@meframe/core 0.0.49 → 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1 +1 @@
1
- {"version":3,"file":"PlaybackController.d.ts","sourceRoot":"","sources":["../../src/controllers/PlaybackController.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EACV,mBAAmB,EAEnB,eAAe,EACf,SAAS,EACT,aAAa,EACb,MAAM,EACP,MAAM,SAAS,CAAC;AAGjB,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAKpD;;;GAGG;AACH,qBAAa,kBAAmB,YAAW,mBAAmB,EAAE,aAAa;IAC3E,OAAO,CAAC,YAAY,CAAe;IACnC,OAAO,CAAC,QAAQ,CAAY;IAC5B,OAAO,CAAC,MAAM,CAAsC;IACpD,OAAO,CAAC,aAAa,CAA8B;IAGnD,aAAa,EAAE,MAAM,CAAK;IAC1B,OAAO,CAAC,KAAK,CAAyB;IACtC,OAAO,CAAC,YAAY,CAAO;IAC3B,OAAO,CAAC,MAAM,CAAO;IACrB,OAAO,CAAC,IAAI,CAAS;IAGrB,OAAO,CAAC,KAAK,CAAuB;IACpC,OAAO,CAAC,WAAW,CAAa;IAGhC,OAAO,CAAC,UAAU,CAAK;IACvB,OAAO,CAAC,aAAa,CAAK;IAC1B,OAAO,CAAC,GAAG,CAAK;IAChB,OAAO,CAAC,YAAY,CAAe;IACnC,OAAO,CAAC,YAAY,CAAqB;IAGzC,OAAO,CAAC,aAAa,CAAK;IAC1B,OAAO,CAAC,oBAAoB,CAAS;IAGrC,OAAO,CAAC,SAAS,CAAa;IAC9B,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAa;IAC7C,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAAa;IAC9C,OAAO,CAAC,iBAAiB,CAAS;IAGlC,OAAO,CAAC,qBAAqB,CAAK;IAClC,OAAO,CAAC,QAAQ,CAAC,uBAAuB,CAAW;gBAEvC,YAAY,EAAE,YAAY,EAAE,QAAQ,EAAE,SAAS,EAAE,OAAO,EAAE,eAAe;IA4C/E,WAAW,IAAI,OAAO,CAAC,IAAI,CAAC;IAKlC,IAAI,IAAI,IAAI;YAgBE,aAAa;IAgC3B,KAAK,IAAI,IAAI;IAiBb,IAAI,IAAI,IAAI;IAwBN,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC;IA0FzC,OAAO,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAW3B,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAO/B,OAAO,CAAC,KAAK,EAAE,OAAO,GAAG,IAAI;IAQ7B,OAAO,CAAC,IAAI,EAAE,OAAO,GAAG,IAAI;IAI5B,IAAI,QAAQ,IAAI,MAAM,CAOrB;IAED,IAAI,SAAS,IAAI,OAAO,CAEvB;IAGD,MAAM,IAAI,IAAI;IAId,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC,OAAO,EAAE,GAAG,KAAK,IAAI,GAAG,IAAI;IAIxD,GAAG,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC,OAAO,EAAE,GAAG,KAAK,IAAI,GAAG,IAAI;IAKzD,OAAO,CAAC,YAAY;IAuEpB,OAAO,CAAC,UAAU;IAkClB;;;OAGG;IACH,OAAO,CAAC,UAAU;IAQlB;;;;;;;OAOG;IACH,OAAO,CAAC,qBAAqB;IAmB7B;;;;OAIG;IACG,iBAAiB,IAAI,OAAO,CAAC,IAAI,CAAC;IA0ClC,kBAAkB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC;YAiCzC,uBAAuB;IA0DrC,OAAO,CAAC,SAAS;IAKjB,OAAO,IAAI,IAAI;IAUf,OAAO,CAAC,YAAY,CASlB;IAEF,OAAO,CAAC,UAAU,CAiBhB;IAEF,OAAO,CAAC,mBAAmB;CAI5B"}
1
+ {"version":3,"file":"PlaybackController.d.ts","sourceRoot":"","sources":["../../src/controllers/PlaybackController.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EACV,mBAAmB,EAEnB,eAAe,EACf,SAAS,EACT,aAAa,EACb,MAAM,EACP,MAAM,SAAS,CAAC;AAGjB,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAKpD;;;GAGG;AACH,qBAAa,kBAAmB,YAAW,mBAAmB,EAAE,aAAa;IAC3E,OAAO,CAAC,YAAY,CAAe;IACnC,OAAO,CAAC,QAAQ,CAAY;IAC5B,OAAO,CAAC,MAAM,CAAsC;IACpD,OAAO,CAAC,aAAa,CAA8B;IAGnD,aAAa,EAAE,MAAM,CAAK;IAC1B,OAAO,CAAC,KAAK,CAAyB;IACtC,OAAO,CAAC,YAAY,CAAO;IAC3B,OAAO,CAAC,MAAM,CAAO;IACrB,OAAO,CAAC,IAAI,CAAS;IAGrB,OAAO,CAAC,KAAK,CAAuB;IACpC,OAAO,CAAC,WAAW,CAAa;IAGhC,OAAO,CAAC,UAAU,CAAK;IACvB,OAAO,CAAC,aAAa,CAAK;IAC1B,OAAO,CAAC,GAAG,CAAK;IAChB,OAAO,CAAC,YAAY,CAAe;IACnC,OAAO,CAAC,YAAY,CAAqB;IAGzC,OAAO,CAAC,aAAa,CAAK;IAC1B,OAAO,CAAC,oBAAoB,CAAS;IAGrC,OAAO,CAAC,SAAS,CAAa;IAC9B,OAAO,CAAC,QAAQ,CAAC,eAAe,CAAa;IAC7C,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAAa;IAC9C,OAAO,CAAC,iBAAiB,CAAS;IAGlC,OAAO,CAAC,qBAAqB,CAAK;IAClC,OAAO,CAAC,QAAQ,CAAC,uBAAuB,CAAW;gBAEvC,YAAY,EAAE,YAAY,EAAE,QAAQ,EAAE,SAAS,EAAE,OAAO,EAAE,eAAe;IA4C/E,WAAW,IAAI,OAAO,CAAC,IAAI,CAAC;IAKlC,IAAI,IAAI,IAAI;YAYE,aAAa;IAgC3B,KAAK,IAAI,IAAI;IAiBb,IAAI,IAAI,IAAI;IAwBN,IAAI,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC;IA2FzC,OAAO,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAW3B,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAO/B,OAAO,CAAC,KAAK,EAAE,OAAO,GAAG,IAAI;IAQ7B,OAAO,CAAC,IAAI,EAAE,OAAO,GAAG,IAAI;IAI5B,IAAI,QAAQ,IAAI,MAAM,CAOrB;IAED,IAAI,SAAS,IAAI,OAAO,CAEvB;IAGD,MAAM,IAAI,IAAI;IAId,EAAE,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC,OAAO,EAAE,GAAG,KAAK,IAAI,GAAG,IAAI;IAIxD,GAAG,CAAC,KAAK,EAAE,MAAM,EAAE,OAAO,EAAE,CAAC,OAAO,EAAE,GAAG,KAAK,IAAI,GAAG,IAAI;IAKzD,OAAO,CAAC,YAAY;IAuEpB,OAAO,CAAC,UAAU;IAkClB;;;OAGG;IACH,OAAO,CAAC,UAAU;IAQlB;;;;;;;OAOG;IACH,OAAO,CAAC,qBAAqB;IAmB7B;;;;OAIG;IACG,iBAAiB,IAAI,OAAO,CAAC,IAAI,CAAC;IA0ClC,kBAAkB,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC;YAiCzC,uBAAuB;IA0DrC,OAAO,CAAC,SAAS;IAKjB,OAAO,IAAI,IAAI;IAUf,OAAO,CAAC,YAAY,CASlB;IAEF,OAAO,CAAC,UAAU,CAiBhB;IAEF,OAAO,CAAC,mBAAmB;CAI5B"}
@@ -73,9 +73,6 @@ 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();
@@ -135,7 +132,6 @@ 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;
@@ -1 +1 @@
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 // Reset audio scheduling states for clean playback\n if (this.state === 'ended') {\n this.audioSession.resetPlaybackStates();\n }\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 }\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 audio playback states for all clips\n this.audioSession.resetPlaybackStates();\n this.lastAudioScheduleTime = 0; // Reset throttle timer for seek\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 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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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@@ -8,15 +8,17 @@ 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
12
  /**
13
13
  * RcFrame - Lightweight VideoFrame wrapper with metadata
14
14
  *
15
15
  * Design:
16
16
  * - Carries metadata (timestamp, clipId, trackId, size) for cache management
17
17
  * - Provides unified .use() interface for accessing the frame
18
- * - Uses clone() to safely share frame across async operations
18
+ * - Direct frame access (no clone) for optimal performance
19
19
  * - Manages frame lifecycle with simple .close() wrapper
20
+ *
21
+ * IMPORTANT: Handler MUST NOT call frame.close() - lifecycle is managed by RcFrame
20
22
  */
21
23
  export declare class RcFrame {
22
24
  private closed;
@@ -31,12 +33,14 @@ export declare class RcFrame {
31
33
  get globalTimeUs(): TimeUs | undefined;
32
34
  get sizeEstimate(): number;
33
35
  /**
34
- * Execute handler with access to a cloned VideoFrame
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()
35
40
  *
36
- * The cloned frame is automatically closed after handler completes
37
- * This ensures safe async usage without lifecycle management complexity
41
+ * This design avoids expensive clone() operations for real-time playback performance
38
42
  */
39
- use<T>(handler: UseHandler<T>): Promise<T>;
43
+ use<T>(handler: UseHandler<T>): T;
40
44
  close(): void;
41
45
  }
42
46
  export {};
@@ -1 +1 @@
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+ {"version":3,"file":"RcFrame.d.ts","sourceRoot":"","sources":["../../src/model/RcFrame.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,SAAS,CAAC;AAEtC,MAAM,WAAW,eAAe;IAC9B,OAAO,EAAE,MAAM,CAAC;IAChB,MAAM,EAAE,MAAM,CAAC;IACf,WAAW,EAAE,MAAM,CAAC;IACpB,UAAU,EAAE,MAAM,CAAC;IACnB,YAAY,CAAC,EAAE,MAAM,CAAC;IACtB,YAAY,CAAC,EAAE,MAAM,CAAC;CACvB;AAGD,KAAK,UAAU,CAAC,CAAC,IAAI,CAAC,KAAK,EAAE,UAAU,KAAK,CAAC,CAAC;AAE9C;;;;;;;;;;GAUG;AACH,qBAAa,OAAO;IAClB,OAAO,CAAC,MAAM,CAAS;IACvB,OAAO,CAAC,QAAQ,CAAC,SAAS,CAAa;IACvC,OAAO,CAAC,QAAQ,CAAC,QAAQ,CAAkB;IAE3C,OAAO;IAKP,MAAM,CAAC,IAAI,CAAC,KAAK,EAAE,UAAU,EAAE,QAAQ,EAAE,eAAe,GAAG,OAAO;IAIlE,IAAI,WAAW,IAAI,MAAM,CAExB;IAED,IAAI,UAAU,IAAI,MAAM,CAEvB;IAED,IAAI,OAAO,IAAI,MAAM,CAEpB;IAED,IAAI,MAAM,IAAI,MAAM,CAEnB;IAED,IAAI,YAAY,IAAI,MAAM,GAAG,SAAS,CAErC;IAED,IAAI,YAAY,IAAI,MAAM,CAUzB;IAED;;;;;;;OAOG;IACH,GAAG,CAAC,CAAC,EAAE,OAAO,EAAE,UAAU,CAAC,CAAC,CAAC,GAAG,CAAC;IAOjC,KAAK,IAAI,IAAI;CAOd"}
@@ -37,21 +37,18 @@ class RcFrame {
37
37
  return DEFAULT_SIZE_ESTIMATE;
38
38
  }
39
39
  /**
40
- * Execute handler with access to a cloned VideoFrame
40
+ * Execute handler with direct access to the underlying VideoFrame
41
41
  *
42
- * The cloned frame is automatically closed after handler completes
43
- * This ensures safe async usage without lifecycle management complexity
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
44
46
  */
45
- async use(handler) {
47
+ use(handler) {
46
48
  if (this.closed) {
47
49
  throw new Error("RcFrame already closed");
48
50
  }
49
- const cloned = this.baseFrame.clone();
50
- try {
51
- return await handler(cloned);
52
- } finally {
53
- cloned.close();
54
- }
51
+ return handler(this.baseFrame);
55
52
  }
56
53
  close() {
57
54
  if (this.closed) {
@@ -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;\ntype UseHandler<T> = (frame: VideoFrame) => T | Promise<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 * - Uses clone() to safely share frame across async operations\n * - Manages frame lifecycle with simple .close() wrapper\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 access to a cloned VideoFrame\n *\n * The cloned frame is automatically closed after handler completes\n * This ensures safe async usage without lifecycle management complexity\n */\n async use<T>(handler: UseHandler<T>): Promise<T> {\n if (this.closed) {\n throw new Error('RcFrame already closed');\n }\n\n const cloned = this.baseFrame.clone();\n try {\n return await handler(cloned);\n } finally {\n cloned.close();\n }\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;AAYrC,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,EAQA,MAAM,IAAO,SAAoC;AAC/C,QAAI,KAAK,QAAQ;AACf,YAAM,IAAI,MAAM,wBAAwB;AAAA,IAC1C;AAEA,UAAM,SAAS,KAAK,UAAU,MAAA;AAC9B,QAAI;AACF,aAAO,MAAM,QAAQ,MAAM;AAAA,IAC7B,UAAA;AACE,aAAO,MAAA;AAAA,IACT;AAAA,EACF;AAAA,EAEA,QAAc;AACZ,QAAI,KAAK,QAAQ;AACf;AAAA,IACF;AACA,SAAK,UAAU,MAAA;AACf,SAAK,SAAS;AAAA,EAChB;AACF;"}
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+ {"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
- {"version":3,"file":"GlobalAudioSession.d.ts","sourceRoot":"","sources":["../../src/orchestrator/GlobalAudioSession.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AAE7C,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,UAAU,CAAC;AACjD,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AACvD,OAAO,KAAK,EAAE,cAAc,EAAE,MAAM,+BAA+B,CAAC;AACpE,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,iBAAiB,CAAC;AAEvD,OAAO,KAAK,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAK1D,UAAU,gBAAgB;IACxB,SAAS,EAAE,MAAM,CAAC;IAClB,SAAS,EAAE,SAAS,CAAC;IACrB,WAAW,EAAE,MAAM,CAAC;IACpB,cAAc,EAAE,MAAM,CAAC;CACxB;AAED,UAAU,gBAAgB;IACxB,YAAY,EAAE,YAAY,CAAC;IAC3B,UAAU,EAAE,UAAU,CAAC;IACvB,cAAc,EAAE,cAAc,CAAC;IAC/B,QAAQ,EAAE,QAAQ,CAAC,eAAe,CAAC,CAAC;IACpC,kBAAkB,EAAE,MAAM,GAAG,CAAC;CAC/B;AAED,qBAAa,kBAAkB;IAC7B,OAAO,CAAC,KAAK,CAAoB;IACjC,OAAO,CAAC,WAAW,CAAqB;IACxC,OAAO,CAAC,IAAI,CAAmB;IAC/B,OAAO,CAAC,KAAK,CAAiC;IAC9C,OAAO,CAAC,YAAY,CAA6B;IACjD,OAAO,CAAC,MAAM,CAAO;IACrB,OAAO,CAAC,YAAY,CAAO;IAC3B,OAAO,CAAC,SAAS,CAAS;IAG1B,OAAO,CAAC,gBAAgB,CAAK;IAC7B,OAAO,CAAC,iBAAiB,CAAK;IAC9B,OAAO,CAAC,gBAAgB,CAAoC;IAC5D,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAO;IACtC,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAO;gBAE1B,IAAI,EAAE,gBAAgB;IAKlC,QAAQ,CAAC,KAAK,EAAE,gBAAgB,GAAG,IAAI;IAIvC,WAAW,CAAC,OAAO,EAAE,gBAAgB,GAAG,IAAI;IAMtC,kBAAkB,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,SAAS,CAAC,EAAE,OAAO,CAAA;KAAE,GAAG,OAAO,CAAC,IAAI,CAAC;IAUpF,qBAAqB,IAAI,OAAO,CAAC,IAAI,CAAC;IA6CtC,cAAc,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC;IAS7C,aAAa,CAAC,MAAM,EAAE,MAAM,EAAE,YAAY,EAAE,YAAY,GAAG,OAAO,CAAC,IAAI,CAAC;IAgB9E,YAAY,IAAI,IAAI;IAKpB,UAAU,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAIjC;;;OAGG;IACG,aAAa,CAAC,iBAAiB,EAAE,MAAM,EAAE,YAAY,EAAE,YAAY,GAAG,OAAO,CAAC,IAAI,CAAC;IAoEzF;;OAEG;IACH,mBAAmB,IAAI,IAAI;IAM3B,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAO/B,eAAe,CAAC,IAAI,EAAE,MAAM,GAAG,IAAI;IAOnC,KAAK,IAAI,IAAI;IAMb;;OAEG;IACG,mBAAmB,CACvB,OAAO,EAAE,MAAM,EACf,KAAK,EAAE,MAAM,EACb,OAAO,EAAE,CAAC,KAAK,EAAE,iBAAiB,EAAE,QAAQ,CAAC,EAAE,yBAAyB,KAAK,IAAI,GAChF,OAAO,CAAC,IAAI,CAAC;IAyBhB;;;OAGG;YACW,qBAAqB;IAKnC,OAAO,CAAC,aAAa,CAAkC;IACvD,OAAO,CAAC,mBAAmB,CAGX;IAChB,OAAO,CAAC,mBAAmB,CAAuD;YAEpE,wBAAwB;IAkBhC,mBAAmB,IAAI,OAAO,CAAC,IAAI,CAAC;IAS1C,OAAO,CAAC,mBAAmB;IAY3B;;;OAGG;YACW,uBAAuB;IAyDrC;;;;;;;OAOG;IACG,iBAAiB,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC;IAStF;;;OAGG;YACW,iBAAiB;IA4C/B;;;;OAIG;YACW,kBAAkB;IAsEhC,OAAO,CAAC,sBAAsB;IAoB9B,OAAO,CAAC,oBAAoB;CAe7B"}
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
  }
@@ -1 +1 @@
1
- {"version":3,"file":"GlobalAudioSession.js","sources":["../../src/orchestrator/GlobalAudioSession.ts"],"sourcesContent":["import type { TimeUs } from '../model/types';\nimport { OfflineAudioMixer } from '../stages/compose/OfflineAudioMixer';\nimport type { CompositionModel } from '../model';\nimport type { WorkerPool } from '../worker/WorkerPool';\nimport type { ResourceLoader } from '../stages/load/ResourceLoader';\nimport type { EventBus } from '../event/EventBus';\nimport type { EventPayloadMap } from '../event/events';\nimport { MeframeEvent } from '../event/events';\nimport type { CacheManager } from '../cache/CacheManager';\nimport { AudioChunkEncoder } from '../stages/encode/AudioChunkEncoder';\nimport { AudioChunkDecoder } from '../stages/decode/AudioChunkDecoder';\nimport { isAudioClip, hasResourceId } from '../model/types';\n\ninterface AudioDataMessage {\n sessionId: string;\n audioData: AudioData;\n clipStartUs: TimeUs;\n clipDurationUs: TimeUs;\n}\n\ninterface AudioSessionDeps {\n cacheManager: CacheManager;\n workerPool: WorkerPool;\n resourceLoader: ResourceLoader;\n eventBus: EventBus<EventPayloadMap>;\n buildWorkerConfigs: () => any;\n}\n\nexport class GlobalAudioSession {\n private mixer: OfflineAudioMixer;\n private activeClips = new Set<string>();\n private deps: AudioSessionDeps;\n private model: CompositionModel | null = null;\n private audioContext: AudioContext | null = null;\n private volume = 1.0;\n private playbackRate = 1.0;\n private isPlaying = false;\n\n // Lookahead scheduling state\n private nextScheduleTime = 0; // Next AudioContext time to schedule\n private nextContentTimeUs = 0; // Next timeline position (Us)\n private scheduledSources = new Set<AudioBufferSourceNode>();\n private readonly LOOKAHEAD_TIME = 0.2; // 200ms lookahead\n private readonly CHUNK_DURATION = 0.1; // 100ms chunks\n\n constructor(deps: AudioSessionDeps) {\n this.deps = deps;\n this.mixer = new OfflineAudioMixer(deps.cacheManager, () => this.model);\n }\n\n setModel(model: CompositionModel): void {\n this.model = model;\n }\n\n onAudioData(message: AudioDataMessage): void {\n const { sessionId, audioData, clipStartUs, clipDurationUs } = message;\n const globalTimeUs = clipStartUs + (audioData.timestamp ?? 0);\n this.deps.cacheManager.putClipAudioData(sessionId, audioData, clipDurationUs, globalTimeUs);\n }\n\n async ensureAudioForTime(timeUs: TimeUs, options?: { immediate?: boolean }): Promise<void> {\n if (!this.model) return;\n\n const immediate = options?.immediate ?? false;\n const WINDOW_DURATION = 3_000_000; // 3s preheat window\n const windowEndUs = Math.min(this.model.durationUs, timeUs + WINDOW_DURATION);\n\n await this.ensureAudioForTimeRange(timeUs, windowEndUs, { immediate, loadResource: true });\n }\n\n async activateAllAudioClips(): Promise<void> {\n const model = this.model;\n if (!model) {\n return;\n }\n\n const audioTracks = model.tracks.filter((track) => track.kind === 'audio');\n if (audioTracks.length === 0) return;\n\n // Find maximum clip count across all audio tracks\n const maxClipCount = Math.max(...audioTracks.map((track) => track.clips.length));\n\n // Horizontal loading: activate clip[0] from all tracks, then clip[1], etc.\n for (let clipIndex = 0; clipIndex < maxClipCount; clipIndex++) {\n for (const track of audioTracks) {\n const clip = track.clips[clipIndex];\n if (!clip || this.activeClips.has(clip.id)) continue;\n\n if (!isAudioClip(clip)) {\n throw new Error(`Clip ${clip.id} in audio track is not an audio clip`);\n }\n\n // Preview: Use main-thread parsing → AudioSampleCache → on-demand decode\n // Check if we have cached samples (already parsed in ResourceLoader)\n if (this.deps.cacheManager.audioSampleCache.has(clip.resourceId)) {\n // Already parsed, mark as active\n this.activeClips.add(clip.id);\n this.deps.eventBus.emit(MeframeEvent.ClipActivated, { clipId: clip.id });\n continue;\n }\n\n // Ensure resource is loaded (will be parsed and cached in main thread)\n await this.deps.resourceLoader.load(clip.resourceId, {\n isPreload: false,\n clipId: clip.id,\n trackId: track.id,\n });\n\n // Mark as active\n this.activeClips.add(clip.id);\n this.deps.eventBus.emit(MeframeEvent.ClipActivated, { clipId: clip.id });\n }\n }\n }\n\n async deactivateClip(clipId: string): Promise<void> {\n if (!this.activeClips.has(clipId)) {\n return;\n }\n\n this.activeClips.delete(clipId);\n this.deps.cacheManager.clearClipAudioData(clipId);\n }\n\n async startPlayback(timeUs: TimeUs, audioContext: AudioContext): Promise<void> {\n this.audioContext = audioContext;\n\n // Resume AudioContext if suspended (required by modern browsers)\n if (audioContext.state === 'suspended') {\n await audioContext.resume();\n }\n\n // Ensure audio is decoded and ready (blocking mode for startup)\n await this.ensureAudioForTime(timeUs, { immediate: false });\n\n this.isPlaying = true;\n // Reset playback states when starting to initialize scheduling from current time\n this.resetPlaybackStates();\n }\n\n stopPlayback(): void {\n this.isPlaying = false;\n this.stopAllAudioSources();\n }\n\n updateTime(_timeUs: TimeUs): void {\n // Kept for compatibility\n }\n\n /**\n * Schedule audio chunks ahead of playback cursor\n * Uses OfflineAudioMixer for proper mixing, then plays the result\n */\n async scheduleAudio(currentTimelineUs: TimeUs, audioContext: AudioContext): Promise<void> {\n if (!this.isPlaying || !this.model || !this.audioContext) {\n return;\n }\n\n const lookaheadTime = audioContext.currentTime + this.LOOKAHEAD_TIME;\n\n // Initialize on first call\n if (this.nextScheduleTime === 0) {\n this.nextScheduleTime = audioContext.currentTime + 0.01;\n this.nextContentTimeUs = currentTimelineUs;\n }\n\n // Schedule chunks until we reach lookahead limit\n while (this.nextScheduleTime < lookaheadTime) {\n const chunkDurationUs = Math.round(this.CHUNK_DURATION * 1_000_000);\n const startUs = this.nextContentTimeUs;\n const endUs = startUs + chunkDurationUs;\n\n // Check if we need audio for this time range\n if (endUs > this.model.durationUs) {\n break; // Reached end of composition\n }\n\n try {\n // Ensure audio for all clips in the mixing window (not just clips at current time point)\n // This fixes the issue where boundary clips are missed by getClipsAtTime()\n await this.ensureAudioForTimeRange(startUs, endUs, {\n immediate: false,\n loadResource: true,\n });\n\n // Mix audio using OfflineAudioMixer (handles resampling + mixing)\n const mixedBuffer = await this.mixer.mix(startUs, endUs);\n\n // Create source and play\n const source = audioContext.createBufferSource();\n source.buffer = mixedBuffer;\n source.playbackRate.value = this.playbackRate;\n\n const gainNode = audioContext.createGain();\n gainNode.gain.value = this.volume;\n\n source.connect(gainNode);\n gainNode.connect(audioContext.destination);\n\n source.start(this.nextScheduleTime);\n this.scheduledSources.add(source);\n\n source.onended = () => {\n source.disconnect();\n gainNode.disconnect();\n this.scheduledSources.delete(source);\n };\n\n // Advance scheduling state\n const actualDuration = mixedBuffer.duration;\n this.nextScheduleTime += actualDuration;\n this.nextContentTimeUs += chunkDurationUs;\n } catch (error) {\n console.warn('[GlobalAudioSession] Mix error, skipping chunk:', error);\n // Skip this chunk and continue\n this.nextScheduleTime += this.CHUNK_DURATION;\n this.nextContentTimeUs += chunkDurationUs;\n }\n }\n }\n\n /**\n * Reset playback states (called on seek)\n */\n resetPlaybackStates(): void {\n this.stopAllAudioSources();\n this.nextScheduleTime = 0;\n this.nextContentTimeUs = 0;\n }\n\n setVolume(volume: number): void {\n this.volume = volume;\n // Note: We can't easily update volume of already scheduled sources in this lookahead model\n // without keeping track of gain nodes. For now, volume changes will apply to next chunks.\n // If immediate volume change is needed, we'd need to store GainNodes in SchedulingState.\n }\n\n setPlaybackRate(rate: number): void {\n this.playbackRate = rate;\n // Playback rate change requires reset of scheduling to avoid pitch shift artifacts on existing nodes\n // or complicated time mapping updates.\n this.resetPlaybackStates();\n }\n\n reset(): void {\n this.stopAllAudioSources();\n this.deps.cacheManager.clearAudioCache();\n this.activeClips.clear();\n }\n\n /**\n * Mix and encode audio for a specific segment (used by ExportScheduler)\n */\n async mixAndEncodeSegment(\n startUs: TimeUs,\n endUs: TimeUs,\n onChunk: (chunk: EncodedAudioChunk, metadata?: EncodedAudioChunkMetadata) => void\n ): Promise<void> {\n // Wait for audio clips in this time range to be ready (on-demand wait)\n await this.ensureAudioForSegment(startUs, endUs);\n\n const mixedBuffer = await this.mixer.mix(startUs, endUs);\n const audioData = this.audioBufferToAudioData(mixedBuffer, startUs);\n\n if (!audioData) return;\n\n if (!this.exportEncoder) {\n this.exportEncoder = new AudioChunkEncoder();\n await this.exportEncoder.initialize();\n this.exportEncoderStream = this.exportEncoder.createStream();\n this.exportEncoderWriter = this.exportEncoderStream.writable.getWriter();\n\n // Start reader immediately (but don't await - it's a long-running loop)\n void this.startExportEncoderReader(this.exportEncoderStream.readable, onChunk);\n\n // Wait a bit to ensure reader is ready before first write\n await new Promise((resolve) => setTimeout(resolve, 10));\n }\n\n await this.exportEncoderWriter?.write(audioData);\n }\n\n /**\n * Ensure audio clips in time range are decoded (for export)\n * Decodes from AudioSampleCache (replaces Worker pipeline)\n */\n private async ensureAudioForSegment(startUs: TimeUs, endUs: TimeUs): Promise<void> {\n // Export mode: don't load resources (they should already be loaded), only decode cached samples\n await this.ensureAudioForTimeRange(startUs, endUs, { immediate: false, loadResource: false });\n }\n\n private exportEncoder: AudioChunkEncoder | null = null;\n private exportEncoderStream: TransformStream<\n AudioData,\n { chunk: EncodedAudioChunk; metadata: any }\n > | null = null;\n private exportEncoderWriter: WritableStreamDefaultWriter<AudioData> | null = null;\n\n private async startExportEncoderReader(\n stream: ReadableStream<{ chunk: EncodedAudioChunk; metadata: any }>,\n onChunk: (chunk: EncodedAudioChunk, metadata?: EncodedAudioChunkMetadata) => void\n ) {\n const reader = stream.getReader();\n try {\n while (true) {\n const { done, value } = await reader.read();\n if (done) break;\n if (value) {\n onChunk(value.chunk, value.metadata);\n }\n }\n } catch (e) {\n console.error('Export encoder reader error', e);\n }\n }\n\n async finalizeExportAudio(): Promise<void> {\n if (this.exportEncoderWriter) {\n await this.exportEncoderWriter.close();\n this.exportEncoderWriter = null;\n }\n this.exportEncoder = null;\n this.exportEncoderStream = null;\n }\n\n private stopAllAudioSources(): void {\n for (const source of this.scheduledSources) {\n try {\n source.stop();\n source.disconnect();\n } catch {\n // Ignore\n }\n }\n this.scheduledSources.clear();\n }\n\n /**\n * Core method to ensure audio for all clips in a time range\n * Unified implementation used by ensureAudioForTime, scheduleAudio, and export\n */\n private async ensureAudioForTimeRange(\n startUs: TimeUs,\n endUs: TimeUs,\n options: { immediate?: boolean; loadResource?: boolean }\n ): Promise<void> {\n const model = this.model;\n if (!model) return;\n\n const { immediate = false, loadResource = true } = options;\n\n // Find all clips that overlap with [startUs, endUs]\n const activeClips = model.getActiveClips(startUs, endUs);\n\n const ensurePromises = activeClips.map(async (clip) => {\n // Only process audio and video clips\n if (clip.trackKind !== 'audio' && clip.trackKind !== 'video') return;\n if (!hasResourceId(clip)) return;\n\n // Ensure AudioSampleCache has data\n if (!this.deps.cacheManager.audioSampleCache.has(clip.resourceId)) {\n if (!loadResource) {\n // Export mode: skip clips without cached samples\n return;\n }\n\n const resource = model.getResource(clip.resourceId);\n if (resource?.state !== 'ready') {\n // Resource not yet loaded - wait for it\n await this.deps.resourceLoader.load(clip.resourceId, {\n isPreload: false,\n clipId: clip.id,\n trackId: clip.trackId,\n });\n }\n }\n\n // Calculate clip-relative time range\n const clipRelativeStartUs = Math.max(0, startUs - clip.startUs);\n const clipRelativeEndUs = Math.min(clip.durationUs, endUs - clip.startUs);\n\n // Convert to resource time (aligned with video architecture)\n // This ensures correct filtering of audio samples and cache queries\n const trimStartUs = clip.trimStartUs ?? 0;\n const resourceStartUs = clipRelativeStartUs + trimStartUs;\n const resourceEndUs = clipRelativeEndUs + trimStartUs;\n\n // Ensure audio window using resource time coordinates\n await this.ensureAudioWindow(clip.id, resourceStartUs, resourceEndUs);\n });\n\n if (immediate) {\n void Promise.all(ensurePromises);\n } else {\n await Promise.all(ensurePromises);\n }\n }\n\n /**\n * Ensure audio window for a clip (aligned with video architecture)\n *\n * Note: Unlike video getFrame(), this method doesn't need a 'preheat' parameter\n * Why: Audio cache check is window-level (range query) via hasWindowPCM()\n * It verifies the entire window has ≥80% data, not just a single point\n * This naturally prevents premature return during preheating\n */\n async ensureAudioWindow(clipId: string, startUs: TimeUs, endUs: TimeUs): Promise<void> {\n // Check L1 cache - window-level verification (not point-level like video)\n if (this.deps.cacheManager.hasWindowPCM(clipId, startUs, endUs)) {\n return; // Entire window has sufficient data (≥80%)\n }\n\n await this.decodeAudioWindow(clipId, startUs, endUs);\n }\n\n /**\n * Decode audio window for a clip (aligned with video architecture)\n * Simple strategy: decode entire window range, cache handles duplicates\n */\n private async decodeAudioWindow(clipId: string, startUs: TimeUs, endUs: TimeUs): Promise<void> {\n const clip = this.model?.findClip(clipId);\n if (!clip || !hasResourceId(clip)) {\n return;\n }\n\n // Get audio samples from AudioSampleCache\n const audioRecord = this.deps.cacheManager.audioSampleCache.get(clip.resourceId);\n if (!audioRecord) {\n // Resource has no audio track (common for some video files)\n return;\n }\n\n // Filter chunks within window (aligned with video GOP filtering)\n const windowChunks = audioRecord.samples.filter((s) => {\n const sampleEndUs = s.timestamp + (s.duration ?? 0);\n return s.timestamp < endUs && sampleEndUs > startUs;\n });\n\n if (windowChunks.length === 0) {\n return;\n }\n\n // CRITICAL OPTIMIZATION: Filter out chunks that are already in L1 Cache\n // This prevents re-decoding the entire window every frame when threshold is high (99%)\n // const chunksToDecode = windowChunks.filter((chunk) => {\n // return !this.deps.cacheManager.hasAudioSlotAt(clipId, chunk.timestamp);\n // });\n\n // if (chunksToDecode.length === 0) {\n // return;\n // }\n\n // Decode ONLY the missing chunks\n await this.decodeAudioSamples(\n clipId,\n // chunksToDecode,\n windowChunks,\n audioRecord.metadata,\n clip.durationUs,\n clip.startUs\n );\n }\n\n /**\n * Decode audio samples to PCM and cache\n * Uses AudioChunkDecoder for consistency with project architecture\n * Resamples to AudioContext sample rate if needed for better quality\n */\n private async decodeAudioSamples(\n clipId: string,\n samples: EncodedAudioChunk[],\n config: AudioDecoderConfig,\n clipDurationUs: number,\n clipStartUs: TimeUs\n ): Promise<void> {\n // Use AudioChunkDecoder for consistency with project architecture\n // Convert description to ArrayBuffer if needed for type compatibility\n let description: ArrayBuffer | undefined;\n if (config.description) {\n if (config.description instanceof ArrayBuffer) {\n description = config.description;\n } else if (ArrayBuffer.isView(config.description)) {\n // Convert TypedArray to ArrayBuffer\n const view = config.description as Uint8Array;\n // Create a new ArrayBuffer and copy data to ensure proper type\n const newBuffer = new ArrayBuffer(view.byteLength);\n new Uint8Array(newBuffer).set(\n new Uint8Array(view.buffer, view.byteOffset, view.byteLength)\n );\n description = newBuffer;\n }\n }\n\n const decoderConfig = {\n codec: config.codec,\n sampleRate: config.sampleRate,\n numberOfChannels: config.numberOfChannels,\n description,\n };\n const decoder = new AudioChunkDecoder(`audio-${clipId}`, decoderConfig);\n\n try {\n // Create chunk stream\n const chunkStream = new ReadableStream<EncodedAudioChunk>({\n start(controller) {\n for (const sample of samples) {\n controller.enqueue(sample);\n }\n controller.close();\n },\n });\n\n // Decode through stream\n const audioDataStream = chunkStream.pipeThrough(decoder.createStream());\n const reader = audioDataStream.getReader();\n\n try {\n while (true) {\n const { done, value } = await reader.read();\n if (done) break;\n\n if (value) {\n // Store original sample rate - OfflineAudioMixer will handle resampling\n const globalTimeUs = clipStartUs + (value.timestamp ?? 0);\n this.deps.cacheManager.putClipAudioData(clipId, value, clipDurationUs, globalTimeUs);\n }\n }\n } finally {\n reader.releaseLock();\n }\n } catch (error) {\n console.error(`[GlobalAudioSession] Decoder error for clip ${clipId}:`, error);\n throw error;\n } finally {\n await decoder.close();\n }\n }\n\n private audioBufferToAudioData(buffer: AudioBuffer, timestampUs: TimeUs): AudioData | null {\n const sampleRate = buffer.sampleRate;\n const numberOfChannels = buffer.numberOfChannels;\n const numberOfFrames = buffer.length;\n\n const planes: Float32Array[] = [];\n for (let channel = 0; channel < numberOfChannels; channel++) {\n planes.push(buffer.getChannelData(channel));\n }\n\n return new AudioData({\n format: 'f32', // interleaved format\n sampleRate,\n numberOfFrames,\n numberOfChannels,\n timestamp: timestampUs,\n data: this.interleavePlanarData(planes),\n });\n }\n\n private interleavePlanarData(planes: Float32Array[]): ArrayBuffer {\n const numberOfChannels = planes.length;\n const numberOfFrames = planes[0]?.length ?? 0;\n const totalSamples = numberOfChannels * numberOfFrames;\n\n const interleaved = new Float32Array(totalSamples);\n\n for (let frame = 0; frame < numberOfFrames; frame++) {\n for (let channel = 0; channel < numberOfChannels; channel++) {\n interleaved[frame * numberOfChannels + channel] = planes[channel]![frame]!;\n }\n }\n\n return interleaved.buffer;\n 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+ {"version":3,"file":"GlobalAudioSession.js","sources":["../../src/orchestrator/GlobalAudioSession.ts"],"sourcesContent":["import type { TimeUs } from '../model/types';\nimport { OfflineAudioMixer } from '../stages/compose/OfflineAudioMixer';\nimport type { CompositionModel } from '../model';\nimport type { WorkerPool } from '../worker/WorkerPool';\nimport type { ResourceLoader } from '../stages/load/ResourceLoader';\nimport type { EventBus } from '../event/EventBus';\nimport type { EventPayloadMap } from '../event/events';\nimport { MeframeEvent } from '../event/events';\nimport type { CacheManager } from '../cache/CacheManager';\nimport { AudioChunkEncoder } from '../stages/encode/AudioChunkEncoder';\nimport { AudioChunkDecoder } from '../stages/decode/AudioChunkDecoder';\nimport { isAudioClip, hasResourceId } from '../model/types';\n\ninterface AudioDataMessage {\n sessionId: string;\n audioData: AudioData;\n clipStartUs: TimeUs;\n clipDurationUs: TimeUs;\n}\n\ninterface AudioSessionDeps {\n cacheManager: CacheManager;\n workerPool: WorkerPool;\n resourceLoader: ResourceLoader;\n eventBus: EventBus<EventPayloadMap>;\n buildWorkerConfigs: () => any;\n}\n\nexport class GlobalAudioSession {\n private mixer: OfflineAudioMixer;\n private activeClips = new Set<string>();\n private deps: AudioSessionDeps;\n private model: CompositionModel | null = null;\n private audioContext: AudioContext | null = null;\n private volume = 1.0;\n private playbackRate = 1.0;\n private isPlaying = false;\n\n // Lookahead scheduling state\n private nextScheduleTime = 0; // Next AudioContext time to schedule\n private nextContentTimeUs = 0; // Next timeline position (Us)\n private scheduledSources = new Set<AudioBufferSourceNode>();\n private readonly LOOKAHEAD_TIME = 0.2; // 200ms lookahead\n private readonly CHUNK_DURATION = 0.1; // 100ms chunks\n\n constructor(deps: AudioSessionDeps) {\n this.deps = deps;\n this.mixer = new OfflineAudioMixer(deps.cacheManager, () => this.model);\n }\n\n setModel(model: CompositionModel): void {\n this.model = model;\n }\n\n onAudioData(message: AudioDataMessage): void {\n const { sessionId, audioData, clipStartUs, clipDurationUs } = message;\n const globalTimeUs = clipStartUs + (audioData.timestamp ?? 0);\n this.deps.cacheManager.putClipAudioData(sessionId, audioData, clipDurationUs, globalTimeUs);\n }\n\n async ensureAudioForTime(timeUs: TimeUs, options?: { immediate?: boolean }): Promise<void> {\n if (!this.model) return;\n\n const immediate = options?.immediate ?? false;\n const WINDOW_DURATION = 3_000_000; // 3s preheat window\n const windowEndUs = Math.min(this.model.durationUs, timeUs + WINDOW_DURATION);\n\n await this.ensureAudioForTimeRange(timeUs, windowEndUs, { immediate, loadResource: true });\n }\n\n async activateAllAudioClips(): Promise<void> {\n const model = this.model;\n if (!model) {\n return;\n }\n\n const audioTracks = model.tracks.filter((track) => track.kind === 'audio');\n if (audioTracks.length === 0) return;\n\n // Find maximum clip count across all audio tracks\n const maxClipCount = Math.max(...audioTracks.map((track) => track.clips.length));\n\n // Horizontal loading: activate clip[0] from all tracks, then clip[1], etc.\n for (let clipIndex = 0; clipIndex < maxClipCount; clipIndex++) {\n for (const track of audioTracks) {\n const clip = track.clips[clipIndex];\n if (!clip || this.activeClips.has(clip.id)) continue;\n\n if (!isAudioClip(clip)) {\n throw new Error(`Clip ${clip.id} in audio track is not an audio clip`);\n }\n\n // Preview: Use main-thread parsing → AudioSampleCache → on-demand decode\n // Check if we have cached samples (already parsed in ResourceLoader)\n if (this.deps.cacheManager.audioSampleCache.has(clip.resourceId)) {\n // Already parsed, mark as active\n this.activeClips.add(clip.id);\n this.deps.eventBus.emit(MeframeEvent.ClipActivated, { clipId: clip.id });\n continue;\n }\n\n // Ensure resource is loaded (will be parsed and cached in main thread)\n await this.deps.resourceLoader.load(clip.resourceId, {\n isPreload: false,\n clipId: clip.id,\n trackId: track.id,\n });\n\n // Mark as active\n this.activeClips.add(clip.id);\n this.deps.eventBus.emit(MeframeEvent.ClipActivated, { clipId: clip.id });\n }\n }\n }\n\n async deactivateClip(clipId: string): Promise<void> {\n if (!this.activeClips.has(clipId)) {\n return;\n }\n\n this.activeClips.delete(clipId);\n this.deps.cacheManager.clearClipAudioData(clipId);\n }\n\n async startPlayback(timeUs: TimeUs, audioContext: AudioContext): Promise<void> {\n this.audioContext = audioContext;\n\n // Resume AudioContext if suspended (required by modern browsers)\n if (audioContext.state === 'suspended') {\n await audioContext.resume();\n }\n\n // Ensure audio is decoded and ready (blocking mode for startup)\n await this.ensureAudioForTime(timeUs, { immediate: false });\n\n this.isPlaying = true;\n // Reset playback states when starting to initialize scheduling from current time\n this.resetPlaybackStates();\n }\n\n stopPlayback(): void {\n this.isPlaying = false;\n this.stopAllAudioSources();\n }\n\n updateTime(_timeUs: TimeUs): void {\n // Kept for compatibility\n }\n\n /**\n * Schedule audio chunks ahead of playback cursor\n * Uses OfflineAudioMixer for proper mixing, then plays the result\n */\n async scheduleAudio(currentTimelineUs: TimeUs, audioContext: AudioContext): Promise<void> {\n if (!this.isPlaying || !this.model || !this.audioContext) {\n return;\n }\n\n const lookaheadTime = audioContext.currentTime + this.LOOKAHEAD_TIME;\n\n // Initialize on first call\n if (this.nextScheduleTime === 0) {\n this.nextScheduleTime = audioContext.currentTime + 0.01;\n this.nextContentTimeUs = currentTimelineUs;\n }\n\n // Schedule chunks until we reach lookahead limit\n while (this.nextScheduleTime < lookaheadTime) {\n // Detect and fix time drift (caused by slow async operations in CPU-throttled environments)\n if (this.nextScheduleTime < audioContext.currentTime) {\n const timeDrift = audioContext.currentTime - this.nextScheduleTime;\n\n // Large drift (>20ms): skip to avoid audio glitches\n if (timeDrift > 0.02) {\n this.nextScheduleTime = audioContext.currentTime + 0.02;\n const skippedUs = Math.round(timeDrift * 1_000_000);\n this.nextContentTimeUs += skippedUs;\n } else {\n // Small drift: adjust timing without skipping\n this.nextScheduleTime = audioContext.currentTime + 0.01;\n }\n }\n\n const chunkDurationUs = Math.round(this.CHUNK_DURATION * 1_000_000);\n const startUs = this.nextContentTimeUs;\n const endUs = startUs + chunkDurationUs;\n\n // Check if we need audio for this time range\n if (endUs > this.model.durationUs) {\n break; // Reached end of composition\n }\n\n try {\n // Ensure audio for all clips in the mixing window (not just clips at current time point)\n // This fixes the issue where boundary clips are missed by getClipsAtTime()\n await this.ensureAudioForTimeRange(startUs, endUs, {\n immediate: false,\n loadResource: true,\n });\n\n // Mix audio using OfflineAudioMixer (handles resampling + mixing)\n const mixedBuffer = await this.mixer.mix(startUs, endUs);\n\n // Check again after mix - the slow operation may have caused time drift\n if (this.nextScheduleTime < audioContext.currentTime) {\n const timeDrift = audioContext.currentTime - this.nextScheduleTime;\n\n // Large drift (>20ms): skip chunk to avoid audio glitches\n if (timeDrift > 0.02) {\n console.warn(\n `[Audio] Skip chunk due to time drift: ${(timeDrift * 1000).toFixed(1)}ms`\n );\n\n this.nextScheduleTime = audioContext.currentTime + 0.02;\n this.nextContentTimeUs += chunkDurationUs;\n continue;\n }\n\n // Small drift (<20ms): adjust timing without skipping\n this.nextScheduleTime = audioContext.currentTime + 0.01;\n }\n\n // Create source and play\n const source = audioContext.createBufferSource();\n source.buffer = mixedBuffer;\n source.playbackRate.value = this.playbackRate;\n\n const gainNode = audioContext.createGain();\n gainNode.gain.value = this.volume;\n\n source.connect(gainNode);\n gainNode.connect(audioContext.destination);\n\n source.start(this.nextScheduleTime);\n this.scheduledSources.add(source);\n\n source.onended = () => {\n source.disconnect();\n gainNode.disconnect();\n this.scheduledSources.delete(source);\n };\n\n // Advance scheduling state\n const actualDuration = mixedBuffer.duration;\n this.nextScheduleTime += actualDuration;\n this.nextContentTimeUs += chunkDurationUs;\n } catch (error) {\n console.warn('[GlobalAudioSession] Mix error, skipping chunk:', error);\n // Skip this chunk and continue\n this.nextScheduleTime += this.CHUNK_DURATION;\n this.nextContentTimeUs += chunkDurationUs;\n }\n }\n }\n\n /**\n * Reset playback states (called on seek)\n */\n resetPlaybackStates(): void {\n this.stopAllAudioSources();\n this.nextScheduleTime = 0;\n this.nextContentTimeUs = 0;\n }\n\n setVolume(volume: number): void {\n this.volume = volume;\n // Note: We can't easily update volume of already scheduled sources in this lookahead model\n // without keeping track of gain nodes. For now, volume changes will apply to next chunks.\n // If immediate volume change is needed, we'd need to store GainNodes in SchedulingState.\n }\n\n setPlaybackRate(rate: number): void {\n this.playbackRate = rate;\n // Playback rate change requires reset of scheduling to avoid pitch shift artifacts on existing nodes\n // or complicated time mapping updates.\n this.resetPlaybackStates();\n }\n\n reset(): void {\n this.stopAllAudioSources();\n this.deps.cacheManager.clearAudioCache();\n this.activeClips.clear();\n }\n\n /**\n * Mix and encode audio for a specific segment (used by ExportScheduler)\n */\n async mixAndEncodeSegment(\n startUs: TimeUs,\n endUs: TimeUs,\n onChunk: (chunk: EncodedAudioChunk, metadata?: EncodedAudioChunkMetadata) => void\n ): Promise<void> {\n // Wait for audio clips in this time range to be ready (on-demand wait)\n await this.ensureAudioForSegment(startUs, endUs);\n\n const mixedBuffer = await this.mixer.mix(startUs, endUs);\n const audioData = this.audioBufferToAudioData(mixedBuffer, startUs);\n\n if (!audioData) return;\n\n if (!this.exportEncoder) {\n this.exportEncoder = new AudioChunkEncoder();\n await this.exportEncoder.initialize();\n this.exportEncoderStream = this.exportEncoder.createStream();\n this.exportEncoderWriter = this.exportEncoderStream.writable.getWriter();\n\n // Start reader immediately (but don't await - it's a long-running loop)\n void this.startExportEncoderReader(this.exportEncoderStream.readable, onChunk);\n\n // Wait a bit to ensure reader is ready before first write\n await new Promise((resolve) => setTimeout(resolve, 10));\n }\n\n await this.exportEncoderWriter?.write(audioData);\n }\n\n /**\n * Ensure audio clips in time range are decoded (for export)\n * Decodes from AudioSampleCache (replaces Worker pipeline)\n */\n private async ensureAudioForSegment(startUs: TimeUs, endUs: TimeUs): Promise<void> {\n // Export mode: don't load resources (they should already be loaded), only decode cached samples\n await this.ensureAudioForTimeRange(startUs, endUs, { immediate: false, loadResource: false });\n }\n\n private exportEncoder: AudioChunkEncoder | null = null;\n private exportEncoderStream: TransformStream<\n AudioData,\n { chunk: EncodedAudioChunk; metadata: any }\n > | null = null;\n private exportEncoderWriter: WritableStreamDefaultWriter<AudioData> | null = null;\n\n private async startExportEncoderReader(\n stream: ReadableStream<{ chunk: EncodedAudioChunk; metadata: any }>,\n onChunk: (chunk: EncodedAudioChunk, metadata?: EncodedAudioChunkMetadata) => void\n ) {\n const reader = stream.getReader();\n try {\n while (true) {\n const { done, value } = await reader.read();\n if (done) break;\n if (value) {\n onChunk(value.chunk, value.metadata);\n }\n }\n } catch (e) {\n console.error('Export encoder reader error', e);\n }\n }\n\n async finalizeExportAudio(): Promise<void> {\n if (this.exportEncoderWriter) {\n await this.exportEncoderWriter.close();\n this.exportEncoderWriter = null;\n }\n this.exportEncoder = null;\n this.exportEncoderStream = null;\n }\n\n private stopAllAudioSources(): void {\n for (const source of this.scheduledSources) {\n try {\n // Disconnect first to prevent residual audio\n source.disconnect();\n // Use stop(0) for immediate stop\n source.stop(0);\n } catch {\n // Source may not be started yet, ignore\n }\n }\n this.scheduledSources.clear();\n }\n\n /**\n * Core method to ensure audio for all clips in a time range\n * Unified implementation used by ensureAudioForTime, scheduleAudio, and export\n */\n private async ensureAudioForTimeRange(\n startUs: TimeUs,\n endUs: TimeUs,\n options: { immediate?: boolean; loadResource?: boolean }\n ): Promise<void> {\n const model = this.model;\n if (!model) return;\n\n const { immediate = false, loadResource = true } = options;\n\n // Find all clips that overlap with [startUs, endUs]\n const activeClips = model.getActiveClips(startUs, endUs);\n\n const ensurePromises = activeClips.map(async (clip) => {\n // Only process audio and video clips\n if (clip.trackKind !== 'audio' && clip.trackKind !== 'video') return;\n if (!hasResourceId(clip)) return;\n\n // Ensure AudioSampleCache has data\n if (!this.deps.cacheManager.audioSampleCache.has(clip.resourceId)) {\n if (!loadResource) {\n // Export mode: skip clips without cached samples\n return;\n }\n\n const resource = model.getResource(clip.resourceId);\n if (resource?.state !== 'ready') {\n // Resource not yet loaded - wait for it\n await this.deps.resourceLoader.load(clip.resourceId, {\n isPreload: false,\n clipId: clip.id,\n trackId: clip.trackId,\n });\n }\n }\n\n // Calculate clip-relative time range\n const clipRelativeStartUs = Math.max(0, startUs - clip.startUs);\n const clipRelativeEndUs = Math.min(clip.durationUs, endUs - clip.startUs);\n\n // Convert to resource time (aligned with video architecture)\n // This ensures correct filtering of audio samples and cache queries\n const trimStartUs = clip.trimStartUs ?? 0;\n const resourceStartUs = clipRelativeStartUs + trimStartUs;\n const resourceEndUs = clipRelativeEndUs + trimStartUs;\n\n // Ensure audio window using resource time coordinates\n await this.ensureAudioWindow(clip.id, resourceStartUs, resourceEndUs);\n });\n\n if (immediate) {\n void Promise.all(ensurePromises);\n } else {\n await Promise.all(ensurePromises);\n }\n }\n\n /**\n * Ensure audio window for a clip (aligned with video architecture)\n *\n * Note: Unlike video getFrame(), this method doesn't need a 'preheat' parameter\n * Why: Audio cache check is window-level (range query) via hasWindowPCM()\n * It verifies the entire window has ≥80% data, not just a single point\n * This naturally prevents premature return during preheating\n */\n async ensureAudioWindow(clipId: string, startUs: TimeUs, endUs: TimeUs): Promise<void> {\n // Check L1 cache - window-level verification (not point-level like video)\n if (this.deps.cacheManager.hasWindowPCM(clipId, startUs, endUs)) {\n return; // Entire window has sufficient data (≥80%)\n }\n\n await this.decodeAudioWindow(clipId, startUs, endUs);\n }\n\n /**\n * Decode audio window for a clip (aligned with video architecture)\n * Simple strategy: decode entire window range, cache handles duplicates\n */\n private async decodeAudioWindow(clipId: string, startUs: TimeUs, endUs: TimeUs): Promise<void> {\n const clip = this.model?.findClip(clipId);\n if (!clip || !hasResourceId(clip)) {\n return;\n }\n\n // Get audio samples from AudioSampleCache\n const audioRecord = this.deps.cacheManager.audioSampleCache.get(clip.resourceId);\n if (!audioRecord) {\n // Resource has no audio track (common for some video files)\n return;\n }\n\n // Filter chunks within window (aligned with video GOP filtering)\n const windowChunks = audioRecord.samples.filter((s) => {\n const sampleEndUs = s.timestamp + (s.duration ?? 0);\n return s.timestamp < endUs && sampleEndUs > startUs;\n });\n\n if (windowChunks.length === 0) {\n return;\n }\n\n // CRITICAL OPTIMIZATION: Filter out chunks that are already in L1 Cache\n // This prevents re-decoding the entire window every frame when threshold is high (99%)\n // const chunksToDecode = windowChunks.filter((chunk) => {\n // return !this.deps.cacheManager.hasAudioSlotAt(clipId, chunk.timestamp);\n // });\n\n // if (chunksToDecode.length === 0) {\n // return;\n // }\n\n // Decode ONLY the missing chunks\n await this.decodeAudioSamples(\n clipId,\n // chunksToDecode,\n windowChunks,\n audioRecord.metadata,\n clip.durationUs,\n clip.startUs\n );\n }\n\n /**\n * Decode audio samples to PCM and cache\n * Uses AudioChunkDecoder for consistency with project architecture\n * Resamples to AudioContext sample rate if needed for better quality\n */\n private async decodeAudioSamples(\n clipId: string,\n samples: EncodedAudioChunk[],\n config: AudioDecoderConfig,\n clipDurationUs: number,\n clipStartUs: TimeUs\n ): Promise<void> {\n // Use AudioChunkDecoder for consistency with project architecture\n // Convert description to ArrayBuffer if needed for type compatibility\n let description: ArrayBuffer | undefined;\n if (config.description) {\n if (config.description instanceof ArrayBuffer) {\n description = config.description;\n } else if (ArrayBuffer.isView(config.description)) {\n // Convert TypedArray to ArrayBuffer\n const view = config.description as Uint8Array;\n // Create a new ArrayBuffer and copy data to ensure proper type\n const newBuffer = new ArrayBuffer(view.byteLength);\n new Uint8Array(newBuffer).set(\n new Uint8Array(view.buffer, view.byteOffset, view.byteLength)\n );\n description = newBuffer;\n }\n }\n\n const decoderConfig = {\n codec: config.codec,\n sampleRate: config.sampleRate,\n numberOfChannels: config.numberOfChannels,\n description,\n };\n const decoder = new AudioChunkDecoder(`audio-${clipId}`, decoderConfig);\n\n try {\n // Create chunk stream\n const chunkStream = new ReadableStream<EncodedAudioChunk>({\n start(controller) {\n for (const sample of samples) {\n controller.enqueue(sample);\n }\n controller.close();\n },\n });\n\n // Decode through stream\n const audioDataStream = chunkStream.pipeThrough(decoder.createStream());\n const reader = audioDataStream.getReader();\n\n try {\n while (true) {\n const { done, value } = await reader.read();\n if (done) break;\n\n if (value) {\n // Store original sample rate - OfflineAudioMixer will handle resampling\n const globalTimeUs = clipStartUs + (value.timestamp ?? 0);\n this.deps.cacheManager.putClipAudioData(clipId, value, clipDurationUs, globalTimeUs);\n }\n }\n } finally {\n reader.releaseLock();\n }\n } catch (error) {\n console.error(`[GlobalAudioSession] Decoder error for clip ${clipId}:`, error);\n throw error;\n } finally {\n await decoder.close();\n }\n }\n\n private audioBufferToAudioData(buffer: AudioBuffer, timestampUs: TimeUs): AudioData | null {\n const sampleRate = buffer.sampleRate;\n const numberOfChannels = buffer.numberOfChannels;\n const numberOfFrames = buffer.length;\n\n const planes: Float32Array[] = [];\n for (let channel = 0; channel < numberOfChannels; channel++) {\n planes.push(buffer.getChannelData(channel));\n }\n\n return new AudioData({\n format: 'f32', // interleaved format\n sampleRate,\n numberOfFrames,\n numberOfChannels,\n timestamp: timestampUs,\n data: this.interleavePlanarData(planes),\n });\n }\n\n private interleavePlanarData(planes: Float32Array[]): ArrayBuffer {\n const numberOfChannels = planes.length;\n const numberOfFrames = planes[0]?.length ?? 0;\n const totalSamples = numberOfChannels * numberOfFrames;\n\n const interleaved = new Float32Array(totalSamples);\n\n for (let frame = 0; frame < numberOfFrames; frame++) {\n for (let channel = 0; channel < numberOfChannels; channel++) {\n interleaved[frame * numberOfChannels + channel] = planes[channel]![frame]!;\n }\n }\n\n return interleaved.buffer;\n 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@@ -17,7 +17,7 @@ export declare class LayerRenderer {
17
17
  /**
18
18
  * Render a single layer with all its properties
19
19
  */
20
- renderLayer(layer: Layer): Promise<void>;
20
+ renderLayer(layer: Layer): void;
21
21
  private parseDimension;
22
22
  private getLayerDimensions;
23
23
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"LayerRenderer.d.ts","sourceRoot":"","sources":["../../../src/stages/compose/LayerRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAA8D,MAAM,SAAS,CAAC;AAMjG;;;GAGG;AACH,qBAAa,aAAa;IACxB,OAAO,CAAC,GAAG,CAA+D;IAC1E,OAAO,CAAC,KAAK,CAAS;IACtB,OAAO,CAAC,MAAM,CAAS;IACvB,OAAO,CAAC,YAAY,CAAa;IACjC,OAAO,CAAC,GAAG,CAAc;IACzB,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAO;gBAGpC,GAAG,EAAE,iCAAiC,GAAG,wBAAwB,EACjE,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,GAAG,GAAE,MAAW;IASlB,eAAe,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI;IAIpC,OAAO,CAAC,0BAA0B;IAKlC;;OAEG;IACG,WAAW,CAAC,KAAK,EAAE,KAAK,GAAG,OAAO,CAAC,IAAI,CAAC;IAkD9C,OAAO,CAAC,cAAc;IAqBtB,OAAO,CAAC,kBAAkB;IA+C1B;;;;;;OAMG;IACH,OAAO,CAAC,yBAAyB;IAkCjC,OAAO,CAAC,cAAc;YA2BR,gBAAgB;YAoChB,gBAAgB;YAqFhB,eAAe;IAuC7B,OAAO,CAAC,SAAS;IAkBjB,gBAAgB,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;CAKtD"}
1
+ {"version":3,"file":"LayerRenderer.d.ts","sourceRoot":"","sources":["../../../src/stages/compose/LayerRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,KAAK,EAA8D,MAAM,SAAS,CAAC;AAMjG;;;GAGG;AACH,qBAAa,aAAa;IACxB,OAAO,CAAC,GAAG,CAA+D;IAC1E,OAAO,CAAC,KAAK,CAAS;IACtB,OAAO,CAAC,MAAM,CAAS;IACvB,OAAO,CAAC,YAAY,CAAa;IACjC,OAAO,CAAC,GAAG,CAAc;IACzB,OAAO,CAAC,QAAQ,CAAC,cAAc,CAAO;gBAGpC,GAAG,EAAE,iCAAiC,GAAG,wBAAwB,EACjE,KAAK,EAAE,MAAM,EACb,MAAM,EAAE,MAAM,EACd,GAAG,GAAE,MAAW;IASlB,eAAe,CAAC,KAAK,EAAE,MAAM,GAAG,IAAI;IAIpC,OAAO,CAAC,0BAA0B;IAKlC;;OAEG;IACH,WAAW,CAAC,KAAK,EAAE,KAAK,GAAG,IAAI;IAkD/B,OAAO,CAAC,cAAc;IAqBtB,OAAO,CAAC,kBAAkB;IA+C1B;;;;;;OAMG;IACH,OAAO,CAAC,yBAAyB;IAkCjC,OAAO,CAAC,cAAc;IA2BtB,OAAO,CAAC,gBAAgB;IAmCxB,OAAO,CAAC,gBAAgB;IAqFxB,OAAO,CAAC,eAAe;IAuCvB,OAAO,CAAC,SAAS;IAkBjB,gBAAgB,CAAC,KAAK,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,IAAI;CAKtD"}
@@ -26,7 +26,7 @@ class LayerRenderer {
26
26
  /**
27
27
  * Render a single layer with all its properties
28
28
  */
29
- async renderLayer(layer) {
29
+ renderLayer(layer) {
30
30
  if (!layer.visible || layer.opacity <= 0) return;
31
31
  const needsStateManagement = layer.opacity !== 1 || layer.blendMode || layer.transform || layer.mask;
32
32
  if (needsStateManagement) {
@@ -45,13 +45,13 @@ class LayerRenderer {
45
45
  }
46
46
  switch (layer.type) {
47
47
  case "video":
48
- await this.renderVideoLayer(layer);
48
+ this.renderVideoLayer(layer);
49
49
  break;
50
50
  case "image":
51
- await this.renderImageLayer(layer);
51
+ this.renderImageLayer(layer);
52
52
  break;
53
53
  case "text":
54
- await this.renderTextLayer(layer);
54
+ this.renderTextLayer(layer);
55
55
  break;
56
56
  }
57
57
  if (layer.mask) {
@@ -152,7 +152,7 @@ class LayerRenderer {
152
152
  }
153
153
  this.ctx.translate(-centerX, -centerY);
154
154
  }
155
- async renderVideoLayer(layer) {
155
+ renderVideoLayer(layer) {
156
156
  const { videoFrame, crop } = layer;
157
157
  const videoWidth = videoFrame.displayWidth || videoFrame.codedWidth;
158
158
  const videoHeight = videoFrame.displayHeight || videoFrame.codedHeight;
@@ -179,9 +179,8 @@ class LayerRenderer {
179
179
  dimensions.height
180
180
  );
181
181
  }
182
- videoFrame.close();
183
182
  }
184
- async renderImageLayer(layer) {
183
+ renderImageLayer(layer) {
185
184
  const { source, crop } = layer;
186
185
  if (source instanceof ImageData) {
187
186
  if (crop) {
@@ -244,7 +243,7 @@ class LayerRenderer {
244
243
  }
245
244
  }
246
245
  }
247
- async renderTextLayer(layer) {
246
+ renderTextLayer(layer) {
248
247
  const animationType = layer.animation?.type;
249
248
  const hasWordTimings = layer.wordTimings && layer.wordTimings.length > 0;
250
249
  const needsWordTimings = ["wordByWord", "characterKTV", "wordByWordFancy"].includes(