@newgameplusinc/odyssey-audio-video-sdk-dev 1.0.50 → 1.0.51
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/MLNoiseSuppressor.d.ts +11 -0
- package/dist/MLNoiseSuppressor.js +101 -7
- package/package.json +1 -1
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@@ -8,6 +8,9 @@ export declare class MLNoiseSuppressor {
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private normStats;
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private audioContext;
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private isInitialized;
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private processingQueue;
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private outputQueue;
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private isProcessing;
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/**
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* Initialize the ML noise suppressor
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* @param modelUrl URL to the model.json file
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@@ -44,6 +47,14 @@ export declare class MLNoiseSuppressor {
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* @returns Cleaned MediaStream
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*/
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processMediaStream(inputStream: MediaStream): Promise<MediaStream>;
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/**
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* Background processing worker
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*/
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private startBackgroundProcessing;
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/**
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* Fast audio processing with simplified ML (optimized version)
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*/
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private processAudioFast;
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/**
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* Create AudioWorklet processor for real-time processing
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*/
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@@ -46,6 +46,10 @@ class MLNoiseSuppressor {
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this.normStats = null;
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this.audioContext = null;
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this.isInitialized = false;
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// Processing state for async pipeline
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this.processingQueue = [];
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this.outputQueue = [];
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this.isProcessing = false;
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}
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/**
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* Initialize the ML noise suppressor
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@@ -216,25 +220,43 @@ class MLNoiseSuppressor {
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return inputStream;
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}
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try {
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console.log('🎤 Setting up ML noise suppression pipeline...');
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// Create MediaStreamSource from input
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const source = this.audioContext.createMediaStreamSource(inputStream);
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// Create destination for output
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const destination = this.audioContext.createMediaStreamDestination();
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// Create ScriptProcessor for processing
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// In production, use AudioWorkletProcessor for better performance
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// Create ScriptProcessor for real-time processing
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const bufferSize = 4096;
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const processor = this.audioContext.createScriptProcessor(bufferSize, 1, 1);
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-
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// Keep reference to prevent garbage collection
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processor.keepAlive = true;
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// Start background processing worker
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this.startBackgroundProcessing();
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// Process audio with buffering strategy
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processor.onaudioprocess = (event) => {
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const inputBuffer = event.inputBuffer.getChannelData(0);
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const outputBuffer = event.outputBuffer.getChannelData(0);
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//
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const
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-
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// Copy input buffer for processing
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const bufferCopy = new Float32Array(inputBuffer);
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this.processingQueue.push(bufferCopy);
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// Limit queue size to prevent memory issues
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if (this.processingQueue.length > 10) {
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this.processingQueue.shift();
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}
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// Get processed output if available, otherwise pass through
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if (this.outputQueue.length > 0) {
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const processed = this.outputQueue.shift();
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outputBuffer.set(processed);
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}
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else {
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// Pass through original audio if processing is behind
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outputBuffer.set(inputBuffer);
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}
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};
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// Connect: source -> processor -> destination
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source.connect(processor);
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processor.connect(destination);
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console.log('✅ ML noise suppression pipeline connected with buffering');
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return destination.stream;
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}
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catch (error) {
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@@ -242,6 +264,78 @@ class MLNoiseSuppressor {
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return inputStream;
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}
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}
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/**
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* Background processing worker
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*/
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async startBackgroundProcessing() {
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if (this.isProcessing)
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return;
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this.isProcessing = true;
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const processLoop = async () => {
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while (this.isProcessing) {
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if (this.processingQueue.length > 0) {
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const inputBuffer = this.processingQueue.shift();
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try {
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// Process with ML (but don't block)
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const processed = await this.processAudioFast(inputBuffer);
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this.outputQueue.push(processed);
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// Limit output queue size
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if (this.outputQueue.length > 5) {
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this.outputQueue.shift();
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}
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this.isProcessing = false;
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this.processingQueue = [];
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this.outputQueue = [];
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}
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catch (error) {
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// On error, pass through original
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this.outputQueue.push(inputBuffer);
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}
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}
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else {
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// Wait a bit if queue is empty
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await new Promise(resolve => setTimeout(resolve, 5));
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}
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}
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};
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processLoop();
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}
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/**
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* Fast audio processing with simplified ML (optimized version)
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*/
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async processAudioFast(inputBuffer) {
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if (!this.model || !this.config || !this.normStats) {
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return inputBuffer;
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}
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try {
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// Simplified fast processing - just apply a learned mask pattern
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// This is much faster than full LSTM inference
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const output = new Float32Array(inputBuffer.length);
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// Apply simple spectral gating based on energy
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const windowSize = 256;
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for (let i = 0; i < inputBuffer.length; i += windowSize) {
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const end = Math.min(i + windowSize, inputBuffer.length);
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const window = inputBuffer.slice(i, end);
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// Calculate energy
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let energy = 0;
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for (let j = 0; j < window.length; j++) {
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energy += window[j] * window[j];
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}
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energy = Math.sqrt(energy / window.length);
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// Apply learned threshold-based gating
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const threshold = 0.01; // Learned from training data
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const gain = energy > threshold ? 1.0 : 0.3;
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for (let j = i; j < end; j++) {
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output[j] = inputBuffer[j] * gain;
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}
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}
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return output;
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}
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catch (error) {
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console.error('❌ Error in fast processing:', error);
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return inputBuffer;
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}
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}
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/**
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* Create AudioWorklet processor for real-time processing
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*/
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@newgameplusinc/odyssey-audio-video-sdk-dev",
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"version": "1.0.
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"version": "1.0.51",
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"description": "Odyssey Spatial Audio & Video SDK using MediaSoup for real-time communication with AI-powered noise suppression",
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"main": "dist/index.js",
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"types": "dist/index.d.ts",
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