@motionscript/browser 0.1.0-alpha.3 → 0.1.0-alpha.5

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Files changed (75) hide show
  1. package/CHANGELOG.md +95 -0
  2. package/LICENSE +201 -201
  3. package/NOTICE +48 -0
  4. package/README.md +118 -69
  5. package/dist/asset-bytes.js.map +1 -1
  6. package/dist/audio/bus-graph.d.ts +2 -2
  7. package/dist/audio/bus-graph.d.ts.map +1 -1
  8. package/dist/audio/bus-graph.js +6 -6
  9. package/dist/audio/bus-graph.js.map +1 -1
  10. package/dist/audio/filter-graph.d.ts +5 -5
  11. package/dist/audio/filter-graph.d.ts.map +1 -1
  12. package/dist/audio/filter-graph.js +15 -15
  13. package/dist/audio/filter-graph.js.map +1 -1
  14. package/dist/audio/index.js.map +1 -1
  15. package/dist/audio/loop-region.d.ts +31 -0
  16. package/dist/audio/loop-region.d.ts.map +1 -0
  17. package/dist/audio/loop-region.js +43 -0
  18. package/dist/audio/loop-region.js.map +1 -0
  19. package/dist/audio/mixer.d.ts.map +1 -1
  20. package/dist/audio/mixer.js +26 -10
  21. package/dist/audio/mixer.js.map +1 -1
  22. package/dist/audio/player.d.ts +4 -4
  23. package/dist/audio/player.d.ts.map +1 -1
  24. package/dist/audio/player.js +15 -14
  25. package/dist/audio/player.js.map +1 -1
  26. package/dist/browser/THIRD_PARTY_LICENSES.txt +432 -0
  27. package/dist/browser/audio.js +1 -1
  28. package/dist/browser/chunks/chunk-2MAFJWBZ.js +2 -0
  29. package/dist/browser/chunks/chunk-2MAFJWBZ.js.map +7 -0
  30. package/dist/browser/index.js +130 -276
  31. package/dist/browser/index.js.map +4 -4
  32. package/dist/browser/manifest.json +19 -2
  33. package/dist/concat.js.map +1 -1
  34. package/dist/decode/image-levels.js.map +1 -1
  35. package/dist/decode/levels.js.map +1 -1
  36. package/dist/decode/video-levels.js.map +1 -1
  37. package/dist/dynamic-nodes.js.map +1 -1
  38. package/dist/engine.d.ts.map +1 -1
  39. package/dist/engine.js +1 -0
  40. package/dist/engine.js.map +1 -1
  41. package/dist/exporter.d.ts +8 -2
  42. package/dist/exporter.d.ts.map +1 -1
  43. package/dist/exporter.js +8 -7
  44. package/dist/exporter.js.map +1 -1
  45. package/dist/getter.js.map +1 -1
  46. package/dist/index.js.map +1 -1
  47. package/dist/measure-context.js.map +1 -1
  48. package/dist/mix-timeline-audio.d.ts +2 -2
  49. package/dist/mix-timeline-audio.d.ts.map +1 -1
  50. package/dist/mix-timeline-audio.js +1 -2
  51. package/dist/mix-timeline-audio.js.map +1 -1
  52. package/dist/render-context.js.map +1 -1
  53. package/dist/screenshot.d.ts +3 -3
  54. package/dist/screenshot.d.ts.map +1 -1
  55. package/dist/screenshot.js +1 -2
  56. package/dist/screenshot.js.map +1 -1
  57. package/dist/still.d.ts +6 -4
  58. package/dist/still.d.ts.map +1 -1
  59. package/dist/still.js +12 -9
  60. package/dist/still.js.map +1 -1
  61. package/dist/storage-adapter.d.ts.map +1 -1
  62. package/dist/storage-adapter.js +5 -4
  63. package/dist/storage-adapter.js.map +1 -1
  64. package/dist/three/renderer.js.map +1 -1
  65. package/dist/ticker.d.ts +22 -4
  66. package/dist/ticker.d.ts.map +1 -1
  67. package/dist/ticker.js +65 -28
  68. package/dist/ticker.js.map +1 -1
  69. package/package.json +7 -6
  70. package/dist/browser/chunks/chunk-M7XD73ED.js +0 -2
  71. package/dist/browser/chunks/chunk-M7XD73ED.js.map +0 -7
  72. package/dist/output.d.ts +0 -7
  73. package/dist/output.d.ts.map +0 -1
  74. package/dist/output.js +0 -6
  75. package/dist/output.js.map +0 -1
package/README.md CHANGED
@@ -1,69 +1,118 @@
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- # @motionscript/browser
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-
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- The browser rendering backend for [Motion Script](https://motionscript.dev),
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- built on Skia via [`@motionscript/canvaskit`](../canvaskit). It implements the
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- `platform`/`render` abstractions from [`@motionscript/core`](../core) so
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- documents can be drawn to a canvas, played back with synchronized audio, and
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- exported to video all in the browser.
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-
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- ## What's in here
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-
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- - **Engine**: `createBrowserEngine` wires every platform seam below into a
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- `@motionscript/core` `Engine`. Await it once at app start and share it.
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- - **Render context**: `WebRenderContext` draws the `@motionscript/core` scene
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- graph (shapes, fills, strokes, effects, text, video, masks) onto a CanvasKit
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- surface.
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- - **Exporter**: `exportVideo` renders a document offline and muxes video and
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- audio into an MP4 using [mediabunny](https://github.com/Vanilagy/mediabunny).
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- - **Stills**: `StillRenderer` (from `createStillRenderer`) is a long-lived
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- renderer that repaints single frames into a canvas the host owns, for
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- thumbnails and previews; `exportScreenshot` is the one-shot wrapper over it.
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- - **Concat**: `concatVideoSegments` joins separately encoded MP4 segments
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- without re-encoding, so an export can be split across workers.
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- `mixTimelineAudio` mixes the whole timeline's audio once for the joined file.
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- Every segment must share one encoder configuration; a mismatch throws
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- `ConcatMismatchError`.
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- - **3D**: every engine session, still renderer and export installs the WebGL
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- renderer that makes `Canvas3D` draw (three.js, loaded lazily). Importing the
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- package registers nothing, so a bundler may tree-shake freely.
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- - **Audio**: `WebAudioPlayer` drives playback through the Web Audio API;
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- `mixAudio` and `encodeWav` (also on the `@motionscript/browser/audio`
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- subpath, which skips CanvasKit) mix down offline.
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- - **Storage / assets**: `WebStorageAdapter` and `WebMeasureContext` implement the
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- asset-loading and text-measurement abstractions `@motionscript/core` needs.
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- - **Clock**: `WebTicker` synchronizes scene playback to `requestAnimationFrame` while calculating dt from audio context to ensure audio and animation line up.
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- - **CanvasKit access**: `getCanvasKit` loads and caches the CanvasKit/Skia
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- WebAssembly module used for rendering.
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-
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- ## Usage
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-
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- ```bash
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- npm install @motionscript/browser @motionscript/core @motionscript/canvaskit
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- ```
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-
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- ```ts
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- import { createBrowserEngine } from '@motionscript/browser';
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-
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- const engine = await createBrowserEngine({ wasmUrl: '/canvaskit.wasm', nodes: [MyNode] });
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- const session = engine.open({ document, target: canvasEl });
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- session.playback!.play();
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-
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- const mp4 = await session.export();
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- ```
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-
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- Serve `canvaskit.wasm` from `@motionscript/canvaskit` as a static asset and pass
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- its URL as `wasmUrl`.
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-
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- See the [docs](https://motionscript.dev/docs) for the full feature set and API
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- reference.
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-
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- ## Development
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-
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- From the monorepo root:
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-
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- ```bash
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- pnpm --filter @motionscript/browser build
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- pnpm --filter @motionscript/browser test
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- ```
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-
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- See [CONTRIBUTING.md](../../CONTRIBUTING.md) for the architecture overview.
1
+ # @motionscript/browser
2
+
3
+ The browser rendering backend for [Motion Script](https://motionscript.dev),
4
+ built on Skia via [`@motionscript/canvaskit`](https://github.com/motionscript-dev/motionscript/tree/main/packages/canvaskit). It implements the
5
+ `platform`/`render` abstractions from [`@motionscript/core`](https://github.com/motionscript-dev/motionscript/tree/main/packages/core) so
6
+ documents can be drawn to a canvas, played back with synchronized audio, and
7
+ exported to video all in the browser.
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+
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+ How a frame is drawn (shapes, fills, strokes, effects, text, the 3D replay) lives in
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+ [`@motionscript/skia-render`](https://github.com/motionscript-dev/motionscript/tree/main/packages/skia-render) and is shared with every other backend.
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+ This package supplies only the browser's half: a WebGL surface over a `<canvas>`,
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+ media decode and storage, encoding, Web Audio, the clock, and the WebGL renderer 3D
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+ draws with.
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+
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+ ## What's in here
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+
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+ - **Engine**: `createBrowserEngine` wires every platform seam below into a
18
+ `@motionscript/core` `Engine`. Await it once at app start and share it.
19
+ - **Render context**: `WebRenderContext` draws the `@motionscript/core` scene
20
+ graph (shapes, fills, strokes, effects, text, video, masks) onto a CanvasKit
21
+ surface.
22
+ - **Exporter**: `exportVideo` renders a document offline and muxes video and
23
+ audio into an MP4 using [mediabunny](https://github.com/Vanilagy/mediabunny).
24
+ - **Stills**: `StillRenderer` (from `createStillRenderer`) is a long-lived
25
+ renderer that repaints single frames into a canvas the host owns, for
26
+ thumbnails and previews; `exportScreenshot` is the one-shot wrapper over it.
27
+ - **Concat**: `concatVideoSegments` joins separately encoded MP4 segments
28
+ without re-encoding, so an export can be split across workers. A segment is
29
+ `exportVideo({ frames: { start, end } })` (or `session.export({ frames })`):
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+ that range alone, timestamped from 0 and silent.
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+ `mixTimelineAudio` mixes the whole timeline's audio once for the joined file.
32
+ Every segment must share one encoder configuration; a mismatch throws
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+ `ConcatMismatchError`.
34
+ - **3D**: every engine session, still renderer and export installs the WebGL
35
+ renderer that makes `Canvas3D` draw (three.js, loaded lazily). Importing the
36
+ package registers nothing, so a bundler may tree-shake freely.
37
+ - **Audio**: `WebAudioPlayer` drives playback through the Web Audio API;
38
+ `mixAudio` and `encodeWav` (also on the `@motionscript/browser/audio`
39
+ subpath, which skips CanvasKit) mix down offline.
40
+ - **Storage / assets**: `WebStorageAdapter` and `WebMeasureContext` implement the
41
+ asset-loading and text-measurement abstractions `@motionscript/core` needs. The
42
+ adapter decodes images and video at the resolution each draw covers, in
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+ levels (`src/decode/`); see
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+ [decode resolution](https://github.com/motionscript-dev/motionscript/blob/main/packages/skia-render/docs/decode-resolution.md).
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+ `setAssetByteSource` lets a host answer for an asset's bytes (a file the user just
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+ chose, say) before the adapter goes to the network; it applies to previews,
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+ exports and stills alike.
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+ - **Source-string nodes**: `createBrowserEngine({ nodes })` also accepts TS/JSX source
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+ strings (array form only), each declaring its key with `@node(...)`, compiled with
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+ `esbuild-wasm` on first use. `dynamicNodes` overrides the SDK, JSX runtime,
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+ extra importable `modules` or the compiler, each field defaulting on its own.
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+ - **Clock**: `WebTicker` synchronizes scene playback to `requestAnimationFrame` while calculating dt from audio context to ensure audio and animation line up.
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+ - **CanvasKit access**: `getCanvasKit` loads and caches the CanvasKit/Skia
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+ WebAssembly module used for rendering.
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+
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+ ## Usage
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+
58
+ ```bash
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+ npm install @motionscript/browser @motionscript/core @motionscript/canvaskit
60
+ ```
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+
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+ ```ts
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+ import { createBrowserEngine } from '@motionscript/browser';
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+
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+ const engine = await createBrowserEngine({ wasmUrl: '/canvaskit.wasm', nodes: [MyNode] });
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+ const session = engine.open({ document, target: canvasEl });
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+ session.playback!.play();
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+
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+ const mp4 = await session.export();
70
+ ```
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+
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+ Serve `canvaskit.wasm` from `@motionscript/canvaskit` as a static asset and pass
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+ its URL as `wasmUrl`. `getCanvasKit` memoizes: the first URL wins, and a failed
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+ init stays failed. `session.export()` resolves to the MP4 bytes unless
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+ `encode: { download: true }` asks for a browser download.
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+
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+ ## CDN build
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+
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+ `pnpm build` ends by writing `dist/browser/` (generated, never edited): one minified
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+ ES module per `exports` entry (`index.js`, `audio.js`), shared and lazy chunks
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+ (three.js and its glTF loader arrive only through `import()`), `esbuild.wasm`, and a
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+ `manifest.json` mapping each export and binary asset to a package-relative path.
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+ The peers stay imports, so a host's import map names each of these bare specifiers
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+ once, to one copy:
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+
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+ ```
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+ @motionscript/core
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+ @motionscript/core/sdk
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+ @motionscript/core/jsx/jsx-runtime
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+ @motionscript/canvaskit
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+ ```
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+
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+ Against a CDN module URL the default `canvaskit.wasm` and `esbuild.wasm` URLs do not
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+ resolve, so a host passes `wasmUrl` and, if it compiles source-string nodes,
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+ `compilerWasmUrl`. Both binaries are listed in the packages' manifests.
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+
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+ See the [docs](https://motionscript.dev/docs) for the full feature set and API
98
+ reference.
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+
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+ ## Development
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+
102
+ From the monorepo root:
103
+
104
+ ```bash
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+ pnpm --filter @motionscript/browser build # eslint, tsc, tsc-alias, then the CDN build
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+ pnpm --filter @motionscript/browser test # vitest: real Chromium, plus a Node project
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+ ```
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+
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+ The tests run in headless Chromium through `@vitest/browser-playwright`, so install it
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+ once with `pnpm --filter @motionscript/browser exec playwright install --with-deps chromium`.
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+ They import `@motionscript/core`'s **built** `dist/`: run `pnpm build:lib` first on a fresh
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+ checkout. Files named `*.node.test.ts` run in Node and ask what a consumer's bundler
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+ keeps of this package (`tree-shaking`, `cdn-build`). Suites that need an H.264 or AAC
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+ encoder skip on a Chromium without one; `REQUIRE_ENCODERS=1` makes them fail instead.
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+
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+ See [CLAUDE.md](https://github.com/motionscript-dev/motionscript/blob/main/packages/browser/CLAUDE.md) for the traps when editing here,
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+ [ARCHITECTURE.md](https://github.com/motionscript-dev/motionscript/blob/main/ARCHITECTURE.md) for the layering and
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+ [CONTRIBUTING.md](https://github.com/motionscript-dev/motionscript/blob/main/CONTRIBUTING.md) for the workflow.
@@ -1 +1 @@
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- {"version":3,"file":"asset-bytes.js","sourceRoot":"","sources":["../src/asset-bytes.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AAKH,IAAI,MAAM,GAA2B,IAAI,CAAC;AAE1C;;;;;;GAMG;AACH,MAAM,UAAU,kBAAkB,CAAC,IAA4B;IAC3D,MAAM,GAAG,IAAI,CAAC;AAClB,CAAC;AAED;;;;;;GAMG;AACH,MAAM,CAAC,KAAK,UAAU,eAAe,CAAC,GAAW;IAC7C,IAAI,CAAC,MAAM;QAAE,OAAO,IAAI,CAAC;IACzB,IAAI,CAAC;QACD,OAAO,MAAM,MAAM,CAAC,GAAG,CAAC,CAAC;IAC7B,CAAC;IAAC,MAAM,CAAC;QACL,OAAO,IAAI,CAAC;IAChB,CAAC;AACL,CAAC;AAED;;;;GAIG;AACH,MAAM,CAAC,KAAK,UAAU,eAAe,CAAC,GAAW;IAC7C,MAAM,QAAQ,GAAG,MAAM,KAAK,CAAC,GAAG,CAAC,CAAC;IAClC,IAAI,CAAC,QAAQ,CAAC,EAAE,EAAE,CAAC;QACf,MAAM,MAAM,GAAG,QAAQ,CAAC,UAAU,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,MAAM,IAAI,QAAQ,CAAC,UAAU,EAAE,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC;QACxG,MAAM,IAAI,KAAK,CAAC,aAAa,GAAG,kBAAkB,MAAM,EAAE,CAAC,CAAC;IAChE,CAAC;IACD,OAAO,QAAQ,CAAC,IAAI,EAAE,CAAC;AAC3B,CAAC","sourcesContent":["/**\n * Where a source URL's bytes come from: a host's local store, then the network.\n *\n * ## Why the web adapter needs this at all\n *\n * `WebStorageAdapter` addresses every asset by URL and fetches it. That is\n * right for an asset that lives somewhere, and wrong for one whose bytes the\n * host already has in hand — a file the user has just chosen, a render a local\n * model has just produced, a picture whose upload has not finished or cannot\n * start because there is no network. In all three the adapter downloads bytes\n * that never needed to travel.\n *\n * `NodeStorageAdapter` has had the answer since it was written: an injected\n * `AssetLoader`, with an `inline` map consulted ahead of the disk. This is the\n * same seam for the browser.\n *\n * ## Why it is module-level\n *\n * `WebStorageAdapter` is constructed at five sites *inside* these packages —\n * the React player backend, the exporter, the audio mixer, and both still\n * renderers — none of which a host can reach. A constructor argument would\n * therefore cover the preview and leave export and stills on the network,\n * which is the worst of both: the picture a user sees would come from local\n * bytes and the one they render would not.\n *\n * So this is an *injection point*, not a cache. The adapter still owns every\n * decode, every cache, every size ceiling and every eviction rule; all this\n * changes is where the compressed bytes came from. A source that answers `null`\n * — which is what an unregistered URL, an evicted entry or a host with no local\n * store does — leaves the adapter exactly as it was.\n */\n\n/** Local bytes for a source URL, or `null` to go to the network. */\nexport type AssetByteSource = (src: string) => Promise<Blob | null>;\n\nlet source: AssetByteSource | null = null;\n\n/**\n * Installs the byte source for this browsing context, or clears it with `null`.\n *\n * Called once per window that renders. Later calls replace the previous source\n * rather than stacking, because two sources disagreeing about one URL has no\n * sensible answer.\n */\nexport function setAssetByteSource(next: AssetByteSource | null): void {\n source = next;\n}\n\n/**\n * The bytes for `src`, or `null`.\n *\n * Swallows a throwing source on purpose. A host's local store failing is a\n * cache miss, not a render failure — the caller falls through to `fetch`, which\n * is what it would have done had the source never been installed.\n */\nexport async function localAssetBytes(src: string): Promise<Blob | null> {\n if (!source) return null;\n try {\n return await source(src);\n } catch {\n return null;\n }\n}\n\n/**\n * The network's bytes for `url`. A response that is not OK is a failed load,\n * never bytes: a 404 page handed to the font manager marked a family loaded\n * with no face in it.\n */\nexport async function fetchAssetBytes(url: string): Promise<Blob> {\n const response = await fetch(url);\n if (!response.ok) {\n const status = response.statusText ? `${response.status} ${response.statusText}` : `${response.status}`;\n throw new Error(`Fetching \"${url}\" failed: HTTP ${status}`);\n }\n return response.blob();\n}\n"]}
1
+ {"version":3,"file":"asset-bytes.js","sourceRoot":"","sources":["../src/asset-bytes.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AAKH,IAAI,MAAM,GAA2B,IAAI,CAAC;AAE1C;;;;;;GAMG;AACH,MAAM,UAAU,kBAAkB,CAAC,IAA4B;IAC3D,MAAM,GAAG,IAAI,CAAC;AAClB,CAAC;AAED;;;;;;GAMG;AACH,MAAM,CAAC,KAAK,UAAU,eAAe,CAAC,GAAW;IAC7C,IAAI,CAAC,MAAM;QAAE,OAAO,IAAI,CAAC;IACzB,IAAI,CAAC;QACD,OAAO,MAAM,MAAM,CAAC,GAAG,CAAC,CAAC;IAC7B,CAAC;IAAC,MAAM,CAAC;QACL,OAAO,IAAI,CAAC;IAChB,CAAC;AACL,CAAC;AAED;;;;GAIG;AACH,MAAM,CAAC,KAAK,UAAU,eAAe,CAAC,GAAW;IAC7C,MAAM,QAAQ,GAAG,MAAM,KAAK,CAAC,GAAG,CAAC,CAAC;IAClC,IAAI,CAAC,QAAQ,CAAC,EAAE,EAAE,CAAC;QACf,MAAM,MAAM,GAAG,QAAQ,CAAC,UAAU,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,MAAM,IAAI,QAAQ,CAAC,UAAU,EAAE,CAAC,CAAC,CAAC,GAAG,QAAQ,CAAC,MAAM,EAAE,CAAC;QACxG,MAAM,IAAI,KAAK,CAAC,aAAa,GAAG,kBAAkB,MAAM,EAAE,CAAC,CAAC;IAChE,CAAC;IACD,OAAO,QAAQ,CAAC,IAAI,EAAE,CAAC;AAC3B,CAAC","sourcesContent":["/**\r\n * Where a source URL's bytes come from: a host's local store, then the network.\r\n *\r\n * ## Why the web adapter needs this at all\r\n *\r\n * `WebStorageAdapter` addresses every asset by URL and fetches it. That is\r\n * right for an asset that lives somewhere, and wrong for one whose bytes the\r\n * host already has in hand — a file the user has just chosen, a render a local\r\n * model has just produced, a picture whose upload has not finished or cannot\r\n * start because there is no network. In all three the adapter downloads bytes\r\n * that never needed to travel.\r\n *\r\n * `NodeStorageAdapter` has had the answer since it was written: an injected\r\n * `AssetLoader`, with an `inline` map consulted ahead of the disk. This is the\r\n * same seam for the browser.\r\n *\r\n * ## Why it is module-level\r\n *\r\n * `WebStorageAdapter` is constructed at five sites *inside* these packages —\r\n * the React player backend, the exporter, the audio mixer, and both still\r\n * renderers — none of which a host can reach. A constructor argument would\r\n * therefore cover the preview and leave export and stills on the network,\r\n * which is the worst of both: the picture a user sees would come from local\r\n * bytes and the one they render would not.\r\n *\r\n * So this is an *injection point*, not a cache. The adapter still owns every\r\n * decode, every cache, every size ceiling and every eviction rule; all this\r\n * changes is where the compressed bytes came from. A source that answers `null`\r\n * — which is what an unregistered URL, an evicted entry or a host with no local\r\n * store does — leaves the adapter exactly as it was.\r\n */\r\n\r\n/** Local bytes for a source URL, or `null` to go to the network. */\r\nexport type AssetByteSource = (src: string) => Promise<Blob | null>;\r\n\r\nlet source: AssetByteSource | null = null;\r\n\r\n/**\r\n * Installs the byte source for this browsing context, or clears it with `null`.\r\n *\r\n * Called once per window that renders. Later calls replace the previous source\r\n * rather than stacking, because two sources disagreeing about one URL has no\r\n * sensible answer.\r\n */\r\nexport function setAssetByteSource(next: AssetByteSource | null): void {\r\n source = next;\r\n}\r\n\r\n/**\r\n * The bytes for `src`, or `null`.\r\n *\r\n * Swallows a throwing source on purpose. A host's local store failing is a\r\n * cache miss, not a render failure — the caller falls through to `fetch`, which\r\n * is what it would have done had the source never been installed.\r\n */\r\nexport async function localAssetBytes(src: string): Promise<Blob | null> {\r\n if (!source) return null;\r\n try {\r\n return await source(src);\r\n } catch {\r\n return null;\r\n }\r\n}\r\n\r\n/**\r\n * The network's bytes for `url`. A response that is not OK is a failed load,\r\n * never bytes: a 404 page handed to the font manager marked a family loaded\r\n * with no face in it.\r\n */\r\nexport async function fetchAssetBytes(url: string): Promise<Blob> {\r\n const response = await fetch(url);\r\n if (!response.ok) {\r\n const status = response.statusText ? `${response.status} ${response.statusText}` : `${response.status}`;\r\n throw new Error(`Fetching \"${url}\" failed: HTTP ${status}`);\r\n }\r\n return response.blob();\r\n}\r\n"]}
@@ -25,10 +25,10 @@ export declare class AudioBusGraph {
25
25
  * existed.
26
26
  *
27
27
  * `startTime` is the context time a new chain's schedule starts from, and
28
- * `sceneTime` the same instant in the stops' own seconds. A curve on a stop
28
+ * `clipTime` the same instant in the stops' own seconds. A curve on a stop
29
29
  * runs over its `startAt`–`endAt`, so the two are what place it.
30
30
  */
31
- inputFor(bus: readonly AudioBusStop[] | undefined, startTime: number, sceneTime: number): AudioNode;
31
+ inputFor(bus: readonly AudioBusStop[] | undefined, startTime: number, clipTime: number): AudioNode;
32
32
  /** Disconnect every live bus node, so the next {@link inputFor} builds afresh. Safe to call more than once. */
33
33
  dispose(): void;
34
34
  private readonly inputs;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"bus-graph.d.ts","sourceRoot":"","sources":["../../src/audio/bus-graph.ts"],"names":[],"mappings":"AAAA,OAAO,EAAc,KAAK,YAAY,EAAwB,MAAM,oBAAoB,CAAC;AAGzF;;;;;;;;GAQG;AACH,qBAAa,aAAa;IAElB,OAAO,CAAC,QAAQ,CAAC,GAAG;IACpB,+EAA+E;IAC/E,OAAO,CAAC,QAAQ,CAAC,WAAW;gBAFX,GAAG,EAAE,gBAAgB;IACtC,+EAA+E;IAC9D,WAAW,EAAE,SAAS;IAG3C;;;;;;;;;;;;OAYG;IACH,QAAQ,CAAC,GAAG,EAAE,SAAS,YAAY,EAAE,GAAG,SAAS,EAAE,SAAS,EAAE,MAAM,EAAE,QAAQ,EAAE,MAAM,GAAG,SAAS;IAKlG,+GAA+G;IAC/G,OAAO,IAAI,IAAI;IAYf,OAAO,CAAC,QAAQ,CAAC,MAAM,CAAgC;IACvD,OAAO,CAAC,QAAQ,CAAC,KAAK,CAAmB;IACzC,OAAO,CAAC,QAAQ,CAAC,WAAW,CAAwB;IAEpD;;;;;;;;;;;;OAYG;IACH,OAAO,CAAC,SAAS;CA+BpB"}
@@ -28,13 +28,13 @@ export class AudioBusGraph {
28
28
  * existed.
29
29
  *
30
30
  * `startTime` is the context time a new chain's schedule starts from, and
31
- * `sceneTime` the same instant in the stops' own seconds. A curve on a stop
31
+ * `clipTime` the same instant in the stops' own seconds. A curve on a stop
32
32
  * runs over its `startAt`–`endAt`, so the two are what place it.
33
33
  */
34
- inputFor(bus, startTime, sceneTime) {
34
+ inputFor(bus, startTime, clipTime) {
35
35
  if (!bus || bus.length === 0)
36
36
  return this.destination;
37
- return this.chainFrom(bus, 0, startTime, sceneTime);
37
+ return this.chainFrom(bus, 0, startTime, clipTime);
38
38
  }
39
39
  /** Disconnect every live bus node, so the next {@link inputFor} builds afresh. Safe to call more than once. */
40
40
  dispose() {
@@ -70,7 +70,7 @@ export class AudioBusGraph {
70
70
  * tracks, is a different chain, and one built for the first would play the
71
71
  * second through stale levels and a curve anchored to the wrong span.
72
72
  */
73
- chainFrom(bus, index, startTime, sceneTime) {
73
+ chainFrom(bus, index, startTime, clipTime) {
74
74
  if (index >= bus.length)
75
75
  return this.destination;
76
76
  const stop = bus[index];
@@ -78,7 +78,7 @@ export class AudioBusGraph {
78
78
  const existing = this.inputs.get(key);
79
79
  if (existing)
80
80
  return existing;
81
- const output = this.chainFrom(bus, index + 1, startTime, sceneTime);
81
+ const output = this.chainFrom(bus, index + 1, startTime, clipTime);
82
82
  // A pass-through head every clip connects to, so the bus has one input
83
83
  // whatever its filters turn out to be.
84
84
  const input = this.ctx.createGain();
@@ -86,7 +86,7 @@ export class AudioBusGraph {
86
86
  // The level is a gain after the filters, as a sound's own level is, so a
87
87
  // curve on it is scheduled exactly as one in `filters` is.
88
88
  const level = { type: "gain", value: stop.mute ? 0 : stop.volume };
89
- const graph = buildAudioFilterGraph(this.ctx, input, [...(stop.filters ?? []), level], startTime, stop.endAt - stop.startAt, sceneTime - stop.startAt);
89
+ const graph = buildAudioFilterGraph(this.ctx, input, [...(stop.filters ?? []), level], startTime, stop.endAt - stop.startAt, clipTime - stop.startAt);
90
90
  graph.output.connect(output);
91
91
  this.nodes.push(input, ...graph.nodes);
92
92
  this.oscillators.push(...graph.oscillators);
@@ -1 +1 @@
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Flattening the levels into per-clip gain would sound\n * right; flattening the effects would not.\n */\nexport class AudioBusGraph {\n constructor(\n private readonly ctx: BaseAudioContext,\n /** Where the last bus in a chain connects — the master, or the destination. */\n private readonly destination: AudioNode,\n ) { }\n\n /**\n * The input node a clip on `bus` should connect to, building the chain the\n * first time it is asked for.\n *\n * `bus` is source-adjacent first, so `bus[0]` is the one the clip feeds and\n * each stop after it is that bus's own parent. An empty or absent chain\n * returns the destination, which is what every clip did before buses\n * existed.\n *\n * `startTime` is the context time a new chain's schedule starts from, and\n * `sceneTime` the same instant in the stops' own seconds. A curve on a stop\n * runs over its `startAt`–`endAt`, so the two are what place it.\n */\n inputFor(bus: readonly AudioBusStop[] | undefined, startTime: number, sceneTime: number): AudioNode {\n if (!bus || bus.length === 0) return this.destination;\n return this.chainFrom(bus, 0, startTime, sceneTime);\n }\n\n /** Disconnect every live bus node, so the next {@link inputFor} builds afresh. Safe to call more than once. */\n dispose(): void {\n for (const node of this.nodes) {\n try { node.disconnect(); } catch { /* already torn down */ }\n }\n for (const osc of this.oscillators) {\n try { osc.stop(); } catch { /* never started, or already stopped */ }\n }\n this.nodes.length = 0;\n this.oscillators.length = 0;\n this.inputs.clear();\n }\n\n private readonly inputs = new Map<string, AudioNode>();\n private readonly nodes: AudioNode[] = [];\n private readonly oscillators: OscillatorNode[] = [];\n\n /**\n * Build (or reuse) the chain for `bus[index]`, connected to whatever\n * `bus[index + 1]` resolves to.\n *\n * Recursive rather than iterative because a bus's *output* has to exist\n * before its own nodes can connect to it, and the outermost bus is the last\n * entry.\n *\n * Reused by everything that changes what it sounds like, down to the master,\n * not by id alone: a bus edited under a playing device, or one id on two\n * tracks, is a different chain, and one built for the first would play the\n * second through stale levels and a curve anchored to the wrong span.\n */\n private chainFrom(bus: readonly AudioBusStop[], index: number, startTime: number, sceneTime: number): AudioNode {\n if (index >= bus.length) return this.destination;\n\n const stop = bus[index];\n const key = bus.slice(index).map(busStopKey).join(\">\");\n const existing = this.inputs.get(key);\n if (existing) return existing;\n\n const output = this.chainFrom(bus, index + 1, startTime, sceneTime);\n\n // A pass-through head every clip connects to, so the bus has one input\n // whatever its filters turn out to be.\n const input = this.ctx.createGain();\n input.gain.value = 1;\n\n // The level is a gain after the filters, as a sound's own level is, so a\n // curve on it is scheduled exactly as one in `filters` is.\n const level: AudioFilterItem = { type: \"gain\", value: stop.mute ? 0 : stop.volume };\n const graph = buildAudioFilterGraph(\n this.ctx, input, [...(stop.filters ?? []), level],\n startTime, stop.endAt - stop.startAt, sceneTime - stop.startAt,\n );\n graph.output.connect(output);\n\n this.nodes.push(input, ...graph.nodes);\n this.oscillators.push(...graph.oscillators);\n for (const osc of graph.oscillators) osc.start(startTime);\n\n this.inputs.set(key, input);\n return input;\n }\n}\n"]}
1
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Flattening the levels into per-clip gain would sound\r\n * right; flattening the effects would not.\r\n */\r\nexport class AudioBusGraph {\r\n constructor(\r\n private readonly ctx: BaseAudioContext,\r\n /** Where the last bus in a chain connects — the master, or the destination. */\r\n private readonly destination: AudioNode,\r\n ) { }\r\n\r\n /**\r\n * The input node a clip on `bus` should connect to, building the chain the\r\n * first time it is asked for.\r\n *\r\n * `bus` is source-adjacent first, so `bus[0]` is the one the clip feeds and\r\n * each stop after it is that bus's own parent. An empty or absent chain\r\n * returns the destination, which is what every clip did before buses\r\n * existed.\r\n *\r\n * `startTime` is the context time a new chain's schedule starts from, and\r\n * `clipTime` the same instant in the stops' own seconds. A curve on a stop\r\n * runs over its `startAt`–`endAt`, so the two are what place it.\r\n */\r\n inputFor(bus: readonly AudioBusStop[] | undefined, startTime: number, clipTime: number): AudioNode {\r\n if (!bus || bus.length === 0) return this.destination;\r\n return this.chainFrom(bus, 0, startTime, clipTime);\r\n }\r\n\r\n /** Disconnect every live bus node, so the next {@link inputFor} builds afresh. Safe to call more than once. */\r\n dispose(): void {\r\n for (const node of this.nodes) {\r\n try { node.disconnect(); } catch { /* already torn down */ }\r\n }\r\n for (const osc of this.oscillators) {\r\n try { osc.stop(); } catch { /* never started, or already stopped */ }\r\n }\r\n this.nodes.length = 0;\r\n this.oscillators.length = 0;\r\n this.inputs.clear();\r\n }\r\n\r\n private readonly inputs = new Map<string, AudioNode>();\r\n private readonly nodes: AudioNode[] = [];\r\n private readonly oscillators: OscillatorNode[] = [];\r\n\r\n /**\r\n * Build (or reuse) the chain for `bus[index]`, connected to whatever\r\n * `bus[index + 1]` resolves to.\r\n *\r\n * Recursive rather than iterative because a bus's *output* has to exist\r\n * before its own nodes can connect to it, and the outermost bus is the last\r\n * entry.\r\n *\r\n * Reused by everything that changes what it sounds like, down to the master,\r\n * not by id alone: a bus edited under a playing device, or one id on two\r\n * tracks, is a different chain, and one built for the first would play the\r\n * second through stale levels and a curve anchored to the wrong span.\r\n */\r\n private chainFrom(bus: readonly AudioBusStop[], index: number, startTime: number, clipTime: number): AudioNode {\r\n if (index >= bus.length) return this.destination;\r\n\r\n const stop = bus[index];\r\n const key = bus.slice(index).map(busStopKey).join(\">\");\r\n const existing = this.inputs.get(key);\r\n if (existing) return existing;\r\n\r\n const output = this.chainFrom(bus, index + 1, startTime, clipTime);\r\n\r\n // A pass-through head every clip connects to, so the bus has one input\r\n // whatever its filters turn out to be.\r\n const input = this.ctx.createGain();\r\n input.gain.value = 1;\r\n\r\n // The level is a gain after the filters, as a sound's own level is, so a\r\n // curve on it is scheduled exactly as one in `filters` is.\r\n const level: AudioFilterItem = { type: \"gain\", value: stop.mute ? 0 : stop.volume };\r\n const graph = buildAudioFilterGraph(\r\n this.ctx, input, [...(stop.filters ?? []), level],\r\n startTime, stop.endAt - stop.startAt, clipTime - stop.startAt,\r\n );\r\n graph.output.connect(output);\r\n\r\n this.nodes.push(input, ...graph.nodes);\r\n this.oscillators.push(...graph.oscillators);\r\n for (const osc of graph.oscillators) osc.start(startTime);\r\n\r\n this.inputs.set(key, input);\r\n return input;\r\n }\r\n}\r\n"]}
@@ -24,8 +24,8 @@ export interface AudioFilterGraph {
24
24
  * by the caller (and affect timeline scheduling), not as a graph node.
25
25
  *
26
26
  * `startTime` is the AudioContext time the source starts; `clipDuration` is the
27
- * scene-time length the curves run over (a clip's, or a bus's span); `elapsed` is
28
- * scene-seconds already played at a mid-clip seek (0 for a clean start, negative
27
+ * clip-time length the curves run over (a clip's, or a bus's span); `elapsed` is
28
+ * clip-seconds already played at a mid-clip seek (0 for a clean start, negative
29
29
  * before the span begins). These let curve-valued params schedule and align.
30
30
  *
31
31
  * Pass the already-created `source` so its `playbackRate` can be set by the
@@ -47,13 +47,13 @@ export declare function speedCurveOf(filters: readonly AudioFilterItem[] | undef
47
47
  *
48
48
  * The curve is authored over **source time** (rate as a function of how far through
49
49
  * the source we've played). `setValueAtTime`/`linearRampToValueAtTime` schedule in
50
- * **context time**, so we walk scene-time forward in small steps, convert each to a
50
+ * **context time**, so we walk clip-time forward in small steps, convert each to a
51
51
  * source-time offset via the integral inverse, read the curve there, and lay down a
52
52
  * value point at the matching context time. `scalar` folds in any constant speed
53
53
  * filters (they scale the whole rate uniformly).
54
54
  *
55
- * `elapsed` is scene-seconds already played at a mid-clip seek, so the schedule
55
+ * `elapsed` is clip-seconds already played at a mid-clip seek, so the schedule
56
56
  * starts at the seek point and aligns the playbackRate to the clip's true position.
57
57
  */
58
- export declare function applySpeedToPlaybackRate(rate: AudioParam, curve: ReturnType<typeof speedCurveOf>, sourceLength: number, sceneDuration: number, scalar: number, startTime: number, elapsed: number): void;
58
+ export declare function applySpeedToPlaybackRate(rate: AudioParam, curve: ReturnType<typeof speedCurveOf>, sourceLength: number, clipDuration: number, scalar: number, startTime: number, elapsed: number): void;
59
59
  //# sourceMappingURL=filter-graph.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"filter-graph.d.ts","sourceRoot":"","sources":["../../src/audio/filter-graph.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,eAAe,EAA2C,MAAM,oBAAoB,CAAC;AAE9F;;;;;;;;;GASG;AACH,MAAM,WAAW,gBAAgB;IAC7B,MAAM,EAAE,SAAS,CAAC;IAClB,KAAK,EAAE,SAAS,EAAE,CAAC;IACnB,WAAW,EAAE,cAAc,EAAE,CAAC;CACjC;AA8FD;;;;;;;;;;;;;;;;GAgBG;AACH,wBAAgB,qBAAqB,CACjC,GAAG,EAAE,gBAAgB,EACrB,MAAM,EAAE,SAAS,EACjB,OAAO,EAAE,SAAS,eAAe,EAAE,EACnC,SAAS,GAAE,MAAwB,EACnC,YAAY,GAAE,MAAU,EACxB,OAAO,GAAE,MAAU,GACpB,gBAAgB,CAwFlB;AAYD;;;;;;GAMG;AACH,wBAAgB,cAAc,CAAC,OAAO,EAAE,SAAS,eAAe,EAAE,GAAG,SAAS,GAAG,MAAM,CAOtF;AAED,kEAAkE;AAClE,wBAAgB,YAAY,CAAC,OAAO,EAAE,SAAS,eAAe,EAAE,GAAG,SAAS,kDAM3E;AAED;;;;;;;;;;;;GAYG;AACH,wBAAgB,wBAAwB,CACpC,IAAI,EAAE,UAAU,EAChB,KAAK,EAAE,UAAU,CAAC,OAAO,YAAY,CAAC,EACtC,YAAY,EAAE,MAAM,EACpB,YAAY,EAAE,MAAM,EACpB,MAAM,EAAE,MAAM,EACd,SAAS,EAAE,MAAM,EACjB,OAAO,EAAE,MAAM,GAChB,IAAI,CAgBN"}
@@ -1,4 +1,4 @@
1
- import { isCurve, sourceTimeAtSceneElapsed } from "@motionscript/core";
1
+ import { isCurve, sourceTimeAtClipElapsed } from "@motionscript/core";
2
2
  /**
3
3
  * How many sample points per second to bake an eased curve segment into for
4
4
  * `setValueCurveAtTime`. 200/s (≈ every 5ms) is smooth to the ear and cheap.
@@ -12,7 +12,7 @@ const CURVE_SAMPLES_PER_SECOND = 200;
12
12
  * - linear segments via `setValueAtTime` + `linearRampToValueAtTime`,
13
13
  * - eased segments baked into a `Float32Array` via `setValueCurveAtTime`.
14
14
  *
15
- * `elapsed` (scene-seconds already played when a mid-clip seek starts the source)
15
+ * `elapsed` (clip-seconds already played when a mid-clip seek starts the source)
16
16
  * shifts the schedule back by `elapsed` so "now" reads the curve's value at the
17
17
  * clip's *current* position, not its start. A `clamp(v)` hook lets a param keep a
18
18
  * valid range (e.g. echo mix 0–1) at every sampled point.
@@ -87,8 +87,8 @@ function applyParam(ctx, audioParam, param, startTime, clipDuration, elapsed, cl
87
87
  * by the caller (and affect timeline scheduling), not as a graph node.
88
88
  *
89
89
  * `startTime` is the AudioContext time the source starts; `clipDuration` is the
90
- * scene-time length the curves run over (a clip's, or a bus's span); `elapsed` is
91
- * scene-seconds already played at a mid-clip seek (0 for a clean start, negative
90
+ * clip-time length the curves run over (a clip's, or a bus's span); `elapsed` is
91
+ * clip-seconds already played at a mid-clip seek (0 for a clean start, negative
92
92
  * before the span begins). These let curve-valued params schedule and align.
93
93
  *
94
94
  * Pass the already-created `source` so its `playbackRate` can be set by the
@@ -212,29 +212,29 @@ export function speedCurveOf(filters) {
212
212
  *
213
213
  * The curve is authored over **source time** (rate as a function of how far through
214
214
  * the source we've played). `setValueAtTime`/`linearRampToValueAtTime` schedule in
215
- * **context time**, so we walk scene-time forward in small steps, convert each to a
215
+ * **context time**, so we walk clip-time forward in small steps, convert each to a
216
216
  * source-time offset via the integral inverse, read the curve there, and lay down a
217
217
  * value point at the matching context time. `scalar` folds in any constant speed
218
218
  * filters (they scale the whole rate uniformly).
219
219
  *
220
- * `elapsed` is scene-seconds already played at a mid-clip seek, so the schedule
220
+ * `elapsed` is clip-seconds already played at a mid-clip seek, so the schedule
221
221
  * starts at the seek point and aligns the playbackRate to the clip's true position.
222
222
  */
223
- export function applySpeedToPlaybackRate(rate, curve, sourceLength, sceneDuration, scalar, startTime, elapsed) {
223
+ export function applySpeedToPlaybackRate(rate, curve, sourceLength, clipDuration, scalar, startTime, elapsed) {
224
224
  if (!curve)
225
225
  return;
226
- const step = 1 / CURVE_SAMPLES_PER_SECOND; // scene-time sampling step
227
- let scene = Math.max(0, elapsed);
226
+ const step = 1 / CURVE_SAMPLES_PER_SECOND; // clip-time sampling step
227
+ const seekAt = Math.max(0, elapsed);
228
228
  // Seed the value exactly at the seek point.
229
- const seedSrc = sourceTimeAtSceneElapsed(curve, sourceLength, scene);
229
+ const seedSrc = sourceTimeAtClipElapsed(curve, sourceLength, seekAt);
230
230
  rate.setValueAtTime(Math.max(1e-4, curve.sampleAt(seedSrc, sourceLength, 1) * scalar), startTime);
231
- for (let s = scene + step; s <= sceneDuration + step; s += step) {
232
- const clampedScene = Math.min(s, sceneDuration);
233
- const srcT = sourceTimeAtSceneElapsed(curve, sourceLength, clampedScene);
231
+ for (let s = seekAt + step; s <= clipDuration + step; s += step) {
232
+ const clampedElapsed = Math.min(s, clipDuration);
233
+ const srcT = sourceTimeAtClipElapsed(curve, sourceLength, clampedElapsed);
234
234
  const value = Math.max(1e-4, curve.sampleAt(srcT, sourceLength, 1) * scalar);
235
- const ctxTime = startTime + (clampedScene - scene);
235
+ const ctxTime = startTime + (clampedElapsed - seekAt);
236
236
  rate.linearRampToValueAtTime(value, ctxTime);
237
- if (clampedScene >= sceneDuration)
237
+ if (clampedElapsed >= clipDuration)
238
238
  break;
239
239
  }
240
240
  }
@@ -1 +1 @@
1
- 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{ AudioFilterItem, Param, isCurve, sourceTimeAtSceneElapsed } from \"@motionscript/core\";\n\n/**\n * Result of building an audio-filter graph for one source.\n *\n * - `output` is the last node in the chain; connect it downstream (e.g. to the\n * per-request gain node).\n * - `nodes` are every intermediate node, so callers can `disconnect()` them on\n * teardown.\n * - `oscillators` are LFOs (from `tremolo`) the caller must `start()` — and may\n * `stop()` — alongside the source, since oscillators need an explicit start.\n */\nexport interface AudioFilterGraph {\n output: AudioNode;\n nodes: AudioNode[];\n oscillators: OscillatorNode[];\n}\n\n/**\n * How many sample points per second to bake an eased curve segment into for\n * `setValueCurveAtTime`. 200/s (≈ every 5ms) is smooth to the ear and cheap.\n */\nconst CURVE_SAMPLES_PER_SECOND = 200;\n\n/**\n * Apply a (possibly time-varying) {@link Param} to a Web Audio {@link AudioParam}.\n *\n * - **number** → set once (today's behavior; zero scheduling overhead).\n * - **Curve** → resolve against `clipDuration` and schedule each segment:\n * - linear segments via `setValueAtTime` + `linearRampToValueAtTime`,\n * - eased segments baked into a `Float32Array` via `setValueCurveAtTime`.\n *\n * `elapsed` (scene-seconds already played when a mid-clip seek starts the source)\n * shifts the schedule back by `elapsed` so \"now\" reads the curve's value at the\n * clip's *current* position, not its start. A `clamp(v)` hook lets a param keep a\n * valid range (e.g. echo mix 0–1) at every sampled point.\n */\nfunction applyParam(\n ctx: BaseAudioContext,\n audioParam: AudioParam,\n param: Param,\n startTime: number,\n clipDuration: number,\n elapsed: number,\n clamp: (v: number) => number = (v) => v,\n): void {\n // Coerce to a finite value before touching an AudioParam — the platform throws\n // on NaN/Infinity. Falls back to the current param value (never undefined here).\n const finite = (v: number): number => {\n const c = clamp(v);\n return Number.isFinite(c) ? c : audioParam.value;\n };\n\n if (!isCurve(param)) {\n audioParam.value = finite(param);\n return;\n }\n\n // A non-finite clip length yields no usable schedule; hold the curve's start value.\n if (!Number.isFinite(clipDuration) || clipDuration <= 0) {\n audioParam.value = finite(param.staticValue(audioParam.value));\n return;\n }\n\n const base = startTime - elapsed; // map curve t=0 to here so seeks line up\n const resolved = param.resolve(clipDuration, audioParam.value);\n if (resolved.length === 0) return;\n\n // Anchor the starting value at `startTime` (the seek point) so there is no\n // jump from the param's default before the first scheduled segment runs.\n const startValue = param.sampleAt(Math.max(0, elapsed), clipDuration, audioParam.value);\n audioParam.setValueAtTime(finite(startValue), startTime);\n\n for (const seg of resolved) {\n const segStart = base + seg.startTime;\n const segEnd = base + seg.endTime;\n // Skip segments wholly in the past relative to the seek point, or any with a\n // non-finite boundary (degenerate resolve) that would throw on schedule.\n if (segEnd <= startTime || !Number.isFinite(segStart) || !Number.isFinite(segEnd)) continue;\n\n const span = seg.endTime - seg.startTime;\n\n if (span <= 0) {\n audioParam.setValueAtTime(finite(seg.to), Math.max(segStart, startTime));\n continue;\n }\n\n // How far through this segment the seek lands. A segment already under way\n // carries on from the anchor rather than starting over from its `from` —\n // the case a bus hits whenever its first clip enters partway through it.\n const done = Math.max(0, (startTime - segStart) / span);\n const curveStart = Math.max(segStart, startTime);\n\n if (seg.isLinear) {\n if (done === 0) audioParam.setValueAtTime(finite(seg.from), curveStart);\n audioParam.linearRampToValueAtTime(finite(seg.to), segEnd);\n } else {\n const curveDur = segEnd - curveStart;\n if (curveDur <= 0) continue;\n const count = Math.max(2, Math.ceil(curveDur * CURVE_SAMPLES_PER_SECOND));\n const samples = new Float32Array(count);\n for (let i = 0; i < count; i++) {\n const local = done + (1 - done) * (i / (count - 1));\n samples[i] = finite(seg.from + (seg.to - seg.from) * seg.ease(local));\n }\n audioParam.setValueCurveAtTime(samples, curveStart, curveDur);\n }\n }\n}\n\n/**\n * Builds the Web Audio graph for a clip's filter chain, returning the node to\n * connect downstream. Shared by live playback ({@link WebAudioSink}) and\n * offline export (`mixAudio`) so both paths sound identical.\n *\n * Filters apply in array order (index 0 closest to the source). `speed` filters\n * are intentionally ignored here — they're realized via `source.playbackRate`\n * by the caller (and affect timeline scheduling), not as a graph node.\n *\n * `startTime` is the AudioContext time the source starts; `clipDuration` is the\n * scene-time length the curves run over (a clip's, or a bus's span); `elapsed` is\n * scene-seconds already played at a mid-clip seek (0 for a clean start, negative\n * before the span begins). These let curve-valued params schedule and align.\n *\n * Pass the already-created `source` so its `playbackRate` can be set by the\n * caller; this function only wires nodes *after* the source.\n */\nexport function buildAudioFilterGraph(\n ctx: BaseAudioContext,\n source: AudioNode,\n filters: readonly AudioFilterItem[],\n startTime: number = ctx.currentTime,\n clipDuration: number = 0,\n elapsed: number = 0,\n): AudioFilterGraph {\n const nodes: AudioNode[] = [];\n const oscillators: OscillatorNode[] = [];\n let cursor: AudioNode = source;\n\n const series = (node: AudioNode): void => {\n cursor.connect(node);\n nodes.push(node);\n cursor = node;\n };\n\n const apply = (p: AudioParam, v: Param, clamp?: (n: number) => number): void =>\n applyParam(ctx, p, v, startTime, clipDuration, elapsed, clamp);\n\n for (const filter of filters) {\n switch (filter.type) {\n case \"gain\": {\n const gain = ctx.createGain();\n apply(gain.gain, filter.value);\n series(gain);\n break;\n }\n case \"highpass\":\n case \"lowpass\": {\n const biquad = ctx.createBiquadFilter();\n biquad.type = filter.type === \"highpass\" ? \"highpass\" : \"lowpass\";\n apply(biquad.frequency, filter.frequency);\n if (filter.q !== undefined) apply(biquad.Q, filter.q);\n series(biquad);\n break;\n }\n case \"tremolo\": {\n // Carrier gain whose value is modulated by an LFO. With depth d the\n // carrier base = (1 - d/2) and the LFO swing gain = d/2. The clamp\n // hook applies these transforms whether depth is scalar or a curve.\n const carrier = ctx.createGain();\n const lfo = ctx.createOscillator();\n const lfoDepth = ctx.createGain();\n\n apply(carrier.gain, filter.depth, (d) => 1 - clamp01(d) / 2);\n apply(lfoDepth.gain, filter.depth, (d) => clamp01(d) / 2);\n apply(lfo.frequency, filter.rate);\n\n lfo.connect(lfoDepth);\n lfoDepth.connect(carrier.gain);\n\n nodes.push(lfoDepth);\n oscillators.push(lfo);\n series(carrier);\n break;\n }\n case \"echo\": {\n // Dry + wet split. The wet path is a delay with feedback; both sum\n // into a merge node that becomes the new cursor.\n const split = cursor;\n const merge = ctx.createGain();\n\n const dry = ctx.createGain();\n apply(dry.gain, filter.mix ?? 0.5, (m) => 1 - clamp01(m));\n split.connect(dry);\n dry.connect(merge);\n\n // Delay buffer must accommodate the max delay; size from the static value.\n const maxDelay = staticOf(filter.delay);\n const delay = ctx.createDelay(Math.max(1, maxDelay + 1));\n apply(delay.delayTime, filter.delay);\n const feedbackGain = ctx.createGain();\n apply(feedbackGain.gain, filter.feedback, (f) => Math.max(0, Math.min(0.99, f)));\n const wet = ctx.createGain();\n apply(wet.gain, filter.mix ?? 0.5, (m) => clamp01(m));\n\n split.connect(delay);\n delay.connect(feedbackGain);\n feedbackGain.connect(delay); // feedback loop\n delay.connect(wet);\n wet.connect(merge);\n\n nodes.push(dry, delay, feedbackGain, wet, merge);\n cursor = merge;\n break;\n }\n case \"speed\":\n // Realized via source.playbackRate by the caller; no graph node.\n break;\n }\n }\n\n return { output: cursor, nodes, oscillators };\n}\n\n/** Clamp to [0, 1]. */\nfunction clamp01(v: number): number {\n return Math.max(0, Math.min(1, v));\n}\n\n/** The static/representative number of a param (number itself, or curve's t=0 value). */\nfunction staticOf(p: Param): number {\n return isCurve(p) ? p.staticValue(0) : p;\n}\n\n/**\n * Net *constant* playback-rate multiplier from any scalar `speed` filters in the\n * chain (product of all), defaulting to 1. Curve-valued speeds contribute 1 here\n * and are scheduled separately by {@link applySpeedToPlaybackRate}. Mirrors\n * `Sound.effectiveSpeed()` so the renderer applies the same rate the core timeline\n * reserved time for.\n */\nexport function effectiveSpeed(filters: readonly AudioFilterItem[] | undefined): number {\n if (!filters) return 1;\n let speed = 1;\n for (const f of filters) {\n if (f.type === \"speed\" && !isCurve(f.value) && f.value > 0) speed *= f.value;\n }\n return speed;\n}\n\n/** The first curve-valued `speed` filter in the chain, if any. */\nexport function speedCurveOf(filters: readonly AudioFilterItem[] | undefined) {\n if (!filters) return undefined;\n for (const f of filters) {\n if (f.type === \"speed\" && isCurve(f.value)) return f.value;\n }\n return undefined;\n}\n\n/**\n * Schedule a time-varying speed curve onto an `AudioBufferSourceNode.playbackRate`.\n *\n * The curve is authored over **source time** (rate as a function of how far through\n * the source we've played). `setValueAtTime`/`linearRampToValueAtTime` schedule in\n * **context time**, so we walk scene-time forward in small steps, convert each to a\n * source-time offset via the integral inverse, read the curve there, and lay down a\n * value point at the matching context time. `scalar` folds in any constant speed\n * filters (they scale the whole rate uniformly).\n *\n * `elapsed` is scene-seconds already played at a mid-clip seek, so the schedule\n * starts at the seek point and aligns the playbackRate to the clip's true position.\n */\nexport function applySpeedToPlaybackRate(\n rate: AudioParam,\n curve: ReturnType<typeof speedCurveOf>,\n sourceLength: number,\n sceneDuration: number,\n scalar: number,\n startTime: number,\n elapsed: number,\n): void {\n if (!curve) return;\n const step = 1 / CURVE_SAMPLES_PER_SECOND; // scene-time sampling step\n let scene = Math.max(0, elapsed);\n // Seed the value exactly at the seek point.\n const seedSrc = sourceTimeAtSceneElapsed(curve, sourceLength, scene);\n rate.setValueAtTime(Math.max(1e-4, curve.sampleAt(seedSrc, sourceLength, 1) * scalar), startTime);\n\n for (let s = scene + step; s <= sceneDuration + step; s += step) {\n const clampedScene = Math.min(s, sceneDuration);\n const srcT = sourceTimeAtSceneElapsed(curve, sourceLength, clampedScene);\n const value = Math.max(1e-4, curve.sampleAt(srcT, sourceLength, 1) * scalar);\n const ctxTime = startTime + (clampedScene - scene);\n rate.linearRampToValueAtTime(value, ctxTime);\n if (clampedScene >= sceneDuration) break;\n }\n}\n"]}
1
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{ AudioFilterItem, Param, isCurve, sourceTimeAtClipElapsed } from \"@motionscript/core\";\r\n\r\n/**\r\n * Result of building an audio-filter graph for one source.\r\n *\r\n * - `output` is the last node in the chain; connect it downstream (e.g. to the\r\n * per-request gain node).\r\n * - `nodes` are every intermediate node, so callers can `disconnect()` them on\r\n * teardown.\r\n * - `oscillators` are LFOs (from `tremolo`) the caller must `start()` — and may\r\n * `stop()` — alongside the source, since oscillators need an explicit start.\r\n */\r\nexport interface AudioFilterGraph {\r\n output: AudioNode;\r\n nodes: AudioNode[];\r\n oscillators: OscillatorNode[];\r\n}\r\n\r\n/**\r\n * How many sample points per second to bake an eased curve segment into for\r\n * `setValueCurveAtTime`. 200/s (≈ every 5ms) is smooth to the ear and cheap.\r\n */\r\nconst CURVE_SAMPLES_PER_SECOND = 200;\r\n\r\n/**\r\n * Apply a (possibly time-varying) {@link Param} to a Web Audio {@link AudioParam}.\r\n *\r\n * - **number** → set once (today's behavior; zero scheduling overhead).\r\n * - **Curve** → resolve against `clipDuration` and schedule each segment:\r\n * - linear segments via `setValueAtTime` + `linearRampToValueAtTime`,\r\n * - eased segments baked into a `Float32Array` via `setValueCurveAtTime`.\r\n *\r\n * `elapsed` (clip-seconds already played when a mid-clip seek starts the source)\r\n * shifts the schedule back by `elapsed` so \"now\" reads the curve's value at the\r\n * clip's *current* position, not its start. A `clamp(v)` hook lets a param keep a\r\n * valid range (e.g. echo mix 0–1) at every sampled point.\r\n */\r\nfunction applyParam(\r\n ctx: BaseAudioContext,\r\n audioParam: AudioParam,\r\n param: Param,\r\n startTime: number,\r\n clipDuration: number,\r\n elapsed: number,\r\n clamp: (v: number) => number = (v) => v,\r\n): void {\r\n // Coerce to a finite value before touching an AudioParam — the platform throws\r\n // on NaN/Infinity. Falls back to the current param value (never undefined here).\r\n const finite = (v: number): number => {\r\n const c = clamp(v);\r\n return Number.isFinite(c) ? c : audioParam.value;\r\n };\r\n\r\n if (!isCurve(param)) {\r\n audioParam.value = finite(param);\r\n return;\r\n }\r\n\r\n // A non-finite clip length yields no usable schedule; hold the curve's start value.\r\n if (!Number.isFinite(clipDuration) || clipDuration <= 0) {\r\n audioParam.value = finite(param.staticValue(audioParam.value));\r\n return;\r\n }\r\n\r\n const base = startTime - elapsed; // map curve t=0 to here so seeks line up\r\n const resolved = param.resolve(clipDuration, audioParam.value);\r\n if (resolved.length === 0) return;\r\n\r\n // Anchor the starting value at `startTime` (the seek point) so there is no\r\n // jump from the param's default before the first scheduled segment runs.\r\n const startValue = param.sampleAt(Math.max(0, elapsed), clipDuration, audioParam.value);\r\n audioParam.setValueAtTime(finite(startValue), startTime);\r\n\r\n for (const seg of resolved) {\r\n const segStart = base + seg.startTime;\r\n const segEnd = base + seg.endTime;\r\n // Skip segments wholly in the past relative to the seek point, or any with a\r\n // non-finite boundary (degenerate resolve) that would throw on schedule.\r\n if (segEnd <= startTime || !Number.isFinite(segStart) || !Number.isFinite(segEnd)) continue;\r\n\r\n const span = seg.endTime - seg.startTime;\r\n\r\n if (span <= 0) {\r\n audioParam.setValueAtTime(finite(seg.to), Math.max(segStart, startTime));\r\n continue;\r\n }\r\n\r\n // How far through this segment the seek lands. A segment already under way\r\n // carries on from the anchor rather than starting over from its `from` —\r\n // the case a bus hits whenever its first clip enters partway through it.\r\n const done = Math.max(0, (startTime - segStart) / span);\r\n const curveStart = Math.max(segStart, startTime);\r\n\r\n if (seg.isLinear) {\r\n if (done === 0) audioParam.setValueAtTime(finite(seg.from), curveStart);\r\n audioParam.linearRampToValueAtTime(finite(seg.to), segEnd);\r\n } else {\r\n const curveDur = segEnd - curveStart;\r\n if (curveDur <= 0) continue;\r\n const count = Math.max(2, Math.ceil(curveDur * CURVE_SAMPLES_PER_SECOND));\r\n const samples = new Float32Array(count);\r\n for (let i = 0; i < count; i++) {\r\n const local = done + (1 - done) * (i / (count - 1));\r\n samples[i] = finite(seg.from + (seg.to - seg.from) * seg.ease(local));\r\n }\r\n audioParam.setValueCurveAtTime(samples, curveStart, curveDur);\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Builds the Web Audio graph for a clip's filter chain, returning the node to\r\n * connect downstream. Shared by live playback ({@link WebAudioSink}) and\r\n * offline export (`mixAudio`) so both paths sound identical.\r\n *\r\n * Filters apply in array order (index 0 closest to the source). `speed` filters\r\n * are intentionally ignored here — they're realized via `source.playbackRate`\r\n * by the caller (and affect timeline scheduling), not as a graph node.\r\n *\r\n * `startTime` is the AudioContext time the source starts; `clipDuration` is the\r\n * clip-time length the curves run over (a clip's, or a bus's span); `elapsed` is\r\n * clip-seconds already played at a mid-clip seek (0 for a clean start, negative\r\n * before the span begins). These let curve-valued params schedule and align.\r\n *\r\n * Pass the already-created `source` so its `playbackRate` can be set by the\r\n * caller; this function only wires nodes *after* the source.\r\n */\r\nexport function buildAudioFilterGraph(\r\n ctx: BaseAudioContext,\r\n source: AudioNode,\r\n filters: readonly AudioFilterItem[],\r\n startTime: number = ctx.currentTime,\r\n clipDuration: number = 0,\r\n elapsed: number = 0,\r\n): AudioFilterGraph {\r\n const nodes: AudioNode[] = [];\r\n const oscillators: OscillatorNode[] = [];\r\n let cursor: AudioNode = source;\r\n\r\n const series = (node: AudioNode): void => {\r\n cursor.connect(node);\r\n nodes.push(node);\r\n cursor = node;\r\n };\r\n\r\n const apply = (p: AudioParam, v: Param, clamp?: (n: number) => number): void =>\r\n applyParam(ctx, p, v, startTime, clipDuration, elapsed, clamp);\r\n\r\n for (const filter of filters) {\r\n switch (filter.type) {\r\n case \"gain\": {\r\n const gain = ctx.createGain();\r\n apply(gain.gain, filter.value);\r\n series(gain);\r\n break;\r\n }\r\n case \"highpass\":\r\n case \"lowpass\": {\r\n const biquad = ctx.createBiquadFilter();\r\n biquad.type = filter.type === \"highpass\" ? \"highpass\" : \"lowpass\";\r\n apply(biquad.frequency, filter.frequency);\r\n if (filter.q !== undefined) apply(biquad.Q, filter.q);\r\n series(biquad);\r\n break;\r\n }\r\n case \"tremolo\": {\r\n // Carrier gain whose value is modulated by an LFO. With depth d the\r\n // carrier base = (1 - d/2) and the LFO swing gain = d/2. The clamp\r\n // hook applies these transforms whether depth is scalar or a curve.\r\n const carrier = ctx.createGain();\r\n const lfo = ctx.createOscillator();\r\n const lfoDepth = ctx.createGain();\r\n\r\n apply(carrier.gain, filter.depth, (d) => 1 - clamp01(d) / 2);\r\n apply(lfoDepth.gain, filter.depth, (d) => clamp01(d) / 2);\r\n apply(lfo.frequency, filter.rate);\r\n\r\n lfo.connect(lfoDepth);\r\n lfoDepth.connect(carrier.gain);\r\n\r\n nodes.push(lfoDepth);\r\n oscillators.push(lfo);\r\n series(carrier);\r\n break;\r\n }\r\n case \"echo\": {\r\n // Dry + wet split. The wet path is a delay with feedback; both sum\r\n // into a merge node that becomes the new cursor.\r\n const split = cursor;\r\n const merge = ctx.createGain();\r\n\r\n const dry = ctx.createGain();\r\n apply(dry.gain, filter.mix ?? 0.5, (m) => 1 - clamp01(m));\r\n split.connect(dry);\r\n dry.connect(merge);\r\n\r\n // Delay buffer must accommodate the max delay; size from the static value.\r\n const maxDelay = staticOf(filter.delay);\r\n const delay = ctx.createDelay(Math.max(1, maxDelay + 1));\r\n apply(delay.delayTime, filter.delay);\r\n const feedbackGain = ctx.createGain();\r\n apply(feedbackGain.gain, filter.feedback, (f) => Math.max(0, Math.min(0.99, f)));\r\n const wet = ctx.createGain();\r\n apply(wet.gain, filter.mix ?? 0.5, (m) => clamp01(m));\r\n\r\n split.connect(delay);\r\n delay.connect(feedbackGain);\r\n feedbackGain.connect(delay); // feedback loop\r\n delay.connect(wet);\r\n wet.connect(merge);\r\n\r\n nodes.push(dry, delay, feedbackGain, wet, merge);\r\n cursor = merge;\r\n break;\r\n }\r\n case \"speed\":\r\n // Realized via source.playbackRate by the caller; no graph node.\r\n break;\r\n }\r\n }\r\n\r\n return { output: cursor, nodes, oscillators };\r\n}\r\n\r\n/** Clamp to [0, 1]. */\r\nfunction clamp01(v: number): number {\r\n return Math.max(0, Math.min(1, v));\r\n}\r\n\r\n/** The static/representative number of a param (number itself, or curve's t=0 value). */\r\nfunction staticOf(p: Param): number {\r\n return isCurve(p) ? p.staticValue(0) : p;\r\n}\r\n\r\n/**\r\n * Net *constant* playback-rate multiplier from any scalar `speed` filters in the\r\n * chain (product of all), defaulting to 1. Curve-valued speeds contribute 1 here\r\n * and are scheduled separately by {@link applySpeedToPlaybackRate}. Mirrors\r\n * `Sound.effectiveSpeed()` so the renderer applies the same rate the core timeline\r\n * reserved time for.\r\n */\r\nexport function effectiveSpeed(filters: readonly AudioFilterItem[] | undefined): number {\r\n if (!filters) return 1;\r\n let speed = 1;\r\n for (const f of filters) {\r\n if (f.type === \"speed\" && !isCurve(f.value) && f.value > 0) speed *= f.value;\r\n }\r\n return speed;\r\n}\r\n\r\n/** The first curve-valued `speed` filter in the chain, if any. */\r\nexport function speedCurveOf(filters: readonly AudioFilterItem[] | undefined) {\r\n if (!filters) return undefined;\r\n for (const f of filters) {\r\n if (f.type === \"speed\" && isCurve(f.value)) return f.value;\r\n }\r\n return undefined;\r\n}\r\n\r\n/**\r\n * Schedule a time-varying speed curve onto an `AudioBufferSourceNode.playbackRate`.\r\n *\r\n * The curve is authored over **source time** (rate as a function of how far through\r\n * the source we've played). `setValueAtTime`/`linearRampToValueAtTime` schedule in\r\n * **context time**, so we walk clip-time forward in small steps, convert each to a\r\n * source-time offset via the integral inverse, read the curve there, and lay down a\r\n * value point at the matching context time. `scalar` folds in any constant speed\r\n * filters (they scale the whole rate uniformly).\r\n *\r\n * `elapsed` is clip-seconds already played at a mid-clip seek, so the schedule\r\n * starts at the seek point and aligns the playbackRate to the clip's true position.\r\n */\r\nexport function applySpeedToPlaybackRate(\r\n rate: AudioParam,\r\n curve: ReturnType<typeof speedCurveOf>,\r\n sourceLength: number,\r\n clipDuration: number,\r\n scalar: number,\r\n startTime: number,\r\n elapsed: number,\r\n): void {\r\n if (!curve) return;\r\n const step = 1 / CURVE_SAMPLES_PER_SECOND; // clip-time sampling step\r\n const seekAt = Math.max(0, elapsed);\r\n // Seed the value exactly at the seek point.\r\n const seedSrc = sourceTimeAtClipElapsed(curve, sourceLength, seekAt);\r\n rate.setValueAtTime(Math.max(1e-4, curve.sampleAt(seedSrc, sourceLength, 1) * scalar), startTime);\r\n\r\n for (let s = seekAt + step; s <= clipDuration + step; s += step) {\r\n const clampedElapsed = Math.min(s, clipDuration);\r\n const srcT = sourceTimeAtClipElapsed(curve, sourceLength, clampedElapsed);\r\n const value = Math.max(1e-4, curve.sampleAt(srcT, sourceLength, 1) * scalar);\r\n const ctxTime = startTime + (clampedElapsed - seekAt);\r\n rate.linearRampToValueAtTime(value, ctxTime);\r\n if (clampedElapsed >= clipDuration) break;\r\n }\r\n}\r\n"]}
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/audio/index.ts"],"names":[],"mappings":"AAAA,4EAA4E;AAC5E,qBAAqB;AACrB,EAAE;AACF,+EAA+E;AAC/E,+EAA+E;AAC/E,wEAAwE;AAExE,OAAO,EAAE,QAAQ,EAAE,SAAS,EAAE,aAAa,EAAE,mBAAmB,EAAE,MAAM,SAAS,CAAC;AAGlF,OAAO,EAAE,YAAY,EAAE,YAAY,IAAI,cAAc,EAAE,MAAM,UAAU,CAAC;AAExE,+EAA+E;AAC/E,yEAAyE;AACzE,OAAO,EAAE,aAAa,EAAE,MAAM,aAAa,CAAC","sourcesContent":["// @motionscript/browser/audio — stacked-audio playback and mixdown, with no\r\n// renderer attached.\r\n//\r\n// A separate entry point from the package barrel on purpose: that barrel loads\r\n// the CanvasKit/Skia backend at module scope, and nothing here draws anything.\r\n// A host building an audio timeline should not pay for the WASM module.\r\n\r\nexport { mixAudio, encodeWav, WebAudioMixer, DEFAULT_SAMPLE_RATE } from \"./mixer\";\r\nexport type { MixAudioOptions } from \"./mixer\";\r\n\r\nexport { WebAudioSink, WebAudioSink as WebAudioPlayer } from \"./player\";\r\n\r\n// The bus layer both of those share. Exported so a host writing its own device\r\n// or mixer builds the same chains, rather than a second set that drifts.\r\nexport { AudioBusGraph } from \"./bus-graph\";\r\n"]}
@@ -0,0 +1,31 @@
1
+ import type { AudioRequest } from "@motionscript/core";
2
+ /** The span of a decoded buffer a looping request repeats, in source seconds. */
3
+ export interface LoopRegion {
4
+ start: number;
5
+ end: number;
6
+ }
7
+ /**
8
+ * The region a looping request repeats: from its in-point to its out-point, or to
9
+ * the end of the buffer when it has none. `null` for a request that does not loop,
10
+ * and for a degenerate region (an out-point at or before the in-point), where the
11
+ * device falls back to wrapping the whole buffer.
12
+ *
13
+ * Shared by the live device and the offline mixer so a preview and an export loop
14
+ * the same samples.
15
+ */
16
+ export declare function loopRegionOf(request: AudioRequest, bufferDuration: number): LoopRegion | null;
17
+ /**
18
+ * Configure `source` to play `request`'s loop: on or off, and over the trimmed
19
+ * region rather than the whole buffer (`loopStart`/`loopEnd` default to the
20
+ * whole buffer, which is how a trim used to be lost).
21
+ */
22
+ export declare function applyLoop(source: AudioBufferSourceNode, request: AudioRequest): LoopRegion | null;
23
+ /**
24
+ * Fold a source offset into a loop region.
25
+ *
26
+ * A seek into the middle of a looping clip lands at `trimStart + elapsed`, which
27
+ * can be many passes past the region's end; the device would not wrap an offset
28
+ * that starts outside the region, so it is wrapped here.
29
+ */
30
+ export declare function wrapIntoRegion(region: LoopRegion | null, offset: number): number;
31
+ //# sourceMappingURL=loop-region.d.ts.map
@@ -0,0 +1 @@
1
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