@meframe/core 0.1.0 → 0.1.2
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.
- package/dist/cache/CacheManager.d.ts +2 -2
- package/dist/cache/CacheManager.d.ts.map +1 -1
- package/dist/cache/CacheManager.js +4 -4
- package/dist/cache/CacheManager.js.map +1 -1
- package/dist/cache/l1/AudioL1Cache.d.ts +5 -2
- package/dist/cache/l1/AudioL1Cache.d.ts.map +1 -1
- package/dist/cache/l1/AudioL1Cache.js +7 -3
- package/dist/cache/l1/AudioL1Cache.js.map +1 -1
- package/dist/controllers/PlaybackController.d.ts.map +1 -1
- package/dist/controllers/PlaybackController.js +1 -1
- package/dist/controllers/PlaybackController.js.map +1 -1
- package/dist/model/CompositionModel.d.ts.map +1 -1
- package/dist/model/CompositionModel.js +4 -5
- package/dist/model/CompositionModel.js.map +1 -1
- package/dist/model/types.d.ts +6 -0
- package/dist/model/types.d.ts.map +1 -1
- package/dist/model/types.js.map +1 -1
- package/dist/orchestrator/CompositionPlanner.d.ts +0 -1
- package/dist/orchestrator/CompositionPlanner.d.ts.map +1 -1
- package/dist/orchestrator/CompositionPlanner.js +4 -12
- package/dist/orchestrator/CompositionPlanner.js.map +1 -1
- package/dist/orchestrator/ExportScheduler.d.ts.map +1 -1
- package/dist/orchestrator/ExportScheduler.js +2 -0
- package/dist/orchestrator/ExportScheduler.js.map +1 -1
- package/dist/orchestrator/GlobalAudioSession.d.ts +2 -2
- package/dist/orchestrator/GlobalAudioSession.d.ts.map +1 -1
- package/dist/orchestrator/GlobalAudioSession.js +11 -6
- package/dist/orchestrator/GlobalAudioSession.js.map +1 -1
- package/dist/orchestrator/Orchestrator.d.ts.map +1 -1
- package/dist/orchestrator/Orchestrator.js +2 -7
- package/dist/orchestrator/Orchestrator.js.map +1 -1
- package/dist/stages/compose/LayerRenderer.d.ts +5 -0
- package/dist/stages/compose/LayerRenderer.d.ts.map +1 -1
- package/dist/stages/compose/LayerRenderer.js +91 -89
- package/dist/stages/compose/LayerRenderer.js.map +1 -1
- package/dist/stages/compose/instructions.d.ts +6 -6
- package/dist/stages/compose/instructions.d.ts.map +1 -1
- package/dist/stages/compose/types.d.ts +6 -0
- package/dist/stages/compose/types.d.ts.map +1 -1
- package/dist/workers/stages/compose/{video-compose.worker.B-_C-_y6.js → video-compose.worker.C8728Oi3.js} +97 -98
- package/dist/workers/stages/compose/video-compose.worker.C8728Oi3.js.map +1 -0
- package/dist/workers/worker-manifest.json +1 -1
- package/package.json +1 -1
- package/dist/workers/stages/compose/video-compose.worker.B-_C-_y6.js.map +0 -1
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@@ -69,7 +69,7 @@ export declare class CacheManager {
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* Check if sufficient PCM data exists for the requested time window
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* Returns true only if at least threshold (default 80%) of requested duration is available
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*/
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hasWindowPCM(clipId: string, startUs: TimeUs, endUs: TimeUs): boolean;
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hasWindowPCM(clipId: string, startUs: TimeUs, endUs: TimeUs, strictMode?: boolean): boolean;
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clearAudioCache(): void;
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clearClipAudioData(clipId: string): void;
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/**
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@@ -107,7 +107,7 @@ export declare class CacheManager {
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timeoutMs?: number;
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startTimeUs?: TimeUs;
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}): Promise<boolean>;
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clearVideoCache(): void;
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clear(): Promise<void>;
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getMetadata(): {
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l1: import('./l1/VideoL1Cache').L1CacheMetadata;
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{"version":3,"file":"CacheManager.d.ts","sourceRoot":"","sources":["../../src/cache/CacheManager.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,gBAAgB,CAAC;AAC7C,OAAO,EAAE,OAAO,EAAE,MAAM,UAAU,CAAC;AACnC,OAAO,EAAE,YAAY,EAAE,MAAM,mBAAmB,CAAC;AAEjD,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,mBAAmB,CAAC;AAClD,OAAO,KAAK,EAAE,eAAe,EAAE,MAAM,iBAAiB,CAAC;AAIvD,OAAO,EAAE,aAAa,EAAE,MAAM,0BAA0B,CAAC;AACzD,OAAO,EAAE,aAAa,EAAE,MAAM,0BAA0B,CAAC;AACzD,OAAO,EAAE,gBAAgB,EAAE,MAAM,6BAA6B,CAAC;AAC/D,OAAO,KAAK,EAAE,QAAQ,EAAE,MAAM,uBAAuB,CAAC;AAEtD,UAAU,kBAAkB;IAC1B,EAAE,EAAE;QACF,WAAW,EAAE,MAAM,CAAC;QACpB,OAAO,CAAC,EAAE,MAAM,CAAC;QACjB,aAAa,CAAC,EAAE,MAAM,CAAC;KACxB,CAAC;IACF,QAAQ,EAAE;QACR,SAAS,EAAE,MAAM,CAAC;KACnB,CAAC;CACH;AAYD;;;;;;;;GAQG;AACH,qBAAa,YAAY;IACvB,QAAQ,CAAC,YAAY,EAAE,YAAY,CAAC;IACpC,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAe;IAC5C,QAAQ,CAAC,aAAa,EAAE,aAAa,CAAC;IACtC,QAAQ,CAAC,aAAa,EAAE,aAAa,CAAC;IACtC,QAAQ,CAAC,gBAAgB,EAAE,gBAAgB,CAAC;IAC5C,OAAO,CAAC,gBAAgB,CAAsC;IAC9D,OAAO,CAAC,QAAQ,CAAC,CAA4B;gBAEjC,MAAM,EAAE,kBAAkB,EAAE,QAAQ,CAAC,EAAE,QAAQ,CAAC,eAAe,CAAC;IAWtE,IAAI,IAAI,OAAO,CAAC,IAAI,CAAC;IAI3B;;;OAGG;IACH,SAAS,CAAC,YAAY,EAAE,MAAM,GAAG,IAAI;IAKrC;;OAEG;IACG,kBAAkB,CAAC,UAAU,EAAE,MAAM,GAAG,OAAO,CAAC,OAAO,CAAC;IAI9D;;OAEG;IACG,iBAAiB,CAAC,UAAU,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,OAAO,CAAC,WAAW,CAAC;IAI7F;;OAEG;IACH,WAAW,CAAC,UAAU,EAAE,MAAM,GAAG,QAAQ,GAAG,IAAI;IAIhD,gBAAgB,CACd,MAAM,EAAE,MAAM,EACd,SAAS,EAAE,SAAS,EACpB,cAAc,EAAE,MAAM,EACtB,YAAY,CAAC,EAAE,MAAM,GACpB,IAAI;IAIP,sBAAsB,CACpB,MAAM,EAAE,MAAM,EACd,OAAO,EAAE,MAAM,EACf,KAAK,EAAE,MAAM,GACZ;QAAE,MAAM,EAAE,YAAY,EAAE,CAAC;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,gBAAgB,EAAE,MAAM,CAAA;KAAE,GAAG,IAAI;IAIlF,UAAU,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAInC;;OAEG;IACH,cAAc,CAAC,MAAM,EAAE,MAAM,EAAE,WAAW,EAAE,MAAM,GAAG,OAAO;IAI5D;;;OAGG;IACH,YAAY,CAAC,MAAM,EAAE,MAAM,EAAE,OAAO,EAAE,MAAM,EAAE,KAAK,EAAE,MAAM,EAAE,UAAU,CAAC,EAAE,OAAO,GAAG,OAAO;IAI3F,eAAe,IAAI,IAAI;IAIvB,kBAAkB,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAIxC;;;;;;;;OAQG;IACH,QAAQ,CACN,KAAK,EAAE,UAAU,EACjB,MAAM,EAAE,MAAM,EACd,aAAa,EAAE,MAAM,EACrB,OAAO,EAAE,MAAM,EACf,YAAY,EAAE,MAAM,GACnB,OAAO;IA8BV;;;;OAIG;IACH,QAAQ,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,GAAG,OAAO,GAAG,IAAI;IAIlD,cAAc,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO,CAAC,IAAI,CAAC;IAInD;;OAEG;IACH,kBAAkB,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAIxC;;OAEG;IACH,WAAW,CAAC,MAAM,EAAE,MAAM,GAAG,OAAO;IAIpC;;;;OAIG;IACH,gBAAgB,CACd,MAAM,EAAE,MAAM,EACd,OAAO,GAAE;QAAE,aAAa,CAAC,EAAE,MAAM,CAAC;QAAC,SAAS,CAAC,EAAE,MAAM,CAAC;QAAC,WAAW,CAAC,EAAE,MAAM,CAAA;KAAO,GACjF,OAAO,CAAC,OAAO,CAAC;IA0CnB,eAAe,IAAI,IAAI;IAIjB,KAAK,IAAI,OAAO,CAAC,IAAI,CAAC;IAK5B,WAAW;;;IAMX;;;OAGG;IACH,uBAAuB,CAAC,MAAM,EAAE,MAAM,EAAE,gBAAgB,EAAE,MAAM,GAAG,IAAI;CAsBxE"}
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* Check if sufficient PCM data exists for the requested time window
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* Returns true only if at least threshold (default 80%) of requested duration is available
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*/
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hasWindowPCM(clipId, startUs, endUs) {
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return this.audioL1Cache.hasWindowData(clipId, startUs, endUs);
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hasWindowPCM(clipId, startUs, endUs, strictMode) {
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return this.audioL1Cache.hasWindowData(clipId, startUs, endUs, strictMode);
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}
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clearAudioCache() {
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});
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}
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clearVideoCache() {
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}
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async clear() {
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this.clearVideoCache();
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}
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getMetadata() {
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{"version":3,"file":"CacheManager.js","sources":["../../src/cache/CacheManager.ts"],"sourcesContent":["import type { TimeUs } from '../model/types';\nimport { RcFrame } from '../model';\nimport { VideoL1Cache } from './l1/VideoL1Cache';\nimport { MeframeEvent } from '../event/events';\nimport type { EventBus } from '../event/EventBus';\nimport type { EventPayloadMap } from '../event/events';\nimport { AudioL1Cache } from './l1/AudioL1Cache';\nimport { WaiterReplacedError } from '../utils/errors';\nimport { OPFSManager } from './storage/opfs/OPFSManager';\nimport { ResourceCache } from './resource/ResourceCache';\nimport { MP4IndexCache } from './resource/MP4IndexCache';\nimport { AudioSampleCache } from './resource/AudioSampleCache';\nimport type { MP4Index } from '../stages/demux/types';\n\ninterface CacheManagerConfig {\n l1: {\n maxMemoryMB: number;\n maxGOPs?: number;\n gopIntervalUs?: number;\n };\n resource: {\n projectId: string;\n };\n}\n\ninterface ClipReadyWaiter {\n clipId: string;\n minFrameCount: number;\n startTimeUs: TimeUs;\n currentCount: number;\n resolve: (ready: boolean) => void;\n reject: (reason?: unknown) => void;\n timeoutId?: ReturnType<typeof setTimeout>;\n}\n\n/**\n * CacheManager for Window Cache Architecture\n *\n * Core features:\n * - L1 (VRAM) for composed VideoFrames (window cache ±3s)\n * - ResourceCache (OPFS) for original MP4 files\n * - MP4IndexCache (RAM) for GOP/Sample indexes\n * - AudioSampleCache (RAM) for extracted audio chunks\n */\nexport class CacheManager {\n readonly videoL1Cache: VideoL1Cache;\n private readonly audioL1Cache: AudioL1Cache;\n readonly resourceCache: ResourceCache;\n readonly mp4IndexCache: MP4IndexCache;\n readonly audioSampleCache: AudioSampleCache;\n private clipReadyWaiters = new Map<string, ClipReadyWaiter>();\n private eventBus?: EventBus<EventPayloadMap>;\n\n constructor(config: CacheManagerConfig, eventBus?: EventBus<EventPayloadMap>) {\n this.videoL1Cache = new VideoL1Cache(config.l1);\n this.audioL1Cache = new AudioL1Cache();\n\n const opfsManager = new OPFSManager();\n this.resourceCache = new ResourceCache(opfsManager, config.resource.projectId);\n this.mp4IndexCache = new MP4IndexCache();\n this.audioSampleCache = new AudioSampleCache();\n this.eventBus = eventBus;\n }\n\n async init(): Promise<void> {\n await this.resourceCache.init();\n }\n\n /**\n * Set window center for L1 cache management (unified for video and audio)\n * L1 cache uses center ±3.5s window for video, ±5s for audio\n */\n setWindow(centerTimeUs: TimeUs): void {\n this.videoL1Cache.setWindow(centerTimeUs);\n this.audioL1Cache.setWindow(centerTimeUs);\n }\n\n /**\n * Check if resource exists in OPFS cache\n */\n async hasResourceInCache(resourceId: string): Promise<boolean> {\n return await this.resourceCache.hasResource(resourceId);\n }\n\n /**\n * Read byte range from resource (for GOP-level access)\n */\n async readResourceRange(resourceId: string, start: number, end: number): Promise<ArrayBuffer> {\n return await this.resourceCache.readRange(resourceId, start, end);\n }\n\n /**\n * Get MP4 index for a resource\n */\n getMP4Index(resourceId: string): MP4Index | null {\n return this.mp4IndexCache.get(resourceId);\n }\n\n putClipAudioData(\n clipId: string,\n audioData: AudioData,\n clipDurationUs: TimeUs,\n globalTimeUs?: TimeUs\n ): void {\n this.audioL1Cache.putClipAudioData(clipId, audioData, clipDurationUs, globalTimeUs);\n }\n\n getClipPCMWithMetadata(\n clipId: string,\n startUs: TimeUs,\n endUs: TimeUs\n ): { planes: Float32Array[]; sampleRate: number; numberOfChannels: number } | null {\n return this.audioL1Cache.getPCMWithMetadata(clipId, startUs, endUs);\n }\n\n hasClipPCM(clipId: string): boolean {\n return this.audioL1Cache.hasClipPCM(clipId);\n }\n\n /**\n * Check if a specific audio chunk is already cached (by timestamp)\n */\n hasAudioSlotAt(clipId: string, timestampUs: TimeUs): boolean {\n return this.audioL1Cache.hasSlotAt(clipId, timestampUs);\n }\n\n /**\n * Check if sufficient PCM data exists for the requested time window\n * Returns true only if at least threshold (default 80%) of requested duration is available\n */\n hasWindowPCM(clipId: string, startUs: TimeUs, endUs: TimeUs): boolean {\n return this.audioL1Cache.hasWindowData(clipId, startUs, endUs);\n }\n\n clearAudioCache(): void {\n this.audioL1Cache.clear();\n }\n\n clearClipAudioData(clipId: string): void {\n this.audioL1Cache.clearClipPCM(clipId);\n }\n\n /**\n * Add a frame to L1 cache\n * Handles event notifications (CacheCover, ComposeFrameReady)\n * @param frame - VideoFrame to add\n * @param clipId - Clip identifier\n * @param frameDuration - Frame duration in microseconds\n * @param trackId - Track identifier\n * @param globalTimeUs - Global timestamp for event emission and window management\n */\n addFrame(\n frame: VideoFrame,\n clipId: string,\n frameDuration: TimeUs,\n trackId: string,\n globalTimeUs: TimeUs\n ): RcFrame {\n const rcFrame = this.videoL1Cache.addFrame(frame, clipId, frameDuration, trackId, globalTimeUs);\n\n const relativeTimeUs = frame.timestamp ?? 0;\n\n // Check and notify clip ready\n this.checkAndNotifyClipReady(clipId, relativeTimeUs);\n\n // Emit cover event for first frame (globalTimeUs = 0 in composition)\n if (globalTimeUs === 0) {\n this.eventBus?.emit(MeframeEvent.CacheCover, {\n timeUs: globalTimeUs,\n clipId,\n level: 'L1',\n size: rcFrame.sizeEstimate ?? 0,\n });\n }\n\n // Emit frame ready event\n this.eventBus?.emit(MeframeEvent.ComposeFrameReady, {\n timeUs: globalTimeUs,\n frameNumber: Math.floor(globalTimeUs / frameDuration),\n renderTimeMs: 0,\n trackId,\n clipId,\n });\n\n return rcFrame;\n }\n\n /**\n * Get frame from L1 cache\n * @param timeUs - Clip-relative timestamp (0-based)\n * @param clipId - Clip identifier\n */\n getFrame(timeUs: TimeUs, clipId: string): RcFrame | null {\n return this.videoL1Cache.get(timeUs, clipId);\n }\n\n async invalidateClip(clipId: string): Promise<void> {\n this.videoL1Cache.invalidateClip(clipId);\n }\n\n /**\n * Evict a clip from L1 cache\n */\n invalidateClipInL1(clipId: string): void {\n this.videoL1Cache.invalidateClip(clipId);\n }\n\n /**\n * Check if a clip is cached in L1\n */\n hasClipInL1(clipId: string): boolean {\n return this.videoL1Cache.hasClip(clipId);\n }\n\n /**\n * Wait for a clip to have minimum frames cached\n * Used by PlaybackController for buffering state\n * Only one waiter per clip - new waiter replaces old one\n */\n waitForClipReady(\n clipId: string,\n options: { minFrameCount?: number; timeoutMs?: number; startTimeUs?: TimeUs } = {}\n ): Promise<boolean> {\n const minFrameCount = options.minFrameCount ?? 30;\n const startTimeUs = options.startTimeUs ?? 0;\n\n // Check if already have enough frames\n const currentFrameCount = this.videoL1Cache.getClipFrameCount(clipId, startTimeUs);\n if (currentFrameCount >= minFrameCount) {\n return Promise.resolve(true);\n }\n\n // Cancel previous waiter if exists\n const oldWaiter = this.clipReadyWaiters.get(clipId);\n if (oldWaiter) {\n if (oldWaiter.timeoutId) {\n clearTimeout(oldWaiter.timeoutId);\n }\n oldWaiter.reject(new WaiterReplacedError(clipId));\n }\n\n return new Promise<boolean>((resolve, reject) => {\n const waiter: ClipReadyWaiter = {\n clipId,\n minFrameCount,\n startTimeUs,\n currentCount: currentFrameCount,\n resolve,\n reject,\n };\n\n this.clipReadyWaiters.set(clipId, waiter);\n\n if (options.timeoutMs && options.timeoutMs > 0) {\n waiter.timeoutId = setTimeout(() => {\n if (this.clipReadyWaiters.get(clipId) === waiter) {\n this.clipReadyWaiters.delete(clipId);\n }\n resolve(false);\n }, options.timeoutMs);\n }\n });\n }\n\n clearL1Cache(): void {\n this.videoL1Cache.clear();\n }\n\n async clear(): Promise<void> {\n this.clearL1Cache();\n this.clearAudioCache();\n }\n\n getMetadata() {\n return {\n l1: this.videoL1Cache.getMetadata(),\n };\n }\n\n /**\n * Check if incoming frame satisfies clip ready condition\n * O(1) complexity - 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{"version":3,"file":"CacheManager.js","sources":["../../src/cache/CacheManager.ts"],"sourcesContent":["import type { TimeUs } from '../model/types';\nimport { RcFrame } from '../model';\nimport { VideoL1Cache } from './l1/VideoL1Cache';\nimport { MeframeEvent } from '../event/events';\nimport type { EventBus } from '../event/EventBus';\nimport type { EventPayloadMap } from '../event/events';\nimport { AudioL1Cache } from './l1/AudioL1Cache';\nimport { WaiterReplacedError } from '../utils/errors';\nimport { OPFSManager } from './storage/opfs/OPFSManager';\nimport { ResourceCache } from './resource/ResourceCache';\nimport { MP4IndexCache } from './resource/MP4IndexCache';\nimport { AudioSampleCache } from './resource/AudioSampleCache';\nimport type { MP4Index } from '../stages/demux/types';\n\ninterface CacheManagerConfig {\n l1: {\n maxMemoryMB: number;\n maxGOPs?: number;\n gopIntervalUs?: number;\n };\n resource: {\n projectId: string;\n };\n}\n\ninterface ClipReadyWaiter {\n clipId: string;\n minFrameCount: number;\n startTimeUs: TimeUs;\n currentCount: number;\n resolve: (ready: boolean) => void;\n reject: (reason?: unknown) => void;\n timeoutId?: ReturnType<typeof setTimeout>;\n}\n\n/**\n * CacheManager for Window Cache Architecture\n *\n * Core features:\n * - L1 (VRAM) for composed VideoFrames (window cache ±3s)\n * - ResourceCache (OPFS) for original MP4 files\n * - MP4IndexCache (RAM) for GOP/Sample indexes\n * - AudioSampleCache (RAM) for extracted audio chunks\n */\nexport class CacheManager {\n readonly videoL1Cache: VideoL1Cache;\n private readonly audioL1Cache: AudioL1Cache;\n readonly resourceCache: ResourceCache;\n readonly mp4IndexCache: MP4IndexCache;\n readonly audioSampleCache: AudioSampleCache;\n private clipReadyWaiters = new Map<string, ClipReadyWaiter>();\n private eventBus?: EventBus<EventPayloadMap>;\n\n constructor(config: CacheManagerConfig, eventBus?: EventBus<EventPayloadMap>) {\n this.videoL1Cache = new VideoL1Cache(config.l1);\n this.audioL1Cache = new AudioL1Cache();\n\n const opfsManager = new OPFSManager();\n this.resourceCache = new ResourceCache(opfsManager, config.resource.projectId);\n this.mp4IndexCache = new MP4IndexCache();\n this.audioSampleCache = new AudioSampleCache();\n this.eventBus = eventBus;\n }\n\n async init(): Promise<void> {\n await this.resourceCache.init();\n }\n\n /**\n * Set window center for L1 cache management (unified for video and audio)\n * L1 cache uses center ±3.5s window for video, ±5s for audio\n */\n setWindow(centerTimeUs: TimeUs): void {\n this.videoL1Cache.setWindow(centerTimeUs);\n this.audioL1Cache.setWindow(centerTimeUs);\n }\n\n /**\n * Check if resource exists in OPFS cache\n */\n async hasResourceInCache(resourceId: string): Promise<boolean> {\n return await this.resourceCache.hasResource(resourceId);\n }\n\n /**\n * Read byte range from resource (for GOP-level access)\n */\n async readResourceRange(resourceId: string, start: number, end: number): Promise<ArrayBuffer> {\n return await this.resourceCache.readRange(resourceId, start, end);\n }\n\n /**\n * Get MP4 index for a resource\n */\n getMP4Index(resourceId: string): MP4Index | null {\n return this.mp4IndexCache.get(resourceId);\n }\n\n putClipAudioData(\n clipId: string,\n audioData: AudioData,\n clipDurationUs: TimeUs,\n globalTimeUs?: TimeUs\n ): void {\n this.audioL1Cache.putClipAudioData(clipId, audioData, clipDurationUs, globalTimeUs);\n }\n\n getClipPCMWithMetadata(\n clipId: string,\n startUs: TimeUs,\n endUs: TimeUs\n ): { planes: Float32Array[]; sampleRate: number; numberOfChannels: number } | null {\n return this.audioL1Cache.getPCMWithMetadata(clipId, startUs, endUs);\n }\n\n hasClipPCM(clipId: string): boolean {\n return this.audioL1Cache.hasClipPCM(clipId);\n }\n\n /**\n * Check if a specific audio chunk is already cached (by timestamp)\n */\n hasAudioSlotAt(clipId: string, timestampUs: TimeUs): boolean {\n return this.audioL1Cache.hasSlotAt(clipId, timestampUs);\n }\n\n /**\n * Check if sufficient PCM data exists for the requested time window\n * Returns true only if at least threshold (default 80%) of requested duration is available\n */\n hasWindowPCM(clipId: string, startUs: TimeUs, endUs: TimeUs, strictMode?: boolean): boolean {\n return this.audioL1Cache.hasWindowData(clipId, startUs, endUs, strictMode);\n }\n\n clearAudioCache(): void {\n this.audioL1Cache.clear();\n }\n\n clearClipAudioData(clipId: string): void {\n this.audioL1Cache.clearClipPCM(clipId);\n }\n\n /**\n * Add a frame to L1 cache\n * Handles event notifications (CacheCover, ComposeFrameReady)\n * @param frame - VideoFrame to add\n * @param clipId - Clip identifier\n * @param frameDuration - Frame duration in microseconds\n * @param trackId - Track identifier\n * @param globalTimeUs - Global timestamp for event emission and window management\n */\n addFrame(\n frame: VideoFrame,\n clipId: string,\n frameDuration: TimeUs,\n trackId: string,\n globalTimeUs: TimeUs\n ): RcFrame {\n const rcFrame = this.videoL1Cache.addFrame(frame, clipId, frameDuration, trackId, globalTimeUs);\n\n const relativeTimeUs = frame.timestamp ?? 0;\n\n // Check and notify clip ready\n this.checkAndNotifyClipReady(clipId, relativeTimeUs);\n\n // Emit cover event for first frame (globalTimeUs = 0 in composition)\n if (globalTimeUs === 0) {\n this.eventBus?.emit(MeframeEvent.CacheCover, {\n timeUs: globalTimeUs,\n clipId,\n level: 'L1',\n size: rcFrame.sizeEstimate ?? 0,\n });\n }\n\n // Emit frame ready event\n this.eventBus?.emit(MeframeEvent.ComposeFrameReady, {\n timeUs: globalTimeUs,\n frameNumber: Math.floor(globalTimeUs / frameDuration),\n renderTimeMs: 0,\n trackId,\n clipId,\n });\n\n return rcFrame;\n }\n\n /**\n * Get frame from L1 cache\n * @param timeUs - Clip-relative timestamp (0-based)\n * @param clipId - Clip identifier\n */\n getFrame(timeUs: TimeUs, clipId: string): RcFrame | null {\n return this.videoL1Cache.get(timeUs, clipId);\n }\n\n async invalidateClip(clipId: string): Promise<void> {\n this.videoL1Cache.invalidateClip(clipId);\n }\n\n /**\n * Evict a clip from L1 cache\n */\n invalidateClipInL1(clipId: string): void {\n this.videoL1Cache.invalidateClip(clipId);\n }\n\n /**\n * Check if a clip is cached in L1\n */\n hasClipInL1(clipId: string): boolean {\n return this.videoL1Cache.hasClip(clipId);\n }\n\n /**\n * Wait for a clip to have minimum frames cached\n * Used by PlaybackController for buffering state\n * Only one waiter per clip - new waiter replaces old one\n */\n waitForClipReady(\n clipId: string,\n options: { minFrameCount?: number; timeoutMs?: number; startTimeUs?: TimeUs } = {}\n ): Promise<boolean> {\n const minFrameCount = options.minFrameCount ?? 30;\n const startTimeUs = options.startTimeUs ?? 0;\n\n // Check if already have enough frames\n const currentFrameCount = this.videoL1Cache.getClipFrameCount(clipId, startTimeUs);\n if (currentFrameCount >= minFrameCount) {\n return Promise.resolve(true);\n }\n\n // Cancel previous waiter if exists\n const oldWaiter = this.clipReadyWaiters.get(clipId);\n if (oldWaiter) {\n if (oldWaiter.timeoutId) {\n clearTimeout(oldWaiter.timeoutId);\n }\n oldWaiter.reject(new WaiterReplacedError(clipId));\n }\n\n return new Promise<boolean>((resolve, reject) => {\n const waiter: ClipReadyWaiter = {\n clipId,\n minFrameCount,\n startTimeUs,\n currentCount: currentFrameCount,\n resolve,\n reject,\n };\n\n this.clipReadyWaiters.set(clipId, waiter);\n\n if (options.timeoutMs && options.timeoutMs > 0) {\n waiter.timeoutId = setTimeout(() => {\n if (this.clipReadyWaiters.get(clipId) === waiter) {\n this.clipReadyWaiters.delete(clipId);\n }\n resolve(false);\n }, options.timeoutMs);\n }\n });\n }\n\n clearVideoCache(): void {\n this.videoL1Cache.clear();\n }\n\n async clear(): Promise<void> {\n this.clearVideoCache();\n this.clearAudioCache();\n }\n\n getMetadata() {\n return {\n l1: this.videoL1Cache.getMetadata(),\n };\n }\n\n /**\n * Check if incoming frame satisfies clip ready condition\n * O(1) complexity - 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hasWindowData(clipId, startUs, endUs) {
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hasWindowData(clipId, startUs, endUs, strictMode = false) {
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{"version":3,"file":"AudioL1Cache.js","sources":["../../../src/cache/l1/AudioL1Cache.ts"],"sourcesContent":["import type { TimeUs } from '../../model/types';\nimport { binarySearchFirst, binarySearchOverlapping } from '../../utils/binary-search';\nimport { extractPlanesFromAudioData } from '../../utils/audio-data';\n\ninterface AudioDataSlot {\n timestampUs: TimeUs; // Resource timestamp (aligned with VideoL1Cache)\n durationUs: TimeUs;\n planes: Float32Array[]; // PCM data for this slot\n sampleRate: number;\n numberOfChannels: number;\n globalTimeUs?: TimeUs; // Global timeline time (for window management)\n}\n\nexport type { AudioDataSlot };\n\nexport class AudioL1Cache {\n // Aligned with VideoL1Cache: array of discrete audio data slots per clip\n private audioDataByClip = new Map<string, AudioDataSlot[]>();\n\n // Unified window management (aligned with VideoL1Cache)\n // All clips share the same global window center\n private windowCenter: TimeUs = 0;\n\n // Window radius aligned with video (±3.5s, but we use 5s for audio safety margin)\n private readonly WINDOW_RADIUS = 5_000_000; // ±5s\n private readonly EVICT_THROTTLE_MS = 500;\n private lastEvictTime = 0;\n\n putClipAudioData(\n clipId: string,\n audioData: AudioData,\n _clipDurationUs: TimeUs,\n globalTimeUs?: TimeUs\n ): void {\n const numberOfChannels = audioData.numberOfChannels ?? 2;\n const numberOfFrames = audioData.numberOfFrames ?? 0;\n const sampleRate = audioData.sampleRate ?? 48_000;\n const audioTimestampUs = audioData.timestamp ?? 0;\n const audioDurationUs =\n audioData.duration ?? Math.round((numberOfFrames / sampleRate) * 1_000_000);\n\n if (!numberOfChannels || !numberOfFrames) {\n audioData.close();\n return;\n }\n\n // Extract PCM data\n const planes = extractPlanesFromAudioData(audioData, numberOfChannels, numberOfFrames);\n audioData.close();\n\n // Create audio data slot (aligned with video architecture)\n const slot: AudioDataSlot = {\n timestampUs: audioTimestampUs,\n durationUs: audioDurationUs,\n planes,\n sampleRate,\n numberOfChannels,\n globalTimeUs,\n };\n // Get or create slots array for this clip\n let slots = this.audioDataByClip.get(clipId);\n if (!slots) {\n slots = [];\n this.audioDataByClip.set(clipId, slots);\n }\n\n // Insert slot in sorted order (aligned with VideoL1Cache.addFrame)\n const insertIndex = this.findInsertIndex(slots, audioTimestampUs);\n\n // Deduplication: Check for duplicate or near-duplicate timestamp\n // Tolerance of 1ms to handle floating-point precision and concurrent decode attempts\n const DUPLICATE_THRESHOLD_US = 0.5 * audioDurationUs;\n\n if (insertIndex < slots.length) {\n const existingSlot = slots[insertIndex]!;\n const timeDiff = Math.abs(existingSlot.timestampUs - audioTimestampUs);\n\n if (timeDiff < DUPLICATE_THRESHOLD_US) {\n // Near-duplicate detected, skip insertion\n return;\n }\n }\n\n // Also check previous slot to catch overlapping duplicates\n if (insertIndex > 0) {\n const prevSlot = slots[insertIndex - 1]!;\n const timeDiff = Math.abs(prevSlot.timestampUs - audioTimestampUs);\n\n if (timeDiff < DUPLICATE_THRESHOLD_US) {\n // Near-duplicate detected, skip insertion\n return;\n }\n }\n\n // Insert new slot\n slots.splice(insertIndex, 0, slot);\n }\n\n getSlotsInWindow(clipId: string, startUs: TimeUs, endUs: TimeUs): AudioDataSlot[] | null {\n const slots = this.audioDataByClip.get(clipId);\n if (!slots || slots.length === 0) {\n return null;\n }\n\n // Use binary search to find overlapping slots\n const overlappingSlots = binarySearchOverlapping(slots, startUs, endUs, (slot) => 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{"version":3,"file":"AudioL1Cache.js","sources":["../../../src/cache/l1/AudioL1Cache.ts"],"sourcesContent":["import type { TimeUs } from '../../model/types';\nimport { binarySearchFirst, binarySearchOverlapping } from '../../utils/binary-search';\nimport { extractPlanesFromAudioData } from '../../utils/audio-data';\n\ninterface AudioDataSlot {\n timestampUs: TimeUs; // Resource timestamp (aligned with VideoL1Cache)\n durationUs: TimeUs;\n planes: Float32Array[]; // PCM data for this slot\n sampleRate: number;\n numberOfChannels: number;\n globalTimeUs?: TimeUs; // Global timeline time (for window management)\n}\n\nexport type { AudioDataSlot };\n\nexport class AudioL1Cache {\n // Aligned with VideoL1Cache: array of discrete audio data slots per clip\n private audioDataByClip = new Map<string, AudioDataSlot[]>();\n\n // Unified window management (aligned with VideoL1Cache)\n // All clips share the same global window center\n private windowCenter: TimeUs = 0;\n\n // Window radius aligned with video (±3.5s, but we use 5s for audio safety margin)\n private readonly WINDOW_RADIUS = 5_000_000; // ±5s\n private readonly EVICT_THROTTLE_MS = 500;\n private lastEvictTime = 0;\n\n putClipAudioData(\n clipId: string,\n audioData: AudioData,\n _clipDurationUs: TimeUs,\n globalTimeUs?: TimeUs\n ): void {\n const numberOfChannels = audioData.numberOfChannels ?? 2;\n const numberOfFrames = audioData.numberOfFrames ?? 0;\n const sampleRate = audioData.sampleRate ?? 48_000;\n const audioTimestampUs = audioData.timestamp ?? 0;\n const audioDurationUs =\n audioData.duration ?? Math.round((numberOfFrames / sampleRate) * 1_000_000);\n\n if (!numberOfChannels || !numberOfFrames) {\n audioData.close();\n return;\n }\n\n // Extract PCM data\n const planes = extractPlanesFromAudioData(audioData, numberOfChannels, numberOfFrames);\n audioData.close();\n\n // Create audio data slot (aligned with video architecture)\n const slot: AudioDataSlot = {\n timestampUs: audioTimestampUs,\n durationUs: audioDurationUs,\n planes,\n sampleRate,\n numberOfChannels,\n globalTimeUs,\n };\n // Get or create slots array for this clip\n let slots = this.audioDataByClip.get(clipId);\n if (!slots) {\n slots = [];\n this.audioDataByClip.set(clipId, slots);\n }\n\n // Insert slot in sorted order (aligned with VideoL1Cache.addFrame)\n const insertIndex = this.findInsertIndex(slots, audioTimestampUs);\n\n // Deduplication: Check for duplicate or near-duplicate timestamp\n // Tolerance of 1ms to handle floating-point precision and concurrent decode attempts\n const DUPLICATE_THRESHOLD_US = 0.5 * audioDurationUs;\n\n if (insertIndex < slots.length) {\n const existingSlot = slots[insertIndex]!;\n const timeDiff = Math.abs(existingSlot.timestampUs - audioTimestampUs);\n\n if (timeDiff < DUPLICATE_THRESHOLD_US) {\n // Near-duplicate detected, skip insertion\n return;\n }\n }\n\n // Also check previous slot to catch overlapping duplicates\n if (insertIndex > 0) {\n const prevSlot = slots[insertIndex - 1]!;\n const timeDiff = Math.abs(prevSlot.timestampUs - audioTimestampUs);\n\n if (timeDiff < DUPLICATE_THRESHOLD_US) {\n // Near-duplicate detected, skip insertion\n return;\n }\n }\n\n // Insert new slot\n slots.splice(insertIndex, 0, slot);\n }\n\n getSlotsInWindow(clipId: string, startUs: TimeUs, endUs: TimeUs): AudioDataSlot[] | null {\n const slots = this.audioDataByClip.get(clipId);\n if (!slots || slots.length === 0) {\n return null;\n }\n\n // Use binary search to find overlapping slots\n const overlappingSlots = binarySearchOverlapping(slots, startUs, endUs, (slot) => ({\n start: slot.timestampUs,\n end: slot.timestampUs + slot.durationUs,\n }));\n\n if (overlappingSlots.length === 0) {\n return null;\n }\n\n return overlappingSlots;\n }\n\n getPCM(clipId: string, startUs: TimeUs, endUs: TimeUs): Float32Array[] | null {\n const slots = this.audioDataByClip.get(clipId);\n if (!slots || slots.length === 0) {\n return null;\n }\n\n // Use binary search to find overlapping slots (O(log n + k) vs O(n))\n // Aligned with video GOP/frame search\n const overlappingSlots = binarySearchOverlapping(slots, startUs, endUs, (slot) => ({\n start: slot.timestampUs,\n end: slot.timestampUs + slot.durationUs,\n }));\n\n if (overlappingSlots.length === 0) {\n return null;\n }\n\n const requestedDurationUs = endUs - startUs;\n\n // Validate sample rate consistency across all slots\n const firstSlot = overlappingSlots[0]!;\n const uniformSampleRate = firstSlot.sampleRate;\n const uniformChannels = firstSlot.numberOfChannels;\n\n // Check if all slots have the same sample rate and channel count\n const hasUniformRate = overlappingSlots.every(\n (s) => s.sampleRate === uniformSampleRate && s.numberOfChannels === uniformChannels\n );\n\n if (!hasUniformRate) {\n console.error(\n `[AudioL1Cache] Inconsistent sample rates detected for clip ${clipId}:`,\n overlappingSlots.map((s) => ({\n timestamp: s.timestampUs,\n sampleRate: s.sampleRate,\n channels: s.numberOfChannels,\n }))\n );\n // Return null to avoid corrupted audio data\n // This will trigger re-decode with correct sample rate\n return null;\n }\n\n // Calculate total frame count needed\n const totalFrames = Math.ceil((requestedDurationUs / 1_000_000) * uniformSampleRate);\n\n // Initialize result arrays\n const result: Float32Array[] = Array.from(\n { length: uniformChannels },\n () => new Float32Array(totalFrames)\n );\n\n // Copy data from each overlapping slot\n // Note: Slots are guaranteed non-overlapping by putClipAudioData deduplication\n for (const slot of overlappingSlots) {\n const slotStartUs = slot.timestampUs;\n const slotEndUs = slotStartUs + slot.durationUs;\n\n // Calculate intersection with requested range\n const copyStartUs = Math.max(slotStartUs, startUs);\n const copyEndUs = Math.min(slotEndUs, endUs);\n\n if (copyStartUs >= copyEndUs) continue;\n\n // Convert time to frame indices (all slots have same sample rate after validation)\n const srcOffsetFrames = Math.floor(\n ((copyStartUs - slotStartUs) / 1_000_000) * uniformSampleRate\n );\n const dstOffsetFrames = Math.floor(((copyStartUs - startUs) / 1_000_000) * uniformSampleRate);\n const copyFrameCount = Math.ceil(((copyEndUs - copyStartUs) / 1_000_000) * uniformSampleRate);\n\n // Copy each channel\n for (let ch = 0; ch < uniformChannels; ch++) {\n const srcPlane = slot.planes[ch];\n const dstPlane = result[ch];\n if (!srcPlane || !dstPlane) continue;\n\n // Boundary check\n const actualCopyFrames = Math.min(\n copyFrameCount,\n srcPlane.length - srcOffsetFrames,\n dstPlane.length - dstOffsetFrames\n );\n\n if (actualCopyFrames > 0) {\n const srcSlice = srcPlane.subarray(srcOffsetFrames, srcOffsetFrames + actualCopyFrames);\n dstPlane.set(srcSlice, dstOffsetFrames);\n }\n }\n }\n\n return result;\n }\n\n getPCMWithMetadata(\n clipId: string,\n startUs: TimeUs,\n endUs: TimeUs\n ): { planes: Float32Array[]; sampleRate: number; numberOfChannels: number } | null {\n const slots = this.audioDataByClip.get(clipId);\n if (!slots || slots.length === 0) {\n return null;\n }\n\n const planes = this.getPCM(clipId, startUs, endUs);\n if (!planes) {\n return null;\n }\n\n // Use first slot's metadata\n const firstSlot = slots[0]!;\n return {\n planes,\n sampleRate: firstSlot.sampleRate,\n numberOfChannels: firstSlot.numberOfChannels,\n };\n }\n\n hasClipPCM(clipId: string): boolean {\n return this.audioDataByClip.has(clipId);\n }\n\n /**\n * Check if a slot with specific timestamp exists (used for incremental decoding)\n */\n hasSlotAt(clipId: string, timestampUs: TimeUs, toleranceUs: number = 1000): boolean {\n const slots = this.audioDataByClip.get(clipId);\n if (!slots) return false;\n\n // Since slots are sorted, we can use binary search\n const index = this.findInsertIndex(slots, timestampUs);\n\n // Check index and index-1 (in case findInsertIndex lands after)\n if (index < slots.length) {\n const slot = slots[index];\n if (slot && Math.abs(slot.timestampUs - timestampUs) < toleranceUs) return true;\n }\n if (index > 0) {\n const slot = slots[index - 1];\n if (slot && Math.abs(slot.timestampUs - timestampUs) < toleranceUs) return true;\n }\n return false;\n }\n\n /**\n * Check if sufficient PCM data exists for the requested time window\n * @param clipId - Clip identifier\n * @param startUs - Window start time\n * @param endUs - Window end time\n * @param strictMode - If true, require 99% coverage (export). If false, accept 95% (preview)\n */\n hasWindowData(\n clipId: string,\n startUs: TimeUs,\n endUs: TimeUs,\n strictMode: boolean = false\n ): boolean {\n const slots = this.audioDataByClip.get(clipId);\n if (!slots || slots.length === 0) {\n return false;\n }\n\n // Use binary search to find overlapping slots (performance optimization)\n const overlappingSlots = binarySearchOverlapping(slots, startUs, endUs, (slot) => ({\n start: slot.timestampUs,\n end: slot.timestampUs + slot.durationUs,\n }));\n\n if (overlappingSlots.length === 0) {\n return false;\n }\n\n // Calculate total duration covered\n let coveredDurationUs = 0;\n const requestedDurationUs = endUs - startUs;\n\n for (const slot of overlappingSlots) {\n const slotEndUs = slot.timestampUs + slot.durationUs;\n\n // Calculate overlap with requested range\n const overlapStart = Math.max(slot.timestampUs, startUs);\n const overlapEnd = Math.min(slotEndUs, endUs);\n\n if (overlapStart < overlapEnd) {\n coveredDurationUs += overlapEnd - overlapStart;\n }\n }\n\n // Adaptive threshold based on mode:\n // - Export (strictMode=true): 99% - ensures complete audio, critical for final output\n // - Preview (strictMode=false): 95% - balances performance and quality, tolerates chunk misalignment\n const threshold = strictMode ? 0.99 : 0.95;\n return coveredDurationUs >= requestedDurationUs * threshold;\n }\n\n clearClipPCM(clipId: string): void {\n this.audioDataByClip.delete(clipId);\n }\n\n /**\n * Update window center (unified global window)\n * Aligned with VideoL1Cache strategy: maintains a window of ±RADIUS around center\n */\n setWindow(centerGlobalUs: TimeUs): void {\n this.windowCenter = centerGlobalUs;\n this.checkEviction();\n }\n\n private checkEviction(): void {\n const now = Date.now();\n if (now - this.lastEvictTime > this.EVICT_THROTTLE_MS) {\n this.evictOutOfWindow();\n this.lastEvictTime = now;\n }\n }\n\n /**\n * Evict audio slots outside the global window (aligned with VideoL1Cache)\n * Skip if eviction is disabled (e.g., during export)\n */\n private evictOutOfWindow(): void {\n const windowStart = Math.max(0, this.windowCenter - this.WINDOW_RADIUS);\n const windowEnd = this.windowCenter + this.WINDOW_RADIUS;\n\n for (const [clipId, slots] of this.audioDataByClip) {\n const toKeep: AudioDataSlot[] = [];\n\n for (const slot of slots) {\n const globalTime = slot.globalTimeUs;\n\n // Slots without globalTimeUs are kept (legacy)\n if (globalTime === undefined) {\n toKeep.push(slot);\n continue;\n }\n\n // Keep slots within window\n if (globalTime >= windowStart && globalTime <= windowEnd) {\n toKeep.push(slot);\n }\n // Slots outside window are discarded (no close needed for Float32Array)\n }\n\n if (toKeep.length > 0) {\n this.audioDataByClip.set(clipId, toKeep);\n } else {\n this.audioDataByClip.delete(clipId);\n }\n }\n }\n\n /**\n * Find insertion index for a new slot (aligned with VideoL1Cache)\n */\n private findInsertIndex(slots: AudioDataSlot[], timestamp: TimeUs): 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const clamped = this.clampTime(timeUs);
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{"version":3,"file":"PlaybackController.js","sources":["../../src/controllers/PlaybackController.ts"],"sourcesContent":["import type {\n IPlaybackController,\n PlaybackState,\n PlaybackOptions,\n IEventBus,\n PreviewHandle,\n TimeUs,\n} from './types';\nimport { MeframeEvent } from '../event/events';\nimport type { GlobalAudioSession } from '../orchestrator/GlobalAudioSession';\nimport type { Orchestrator } from '../orchestrator';\nimport { WaiterReplacedError } from '../utils/errors';\nimport { VideoComposer } from '../stages/compose/VideoComposer';\nimport { isVideoClip } from '../model/types';\n\n/**\n * Playback controller for preview\n * Internal implementation - not exposed directly to external consumers\n */\nexport class PlaybackController implements IPlaybackController, PreviewHandle {\n private orchestrator: Orchestrator;\n private eventBus: IEventBus;\n private canvas: HTMLCanvasElement | OffscreenCanvas;\n private videoComposer: VideoComposer | null = null;\n\n // Playback state\n currentTimeUs: TimeUs = 0;\n private state: PlaybackState = 'idle';\n private playbackRate = 1.0;\n private volume = 1.0;\n private loop = false;\n\n // Animation loop\n private rafId: number | null = null;\n private startTimeUs: TimeUs = 0; // Playback start position in AudioContext timeline (microseconds)\n\n // Frame tracking\n private frameCount = 0;\n private lastFrameTime = 0;\n private fps = 0;\n private audioContext: AudioContext;\n private audioSession: GlobalAudioSession;\n\n // Seek tracking\n private currentSeekId = 0;\n private wasPlayingBeforeSeek = false;\n\n // Unified window management for both video and audio\n private windowEnd: TimeUs = 0;\n private readonly WINDOW_DURATION = 3_000_000; // 3s decode window\n private readonly PREHEAT_DISTANCE = 1_000_000; // 1s preheat trigger distance\n private preheatInProgress = false;\n\n // 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 = 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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 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{"version":3,"file":"PlaybackController.js","sources":["../../src/controllers/PlaybackController.ts"],"sourcesContent":["import type {\n IPlaybackController,\n PlaybackState,\n PlaybackOptions,\n IEventBus,\n PreviewHandle,\n TimeUs,\n} from './types';\nimport { MeframeEvent } from '../event/events';\nimport type { GlobalAudioSession } from '../orchestrator/GlobalAudioSession';\nimport type { Orchestrator } from '../orchestrator';\nimport { WaiterReplacedError } from '../utils/errors';\nimport { VideoComposer } from '../stages/compose/VideoComposer';\nimport { isVideoClip } from '../model/types';\n\n/**\n * Playback controller for preview\n * Internal implementation - not exposed directly to external consumers\n */\nexport class PlaybackController implements IPlaybackController, PreviewHandle {\n private orchestrator: Orchestrator;\n private eventBus: IEventBus;\n private canvas: HTMLCanvasElement | OffscreenCanvas;\n private videoComposer: VideoComposer | null = null;\n\n // Playback state\n currentTimeUs: TimeUs = 0;\n private state: PlaybackState = 'idle';\n private playbackRate = 1.0;\n private volume = 1.0;\n private loop = false;\n\n // Animation loop\n private rafId: number | null = null;\n private startTimeUs: TimeUs = 0; // Playback start position in AudioContext timeline (microseconds)\n\n // Frame tracking\n private frameCount = 0;\n private lastFrameTime = 0;\n private fps = 0;\n private audioContext: AudioContext;\n private audioSession: GlobalAudioSession;\n\n // Seek tracking\n private currentSeekId = 0;\n private wasPlayingBeforeSeek = false;\n\n // Unified window management for both video and audio\n private windowEnd: TimeUs = 0;\n private readonly WINDOW_DURATION = 3_000_000; // 3s decode window\n private readonly PREHEAT_DISTANCE = 1_000_000; // 1s preheat trigger distance\n private preheatInProgress = false;\n\n // 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 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 // CRITICAL: Do this BEFORE updating window to prevent premature eviction\n // When seeking backwards (e.g. 10s -> 3s), updating window first would\n // evict data at 3s before we can decode it\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 // Update window AFTER decoding to prevent evicting data we just needed\n // This ensures newly decoded data won't be immediately evicted\n this.initWindow(clamped);\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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|
1
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+
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@@ -354,15 +354,14 @@ ${errors.map((e) => `${e.path}: ${e.message}`).join("\n")}`
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(e) => e.effectType === "animation"
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const targetWidth = attachmentClip.metadata?.targetWidth;
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const targetHeight = attachmentClip.metadata?.targetHeight;
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mainClipStartUs: mainClip.startUs
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...targetWidth !== void 0 && { targetWidth },
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...targetHeight !== void 0 && { targetHeight }
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mainClipStartUs: mainClip.startUs
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if ("renderConfig" in attachmentClip && attachmentClip.renderConfig) {
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attachmentData.renderConfig = attachmentClip.renderConfig;
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}
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if ("resourceId" in attachmentClip && attachmentClip.resourceId) {
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attachmentData.resourceId = attachmentClip.resourceId;
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}
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