@spatialwalk/avatarkit 1.0.0-beta.15 → 1.0.0-beta.16

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.
Files changed (32) hide show
  1. package/CHANGELOG.md +16 -0
  2. package/README.md +5 -8
  3. package/dist/{StreamingAudioPlayer-Dj1w6HZz.js → StreamingAudioPlayer-COgQTrz3.js} +20 -21
  4. package/dist/StreamingAudioPlayer-COgQTrz3.js.map +1 -0
  5. package/dist/audio/StreamingAudioPlayer.d.ts.map +1 -1
  6. package/dist/avatar_core_wasm-BPIbbUx_.js +1664 -0
  7. package/dist/avatar_core_wasm-BPIbbUx_.js.map +1 -0
  8. package/dist/avatar_core_wasm.wasm +0 -0
  9. package/dist/core/AvatarController.d.ts +5 -0
  10. package/dist/core/AvatarController.d.ts.map +1 -1
  11. package/dist/core/AvatarDownloader.d.ts +1 -11
  12. package/dist/core/AvatarDownloader.d.ts.map +1 -1
  13. package/dist/core/AvatarKit.d.ts +5 -0
  14. package/dist/core/AvatarKit.d.ts.map +1 -1
  15. package/dist/core/AvatarManager.d.ts +0 -1
  16. package/dist/core/AvatarManager.d.ts.map +1 -1
  17. package/dist/core/AvatarView.d.ts +13 -4
  18. package/dist/core/AvatarView.d.ts.map +1 -1
  19. package/dist/{index-Bh6KkhoR.js → index-Dsokgngg.js} +1530 -1361
  20. package/dist/index-Dsokgngg.js.map +1 -0
  21. package/dist/index.js +1 -1
  22. package/dist/renderer/webgl/reorderData.d.ts.map +1 -1
  23. package/dist/types/index.d.ts.map +1 -1
  24. package/dist/wasm/avatarCoreAdapter.d.ts +58 -9
  25. package/dist/wasm/avatarCoreAdapter.d.ts.map +1 -1
  26. package/dist/wasm/avatarCoreMemory.d.ts +5 -1
  27. package/dist/wasm/avatarCoreMemory.d.ts.map +1 -1
  28. package/package.json +13 -12
  29. package/dist/StreamingAudioPlayer-Dj1w6HZz.js.map +0 -1
  30. package/dist/avatar_core_wasm-D-1WNg4B.js +0 -1676
  31. package/dist/avatar_core_wasm-D-1WNg4B.js.map +0 -1
  32. package/dist/index-Bh6KkhoR.js.map +0 -1
package/CHANGELOG.md CHANGED
@@ -5,6 +5,22 @@ All notable changes to this project will be documented in this file.
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  The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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  and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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+ ## [1.0.0-beta.16] - 2025-11-21
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+
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+ ### ✨ New Features
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+ - **Multi-AvatarView Support** - SDK now supports multiple `AvatarView` instances simultaneously
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+ - Each `AvatarView` instance can manage its own character independently
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+ - Multiple characters can be displayed and controlled at the same time
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+ - Each instance maintains its own rendering context, playback state, and network connection
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+ - Removed the previous limitation of "only one AvatarView instance at a time"
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+
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+ ### 📚 Documentation
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+ - Updated README.md to reflect multi-character support capabilities
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+ - Added multi-character usage examples
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+ - Removed outdated limitation notes about single AvatarView instance
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+
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+ ---
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+
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  ## [1.0.0-beta.15] - 2025-01-20
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  ### ✨ New Features
package/README.md CHANGED
@@ -6,6 +6,7 @@ Real-time virtual avatar rendering SDK based on 3D Gaussian Splatting, supportin
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  - **3D Gaussian Splatting Rendering** - Based on the latest point cloud rendering technology, providing high-quality 3D virtual avatars
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  - **Audio-Driven Real-Time Animation Rendering** - Users provide audio data, SDK handles receiving animation data and rendering
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+ - **Multi-Character Support** - Support multiple avatar instances simultaneously, each with independent state and rendering
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  - **WebGPU/WebGL Dual Rendering Backend** - Automatically selects the best rendering backend for compatibility
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  - **WASM High-Performance Computing** - Uses C++ compiled WebAssembly modules for geometric calculations
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  - **TypeScript Support** - Complete type definitions and IntelliSense
@@ -258,8 +259,6 @@ manager.clearCache()
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  3D rendering view (rendering layer), responsible for 3D rendering only. Internally automatically creates and manages `AvatarController`.
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- **⚠️ Important Limitation:** Currently, the SDK only supports one AvatarView instance at a time. If you need to switch characters, you must first call the `dispose()` method to clean up the current AvatarView, then create a new instance.
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-
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  **Playback Mode Configuration:**
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  - The playback mode is fixed when creating `AvatarView` and persists throughout its lifecycle
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  - Cannot be changed after creation
@@ -291,16 +290,15 @@ avatarView.dispose()
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  **Character Switching Example:**
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  ```typescript
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- // Before switching characters, must clean up old AvatarView first
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+ // To switch characters, simply dispose the old view and create a new one
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  if (currentAvatarView) {
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  currentAvatarView.dispose()
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- currentAvatarView = null
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  }
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  // Load new character
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  const newAvatar = await avatarManager.load('new-character-id')
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- // Create new AvatarView (with same or different playback mode)
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+ // Create new AvatarView
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  currentAvatarView = new AvatarView(newAvatar, {
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  container: container,
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  playbackMode: AvatarPlaybackMode.network
@@ -308,7 +306,7 @@ currentAvatarView = new AvatarView(newAvatar, {
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  // Network mode: start connection
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  if (currentAvatarView.playbackMode === AvatarPlaybackMode.network) {
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- await currentAvatarView.avatarController.start()
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+ await currentAvatarView.controller.start()
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  }
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  ```
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@@ -554,8 +552,7 @@ avatarView.dispose() // Automatically cleans up all resources
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  ```
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  **⚠️ Important Notes:**
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- - SDK currently only supports one AvatarView instance at a time
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- - When switching characters, must first call `dispose()` to clean up old AvatarView, then create new instance
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+ - When disposing AvatarView instances, must call `dispose()` to properly clean up resources
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  - Not properly cleaning up may cause resource leaks and rendering errors
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  - In network mode, call `close()` before `dispose()` to properly close WebSocket connections
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  - In external data mode, call `clear()` before `dispose()` to clear all playback data
@@ -1,7 +1,7 @@
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  var C = Object.defineProperty;
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  var g = (h, t, e) => t in h ? C(h, t, { enumerable: !0, configurable: !0, writable: !0, value: e }) : h[t] = e;
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  var i = (h, t, e) => g(h, typeof t != "symbol" ? t + "" : t, e);
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- import { A as m, e as f, a as c, l as u } from "./index-Bh6KkhoR.js";
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+ import { A as m, e as f, a as c, l as u } from "./index-Dsokgngg.js";
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  class y {
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  constructor(t) {
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  // AudioContext is managed internally
@@ -30,7 +30,7 @@ class y {
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  i(this, "audioChunks", []);
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  i(this, "scheduledChunks", 0);
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  // Number of chunks already scheduled
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- i(this, "activeSources", []);
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+ i(this, "activeSources", /* @__PURE__ */ new Set());
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  // Event callbacks
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  i(this, "onEndedCallback");
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  this.sessionId = `session_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`, this.sampleRate = (t == null ? void 0 : t.sampleRate) ?? m.audio.sampleRate, this.channelCount = (t == null ? void 0 : t.channelCount) ?? 1, this.debug = (t == null ? void 0 : t.debug) ?? !1;
@@ -98,7 +98,7 @@ class y {
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  sessionStartTime: this.sessionStartTime,
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  bufferedChunks: this.audioChunks.length,
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  scheduledChunks: this.scheduledChunks,
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- activeSources: this.activeSources.length
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+ activeSources: this.activeSources.size
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  }), this.scheduleAllChunks();
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  }
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  /**
@@ -130,7 +130,7 @@ class y {
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  this.scheduledChunks++;
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  return;
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  }
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- const l = e.data, d = e.isLast, a = this.pcmToAudioBuffer(l);
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+ const r = e.data, o = e.isLast, a = this.pcmToAudioBuffer(r);
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  if (!a) {
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  u.error("Failed to create AudioBuffer from PCM data"), c.logEvent("character_player", "error", {
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  sessionId: this.sessionId,
@@ -140,15 +140,14 @@ class y {
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  }
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  try {
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  const s = this.audioContext.createBufferSource();
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- s.buffer = a, s.connect(this.audioContext.destination), s.start(this.scheduledTime), this.activeSources.push(s), s.onended = () => {
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- const o = this.activeSources.indexOf(s);
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- o >= 0 && this.activeSources.splice(o, 1), d && this.activeSources.length === 0 && (this.log("Last audio chunk ended, marking playback as ended"), this.markEnded());
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+ s.buffer = a, s.connect(this.audioContext.destination), s.start(this.scheduledTime), this.activeSources.add(s), s.onended = () => {
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+ this.activeSources.delete(s), o && this.activeSources.size === 0 && (this.log("Last audio chunk ended, marking playback as ended"), this.markEnded());
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  }, this.scheduledTime += a.duration, this.scheduledChunks++, this.log(`[StreamingAudioPlayer] Scheduled chunk ${t + 1}/${this.audioChunks.length}`, {
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  startTime: this.scheduledTime - a.duration,
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  duration: a.duration,
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  nextScheduleTime: this.scheduledTime,
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- isLast: d,
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- activeSources: this.activeSources.length
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+ isLast: o,
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+ activeSources: this.activeSources.size
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  });
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  } catch (s) {
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  u.errorWithError("Failed to schedule audio chunk:", s), c.logEvent("character_player", "error", {
@@ -166,25 +165,25 @@ class y {
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  if (!this.audioContext)
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  return null;
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  if (t.length === 0) {
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- const o = Math.floor(this.sampleRate * 0.01), n = this.audioContext.createBuffer(
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+ const l = Math.floor(this.sampleRate * 0.01), n = this.audioContext.createBuffer(
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  this.channelCount,
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- o,
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+ l,
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  this.sampleRate
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  );
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- for (let r = 0; r < this.channelCount; r++)
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- n.getChannelData(r).fill(0);
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+ for (let d = 0; d < this.channelCount; d++)
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+ n.getChannelData(d).fill(0);
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  return n;
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  }
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- const e = new Uint8Array(t), l = new Int16Array(e.buffer, 0, e.length / 2), d = l.length / this.channelCount, a = this.audioContext.createBuffer(
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+ const e = new Uint8Array(t), r = new Int16Array(e.buffer, 0, e.length / 2), o = r.length / this.channelCount, a = this.audioContext.createBuffer(
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  this.channelCount,
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- d,
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+ o,
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  this.sampleRate
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  );
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  for (let s = 0; s < this.channelCount; s++) {
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- const o = a.getChannelData(s);
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- for (let n = 0; n < d; n++) {
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- const r = n * this.channelCount + s;
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- o[n] = l[r] / 32768;
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+ const l = a.getChannelData(s);
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+ for (let n = 0; n < o; n++) {
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+ const d = n * this.channelCount + s;
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+ l[n] = r[d] / 32768;
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  }
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  }
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  return a;
@@ -251,7 +250,7 @@ class y {
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  } catch {
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  }
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  }
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- this.activeSources = [], this.audioChunks = [], this.scheduledChunks = 0, this.log("[StreamingAudioPlayer] Playback stopped, state reset");
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+ this.activeSources.clear(), this.audioChunks = [], this.scheduledChunks = 0, this.log("[StreamingAudioPlayer] Playback stopped, state reset");
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  }
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  }
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  /**
@@ -332,4 +331,4 @@ class y {
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  export {
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  y as StreamingAudioPlayer
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  };
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- //# sourceMappingURL=StreamingAudioPlayer-Dj1w6HZz.js.map
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+ //# sourceMappingURL=StreamingAudioPlayer-COgQTrz3.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"StreamingAudioPlayer-COgQTrz3.js","sources":["../audio/StreamingAudioPlayer.ts"],"sourcesContent":["/**\n * Streaming Audio Player\n * Implements real-time audio playback using Web Audio API\n * Supports dynamic PCM chunk addition without Workers\n */\n\nimport { APP_CONFIG } from '../config/app-config'\nimport { AvatarKit } from '../core/AvatarKit'\nimport { errorToMessage } from '../utils/error-utils'\nimport { logger } from '../utils/logger'\n\nexport interface StreamingAudioPlayerOptions {\n sampleRate?: number // PCM sample rate (default: APP_CONFIG.audio.sampleRate, backend requires 16kHz)\n channelCount?: number // Number of channels (default: 1)\n debug?: boolean\n}\n\nexport class StreamingAudioPlayer {\n // AudioContext is managed internally\n private audioContext: AudioContext | null = null\n private sampleRate: number\n private channelCount: number\n private debug: boolean\n\n // Session-level state\n private sessionId: string\n private sessionStartTime = 0 // AudioContext time when session started\n private pausedTimeOffset = 0 // Accumulated paused time\n private pausedAt = 0 // Time when paused\n private pausedAudioContextTime = 0 // audioContext.currentTime when paused (for resume calculation)\n private scheduledTime = 0 // Next chunk schedule time in AudioContext time\n\n // Playback state\n private isPlaying = false\n private isPaused = false\n private autoStartEnabled = true // Control whether to auto-start when buffer is ready\n\n // Audio buffer queue\n private audioChunks: Array<{ data: Uint8Array, isLast: boolean }> = []\n private scheduledChunks = 0 // Number of chunks already scheduled\n private activeSources = new Set<AudioBufferSourceNode>()\n\n // Event callbacks\n private onEndedCallback?: () => void\n\n constructor(options?: StreamingAudioPlayerOptions) {\n this.sessionId = `session_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`\n this.sampleRate = options?.sampleRate ?? APP_CONFIG.audio.sampleRate\n this.channelCount = options?.channelCount ?? 1\n this.debug = options?.debug ?? false\n }\n\n /**\n * Initialize audio context (create and ensure it's ready)\n */\n async initialize(): Promise<void> {\n if (this.audioContext) {\n return\n }\n\n try {\n // Create AudioContext\n this.audioContext = new AudioContext({\n sampleRate: this.sampleRate,\n })\n\n // Resume context (required for some browsers)\n if (this.audioContext.state === 'suspended') {\n await this.audioContext.resume()\n }\n\n this.log('AudioContext initialized', {\n sessionId: this.sessionId,\n sampleRate: this.audioContext.sampleRate,\n state: this.audioContext.state,\n })\n }\n catch (error) {\n const message = errorToMessage(error)\n AvatarKit.logEvent('activeAudioSessionFailed', 'warning', {\n sessionId: this.sessionId,\n reason: message,\n })\n logger.error('Failed to initialize AudioContext:', message)\n throw error instanceof Error ? error : new Error(message)\n }\n }\n\n /**\n * Add audio chunk (16-bit PCM)\n */\n addChunk(pcmData: Uint8Array, isLast: boolean = false): void {\n if (!this.audioContext) {\n logger.error('AudioContext not initialized')\n return\n }\n\n // Store chunk with metadata\n this.audioChunks.push({ data: pcmData, isLast })\n\n // Track buffer underrun warning\n if (this.isPlaying && this.audioChunks.length === this.scheduledChunks) {\n // Buffer underrun detected - chunks consumed faster than added\n }\n\n this.log(`Added chunk ${this.audioChunks.length}`, {\n size: pcmData.length,\n totalChunks: this.audioChunks.length,\n isLast,\n isPlaying: this.isPlaying,\n scheduledChunks: this.scheduledChunks,\n })\n\n // Auto-start if we have any audio chunks and auto-start is enabled\n if (!this.isPlaying && this.autoStartEnabled && this.audioChunks.length > 0) {\n this.log('[StreamingAudioPlayer] Auto-starting playback from addChunk')\n this.startPlayback()\n }\n // Schedule next chunk if already playing and not paused\n else if (this.isPlaying && !this.isPaused) {\n this.log('[StreamingAudioPlayer] Already playing, scheduling next chunk')\n this.scheduleNextChunk()\n } else {\n this.log('[StreamingAudioPlayer] Not playing and no chunks, waiting for more chunks')\n }\n }\n\n /**\n * Start new session (stop current and start fresh)\n */\n async startNewSession(audioChunks: Array<{ data: Uint8Array, isLast: boolean }>): Promise<void> {\n // Stop current session if playing\n this.stop()\n\n // Generate new session ID to prevent data mixing\n this.sessionId = `session_${Date.now()}_${Math.random().toString(36).substr(2, 9)}`\n\n // Reset session state\n this.audioChunks = []\n this.scheduledChunks = 0\n this.pausedTimeOffset = 0\n this.pausedAt = 0\n this.pausedAudioContextTime = 0\n // Don't set sessionStartTime or scheduledTime here - let startPlayback() set them\n this.log('Starting new session', {\n chunks: audioChunks.length,\n })\n\n // Add audio chunks with their metadata\n for (const chunk of audioChunks) {\n this.addChunk(chunk.data, chunk.isLast)\n }\n }\n\n /**\n * Start playback\n */\n private startPlayback(): void {\n if (!this.audioContext) {\n this.log('[StreamingAudioPlayer] Cannot start playback: AudioContext not initialized')\n return\n }\n if (this.isPlaying) {\n this.log('[StreamingAudioPlayer] Cannot start playback: Already playing')\n return\n }\n\n this.isPlaying = true\n this.sessionStartTime = this.audioContext.currentTime\n this.scheduledTime = this.sessionStartTime\n\n this.log('[StreamingAudioPlayer] Starting playback', {\n sessionStartTime: this.sessionStartTime,\n bufferedChunks: this.audioChunks.length,\n scheduledChunks: this.scheduledChunks,\n activeSources: this.activeSources.size,\n })\n\n // Schedule all available chunks\n this.scheduleAllChunks()\n }\n\n /**\n * Schedule all pending chunks\n */\n private scheduleAllChunks(): void {\n while (this.scheduledChunks < this.audioChunks.length) {\n this.scheduleNextChunk()\n }\n }\n\n /**\n * Schedule next audio chunk\n */\n private scheduleNextChunk(): void {\n if (!this.audioContext) {\n this.log('[StreamingAudioPlayer] Cannot schedule chunk: AudioContext not initialized')\n return\n }\n if (!this.isPlaying || this.isPaused) {\n this.log('[StreamingAudioPlayer] Cannot schedule chunk: Not playing or paused')\n return\n }\n\n const chunkIndex = this.scheduledChunks\n if (chunkIndex >= this.audioChunks.length) {\n this.log(`[StreamingAudioPlayer] No more chunks to schedule (chunkIndex: ${chunkIndex}, totalChunks: ${this.audioChunks.length})`)\n return\n }\n\n const chunk = this.audioChunks[chunkIndex]\n\n // 当音频块为空且不是最后一个块时,跳过调度\n if (chunk.data.length === 0 && !chunk.isLast) {\n this.scheduledChunks++\n return\n }\n\n const pcmData = chunk.data\n const isLast = chunk.isLast\n const audioBuffer = this.pcmToAudioBuffer(pcmData)\n\n if (!audioBuffer) {\n const errorMessage = 'Failed to create AudioBuffer from PCM data'\n logger.error(errorMessage)\n AvatarKit.logEvent('character_player', 'error', {\n sessionId: this.sessionId,\n event: 'audio_buffer_creation_failed',\n })\n return\n }\n\n try {\n // Create and configure source node\n const source = this.audioContext.createBufferSource()\n source.buffer = audioBuffer\n source.connect(this.audioContext.destination)\n\n // Schedule playback\n source.start(this.scheduledTime)\n\n // Track active source for hard-cancel\n this.activeSources.add(source)\n source.onended = () => {\n // Remove from active list when it ends\n this.activeSources.delete(source)\n\n // Check if this was the last chunk and all sources have ended\n if (isLast && this.activeSources.size === 0) {\n this.log('Last audio chunk ended, marking playback as ended')\n this.markEnded()\n }\n }\n\n // Update scheduled time for next chunk\n this.scheduledTime += audioBuffer.duration\n\n this.scheduledChunks++\n\n this.log(`[StreamingAudioPlayer] Scheduled chunk ${chunkIndex + 1}/${this.audioChunks.length}`, {\n startTime: this.scheduledTime - audioBuffer.duration,\n duration: audioBuffer.duration,\n nextScheduleTime: this.scheduledTime,\n isLast,\n activeSources: this.activeSources.size,\n })\n }\n catch (err) {\n logger.errorWithError('Failed to schedule audio chunk:', err)\n AvatarKit.logEvent('character_player', 'error', {\n sessionId: this.sessionId,\n event: 'schedule_chunk_failed',\n reason: err instanceof Error ? err.message : String(err),\n })\n }\n }\n\n /**\n * Convert PCM data to AudioBuffer\n * Input: 16-bit PCM (int16), Output: AudioBuffer (float32 [-1, 1])\n */\n private pcmToAudioBuffer(pcmData: Uint8Array): AudioBuffer | null {\n if (!this.audioContext) {\n return null\n }\n\n // Handle empty PCM data (e.g., when isLast is true)\n if (pcmData.length === 0) {\n // For empty chunks (typically the last chunk), create minimal silence\n // Use a very short duration to avoid playback stuttering\n const silenceDuration = 0.01 // 1ms - minimal silence to maintain timing\n const numSamples = Math.floor(this.sampleRate * silenceDuration)\n\n const audioBuffer = this.audioContext.createBuffer(\n this.channelCount,\n numSamples,\n this.sampleRate,\n )\n\n // Fill with silence (all zeros)\n for (let channel = 0; channel < this.channelCount; channel++) {\n const channelData = audioBuffer.getChannelData(channel)\n channelData.fill(0) // Fill with silence\n }\n\n return audioBuffer\n }\n\n // Create aligned copy to avoid byte offset issues\n // Int16Array requires byteOffset to be a multiple of 2\n const alignedData = new Uint8Array(pcmData)\n const int16Array = new Int16Array(alignedData.buffer, 0, alignedData.length / 2)\n\n // Calculate number of samples\n const numSamples = int16Array.length / this.channelCount\n\n // Create AudioBuffer\n const audioBuffer = this.audioContext.createBuffer(\n this.channelCount,\n numSamples,\n this.sampleRate,\n )\n\n // Convert int16 to float32 [-1, 1]\n for (let channel = 0; channel < this.channelCount; channel++) {\n const channelData = audioBuffer.getChannelData(channel)\n\n for (let i = 0; i < numSamples; i++) {\n const sampleIndex = i * this.channelCount + channel\n // Normalize int16 (-32768 to 32767) to float32 (-1 to 1)\n channelData[i] = int16Array[sampleIndex] / 32768.0\n }\n }\n\n return audioBuffer\n }\n\n /**\n * Get current playback time (seconds)\n */\n getCurrentTime(): number {\n if (!this.audioContext || !this.isPlaying) {\n return 0\n }\n\n if (this.isPaused) {\n return this.pausedAt\n }\n\n // Calculate elapsed time using session start time and paused offset\n const currentAudioTime = this.audioContext.currentTime\n const elapsed = currentAudioTime - this.sessionStartTime - this.pausedTimeOffset\n\n return Math.max(0, elapsed)\n }\n\n /**\n * Pause playback\n */\n pause(): void {\n if (!this.isPlaying || this.isPaused || !this.audioContext) {\n return\n }\n\n // 1. 记录逻辑时间(用于 getCurrentTime 返回固定值)\n this.pausedAt = this.getCurrentTime()\n\n // 2. 记录 AudioContext 时间戳(关键!用于恢复计算)\n this.pausedAudioContextTime = this.audioContext.currentTime\n\n // 3. 设置暂停标志\n this.isPaused = true\n\n // 4. 挂起 AudioContext 以暂停所有活动的音频源\n if (this.audioContext.state === 'running') {\n this.audioContext.suspend().catch((err) => {\n logger.errorWithError('Failed to suspend AudioContext:', err)\n // 如果挂起失败,恢复状态\n this.isPaused = false\n })\n }\n\n this.log('Playback paused', {\n pausedAt: this.pausedAt,\n pausedAudioContextTime: this.pausedAudioContextTime,\n audioContextState: this.audioContext.state,\n })\n }\n\n /**\n * Resume playback\n */\n async resume(): Promise<void> {\n if (!this.isPaused || !this.audioContext || !this.isPlaying) {\n return\n }\n\n // 1. 首先恢复 AudioContext(使 currentTime 继续)\n if (this.audioContext.state === 'suspended') {\n try {\n await this.audioContext.resume()\n }\n catch (err) {\n logger.errorWithError('Failed to resume AudioContext:', err)\n throw err\n }\n }\n\n // 2. 调整 sessionStartTime,使 getCurrentTime() 从 pausedAt 继续\n // 数学推导:\n // 恢复后,我们希望:getCurrentTime() = pausedAt + (currentAudioTime - pausedAudioContextTime)\n // 当前公式:getCurrentTime() = currentAudioTime - sessionStartTime - pausedTimeOffset\n //\n // 令两者相等:\n // pausedAt + (currentAudioTime - pausedAudioContextTime) = currentAudioTime - sessionStartTime - pausedTimeOffset\n // => sessionStartTime = pausedAudioContextTime - pausedAt - pausedTimeOffset\n const currentAudioTime = this.audioContext.currentTime\n this.sessionStartTime = this.pausedAudioContextTime - this.pausedAt - this.pausedTimeOffset\n\n // 3. 清除暂停标志\n this.isPaused = false\n\n // 4. 继续调度未调度的音频块(如果在暂停期间有新数据到达)\n if (this.scheduledChunks < this.audioChunks.length) {\n this.scheduleAllChunks()\n }\n\n this.log('Playback resumed', {\n pausedAt: this.pausedAt,\n pausedAudioContextTime: this.pausedAudioContextTime,\n currentAudioContextTime: currentAudioTime,\n adjustedSessionStartTime: this.sessionStartTime,\n audioContextState: this.audioContext.state,\n })\n }\n\n /**\n * Stop playback\n */\n stop(): void {\n if (!this.audioContext) {\n return\n }\n\n // 如果暂停,先恢复 AudioContext(以便正确停止源)\n if (this.isPaused && this.audioContext.state === 'suspended') {\n this.audioContext.resume().catch(() => {\n // 忽略恢复错误,因为我们要停止播放\n })\n this.isPaused = false\n }\n\n this.isPlaying = false\n this.isPaused = false\n this.sessionStartTime = 0 // Reset session start time\n this.scheduledTime = 0 // Reset scheduled time for next session\n\n // Hard stop all scheduled sources immediately\n for (const source of this.activeSources) {\n source.onended = null\n try {\n source.stop(0)\n }\n catch {}\n try {\n source.disconnect()\n }\n catch {}\n }\n this.activeSources.clear()\n\n // 清理音频块和调度状态,确保下次播放时状态干净\n this.audioChunks = []\n this.scheduledChunks = 0\n\n this.log('[StreamingAudioPlayer] Playback stopped, state reset')\n\n // Note: Individual source nodes will stop automatically\n // We just reset our state\n }\n\n /**\n * Enable or disable auto-start (for delayed start scenarios)\n */\n setAutoStart(enabled: boolean): void {\n this.autoStartEnabled = enabled\n this.log(`Auto-start ${enabled ? 'enabled' : 'disabled'}`)\n }\n\n /**\n * Start playback manually (for delayed start scenarios)\n * This allows starting playback after transition animation completes\n */\n play(): void {\n if (this.isPlaying) {\n return\n }\n // Enable auto-start when manually starting playback\n this.autoStartEnabled = true\n this.startPlayback()\n }\n\n /**\n * Mark playback as ended\n */\n markEnded(): void {\n this.log('Playback ended')\n this.isPlaying = false\n this.onEndedCallback?.()\n }\n\n /**\n * Set ended callback\n */\n onEnded(callback: () => void): void {\n this.onEndedCallback = callback\n }\n\n /**\n * Check if playing\n */\n isPlayingNow(): boolean {\n return this.isPlaying && !this.isPaused\n }\n\n /**\n * Get total duration of buffered audio\n */\n getBufferedDuration(): number {\n if (!this.audioContext) {\n return 0\n }\n\n let totalSamples = 0\n for (const chunk of this.audioChunks) {\n totalSamples += chunk.data.length / 2 / this.channelCount // 16-bit = 2 bytes per sample\n 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1
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