@newgameplusinc/odyssey-audio-video-sdk-dev 1.0.50 → 1.0.51

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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
@@ -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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  */
@@ -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
@@ -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 (simplified approach)
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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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- processor.onaudioprocess = async (event) => {
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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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- // Process audio with ML
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- const processed = await this.processAudio(inputBuffer);
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- // Copy to output
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- outputBuffer.set(processed);
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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) {
@@ -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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  */
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@newgameplusinc/odyssey-audio-video-sdk-dev",
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- "version": "1.0.50",
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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",