wasPlayingBeforeSeek\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n this.audioSession.stopPlayback();\n\n // Reset audio playback states for all clips\n this.audioSession.resetPlaybackStates();\n\n const clamped = this.clampTime(timeUs);\n this.currentTimeUs = clamped;\n this.currentSeekId++; // Invalidate previous seek operations\n\n // Initialize window at seek position\n this.initWindow(clamped);\n\n this.state = 'seeking';\n\n const seekId = this.currentSeekId;\n\n try {\n // Fast path: Try to render nearest keyframe immediately to avoid black screen\n const keyframeTimeUs = await this.orchestrator.tryRenderKeyframe(clamped);\n if (keyframeTimeUs !== null) {\n // Render keyframe from L1 cache\n const renderState = await this.orchestrator.getRenderState(clamped, {\n immediate: true,\n relativeTimeUs: keyframeTimeUs,\n });\n if (renderState && this.videoComposer) {\n await this.videoComposer.composeFrame({\n timeUs: clamped,\n layers: renderState.layers,\n transition: renderState.transition,\n });\n }\n }\n\n // Check if another seek happened during keyframe render\n if (seekId !== this.currentSeekId) {\n return;\n }\n\n // Ensure audio windows ready for seek position (blocking mode)\n await this.audioSession.ensureAudioForTime(clamped, { immediate: false });\n\n // Force decode entire window even if keyframe is in L1\n // preheat: true skips L1 check and decodes full window (60-120 frames)\n await this.orchestrator.getFrame(clamped, {\n immediate: false,\n preheat: true,\n });\n\n if (seekId !== this.currentSeekId) {\n return;\n }\n\n await this.renderCurrentFrame(clamped);\n\n // Check if another seek happened during render\n if (seekId !== this.currentSeekId) {\n return;\n }\n\n this.eventBus.emit(MeframeEvent.PlaybackSeek, { timeUs: this.currentTimeUs });\n\n if (this.wasPlayingBeforeSeek) {\n await this.startPlayback();\n } else {\n this.state = previousState === 'idle' ? 'idle' : 'paused';\n }\n } catch (error) {\n // Check if this seek is still current\n if (seekId !== this.currentSeekId) {\n return;\n }\n console.error('[PlaybackController] Seek error:', error);\n this.eventBus.emit(MeframeEvent.PlaybackError, error as Error);\n this.state = previousState === 'idle' ? 'idle' : 'paused';\n }\n }\n\n // Playback properties\n setRate(rate: number): void {\n // Adjust audio start time to maintain current position\n const currentTimeUs = this.currentTimeUs;\n this.playbackRate = rate;\n this.startTimeUs = this.audioContext!.currentTime * 1_000_000 - currentTimeUs / rate;\n\n this.eventBus.emit(MeframeEvent.PlaybackRateChange, { rate });\n\n this.audioSession.setPlaybackRate(this.playbackRate);\n }\n\n setVolume(volume: number): void {\n this.volume = Math.max(0, Math.min(1, volume));\n this.eventBus.emit(MeframeEvent.PlaybackVolumeChange, { volume: this.volume });\n\n this.audioSession.setVolume(this.volume);\n }\n\n setMute(muted: boolean): void {\n if (muted) {\n this.audioSession.stopPlayback();\n } else if (this.state === 'playing') {\n this.audioSession.startPlayback(this.currentTimeUs, this.audioContext);\n }\n }\n\n setLoop(loop: boolean): void {\n this.loop = loop;\n }\n\n get duration(): TimeUs {\n const modelDuration = this.orchestrator.compositionModel?.durationUs;\n if (modelDuration !== undefined) {\n return modelDuration;\n }\n\n return 0;\n }\n\n get isPlaying(): boolean {\n return this.state === 'playing';\n }\n\n // Resume is just an alias for play\n resume(): void {\n this.play();\n }\n\n on(event: string, handler: (payload: any) => void): void {\n this.eventBus.on(event as MeframeEvent, handler);\n }\n\n off(event: string, handler: (payload: any) => void): void {\n this.eventBus.off(event as MeframeEvent, handler);\n }\n\n // Private methods\n private playbackLoop(): void {\n // State Check #1: Loop entry (from recursive call)\n // Prevents next frame from starting if state changed during previous frame\n // Captures: pause(), stop(), seek() called during frame processing\n if (this.state !== 'playing') {\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n return;\n }\n\n this.rafId = requestAnimationFrame(async () => {\n // State Check #2: RAF callback start (async boundary)\n // Captures state changes during RAF delay (~16ms)\n // Scenario: User pauses/seeks between requestAnimationFrame call and callback execution\n if (this.state !== 'playing') {\n return;\n }\n\n this.updateTime();\n\n // State Check #3: After updateTime (playback end detection)\n // CRITICAL: Prevents ensureAudioForTime/scheduleAudio from polluting cache\n // When playback ends, currentTimeUs is reset to 0 for clean replay\n // Without this check, audio operations would execute with wrong position\n if (this.state !== 'playing') {\n return;\n }\n\n // Ensure audio windows ready (aligned with video architecture)\n // Use immediate mode during playback (non-blocking)\n await this.audioSession.ensureAudioForTime(this.currentTimeUs, { immediate: true });\n\n // Lookahead audio scheduling (OfflineAudioMixer approach)\n await this.audioSession.scheduleAudio(this.currentTimeUs, this.audioContext);\n\n await this.renderCurrentFrame(this.currentTimeUs);\n\n // State Check #4: After render (buffering detection)\n // Captures: renderCurrentFrame() triggered buffering (cache miss)\n // Optimization: Early exit to avoid unnecessary FPS calculation and setWindow\n // Not strictly required (next loop's Check #1 would catch it), but improves responsiveness\n if (this.state !== 'playing') {\n return;\n }\n\n // Calculate FPS based on actual frame timing\n const now = performance.now();\n if (this.lastFrameTime > 0) {\n const deltaTime = now - this.lastFrameTime;\n const instantFps = 1000 / deltaTime;\n this.fps = this.fps > 0 ? this.fps * 0.9 + instantFps * 0.1 : instantFps;\n }\n this.lastFrameTime = now;\n\n this.frameCount++;\n\n // Update unified window for video and audio\n this.orchestrator.cacheManager.setWindow(this.currentTimeUs);\n\n this.playbackLoop();\n });\n }\n\n private updateTime(): void {\n const elapsedUs =\n (this.audioContext!.currentTime * 1_000_000 - this.startTimeUs) * this.playbackRate;\n this.currentTimeUs = elapsedUs;\n\n // Check if reached end\n if (this.currentTimeUs >= this.duration) {\n if (this.loop) {\n this.currentTimeUs = 0;\n this.startTimeUs = this.audioContext!.currentTime * 1_000_000;\n // Reset audio scheduling states to avoid stale state from previous playback\n this.audioSession.resetPlaybackStates();\n // Reset window to start position\n this.initWindow(0);\n } else {\n this.pause();\n // Set to 0 instead of duration to prevent audio operations in final frame\n // from polluting cache with wrong position data\n this.currentTimeUs = 0;\n this.state = 'ended';\n this.eventBus.emit(MeframeEvent.PlaybackEnded, { timeUs: this.duration });\n }\n }\n\n // Emit time update\n this.eventBus.emit(MeframeEvent.PlaybackTimeUpdate, { timeUs: this.currentTimeUs });\n\n // Check if approaching window edge - trigger async preheat\n this.checkAndPreheatWindow();\n // Note: setWindow is now called in Orchestrator.renderFrame()\n // this.orchestrator.cacheManager.setWindow(this.currentTimeUs);\n }\n\n /**\n * Initialize window at given time (called on play/seek)\n * Sets unified window for both video and audio\n */\n private initWindow(timeUs: TimeUs): void {\n this.windowEnd = timeUs + this.WINDOW_DURATION;\n this.preheatInProgress = false; // Reset preheat state\n\n // Set unified window center for both video and audio\n this.orchestrator.cacheManager.setWindow(timeUs);\n }\n\n /**\n * Check if approaching window end and trigger preheat for next window\n *\n * Strategy: Unified sliding window for both video and audio\n * - Current window: [windowStart, windowEnd] (3s duration)\n * - When playback reaches windowEnd - 1s, preheat next window\n * - Next window: [windowEnd, windowEnd + 3s]\n */\n private checkAndPreheatWindow(): void {\n // Skip if already preheating or not playing\n if (this.preheatInProgress || this.state !== 'playing') {\n return;\n }\n\n // Check if approaching window end\n const distanceToWindowEnd = this.windowEnd - this.currentTimeUs;\n if (distanceToWindowEnd < 0) {\n this.initWindow(this.currentTimeUs);\n return;\n }\n\n // Trigger preheat when 1s from window end\n if (distanceToWindowEnd > 0 && distanceToWindowEnd <= this.PREHEAT_DISTANCE) {\n this.preheatNextWindow();\n }\n }\n\n /**\n * Preheat next window by decoding from current playback time\n * Supports cross-clip window preheating for seamless playback\n * Preheats both video and audio in parallel\n */\n async preheatNextWindow(): Promise<void> {\n this.preheatInProgress = true;\n try {\n const windowStart = this.currentTimeUs;\n const windowEnd = windowStart + this.WINDOW_DURATION;\n\n // Get all clips in window range (may span multiple clips)\n const clipsInWindow =\n this.orchestrator.compositionModel?.getClipsInRange(windowStart, windowEnd) ?? [];\n const preheatPromises: Promise<any>[] = [];\n\n // Preheat video for each clip in window\n for (const clip of clipsInWindow) {\n if (!isVideoClip(clip)) continue;\n\n // Calculate clip-relative window boundaries\n const clipWindowStart = Math.max(0, windowStart - clip.startUs);\n const clipWindowEnd = Math.min(clip.durationUs, windowEnd - clip.startUs);\n\n // Skip if window doesn't overlap with this clip\n if (clipWindowStart >= clipWindowEnd) continue;\n\n preheatPromises.push(\n this.orchestrator.preheatClipWindow(clip.id, clipWindowStart, clipWindowEnd, windowStart)\n );\n }\n\n // Preheat audio (non-blocking mode for background decoding)\n preheatPromises.push(this.audioSession.ensureAudioForTime(windowStart, { immediate: false }));\n\n await Promise.all(preheatPromises);\n\n // Update window bounds after successful preheat\n this.windowEnd = windowEnd;\n } catch (error) {\n // Preheat failures are not critical\n console.warn('[PlaybackController] Preheat failed:', error);\n } finally {\n this.preheatInProgress = false;\n }\n }\n\n async renderCurrentFrame(timeUs: TimeUs): Promise<void> {\n if (!this.videoComposer) {\n console.error('[PlaybackController] VideoComposer not initialized');\n return;\n }\n\n try {\n // Get render state (layers) from orchestrator\n // Use immediate mode when playing to detect buffering\n const renderState = await this.orchestrator.getRenderState(timeUs, {\n immediate: this.state === 'playing',\n });\n\n if (!renderState) {\n // If renderState is null during playback, we hit a cache miss/buffer underrun\n if (this.state === 'playing') {\n await this.handlePlaybackBuffering(timeUs);\n }\n return;\n }\n\n // Compose directly to canvas\n await this.videoComposer.composeFrame({\n timeUs,\n layers: renderState.layers,\n transition: renderState.transition,\n });\n } catch (error) {\n console.error('Render error:', error);\n this.eventBus.emit(MeframeEvent.PlaybackError, error as Error);\n }\n }\n\n private async handlePlaybackBuffering(timeUs: TimeUs): Promise<void> {\n // Prevent re-entrance: if not playing, skip\n if (this.state !== 'playing') {\n return;\n }\n\n const seekId = this.currentSeekId;\n this.state = 'buffering';\n this.eventBus.emit(MeframeEvent.PlaybackBuffering);\n\n // Pause audio immediately to prevent desync\n this.audioSession.stopPlayback();\n\n try {\n // Update window center for buffering position\n this.orchestrator.cacheManager.setWindow(timeUs);\n\n // Force load frame (blocking)\n // This ensures the resource is downloaded and decoded\n await this.orchestrator.getFrame(timeUs, { immediate: false });\n\n // Also ensure audio is ready (blocking mode for buffering)\n await this.audioSession.ensureAudioForTime(timeUs, { immediate: false });\n\n // Check if seek happened during buffering or playback was stopped/paused\n if (seekId !== this.currentSeekId || this.state !== 'buffering') {\n return;\n }\n\n this.state = 'playing';\n this.startTimeUs = this.audioContext!.currentTime * 1_000_000 - timeUs / this.playbackRate;\n\n // Resume audio synced with timeline\n await this.audioSession.startPlayback(timeUs, this.audioContext);\n\n this.eventBus.emit(MeframeEvent.PlaybackPlay);\n\n if (!this.rafId) {\n this.playbackLoop();\n }\n } catch (error) {\n // Ignore WaiterReplacedError (happens during fast seeks)\n if (error instanceof WaiterReplacedError) {\n return;\n }\n // Check if seek happened during error handling\n if (seekId !== this.currentSeekId) {\n return;\n }\n console.error('[PlaybackController] Buffering error:', error);\n this.state = 'paused';\n this.eventBus.emit(MeframeEvent.PlaybackError, error as Error);\n }\n }\n\n private clampTime(timeUs: TimeUs): TimeUs {\n return Math.max(0, Math.min(timeUs, this.duration));\n }\n\n // Cleanup\n dispose(): void {\n this.stop();\n this.eventBus.off(MeframeEvent.CacheCover, this.onCacheCover);\n this.eventBus.off(MeframeEvent.ModelSet, this.onModelSet);\n if (this.videoComposer) {\n this.videoComposer.dispose();\n this.videoComposer = null;\n }\n }\n\n private onCacheCover = (): void => {\n // Optimization for Quick Start / Fast First Frame:\n // When the first frame of a resource is decoded (e.g. via side-channel parsing),\n // we immediately render it if we are at the start of the timeline.\n // This significantly improves perceived loading speed for compatible formats (e.g. fragmented MP4 with moov at start).\n // For standard formats or when not at time 0, this might be redundant as normal playback loop handles it.\n if (this.state === 'idle' && this.currentTimeUs === 0) {\n this.renderCurrentFrame(0);\n }\n };\n\n private onModelSet = (): void => {\n if (!this.videoComposer || !this.orchestrator.compositionModel) return;\n\n const model = this.orchestrator.compositionModel;\n // Update VideoComposer configuration with new model dimensions and fps\n this.videoComposer.updateConfig({\n width: model.renderConfig?.width || 720,\n height: model.renderConfig?.height || 1280,\n fps: model.fps || 30,\n backgroundColor: model.renderConfig?.backgroundColor || '#000',\n });\n\n // Preheat audio for first frame (non-blocking)\n this.audioSession.ensureAudioForTime(this.currentTimeUs, { immediate: false });\n\n // Re-render current frame to reflect dimension changes immediately\n this.renderCurrentFrame(this.currentTimeUs);\n };\n\n private setupEventListeners(): void {\n this.eventBus.on(MeframeEvent.CacheCover, this.onCacheCover);\n this.eventBus.on(MeframeEvent.ModelSet, this.onModelSet);\n 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1
+ {"version":3,"file":"PlaybackController.js","sources":["../../src/controllers/PlaybackController.ts"],"sourcesContent":["import type {\n IPlaybackController,\n PlaybackState,\n PlaybackOptions,\n IEventBus,\n PreviewHandle,\n TimeUs,\n} from './types';\nimport { MeframeEvent } from '../event/events';\nimport type { GlobalAudioSession } from '../orchestrator/GlobalAudioSession';\nimport type { Orchestrator } from '../orchestrator';\nimport { WaiterReplacedError } from '../utils/errors';\nimport { VideoComposer } from '../stages/compose/VideoComposer';\nimport { isVideoClip } from '../model/types';\n\n/**\n * Playback controller for preview\n * Internal implementation - not exposed directly to external consumers\n */\nexport class PlaybackController implements IPlaybackController, PreviewHandle {\n private orchestrator: Orchestrator;\n private eventBus: IEventBus;\n private canvas: HTMLCanvasElement | OffscreenCanvas;\n private videoComposer: VideoComposer | null = null;\n\n // Playback state\n currentTimeUs: TimeUs = 0;\n private state: PlaybackState = 'idle';\n private playbackRate = 1.0;\n private volume = 1.0;\n private loop = false;\n\n // Animation loop\n private rafId: number | null = null;\n private startTimeUs: TimeUs = 0; // Playback start position in AudioContext timeline (microseconds)\n\n // Frame tracking\n private frameCount = 0;\n private lastFrameTime = 0;\n private fps = 0;\n private audioContext: AudioContext;\n private audioSession: GlobalAudioSession;\n\n // Seek tracking\n private currentSeekId = 0;\n private wasPlayingBeforeSeek = false;\n\n // Unified window management for both video and audio\n private windowEnd: TimeUs = 0;\n private readonly WINDOW_DURATION = 3_000_000; // 3s decode window\n private readonly PREHEAT_DISTANCE = 1_000_000; // 1s preheat trigger distance\n private preheatInProgress = false;\n\n // Audio scheduling throttle to reduce CPU overhead\n private lastAudioScheduleTime = 0;\n private readonly AUDIO_SCHEDULE_INTERVAL = 100_000; // 100ms (~3 frames at 30fps)\n\n constructor(orchestrator: Orchestrator, eventBus: IEventBus, options: PlaybackOptions) {\n this.orchestrator = orchestrator;\n this.audioSession = orchestrator.audioSession;\n this.eventBus = eventBus;\n this.canvas = options.canvas;\n this.audioContext = new AudioContext();\n\n // Initialize VideoComposer for real-time composition\n // Pass canvas as externalCanvas for direct rendering\n const model = orchestrator.compositionModel;\n\n // FIX: Prioritize model renderConfig over canvas current dimensions\n // The canvas should act as a viewport into the renderConfig resolution\n const width = model?.renderConfig?.width || this.canvas.width || 720;\n const height = model?.renderConfig?.height || this.canvas.height || 1280;\n\n this.videoComposer = new VideoComposer({\n width,\n height,\n fps: model?.fps || 30,\n backgroundColor: model?.renderConfig?.backgroundColor || '#000',\n externalCanvas: this.canvas,\n });\n\n // Set initial time if provided\n if (options.startUs !== undefined) {\n this.currentTimeUs = options.startUs;\n }\n\n if (options.rate !== undefined) {\n this.playbackRate = options.rate;\n }\n\n if (options.loop !== undefined) {\n this.loop = options.loop;\n }\n\n if (options.autoStart) {\n this.play();\n }\n\n this.setupEventListeners();\n }\n\n async renderCover(): Promise<void> {\n await this.renderCurrentFrame(0);\n }\n\n // Playback control\n play(): void {\n if (this.state === 'playing') return;\n\n // Always reset throttle timer when starting/resuming playback\n // This ensures audio scheduling triggers immediately on first frame\n this.lastAudioScheduleTime = 0;\n\n this.wasPlayingBeforeSeek = true; // User wants to play\n this.startPlayback();\n // Note: resetPlaybackStates() is called inside startPlayback() → audioSession.startPlayback()\n }\n\n private async startPlayback(): Promise<void> {\n const wasIdle = this.state === 'idle';\n const seekId = this.currentSeekId;\n this.state = 'playing';\n\n try {\n // Render first frame (may trigger buffering if cache miss)\n await this.renderCurrentFrame(this.currentTimeUs);\n\n // Check if seek happened during render or playback was stopped/paused\n if (seekId !== this.currentSeekId || this.state !== 'playing') {\n return;\n }\n\n // Initialize windows BEFORE starting audio playback\n this.initWindow(this.currentTimeUs);\n\n await this.audioSession.startPlayback(this.currentTimeUs, this.audioContext);\n\n this.startTimeUs =\n this.audioContext!.currentTime * 1_000_000 - this.currentTimeUs / this.playbackRate;\n\n this.playbackLoop();\n\n this.eventBus.emit(MeframeEvent.PlaybackPlay);\n } catch (error) {\n console.error('[PlaybackController] Failed to start playback:', error);\n this.state = wasIdle ? 'idle' : 'paused';\n this.eventBus.emit(MeframeEvent.PlaybackError, error as Error);\n }\n }\n\n pause(): void {\n this.state = 'paused';\n this.wasPlayingBeforeSeek = false; // User explicitly paused\n\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n\n this.audioSession.stopPlayback();\n\n // Cancel any ongoing async operations (buffering, seeking, etc.)\n this.currentSeekId++;\n\n this.eventBus.emit(MeframeEvent.PlaybackPause);\n }\n\n stop(): void {\n this.pause();\n this.currentTimeUs = 0;\n this.state = 'idle';\n this.wasPlayingBeforeSeek = false; // Reset seek state\n this.frameCount = 0; // Reset frame counter\n this.lastFrameTime = 0; // Reset frame timing\n this.lastAudioScheduleTime = 0; // Reset throttle timer\n\n // Clear canvas\n const ctx = this.canvas.getContext('2d') as\n | CanvasRenderingContext2D\n | OffscreenCanvasRenderingContext2D\n | null;\n if (ctx && 'clearRect' in ctx) {\n ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);\n }\n\n this.audioSession.reset();\n this.audioSession.resetPlaybackStates();\n\n this.eventBus.emit(MeframeEvent.PlaybackStop);\n }\n\n async seek(timeUs: TimeUs): Promise<void> {\n const previousState = this.state;\n\n this.orchestrator.cancelActiveDecoding();\n\n // Stop playback without changing wasPlayingBeforeSeek\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n this.audioSession.stopPlayback();\n\n // Reset throttle timer for seek\n this.lastAudioScheduleTime = 0;\n // Note: resetPlaybackStates() will be called in startPlayback() if needed\n // Calling it here would be premature as there may be a delay before startPlayback()\n\n const clamped = this.clampTime(timeUs);\n this.currentTimeUs = clamped;\n this.currentSeekId++; // Invalidate previous seek operations\n\n // Initialize window at seek position\n this.initWindow(clamped);\n\n this.state = 'seeking';\n\n const seekId = this.currentSeekId;\n\n try {\n // Fast path: Try to render nearest keyframe immediately to avoid black screen\n const keyframeTimeUs = await this.orchestrator.tryRenderKeyframe(clamped);\n if (keyframeTimeUs !== null) {\n // Render keyframe from L1 cache\n const renderState = await this.orchestrator.getRenderState(clamped, {\n immediate: true,\n relativeTimeUs: keyframeTimeUs,\n });\n if (renderState && this.videoComposer) {\n await this.videoComposer.composeFrame({\n timeUs: clamped,\n layers: renderState.layers,\n transition: renderState.transition,\n });\n }\n }\n\n // Check if another seek happened during keyframe render\n if (seekId !== this.currentSeekId) {\n return;\n }\n\n // Ensure audio windows ready for seek position (blocking mode)\n await this.audioSession.ensureAudioForTime(clamped, { immediate: false });\n\n // Force decode entire window even if keyframe is in L1\n // preheat: true skips L1 check and decodes full window (60-120 frames)\n await this.orchestrator.getFrame(clamped, {\n immediate: false,\n preheat: true,\n });\n\n if (seekId !== this.currentSeekId) {\n return;\n }\n\n await this.renderCurrentFrame(clamped);\n\n // Check if another seek happened during render\n if (seekId !== this.currentSeekId) {\n return;\n }\n\n this.eventBus.emit(MeframeEvent.PlaybackSeek, { timeUs: this.currentTimeUs });\n\n if (this.wasPlayingBeforeSeek) {\n await this.startPlayback();\n } else {\n this.state = previousState === 'idle' ? 'idle' : 'paused';\n }\n } catch (error) {\n // Check if this seek is still current\n if (seekId !== this.currentSeekId) {\n return;\n }\n console.error('[PlaybackController] Seek error:', error);\n this.eventBus.emit(MeframeEvent.PlaybackError, error as Error);\n this.state = previousState === 'idle' ? 'idle' : 'paused';\n }\n }\n\n // Playback properties\n setRate(rate: number): void {\n // Adjust audio start time to maintain current position\n const currentTimeUs = this.currentTimeUs;\n this.playbackRate = rate;\n this.startTimeUs = this.audioContext!.currentTime * 1_000_000 - currentTimeUs / rate;\n\n this.eventBus.emit(MeframeEvent.PlaybackRateChange, { rate });\n\n this.audioSession.setPlaybackRate(this.playbackRate);\n }\n\n setVolume(volume: number): void {\n this.volume = Math.max(0, Math.min(1, volume));\n this.eventBus.emit(MeframeEvent.PlaybackVolumeChange, { volume: this.volume });\n\n this.audioSession.setVolume(this.volume);\n }\n\n setMute(muted: boolean): void {\n if (muted) {\n this.audioSession.stopPlayback();\n } else if (this.state === 'playing') {\n this.audioSession.startPlayback(this.currentTimeUs, this.audioContext);\n }\n }\n\n setLoop(loop: boolean): void {\n this.loop = loop;\n }\n\n get duration(): TimeUs {\n const modelDuration = this.orchestrator.compositionModel?.durationUs;\n if (modelDuration !== undefined) {\n return modelDuration;\n }\n\n return 0;\n }\n\n get isPlaying(): boolean {\n return this.state === 'playing';\n }\n\n // Resume is just an alias for play\n resume(): void {\n this.play();\n }\n\n on(event: string, handler: (payload: any) => void): void {\n this.eventBus.on(event as MeframeEvent, handler);\n }\n\n off(event: string, handler: (payload: any) => void): void {\n this.eventBus.off(event as MeframeEvent, handler);\n }\n\n // Private methods\n private playbackLoop(): void {\n // State Check #1: Loop entry (from recursive call)\n // Prevents next frame from starting if state changed during previous frame\n // Captures: pause(), stop(), seek() called during frame processing\n if (this.state !== 'playing') {\n if (this.rafId !== null) {\n cancelAnimationFrame(this.rafId);\n this.rafId = null;\n }\n return;\n }\n\n this.rafId = requestAnimationFrame(async () => {\n // State Check #2: RAF callback start (async boundary)\n // Captures state changes during RAF delay (~16ms)\n // Scenario: User pauses/seeks between requestAnimationFrame call and callback execution\n if (this.state !== 'playing') {\n return;\n }\n\n this.updateTime();\n\n // State Check #3: After updateTime (playback end detection)\n // CRITICAL: Prevents ensureAudioForTime/scheduleAudio from polluting cache\n // When playback ends, currentTimeUs is reset to 0 for clean replay\n // Without this check, audio operations would execute with wrong position\n if (this.state !== 'playing') {\n return;\n }\n\n // Throttle audio scheduling to reduce CPU overhead (every 100ms instead of every frame)\n // This reduces audio operations from 30fps to ~10fps without audible impact\n if (this.currentTimeUs - this.lastAudioScheduleTime >= this.AUDIO_SCHEDULE_INTERVAL) {\n // Ensure audio windows ready (aligned with video architecture)\n // Use immediate mode during playback (non-blocking)\n await this.audioSession.ensureAudioForTime(this.currentTimeUs, { immediate: true });\n\n // Lookahead audio scheduling (OfflineAudioMixer approach)\n await this.audioSession.scheduleAudio(this.currentTimeUs, this.audioContext);\n\n this.lastAudioScheduleTime = this.currentTimeUs;\n }\n\n await this.renderCurrentFrame(this.currentTimeUs);\n\n // State Check #4: After render (buffering detection)\n // Captures: renderCurrentFrame() triggered buffering (cache miss)\n // Optimization: Early exit to avoid unnecessary FPS calculation and setWindow\n // Not strictly required (next loop's Check #1 would catch it), but improves responsiveness\n if (this.state !== 'playing') {\n return;\n }\n\n // Calculate FPS based on actual frame timing\n const now = performance.now();\n if (this.lastFrameTime > 0) {\n const deltaTime = now - this.lastFrameTime;\n const instantFps = 1000 / deltaTime;\n this.fps = this.fps > 0 ? this.fps * 0.9 + instantFps * 0.1 : instantFps;\n }\n this.lastFrameTime = now;\n\n this.frameCount++;\n\n // Update unified window for video and audio\n this.orchestrator.cacheManager.setWindow(this.currentTimeUs);\n\n this.playbackLoop();\n });\n }\n\n private updateTime(): void {\n const elapsedUs =\n (this.audioContext!.currentTime * 1_000_000 - this.startTimeUs) * this.playbackRate;\n this.currentTimeUs = elapsedUs;\n\n // Check if reached end\n if (this.currentTimeUs >= this.duration) {\n if (this.loop) {\n this.currentTimeUs = 0;\n this.startTimeUs = this.audioContext!.currentTime * 1_000_000;\n // Reset audio scheduling states to avoid stale state from previous playback\n this.audioSession.resetPlaybackStates();\n this.lastAudioScheduleTime = 0; // Reset throttle timer for loop\n // Reset window to start position\n this.initWindow(0);\n } else {\n this.pause();\n // Set to 0 instead of duration to prevent audio operations in final frame\n // from polluting cache with wrong position data\n this.currentTimeUs = 0;\n this.state = 'ended';\n this.eventBus.emit(MeframeEvent.PlaybackEnded, { timeUs: this.duration });\n }\n }\n\n // Emit time update\n this.eventBus.emit(MeframeEvent.PlaybackTimeUpdate, { timeUs: this.currentTimeUs });\n\n // Check if approaching window edge - trigger async preheat\n this.checkAndPreheatWindow();\n // Note: setWindow is now called in Orchestrator.renderFrame()\n // this.orchestrator.cacheManager.setWindow(this.currentTimeUs);\n }\n\n /**\n * Initialize window at given time (called on play/seek)\n * Sets unified window for both video and audio\n */\n private initWindow(timeUs: TimeUs): void {\n this.windowEnd = timeUs + this.WINDOW_DURATION;\n this.preheatInProgress = false; // Reset preheat state\n\n // Set unified window center for both video and audio\n this.orchestrator.cacheManager.setWindow(timeUs);\n }\n\n /**\n * Check if approaching window end and trigger preheat for next window\n *\n * Strategy: Unified sliding window for both video and audio\n * - Current window: [windowStart, windowEnd] (3s duration)\n * - When playback reaches windowEnd - 1s, preheat next window\n * - Next window: [windowEnd, windowEnd + 3s]\n */\n private checkAndPreheatWindow(): void {\n // Skip if already preheating or not playing\n if (this.preheatInProgress || this.state !== 'playing') {\n return;\n }\n\n // Check if approaching window end\n const distanceToWindowEnd = this.windowEnd - this.currentTimeUs;\n if (distanceToWindowEnd < 0) {\n this.initWindow(this.currentTimeUs);\n return;\n }\n\n // Trigger preheat when 1s from window end\n if (distanceToWindowEnd > 0 && distanceToWindowEnd <= this.PREHEAT_DISTANCE) {\n this.preheatNextWindow();\n }\n }\n\n /**\n * Preheat next window by decoding from current playback time\n * Supports cross-clip window preheating for seamless playback\n * Preheats both video and audio in parallel\n */\n async preheatNextWindow(): Promise<void> {\n this.preheatInProgress = true;\n try {\n const windowStart = this.currentTimeUs;\n const windowEnd = windowStart + this.WINDOW_DURATION;\n\n // Get all clips in window range (may span multiple clips)\n const clipsInWindow =\n this.orchestrator.compositionModel?.getClipsInRange(windowStart, windowEnd) ?? [];\n const preheatPromises: Promise<any>[] = [];\n\n // Preheat video for each clip in window\n for (const clip of clipsInWindow) {\n if (!isVideoClip(clip)) continue;\n\n // Calculate clip-relative window boundaries\n const clipWindowStart = Math.max(0, windowStart - clip.startUs);\n const clipWindowEnd = Math.min(clip.durationUs, windowEnd - clip.startUs);\n\n // Skip if window doesn't overlap with this clip\n if (clipWindowStart >= clipWindowEnd) continue;\n\n preheatPromises.push(\n this.orchestrator.preheatClipWindow(clip.id, clipWindowStart, clipWindowEnd, windowStart)\n );\n }\n\n // Preheat audio (non-blocking mode for background decoding)\n preheatPromises.push(this.audioSession.ensureAudioForTime(windowStart, { immediate: false }));\n\n await Promise.all(preheatPromises);\n\n // Update window bounds after successful preheat\n this.windowEnd = windowEnd;\n } catch (error) {\n // Preheat failures are not critical\n console.warn('[PlaybackController] Preheat failed:', error);\n } finally {\n this.preheatInProgress = false;\n }\n }\n\n async renderCurrentFrame(timeUs: TimeUs): Promise<void> {\n if (!this.videoComposer) {\n console.error('[PlaybackController] VideoComposer not initialized');\n return;\n }\n\n try {\n // Get render state (layers) from orchestrator\n // Use immediate mode when playing to detect buffering\n const renderState = await this.orchestrator.getRenderState(timeUs, {\n immediate: this.state === 'playing',\n });\n\n if (!renderState) {\n // If renderState is null during playback, we hit a cache miss/buffer underrun\n if (this.state === 'playing') {\n await this.handlePlaybackBuffering(timeUs);\n }\n return;\n }\n\n // Compose directly to canvas\n await this.videoComposer.composeFrame({\n timeUs,\n layers: renderState.layers,\n transition: renderState.transition,\n });\n } catch (error) {\n console.error('Render error:', error);\n this.eventBus.emit(MeframeEvent.PlaybackError, error as Error);\n }\n }\n\n private async handlePlaybackBuffering(timeUs: TimeUs): Promise<void> {\n // Prevent re-entrance: if not playing, skip\n if (this.state !== 'playing') {\n return;\n }\n\n const seekId = this.currentSeekId;\n this.state = 'buffering';\n this.eventBus.emit(MeframeEvent.PlaybackBuffering);\n\n // Pause audio immediately to prevent desync\n this.audioSession.stopPlayback();\n\n try {\n // Update window center for buffering position\n this.orchestrator.cacheManager.setWindow(timeUs);\n\n // Force load frame (blocking)\n // This ensures the resource is downloaded and decoded\n await this.orchestrator.getFrame(timeUs, { immediate: false });\n\n // Also ensure audio is ready (blocking mode for buffering)\n await this.audioSession.ensureAudioForTime(timeUs, { immediate: false });\n\n // Check if seek happened during buffering or playback was stopped/paused\n if (seekId !== this.currentSeekId || this.state !== 'buffering') {\n return;\n }\n\n this.state = 'playing';\n this.startTimeUs = this.audioContext!.currentTime * 1_000_000 - timeUs / this.playbackRate;\n\n // Reset throttle timer after buffering to ensure immediate audio scheduling\n this.lastAudioScheduleTime = 0;\n\n // Resume audio synced with timeline\n await this.audioSession.startPlayback(timeUs, this.audioContext);\n\n this.eventBus.emit(MeframeEvent.PlaybackPlay);\n\n if (!this.rafId) {\n this.playbackLoop();\n }\n } catch (error) {\n // Ignore WaiterReplacedError (happens during fast seeks)\n if (error instanceof WaiterReplacedError) {\n return;\n }\n // Check if seek happened during error handling\n if (seekId !== this.currentSeekId) {\n return;\n }\n console.error('[PlaybackController] Buffering error:', error);\n this.state = 'paused';\n this.eventBus.emit(MeframeEvent.PlaybackError, error as Error);\n }\n }\n\n private clampTime(timeUs: TimeUs): TimeUs {\n return Math.max(0, Math.min(timeUs, this.duration));\n }\n\n // Cleanup\n dispose(): void {\n this.stop();\n this.eventBus.off(MeframeEvent.CacheCover, this.onCacheCover);\n this.eventBus.off(MeframeEvent.ModelSet, this.onModelSet);\n if (this.videoComposer) {\n this.videoComposer.dispose();\n this.videoComposer = null;\n }\n }\n\n private onCacheCover = (): void => {\n // Optimization for Quick Start / Fast First Frame:\n // When the first frame of a resource is decoded (e.g. via side-channel parsing),\n // we immediately render it if we are at the start of the timeline.\n // This significantly improves perceived loading speed for compatible formats (e.g. fragmented MP4 with moov at start).\n // For standard formats or when not at time 0, this might be redundant as normal playback loop handles it.\n if (this.state === 'idle' && this.currentTimeUs === 0) {\n this.renderCurrentFrame(0);\n }\n };\n\n private onModelSet = (): void => {\n if (!this.videoComposer || !this.orchestrator.compositionModel) return;\n\n const model = this.orchestrator.compositionModel;\n // Update VideoComposer configuration with new model dimensions and fps\n this.videoComposer.updateConfig({\n width: model.renderConfig?.width || 720,\n height: model.renderConfig?.height || 1280,\n fps: model.fps || 30,\n backgroundColor: model.renderConfig?.backgroundColor || '#000',\n });\n\n // Preheat audio for first frame (non-blocking)\n this.audioSession.ensureAudioForTime(this.currentTimeUs, { immediate: false });\n\n // Re-render current frame to reflect dimension changes immediately\n this.renderCurrentFrame(this.currentTimeUs);\n };\n\n private setupEventListeners(): void {\n this.eventBus.on(MeframeEvent.CacheCover, this.onCacheCover);\n this.eventBus.on(MeframeEvent.ModelSet, this.onModelSet);\n 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@@ -8,25 +8,40 @@ export interface RcFrameMetadata {
8
8
  sizeEstimate?: number;
9
9
  globalTimeUs?: TimeUs;
10
10
  }
11
- type UseHandler<T> = (frame: VideoFrame) => T | Promise<T>;
11
+ type UseHandler<T> = (frame: VideoFrame) => T;
12
+ /**
13
+ * RcFrame - Lightweight VideoFrame wrapper with metadata
14
+ *
15
+ * Design:
16
+ * - Carries metadata (timestamp, clipId, trackId, size) for cache management
17
+ * - Provides unified .use() interface for accessing the frame
18
+ * - Direct frame access (no clone) for optimal performance
19
+ * - Manages frame lifecycle with simple .close() wrapper
20
+ *
21
+ * IMPORTANT: Handler MUST NOT call frame.close() - lifecycle is managed by RcFrame
22
+ */
12
23
  export declare class RcFrame {
13
- private activeUses;
14
- private closing;
24
+ private closed;
15
25
  private readonly baseFrame;
16
26
  private readonly metadata;
17
- private readonly onZero?;
18
- private closePromise;
19
- private closeResolve;
20
27
  private constructor();
21
- static wrap(frame: VideoFrame, metadata: RcFrameMetadata, onZero?: () => void): RcFrame;
28
+ static wrap(frame: VideoFrame, metadata: RcFrameMetadata): RcFrame;
22
29
  get timestampUs(): TimeUs;
23
30
  get durationUs(): TimeUs;
24
31
  get trackId(): string;
25
32
  get clipId(): string;
26
33
  get globalTimeUs(): TimeUs | undefined;
27
34
  get sizeEstimate(): number;
28
- use<T>(handler: UseHandler<T>): Promise<T>;
29
- close(): Promise<void>;
35
+ /**
36
+ * Execute handler with direct access to the underlying VideoFrame
37
+ *
38
+ * CRITICAL: Handler MUST NOT call frame.close()
39
+ * The frame lifecycle is managed by RcFrame.close()
40
+ *
41
+ * This design avoids expensive clone() operations for real-time playback performance
42
+ */
43
+ use<T>(handler: UseHandler<T>): T;
44
+ close(): void;
30
45
  }
31
46
  export {};
32
47
  //# sourceMappingURL=RcFrame.d.ts.map
@@ -1 +1 @@
1
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@@ -1,20 +1,14 @@
1
1
  const DEFAULT_SIZE_ESTIMATE = 1920 * 1080 * 4;
2
- const CLOSE_TIMEOUT_MS = 3e3;
3
2
  class RcFrame {
4
- activeUses = 0;
5
- closing = false;
3
+ closed = false;
6
4
  baseFrame;
7
5
  metadata;
8
- onZero;
9
- closePromise = null;
10
- closeResolve = null;
11
- constructor(frame, metadata, onZero) {
6
+ constructor(frame, metadata) {
12
7
  this.baseFrame = frame;
13
8
  this.metadata = metadata;
14
- this.onZero = onZero;
15
9
  }
16
- static wrap(frame, metadata, onZero) {
17
- return new RcFrame(frame, metadata, onZero);
10
+ static wrap(frame, metadata) {
11
+ return new RcFrame(frame, metadata);
18
12
  }
19
13
  get timestampUs() {
20
14
  return this.metadata.timestampUs;
@@ -42,50 +36,26 @@ class RcFrame {
42
36
  }
43
37
  return DEFAULT_SIZE_ESTIMATE;
44
38
  }
45
- async use(handler) {
46
- if (this.closing) {
47
- throw new Error("RcFrame is closing, cannot use frame");
48
- }
49
- const cloned = this.baseFrame.clone();
50
- this.activeUses += 1;
51
- try {
52
- return await handler(cloned);
53
- } finally {
54
- cloned.close();
55
- this.activeUses -= 1;
56
- if (this.activeUses === 0 && this.closing && this.closeResolve) {
57
- this.closeResolve();
58
- }
39
+ /**
40
+ * Execute handler with direct access to the underlying VideoFrame
41
+ *
42
+ * CRITICAL: Handler MUST NOT call frame.close()
43
+ * The frame lifecycle is managed by RcFrame.close()
44
+ *
45
+ * This design avoids expensive clone() operations for real-time playback performance
46
+ */
47
+ use(handler) {
48
+ if (this.closed) {
49
+ throw new Error("RcFrame already closed");
59
50
  }
51
+ return handler(this.baseFrame);
60
52
  }
61
- async close() {
62
- if (this.closing) {
63
- return this.closePromise ?? Promise.resolve();
64
- }
65
- this.closing = true;
66
- if (this.activeUses === 0) {
67
- this.baseFrame.close();
68
- this.onZero?.();
69
- return Promise.resolve();
70
- }
71
- if (!this.closePromise) {
72
- this.closePromise = new Promise((resolve) => {
73
- this.closeResolve = () => {
74
- this.baseFrame.close();
75
- this.onZero?.();
76
- resolve();
77
- };
78
- });
79
- setTimeout(() => {
80
- if (this.closeResolve) {
81
- this.baseFrame.close();
82
- this.onZero?.();
83
- this.closeResolve();
84
- this.closeResolve = null;
85
- }
86
- }, CLOSE_TIMEOUT_MS).unref?.();
53
+ close() {
54
+ if (this.closed) {
55
+ return;
87
56
  }
88
- return this.closePromise;
57
+ this.baseFrame.close();
58
+ this.closed = true;
89
59
  }
90
60
  }
91
61
  export {
@@ -1 +1 @@
1
- {"version":3,"file":"RcFrame.js","sources":["../../src/model/RcFrame.ts"],"sourcesContent":["import type { TimeUs } from './types';\n\nexport interface RcFrameMetadata {\n trackId: string;\n clipId: string;\n timestampUs: TimeUs;\n durationUs: TimeUs;\n sizeEstimate?: number;\n globalTimeUs?: TimeUs; // Global composition timeline timestamp for window eviction\n}\n\nconst DEFAULT_SIZE_ESTIMATE = 1920 * 1080 * 4;\nconst CLOSE_TIMEOUT_MS = 3_000;\ntype UseHandler<T> = (frame: VideoFrame) => T | Promise<T>;\n\nexport class RcFrame {\n private activeUses = 0;\n private closing = false;\n private readonly baseFrame: VideoFrame;\n private readonly metadata: RcFrameMetadata;\n private readonly onZero?: () => void;\n\n private closePromise: Promise<void> | null = null;\n private closeResolve: (() => void) | null = null;\n\n private constructor(frame: VideoFrame, metadata: RcFrameMetadata, onZero?: () => void) {\n this.baseFrame = frame;\n this.metadata = metadata;\n this.onZero = onZero;\n }\n\n static wrap(frame: VideoFrame, metadata: RcFrameMetadata, onZero?: () => void): RcFrame {\n return new RcFrame(frame, metadata, onZero);\n }\n\n get timestampUs(): TimeUs {\n return this.metadata.timestampUs;\n }\n\n get durationUs(): TimeUs {\n return this.metadata.durationUs;\n }\n\n get trackId(): string {\n return this.metadata.trackId;\n }\n\n get clipId(): string {\n return this.metadata.clipId;\n }\n\n get globalTimeUs(): TimeUs | undefined {\n return this.metadata.globalTimeUs;\n }\n\n get sizeEstimate(): number {\n if (typeof this.metadata.sizeEstimate === 'number') {\n return this.metadata.sizeEstimate;\n }\n const width = (this.baseFrame as any).codedWidth || (this.baseFrame as any).displayWidth;\n const height = (this.baseFrame as any).codedHeight || (this.baseFrame as any).displayHeight;\n if (width && height) {\n return width * height * 4;\n }\n return DEFAULT_SIZE_ESTIMATE;\n }\n\n async use<T>(handler: UseHandler<T>): Promise<T> {\n if (this.closing) {\n throw new Error('RcFrame is closing, cannot use frame');\n }\n\n const cloned = this.baseFrame.clone();\n this.activeUses += 1;\n\n try {\n return await handler(cloned);\n } finally {\n cloned.close();\n this.activeUses -= 1;\n if (this.activeUses === 0 && this.closing && this.closeResolve) {\n this.closeResolve();\n }\n }\n }\n\n async close(): Promise<void> {\n if (this.closing) {\n return this.closePromise ?? Promise.resolve();\n }\n\n this.closing = true;\n\n if (this.activeUses === 0) {\n this.baseFrame.close();\n this.onZero?.();\n return Promise.resolve();\n }\n\n if (!this.closePromise) {\n this.closePromise = new Promise<void>((resolve) => {\n this.closeResolve = () => {\n this.baseFrame.close();\n this.onZero?.();\n resolve();\n };\n });\n\n setTimeout(() => {\n if (this.closeResolve) {\n this.baseFrame.close();\n this.onZero?.();\n this.closeResolve();\n this.closeResolve = null;\n }\n }, CLOSE_TIMEOUT_MS).unref?.();\n }\n\n return this.closePromise;\n }\n}\n"],"names":[],"mappings":"AAWA,MAAM,wBAAwB,OAAO,OAAO;AAC5C,MAAM,mBAAmB;AAGlB,MAAM,QAAQ;AAAA,EACX,aAAa;AAAA,EACb,UAAU;AAAA,EACD;AAAA,EACA;AAAA,EACA;AAAA,EAET,eAAqC;AAAA,EACrC,eAAoC;AAAA,EAEpC,YAAY,OAAmB,UAA2B,QAAqB;AACrF,SAAK,YAAY;AACjB,SAAK,WAAW;AAChB,SAAK,SAAS;AAAA,EAChB;AAAA,EAEA,OAAO,KAAK,OAAmB,UAA2B,QAA8B;AACtF,WAAO,IAAI,QAAQ,OAAO,UAAU,MAAM;AAAA,EAC5C;AAAA,EAEA,IAAI,cAAsB;AACxB,WAAO,KAAK,SAAS;AAAA,EACvB;AAAA,EAEA,IAAI,aAAqB;AACvB,WAAO,KAAK,SAAS;AAAA,EACvB;AAAA,EAEA,IAAI,UAAkB;AACpB,WAAO,KAAK,SAAS;AAAA,EACvB;AAAA,EAEA,IAAI,SAAiB;AACnB,WAAO,KAAK,SAAS;AAAA,EACvB;AAAA,EAEA,IAAI,eAAmC;AACrC,WAAO,KAAK,SAAS;AAAA,EACvB;AAAA,EAEA,IAAI,eAAuB;AACzB,QAAI,OAAO,KAAK,SAAS,iBAAiB,UAAU;AAClD,aAAO,KAAK,SAAS;AAAA,IACvB;AACA,UAAM,QAAS,KAAK,UAAkB,cAAe,KAAK,UAAkB;AAC5E,UAAM,SAAU,KAAK,UAAkB,eAAgB,KAAK,UAAkB;AAC9E,QAAI,SAAS,QAAQ;AACnB,aAAO,QAAQ,SAAS;AAAA,IAC1B;AACA,WAAO;AAAA,EACT;AAAA,EAEA,MAAM,IAAO,SAAoC;AAC/C,QAAI,KAAK,SAAS;AAChB,YAAM,IAAI,MAAM,sCAAsC;AAAA,IACxD;AAEA,UAAM,SAAS,KAAK,UAAU,MAAA;AAC9B,SAAK,cAAc;AAEnB,QAAI;AACF,aAAO,MAAM,QAAQ,MAAM;AAAA,IAC7B,UAAA;AACE,aAAO,MAAA;AACP,WAAK,cAAc;AACnB,UAAI,KAAK,eAAe,KAAK,KAAK,WAAW,KAAK,cAAc;AAC9D,aAAK,aAAA;AAAA,MACP;AAAA,IACF;AAAA,EACF;AAAA,EAEA,MAAM,QAAuB;AAC3B,QAAI,KAAK,SAAS;AAChB,aAAO,KAAK,gBAAgB,QAAQ,QAAA;AAAA,IACtC;AAEA,SAAK,UAAU;AAEf,QAAI,KAAK,eAAe,GAAG;AACzB,WAAK,UAAU,MAAA;AACf,WAAK,SAAA;AACL,aAAO,QAAQ,QAAA;AAAA,IACjB;AAEA,QAAI,CAAC,KAAK,cAAc;AACtB,WAAK,eAAe,IAAI,QAAc,CAAC,YAAY;AACjD,aAAK,eAAe,MAAM;AACxB,eAAK,UAAU,MAAA;AACf,eAAK,SAAA;AACL,kBAAA;AAAA,QACF;AAAA,MACF,CAAC;AAED,iBAAW,MAAM;AACf,YAAI,KAAK,cAAc;AACrB,eAAK,UAAU,MAAA;AACf,eAAK,SAAA;AACL,eAAK,aAAA;AACL,eAAK,eAAe;AAAA,QACtB;AAAA,MACF,GAAG,gBAAgB,EAAE,QAAA;AAAA,IACvB;AAEA,WAAO,KAAK;AAAA,EACd;AACF;"}
1
+ {"version":3,"file":"RcFrame.js","sources":["../../src/model/RcFrame.ts"],"sourcesContent":["import type { TimeUs } from './types';\n\nexport interface RcFrameMetadata {\n trackId: string;\n clipId: string;\n timestampUs: TimeUs;\n durationUs: TimeUs;\n sizeEstimate?: number;\n globalTimeUs?: TimeUs; // Global composition timeline timestamp for window eviction\n}\n\nconst DEFAULT_SIZE_ESTIMATE = 1920 * 1080 * 4;\ntype UseHandler<T> = (frame: VideoFrame) => T;\n\n/**\n * RcFrame - Lightweight VideoFrame wrapper with metadata\n *\n * Design:\n * - Carries metadata (timestamp, clipId, trackId, size) for cache management\n * - Provides unified .use() interface for accessing the frame\n * - Direct frame access (no clone) for optimal performance\n * - Manages frame lifecycle with simple .close() wrapper\n *\n * IMPORTANT: Handler MUST NOT call frame.close() - lifecycle is managed by RcFrame\n */\nexport class RcFrame {\n private closed = false;\n private readonly baseFrame: VideoFrame;\n private readonly metadata: RcFrameMetadata;\n\n private constructor(frame: VideoFrame, metadata: RcFrameMetadata) {\n this.baseFrame = frame;\n this.metadata = metadata;\n }\n\n static wrap(frame: VideoFrame, metadata: RcFrameMetadata): RcFrame {\n return new RcFrame(frame, metadata);\n }\n\n get timestampUs(): TimeUs {\n return this.metadata.timestampUs;\n }\n\n get durationUs(): TimeUs {\n return this.metadata.durationUs;\n }\n\n get trackId(): string {\n return this.metadata.trackId;\n }\n\n get clipId(): string {\n return this.metadata.clipId;\n }\n\n get globalTimeUs(): TimeUs | undefined {\n return this.metadata.globalTimeUs;\n }\n\n get sizeEstimate(): number {\n if (typeof this.metadata.sizeEstimate === 'number') {\n return this.metadata.sizeEstimate;\n }\n const width = (this.baseFrame as any).codedWidth || (this.baseFrame as any).displayWidth;\n const height = (this.baseFrame as any).codedHeight || (this.baseFrame as any).displayHeight;\n if (width && height) {\n return width * height * 4;\n }\n return DEFAULT_SIZE_ESTIMATE;\n }\n\n /**\n * Execute handler with direct access to the underlying VideoFrame\n *\n * CRITICAL: Handler MUST NOT call frame.close()\n * The frame lifecycle is managed by RcFrame.close()\n *\n * This design avoids expensive clone() operations for real-time playback performance\n */\n use<T>(handler: UseHandler<T>): T {\n if (this.closed) {\n throw new Error('RcFrame already closed');\n }\n return handler(this.baseFrame);\n }\n\n close(): void {\n if (this.closed) {\n return;\n }\n this.baseFrame.close();\n this.closed = true;\n }\n}\n"],"names":[],"mappings":"AAWA,MAAM,wBAAwB,OAAO,OAAO;AAcrC,MAAM,QAAQ;AAAA,EACX,SAAS;AAAA,EACA;AAAA,EACA;AAAA,EAET,YAAY,OAAmB,UAA2B;AAChE,SAAK,YAAY;AACjB,SAAK,WAAW;AAAA,EAClB;AAAA,EAEA,OAAO,KAAK,OAAmB,UAAoC;AACjE,WAAO,IAAI,QAAQ,OAAO,QAAQ;AAAA,EACpC;AAAA,EAEA,IAAI,cAAsB;AACxB,WAAO,KAAK,SAAS;AAAA,EACvB;AAAA,EAEA,IAAI,aAAqB;AACvB,WAAO,KAAK,SAAS;AAAA,EACvB;AAAA,EAEA,IAAI,UAAkB;AACpB,WAAO,KAAK,SAAS;AAAA,EACvB;AAAA,EAEA,IAAI,SAAiB;AACnB,WAAO,KAAK,SAAS;AAAA,EACvB;AAAA,EAEA,IAAI,eAAmC;AACrC,WAAO,KAAK,SAAS;AAAA,EACvB;AAAA,EAEA,IAAI,eAAuB;AACzB,QAAI,OAAO,KAAK,SAAS,iBAAiB,UAAU;AAClD,aAAO,KAAK,SAAS;AAAA,IACvB;AACA,UAAM,QAAS,KAAK,UAAkB,cAAe,KAAK,UAAkB;AAC5E,UAAM,SAAU,KAAK,UAAkB,eAAgB,KAAK,UAAkB;AAC9E,QAAI,SAAS,QAAQ;AACnB,aAAO,QAAQ,SAAS;AAAA,IAC1B;AACA,WAAO;AAAA,EACT;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA;AAAA,EAUA,IAAO,SAA2B;AAChC,QAAI,KAAK,QAAQ;AACf,YAAM,IAAI,MAAM,wBAAwB;AAAA,IAC1C;AACA,WAAO,QAAQ,KAAK,SAAS;AAAA,EAC/B;AAAA,EAEA,QAAc;AACZ,QAAI,KAAK,QAAQ;AACf;AAAA,IACF;AACA,SAAK,UAAU,MAAA;AACf,SAAK,SAAS;AAAA,EAChB;AACF;"}
@@ -1 +1 @@
1
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1
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@@ -107,6 +107,16 @@ class GlobalAudioSession {
107
107
  this.nextContentTimeUs = currentTimelineUs;
108
108
  }
109
109
  while (this.nextScheduleTime < lookaheadTime) {
110
+ if (this.nextScheduleTime < audioContext.currentTime) {
111
+ const timeDrift = audioContext.currentTime - this.nextScheduleTime;
112
+ if (timeDrift > 0.02) {
113
+ this.nextScheduleTime = audioContext.currentTime + 0.02;
114
+ const skippedUs = Math.round(timeDrift * 1e6);
115
+ this.nextContentTimeUs += skippedUs;
116
+ } else {
117
+ this.nextScheduleTime = audioContext.currentTime + 0.01;
118
+ }
119
+ }
110
120
  const chunkDurationUs = Math.round(this.CHUNK_DURATION * 1e6);
111
121
  const startUs = this.nextContentTimeUs;
112
122
  const endUs = startUs + chunkDurationUs;
@@ -119,6 +129,18 @@ class GlobalAudioSession {
119
129
  loadResource: true
120
130
  });
121
131
  const mixedBuffer = await this.mixer.mix(startUs, endUs);
132
+ if (this.nextScheduleTime < audioContext.currentTime) {
133
+ const timeDrift = audioContext.currentTime - this.nextScheduleTime;
134
+ if (timeDrift > 0.02) {
135
+ console.warn(
136
+ `[Audio] Skip chunk due to time drift: ${(timeDrift * 1e3).toFixed(1)}ms`
137
+ );
138
+ this.nextScheduleTime = audioContext.currentTime + 0.02;
139
+ this.nextContentTimeUs += chunkDurationUs;
140
+ continue;
141
+ }
142
+ this.nextScheduleTime = audioContext.currentTime + 0.01;
143
+ }
122
144
  const source = audioContext.createBufferSource();
123
145
  source.buffer = mixedBuffer;
124
146
  source.playbackRate.value = this.playbackRate;
@@ -216,8 +238,8 @@ class GlobalAudioSession {
216
238
  stopAllAudioSources() {
217
239
  for (const source of this.scheduledSources) {
218
240
  try {
219
- source.stop();
220
241
  source.disconnect();
242
+ source.stop(0);
221
243
  } catch {
222
244
  }
223
245
  }