@spatialwalk/avatarkit 1.0.0-beta.20 → 1.0.0-beta.22

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/CHANGELOG.md CHANGED
@@ -5,6 +5,37 @@ 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.22] - 2025-01-26
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+
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+ ### 🔧 API Changes
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+ - **State Callback Renamed** - `onAvatarState` has been renamed to `onConversationState` for better clarity
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+ - The callback now uses `ConversationState` enum with states: `idle` and `playing`
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+ - **Environment Enum Updated** - `Environment.us` has been renamed to `Environment.intl` for better internationalization support
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+ - All references to `Environment.us` should be updated to `Environment.intl`
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+ - Remote config endpoints now use `intl` instead of `us`
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+
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+ ### ✨ New Features
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+ - **Volume Control** - Added volume control API for audio playback
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+ - `setVolume(volume: number)` - Set audio volume (0.0 to 1.0)
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+ - `getVolume(): number` - Get current audio volume
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+ - Volume control only affects the avatar's audio player, not system volume
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+ - Volume changes take effect immediately, including for currently playing audio
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+
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+ ## [1.0.0-beta.21] - 2025-01-25
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+
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+ ### ✨ New Features
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+ - **SDK Mode Connection Timeout Fallback** - Enhanced fallback mechanism for SDK mode:
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+ - If WebSocket connection fails to establish within 15 seconds, the SDK automatically enters fallback mode
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+ - In fallback mode, audio data can still be sent and will play normally, even though no animation data will be received
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+ - Connection failures also trigger this fallback mechanism
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+ - `ConnectionState.connecting` and `ConnectionState.failed` events are emitted to notify external applications
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+ - Concurrent connection attempts are prevented to avoid race conditions
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+
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+ ### 🔧 Improvements
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+ - Improved connection state management: `isConnected` now accurately reflects actual connection status (false in fallback mode)
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+ - Added `canSend()` method in `NetworkLayer` to check if audio can be sent (including fallback mode)
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+ - Better separation of concerns: connection state checks are now handled by `NetworkLayer`, while playback logic remains in `AvatarController`
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+
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  ## [1.0.0-beta.20] - 2025-01-25
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  ### 🔧 Improvements
@@ -206,7 +237,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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  ## [1.0.0-beta.5] - 2025-11-14
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  ### 🐛 Bug Fixes
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- - Fixed missing `AvatarPlaybackMode` enum export in published package
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+ - Fixed missing `DrivingServiceMode` enum export in published package
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  ---
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@@ -271,7 +302,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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  // New API
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  new AvatarView(avatar, {
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  container: container,
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- playbackMode: AvatarPlaybackMode.network // or AvatarPlaybackMode.external
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+ playbackMode: DrivingServiceMode.sdk // or DrivingServiceMode.host
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  })
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  ```
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package/README.md CHANGED
@@ -32,7 +32,6 @@ import {
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  } from '@spatialwalk/avatarkit'
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  // 1. Initialize SDK
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- import { DrivingServiceMode } from '@spatialwalk/avatarkit'
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35
 
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  const configuration: Configuration = {
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  environment: Environment.test,
@@ -74,7 +73,6 @@ avatarView.avatarController.send(audioData, true) // end=true marks the end of c
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  ### Host Mode Example
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  ```typescript
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- import { AvatarPlaybackMode } from '@spatialwalk/avatarkit'
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  // 1-3. Same as SDK mode (initialize SDK, load character)
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@@ -152,10 +150,12 @@ The SDK supports two playback modes, configured in `AvatarKit.initialize()`:
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  The SDK includes a fallback mechanism to ensure audio playback continues even when animation data is unavailable:
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152
 
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- - **SDK Mode**: If the server returns an error or fails to provide animation data, the SDK automatically enters audio-only mode and continues playing audio independently
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- - **Host Mode**: If empty animation data is provided (empty array or undefined), the SDK automatically enters audio-only mode
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- - Once in audio-only mode, any subsequent animation data for that session will be ignored, and only audio will continue playing
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- - The fallback mode is interruptible, just like normal playback mode
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+ - **SDK Mode Connection Failure**: If WebSocket connection fails to establish within 15 seconds, the SDK automatically enters fallback mode. In this mode, audio data can still be sent and will play normally, even though no animation data will be received from the server. This ensures that audio playback is not interrupted even when the service connection fails.
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+ - **SDK Mode Server Error**: If the server returns an error after connection is established, the SDK automatically enters audio-only mode for that session and continues playing audio independently.
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+ - **Host Mode**: If empty animation data is provided (empty array or undefined), the SDK automatically enters audio-only mode.
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+ - Once in audio-only mode, any subsequent animation data for that session will be ignored, and only audio will continue playing.
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+ - The fallback mode is interruptible, just like normal playback mode.
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+ - Connection state callbacks (`onConnectionState`) will notify you when connection fails or times out, allowing you to handle the fallback state appropriately.
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  ### Data Flow
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@@ -291,16 +291,12 @@ manager.clearCache()
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  - Cannot be changed after creation
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293
293
  ```typescript
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- import { AvatarPlaybackMode } from '@spatialwalk/avatarkit'
295
294
 
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  // Create view (Canvas is automatically added to container)
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  // Create view (playback mode is determined by drivingServiceMode in AvatarKit configuration)
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  const container = document.getElementById('avatar-container')
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298
  const avatarView = new AvatarView(avatar, container)
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299
 
301
- // Get playback mode
302
- const mode = avatarView.playbackMode // 'network' | 'external'
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-
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  // Wait for first frame to render
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  await avatarView.ready // Promise that resolves when the first frame is rendered
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@@ -322,10 +318,8 @@ const newAvatar = await avatarManager.load('new-character-id')
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  // Create new AvatarView
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  currentAvatarView = new AvatarView(newAvatar, container)
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320
 
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- // SDK mode: start connection
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- if (currentAvatarView.playbackMode === AvatarPlaybackMode.network) {
327
- await currentAvatarView.controller.start()
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- }
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+ // SDK mode: start connection (will throw error if not in SDK mode)
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+ await currentAvatarView.controller.start()
329
323
  ```
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324
 
331
325
  ### AvatarController
@@ -433,18 +427,23 @@ avatarView.avatarController.clear()
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  const conversationId = avatarView.avatarController.getCurrentConversationId()
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428
  // Returns: Current conversationId for the active audio session, or null if no active session
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429
 
430
+ // Volume control (affects only avatar audio player, not system volume)
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+ avatarView.avatarController.setVolume(0.5) // Set volume to 50% (0.0 to 1.0)
432
+ const currentVolume = avatarView.avatarController.getVolume() // Get current volume (0.0 to 1.0)
433
+
436
434
  // Set event callbacks
437
435
  avatarView.avatarController.onConnectionState = (state: ConnectionState) => {} // SDK mode only
438
- avatarView.avatarController.onAvatarState = (state: AvatarState) => {}
436
+ avatarView.avatarController.onConversationState = (state: ConversationState) => {}
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  avatarView.avatarController.onError = (error: Error) => {}
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  ```
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439
 
442
440
  **Important Notes:**
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  - `start()` and `close()` are only available in SDK mode
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  - `playback()`, `yieldAudioData()`, and `yieldFramesData()` are only available in Host mode
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- - `pause()`, `resume()`, `interrupt()`, `clear()`, and `getCurrentConversationId()` are available in both modes
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+ - `pause()`, `resume()`, `interrupt()`, `clear()`, `getCurrentConversationId()`, `setVolume()`, and `getVolume()` are available in both modes
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444
  - The playback mode is determined when creating `AvatarView` and cannot be changed
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445
  - **Conversation ID**: In Host mode, always send audio data first to obtain a conversationId, then use that conversationId when sending animation data. Animation data with mismatched conversationId will be discarded. Use `getCurrentConversationId()` to retrieve the current active conversationId.
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+ - **Volume Control**: Use `setVolume(volume)` to control audio playback volume (0.0 to 1.0). This only affects the avatar's audio player, not system volume. Volume changes take effect immediately, including for currently playing audio.
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447
 
449
448
  ## 🔧 Configuration
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449
 
@@ -458,7 +457,7 @@ interface Configuration {
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457
  ```
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458
 
460
459
  **Description:**
461
- - `environment`: Specifies the environment (cn/us/test), SDK will automatically use the corresponding API address and WebSocket address based on the environment
460
+ - `environment`: Specifies the environment (cn/intl/test), SDK will automatically use the corresponding API address and WebSocket address based on the environment
462
461
  - `drivingServiceMode`: Specifies the driving service mode
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462
  - `DrivingServiceMode.sdk` (default): SDK mode - SDK handles WebSocket communication automatically
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463
  - `DrivingServiceMode.host`: Host mode - Host application provides audio and animation data
@@ -467,7 +466,7 @@ interface Configuration {
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466
  ```typescript
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467
  enum Environment {
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468
  cn = 'cn', // China region
470
- us = 'us', // US region
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+ intl = 'intl', // International region
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  test = 'test' // Test environment
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471
  }
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  ```
@@ -489,9 +488,9 @@ constructor(avatar: Avatar, container: HTMLElement)
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488
  - SDK automatically handles resize events via ResizeObserver
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489
 
491
490
  ```typescript
492
- enum AvatarPlaybackMode {
493
- network = 'network', // SDK mode: SDK handles WebSocket communication
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- external = 'external' // Host mode: Host provides data, SDK handles playback
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+ enum DrivingServiceMode {
492
+ sdk = 'sdk', // SDK mode: SDK handles WebSocket communication
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+ host = 'host' // Host mode: Host provides data, SDK handles playback
495
494
  }
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495
  ```
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496
 
@@ -522,17 +521,23 @@ enum ConnectionState {
522
521
  }
523
522
  ```
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523
 
525
- ### AvatarState
524
+ ### ConversationState
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525
 
527
526
  ```typescript
528
- enum AvatarState {
529
- idle = 'idle', // Idle state, showing breathing animation
530
- active = 'active', // Active, waiting for playable content
531
- playing = 'playing', // Playing
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- paused = 'paused' // Paused (can be resumed)
527
+ enum ConversationState {
528
+ idle = 'idle', // 呼吸态
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+ playing = 'playing' // 播放态
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530
  }
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531
  ```
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532
 
533
+ **状态说明:**
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+ - `idle`: 数字人处于呼吸态,等待对话开始
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+ - `playing`: 数字人正在播放对话内容(包括过渡动画期间)
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+
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+ **注意:** 过渡动画期间会提前通知目标状态:
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+ - 从 `idle` 过渡到 `playing` 时,立即通知 `playing` 状态
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+ - 从 `playing` 过渡到 `idle` 时,立即通知 `idle` 状态
540
+
536
541
  ## 🎨 Rendering System
537
542
 
538
543
  The SDK supports two rendering backends:
@@ -1,38 +1,42 @@
1
1
  var C = Object.defineProperty;
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2
  var g = (h, t, e) => t in h ? C(h, t, { enumerable: !0, configurable: !0, writable: !0, value: e }) : h[t] = e;
3
- var i = (h, t, e) => g(h, typeof t != "symbol" ? t + "" : t, e);
4
- import { A as m, e as f, a as c, l as u } from "./index-Cm5BwNVd.js";
3
+ var s = (h, t, e) => g(h, typeof t != "symbol" ? t + "" : t, e);
4
+ import { A as m, e as f, a as c, l as n } from "./index-BB9yoGY2.js";
5
5
  class y {
6
6
  constructor(t) {
7
7
  // AudioContext is managed internally
8
- i(this, "audioContext", null);
9
- i(this, "sampleRate");
10
- i(this, "channelCount");
11
- i(this, "debug");
8
+ s(this, "audioContext", null);
9
+ s(this, "sampleRate");
10
+ s(this, "channelCount");
11
+ s(this, "debug");
12
12
  // Session-level state
13
- i(this, "sessionId");
14
- i(this, "sessionStartTime", 0);
13
+ s(this, "sessionId");
14
+ s(this, "sessionStartTime", 0);
15
15
  // AudioContext time when session started
16
- i(this, "pausedTimeOffset", 0);
16
+ s(this, "pausedTimeOffset", 0);
17
17
  // Accumulated paused time
18
- i(this, "pausedAt", 0);
18
+ s(this, "pausedAt", 0);
19
19
  // Time when paused
20
- i(this, "pausedAudioContextTime", 0);
20
+ s(this, "pausedAudioContextTime", 0);
21
21
  // audioContext.currentTime when paused (for resume calculation)
22
- i(this, "scheduledTime", 0);
22
+ s(this, "scheduledTime", 0);
23
23
  // Next chunk schedule time in AudioContext time
24
24
  // Playback state
25
- i(this, "isPlaying", !1);
26
- i(this, "isPaused", !1);
27
- i(this, "autoStartEnabled", !0);
25
+ s(this, "isPlaying", !1);
26
+ s(this, "isPaused", !1);
27
+ s(this, "autoStartEnabled", !0);
28
28
  // Control whether to auto-start when buffer is ready
29
29
  // Audio buffer queue
30
- i(this, "audioChunks", []);
31
- i(this, "scheduledChunks", 0);
30
+ s(this, "audioChunks", []);
31
+ s(this, "scheduledChunks", 0);
32
32
  // Number of chunks already scheduled
33
- i(this, "activeSources", /* @__PURE__ */ new Set());
33
+ s(this, "activeSources", /* @__PURE__ */ new Set());
34
+ // Volume control
35
+ s(this, "gainNode", null);
36
+ s(this, "volume", 1);
37
+ // Default volume 1.0 (0.0 - 1.0)
34
38
  // Event callbacks
35
- i(this, "onEndedCallback");
39
+ s(this, "onEndedCallback");
36
40
  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;
37
41
  }
38
42
  /**
@@ -43,7 +47,7 @@ class y {
43
47
  try {
44
48
  this.audioContext = new AudioContext({
45
49
  sampleRate: this.sampleRate
46
- }), this.audioContext.state === "suspended" && await this.audioContext.resume(), this.log("AudioContext initialized", {
50
+ }), this.gainNode = this.audioContext.createGain(), this.gainNode.gain.value = this.volume, this.gainNode.connect(this.audioContext.destination), this.audioContext.state === "suspended" && await this.audioContext.resume(), this.log("AudioContext initialized", {
47
51
  sessionId: this.sessionId,
48
52
  sampleRate: this.audioContext.sampleRate,
49
53
  state: this.audioContext.state
@@ -53,7 +57,7 @@ class y {
53
57
  throw c.logEvent("activeAudioSessionFailed", "warning", {
54
58
  sessionId: this.sessionId,
55
59
  reason: e
56
- }), u.error("Failed to initialize AudioContext:", e), t instanceof Error ? t : new Error(e);
60
+ }), n.error("Failed to initialize AudioContext:", e), t instanceof Error ? t : new Error(e);
57
61
  }
58
62
  }
59
63
  /**
@@ -61,7 +65,7 @@ class y {
61
65
  */
62
66
  addChunk(t, e = !1) {
63
67
  if (!this.audioContext) {
64
- u.error("AudioContext not initialized");
68
+ n.error("AudioContext not initialized");
65
69
  return;
66
70
  }
67
71
  this.audioChunks.push({ data: t, isLast: e }), this.log(`Added chunk ${this.audioChunks.length}`, {
@@ -132,16 +136,16 @@ class y {
132
136
  }
133
137
  const r = e.data, o = e.isLast, a = this.pcmToAudioBuffer(r);
134
138
  if (!a) {
135
- u.error("Failed to create AudioBuffer from PCM data"), c.logEvent("character_player", "error", {
139
+ n.error("Failed to create AudioBuffer from PCM data"), c.logEvent("character_player", "error", {
136
140
  sessionId: this.sessionId,
137
141
  event: "audio_buffer_creation_failed"
138
142
  });
139
143
  return;
140
144
  }
141
145
  try {
142
- const s = this.audioContext.createBufferSource();
143
- s.buffer = a, s.connect(this.audioContext.destination), s.start(this.scheduledTime), this.activeSources.add(s), s.onended = () => {
144
- this.activeSources.delete(s), o && this.activeSources.size === 0 && (this.log("Last audio chunk ended, marking playback as ended"), this.markEnded());
146
+ const i = this.audioContext.createBufferSource();
147
+ i.buffer = a, i.connect(this.gainNode), i.start(this.scheduledTime), this.activeSources.add(i), i.onended = () => {
148
+ this.activeSources.delete(i), o && this.activeSources.size === 0 && (this.log("Last audio chunk ended, marking playback as ended"), this.markEnded());
145
149
  }, this.scheduledTime += a.duration, this.scheduledChunks++, this.log(`[StreamingAudioPlayer] Scheduled chunk ${t + 1}/${this.audioChunks.length}`, {
146
150
  startTime: this.scheduledTime - a.duration,
147
151
  duration: a.duration,
@@ -149,11 +153,11 @@ class y {
149
153
  isLast: o,
150
154
  activeSources: this.activeSources.size
151
155
  });
152
- } catch (s) {
153
- u.errorWithError("Failed to schedule audio chunk:", s), c.logEvent("character_player", "error", {
156
+ } catch (i) {
157
+ n.errorWithError("Failed to schedule audio chunk:", i), c.logEvent("character_player", "error", {
154
158
  sessionId: this.sessionId,
155
159
  event: "schedule_chunk_failed",
156
- reason: s instanceof Error ? s.message : String(s)
160
+ reason: i instanceof Error ? i.message : String(i)
157
161
  });
158
162
  }
159
163
  }
@@ -165,25 +169,25 @@ class y {
165
169
  if (!this.audioContext)
166
170
  return null;
167
171
  if (t.length === 0) {
168
- const l = Math.floor(this.sampleRate * 0.01), n = this.audioContext.createBuffer(
172
+ const l = Math.floor(this.sampleRate * 0.01), u = this.audioContext.createBuffer(
169
173
  this.channelCount,
170
174
  l,
171
175
  this.sampleRate
172
176
  );
173
177
  for (let d = 0; d < this.channelCount; d++)
174
- n.getChannelData(d).fill(0);
175
- return n;
178
+ u.getChannelData(d).fill(0);
179
+ return u;
176
180
  }
177
181
  const e = new Uint8Array(t), r = new Int16Array(e.buffer, 0, e.length / 2), o = r.length / this.channelCount, a = this.audioContext.createBuffer(
178
182
  this.channelCount,
179
183
  o,
180
184
  this.sampleRate
181
185
  );
182
- for (let s = 0; s < this.channelCount; s++) {
183
- const l = a.getChannelData(s);
184
- for (let n = 0; n < o; n++) {
185
- const d = n * this.channelCount + s;
186
- l[n] = r[d] / 32768;
186
+ for (let i = 0; i < this.channelCount; i++) {
187
+ const l = a.getChannelData(i);
188
+ for (let u = 0; u < o; u++) {
189
+ const d = u * this.channelCount + i;
190
+ l[u] = r[d] / 32768;
187
191
  }
188
192
  }
189
193
  return a;
@@ -204,7 +208,7 @@ class y {
204
208
  */
205
209
  pause() {
206
210
  !this.isPlaying || this.isPaused || !this.audioContext || (this.pausedAt = this.getCurrentTime(), this.pausedAudioContextTime = this.audioContext.currentTime, this.isPaused = !0, this.audioContext.state === "running" && this.audioContext.suspend().catch((t) => {
207
- u.errorWithError("Failed to suspend AudioContext:", t), this.isPaused = !1;
211
+ n.errorWithError("Failed to suspend AudioContext:", t), this.isPaused = !1;
208
212
  }), this.log("Playback paused", {
209
213
  pausedAt: this.pausedAt,
210
214
  pausedAudioContextTime: this.pausedAudioContextTime,
@@ -221,7 +225,7 @@ class y {
221
225
  try {
222
226
  await this.audioContext.resume();
223
227
  } catch (e) {
224
- throw u.errorWithError("Failed to resume AudioContext:", e), e;
228
+ throw n.errorWithError("Failed to resume AudioContext:", e), e;
225
229
  }
226
230
  const t = this.audioContext.currentTime;
227
231
  this.sessionStartTime = this.pausedAudioContextTime - this.pausedAt - this.pausedTimeOffset, this.isPaused = !1, this.scheduledChunks < this.audioChunks.length && this.scheduleAllChunks(), this.log("Playback resumed", {
@@ -307,7 +311,7 @@ class y {
307
311
  * Dispose and cleanup
308
312
  */
309
313
  dispose() {
310
- this.stop(), this.audioContext && (this.audioContext.close(), this.audioContext = null), this.audioChunks = [], this.scheduledChunks = 0, this.sessionStartTime = 0, this.pausedTimeOffset = 0, this.pausedAt = 0, this.pausedAudioContextTime = 0, this.scheduledTime = 0, this.onEndedCallback = void 0, this.log("StreamingAudioPlayer disposed");
314
+ this.stop(), this.audioContext && (this.audioContext.close(), this.audioContext = null, this.gainNode = null), this.audioChunks = [], this.scheduledChunks = 0, this.sessionStartTime = 0, this.pausedTimeOffset = 0, this.pausedAt = 0, this.pausedAudioContextTime = 0, this.scheduledTime = 0, this.onEndedCallback = void 0, this.log("StreamingAudioPlayer disposed");
311
315
  }
312
316
  /**
313
317
  * Flush buffered audio
@@ -321,14 +325,29 @@ class y {
321
325
  }
322
326
  this.scheduledChunks < this.audioChunks.length && this.audioChunks.splice(this.scheduledChunks), this.log("Flushed (soft)", { remainingScheduled: this.scheduledChunks });
323
327
  }
328
+ /**
329
+ * 设置音量 (0.0 - 1.0)
330
+ * 注意:这仅控制数字人音频播放器的音量,不影响系统音量
331
+ * @param volume 音量值,范围 0.0 到 1.0(0.0 为静音,1.0 为最大音量)
332
+ */
333
+ setVolume(t) {
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+ (t < 0 || t > 1) && (n.warn(`[StreamingAudioPlayer] Volume out of range: ${t}, clamping to [0, 1]`), t = Math.max(0, Math.min(1, t))), this.volume = t, this.gainNode && (this.gainNode.gain.value = t);
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+ }
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+ /**
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+ * 获取当前音量
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+ * @returns 当前音量值 (0.0 - 1.0)
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+ */
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+ getVolume() {
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+ return this.volume;
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+ }
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  /**
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  * Debug logging
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  */
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  log(t, e) {
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- this.debug && u.log(`[StreamingAudioPlayer] ${t}`, e || "");
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+ this.debug && n.log(`[StreamingAudioPlayer] ${t}`, e || "");
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  }
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  }
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  export {
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  y as StreamingAudioPlayer
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  };
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- //# sourceMappingURL=StreamingAudioPlayer-Dv4D0GIN.js.map
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+ //# sourceMappingURL=StreamingAudioPlayer-DjPD7f6u.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"StreamingAudioPlayer-DjPD7f6u.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 // Volume control\n private gainNode: GainNode | null = null\n private volume: number = 1.0 // Default volume 1.0 (0.0 - 1.0)\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 // Create GainNode for volume control\n this.gainNode = this.audioContext.createGain()\n this.gainNode.gain.value = this.volume\n this.gainNode.connect(this.audioContext.destination)\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 // Connect through gainNode for volume control\n source.connect(this.gainNode!)\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 }\n\n return totalSamples / this.sampleRate\n }\n\n /**\n * Get remaining duration (buffered - played) in seconds\n */\n getRemainingDuration(): number {\n const total = this.getBufferedDuration()\n const played = this.getCurrentTime()\n return Math.max(0, total - played)\n }\n\n\n /**\n * Dispose and cleanup\n */\n dispose(): void {\n this.stop()\n\n // Close AudioContext\n if (this.audioContext) {\n this.audioContext.close()\n this.audioContext = null\n this.gainNode = null\n }\n\n // Clear session state\n this.audioChunks = []\n this.scheduledChunks = 0\n this.sessionStartTime = 0\n this.pausedTimeOffset = 0\n this.pausedAt = 0\n this.pausedAudioContextTime = 0\n this.scheduledTime = 0\n this.onEndedCallback = undefined\n\n this.log('StreamingAudioPlayer disposed')\n }\n\n /**\n * Flush buffered audio\n * - hard: stops all playing sources and clears all chunks\n * - soft (default): clears UNSCHEDULED chunks only\n */\n flush(options?: { hard?: boolean }): void {\n const hard = options?.hard === true\n if (hard) {\n this.stop()\n this.audioChunks = []\n this.scheduledChunks = 0\n this.sessionStartTime = 0\n this.pausedAt = 0\n this.scheduledTime = 0\n this.log('Flushed (hard)')\n return\n }\n\n // Soft flush: drop unscheduled region\n if (this.scheduledChunks < this.audioChunks.length) {\n this.audioChunks.splice(this.scheduledChunks)\n }\n this.log('Flushed (soft)', { remainingScheduled: this.scheduledChunks })\n }\n\n /**\n * 设置音量 (0.0 - 1.0)\n * 注意:这仅控制数字人音频播放器的音量,不影响系统音量\n * @param volume 音量值,范围 0.0 到 1.0(0.0 为静音,1.0 为最大音量)\n */\n setVolume(volume: number): void {\n if (volume < 0 || volume > 1) {\n logger.warn(`[StreamingAudioPlayer] Volume out of range: ${volume}, clamping to [0, 1]`)\n volume = Math.max(0, Math.min(1, volume))\n }\n\n this.volume = volume\n if (this.gainNode) {\n this.gainNode.gain.value = volume\n }\n }\n\n /**\n * 获取当前音量\n * @returns 当前音量值 (0.0 - 1.0)\n */\n getVolume(): number {\n return this.volume\n }\n\n /**\n * Debug logging\n */\n private log(message: string, data?: unknown): void {\n if (this.debug) {\n logger.log(`[StreamingAudioPlayer] ${message}`, data || '')\n }\n 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@@ -60,6 +60,17 @@ export declare class AnimationPlayer {
60
60
  * 继续播放
61
61
  */
62
62
  resume(): Promise<void>;
63
+ /**
64
+ * 设置音量 (0.0 - 1.0)
65
+ * 注意:这仅控制数字人音频播放器的音量,不影响系统音量
66
+ * @param volume 音量值,范围 0.0 到 1.0(0.0 为静音,1.0 为最大音量)
67
+ */
68
+ setVolume(volume: number): void;
69
+ /**
70
+ * 获取当前音量
71
+ * @returns 当前音量值 (0.0 - 1.0)
72
+ */
73
+ getVolume(): number;
63
74
  dispose(): void;
64
75
  }
65
76
  //# sourceMappingURL=AnimationPlayer.d.ts.map
@@ -1 +1 @@
1
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1
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@@ -25,6 +25,8 @@ export declare class StreamingAudioPlayer {
25
25
  private audioChunks;
26
26
  private scheduledChunks;
27
27
  private activeSources;
28
+ private gainNode;
29
+ private volume;
28
30
  private onEndedCallback?;
29
31
  constructor(options?: StreamingAudioPlayerOptions);
30
32
  /**
@@ -116,6 +118,17 @@ export declare class StreamingAudioPlayer {
116
118
  flush(options?: {
117
119
  hard?: boolean;
118
120
  }): void;
121
+ /**
122
+ * 设置音量 (0.0 - 1.0)
123
+ * 注意:这仅控制数字人音频播放器的音量,不影响系统音量
124
+ * @param volume 音量值,范围 0.0 到 1.0(0.0 为静音,1.0 为最大音量)
125
+ */
126
+ setVolume(volume: number): void;
127
+ /**
128
+ * 获取当前音量
129
+ * @returns 当前音量值 (0.0 - 1.0)
130
+ */
131
+ getVolume(): number;
119
132
  /**
120
133
  * Debug logging
121
134
  */
@@ -1 +1 @@
1
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