@spatialwalk/avatarkit 1.0.0-beta.22 → 1.0.0-beta.23

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 +5,11 @@ 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.23] - 2025-01-26
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+
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+ ### 🔧 API Changes
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+ - **Breaking Change** - `playback()` method is no longer supported and has been removed from public API
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+
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  ## [1.0.0-beta.22] - 2025-01-26
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  ### 🔧 API Changes
package/README.md CHANGED
@@ -28,7 +28,8 @@ import {
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  AvatarManager,
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  AvatarView,
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  Configuration,
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- Environment
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+ Environment,
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+ DrivingServiceMode
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  } from '@spatialwalk/avatarkit'
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  // 1. Initialize SDK
@@ -61,12 +62,9 @@ const avatarView = new AvatarView(avatar, container)
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  // 4. Start real-time communication (SDK mode only)
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  await avatarView.avatarController.start()
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- // 5. Send audio data (SDK mode)
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- // ⚠️ Important: Audio must be 16kHz mono PCM16 format
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- // If audio is Uint8Array, you can use slice().buffer to convert to ArrayBuffer
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- const audioUint8 = new Uint8Array(1024) // Example: 16kHz PCM16 audio data (512 samples = 1024 bytes)
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- const audioData = audioUint8.slice().buffer // Simplified conversion, works for ArrayBuffer and SharedArrayBuffer
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- avatarView.avatarController.send(audioData, false) // Send audio data, will automatically start playing after accumulating enough data
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+ // 5. Send audio data (SDK mode, must be 16kHz mono PCM16 format)
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+ const audioData = new ArrayBuffer(1024) // Example: 16kHz PCM16 audio data
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+ avatarView.avatarController.send(audioData, false) // Send audio data
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  avatarView.avatarController.send(audioData, true) // end=true marks the end of current conversation round
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  ```
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@@ -81,22 +79,9 @@ const container = document.getElementById('avatar-container')
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  const avatarView = new AvatarView(avatar, container)
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  // 4. Host Mode Workflow:
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- // ⚠️ IMPORTANT: In Host mode, you MUST send audio data FIRST to get a conversationId,
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- // then use that conversationId to send animation data.
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- // Animation data with mismatched conversationId will be discarded.
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-
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- // Option A: Playback existing audio and animation data (replay mode)
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- const initialAudioChunks = [{ data: audioData1, isLast: false }, { data: audioData2, isLast: false }]
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- const initialKeyframes = animationData1 // Animation keyframes from your service
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- // Step 1: Send audio first to get conversationId
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- const conversationId = await avatarView.avatarController.playback(initialAudioChunks, initialKeyframes)
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-
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- // Option B: Stream new audio and animation data (start a new session directly)
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- // Step 1: Send audio data first to get conversationId (automatically generates conversationId if starting new session)
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- const currentConversationId = avatarView.avatarController.yieldAudioData(audioData3, false)
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- // Step 2: Use the conversationId to send animation data (mismatched conversationId will be discarded)
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- avatarView.avatarController.yieldFramesData(animationData2, currentConversationId || conversationId)
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- // Note: To start playback, you need to call playback() with the accumulated data, or ensure enough audio data is sent
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+ // Send audio data first to get conversationId, then use it to send animation data
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+ const conversationId = avatarView.avatarController.yieldAudioData(audioData, false)
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+ avatarView.avatarController.yieldFramesData(animationData, conversationId)
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  ```
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  ### Complete Examples
@@ -184,15 +169,9 @@ RenderSystem → WebGPU/WebGL → Canvas rendering
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  ```
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  External data source (audio + animation)
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- Step 1: Send audio data FIRST to get conversationId
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-
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- AvatarController.playback(initialAudio, initialKeyframes) // Returns conversationId
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- OR
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  AvatarController.yieldAudioData(audioChunk) // Returns conversationId
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- Step 2: Use conversationId to send animation data
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-
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- AvatarController.yieldFramesData(keyframes, conversationId) // Requires conversationId
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+ AvatarController.yieldFramesData(keyframes, conversationId)
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  AvatarController → AnimationPlayer (synchronized playback)
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@@ -203,10 +182,6 @@ AvatarController (playback loop) → AvatarView.renderRealtimeFrame()
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  RenderSystem → WebGPU/WebGL → Canvas rendering
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  ```
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- **Note:**
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- - In SDK mode, users provide audio data, SDK handles network communication and animation data reception
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- - In Host mode, users provide both audio and animation data, SDK handles synchronized playback only
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-
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  ### Audio Format Requirements
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  **⚠️ Important:** The SDK requires audio data to be in **16kHz mono PCM16** format:
@@ -286,14 +261,25 @@ 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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- **Playback Mode Configuration:**
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+ ```typescript
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+ constructor(avatar: Avatar, container: HTMLElement)
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+ ```
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+
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+ **Parameters:**
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+ - `avatar`: Avatar 实例
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+ - `container`: Canvas 容器元素(必选)
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+ - Canvas 自动使用容器的完整尺寸(宽度和高度)
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+ - Canvas 宽高比适应容器尺寸 - 设置容器尺寸以控制宽高比
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+ - Canvas 会自动添加到容器中
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+ - SDK automatically handles resize events via ResizeObserver
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+
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+ **Playback Mode:**
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+ - The playback mode is determined by `drivingServiceMode` in `AvatarKit.initialize()` 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
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  ```typescript
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-
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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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  const avatarView = new AvatarView(avatar, container)
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@@ -319,7 +305,7 @@ const newAvatar = await avatarManager.load('new-character-id')
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  currentAvatarView = new AvatarView(newAvatar, container)
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  // SDK mode: start connection (will throw error if not in SDK mode)
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- await currentAvatarView.controller.start()
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+ await currentAvatarView.controller.start()
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  ```
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  ### AvatarController
@@ -334,14 +320,9 @@ Audio/animation playback controller (playback layer), manages synchronized playb
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  // Start WebSocket service
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  await avatarView.avatarController.start()
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- // Send audio data
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+ // Send audio data (must be 16kHz mono PCM16 format)
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  const conversationId = avatarView.avatarController.send(audioData: ArrayBuffer, end: boolean)
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- // Returns: conversationId - Conversation ID for this conversation session (used to distinguish each conversation round)
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- // audioData: Audio data (ArrayBuffer format, must be 16kHz mono PCM16)
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- // - Sample rate: 16kHz (16000 Hz) - backend requirement
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- // - Format: PCM16 (16-bit signed integer, little-endian)
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- // - Channels: Mono (single channel)
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- // - Example: 1 second = 16000 samples × 2 bytes = 32000 bytes
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+ // Returns: conversationId - Conversation ID for this conversation session
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  // end: false (default) - Continue sending audio data for current conversation
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  // end: true - Mark the end of current conversation round. After end=true, sending new audio data will interrupt any ongoing playback from the previous conversation round
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@@ -352,25 +333,17 @@ avatarView.avatarController.close()
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  #### Host Mode Methods
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  ```typescript
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- // Playback existing audio and animation data (starts a new conversation)
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- const conversationId = await avatarView.avatarController.playback(
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- initialAudioChunks?: Array<{ data: Uint8Array, isLast: boolean }>, // Existing audio chunks (16kHz mono PCM16)
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- initialKeyframes?: any[] // Existing animation keyframes (obtained from your service)
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- )
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- // Returns: conversationId - New conversation ID for this conversation session
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-
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- // Stream audio chunks (can be called directly to start a new session, or after playback() to add more data)
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+ // Stream audio chunks (must be 16kHz mono PCM16 format)
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  const conversationId = avatarView.avatarController.yieldAudioData(
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  data: Uint8Array, // Audio chunk data
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  isLast: boolean = false // Whether this is the last chunk
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  )
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  // Returns: conversationId - Conversation ID for this audio session
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- // Note: If no conversationId exists, a new one will be automatically generated
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  // Stream animation keyframes (requires conversationId from audio data)
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  avatarView.avatarController.yieldFramesData(
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  keyframes: any[], // Animation keyframes (obtained from your service)
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- conversationId: string // Conversation ID (required). Use getCurrentConversationId() or yieldAudioData() to get conversationId.
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+ conversationId: string // Conversation ID (required)
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  )
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  ```
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@@ -378,36 +351,14 @@ avatarView.avatarController.yieldFramesData(
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  **SDK Mode:**
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  - `send()` returns a conversationId to distinguish each conversation round
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- - `end=true` marks the end of a conversation round. After `end=true`, sending new audio data will interrupt any ongoing playback from the previous conversation round
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+ - `end=true` marks the end of a conversation round
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  **Host Mode:**
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- For each conversation session, you **must**:
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- 1. **First send audio data** to get a conversationId (used to distinguish each conversation round):
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- - `playback()` returns a conversationId when playback existing audio and animation data (replay mode)
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- - `yieldAudioData()` returns a conversationId for streaming new audio data
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- 2. **Then use that conversationId** to send animation data:
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+ - `yieldAudioData()` returns a conversationId (automatically generates if starting new session)
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  - `yieldFramesData()` requires a valid conversationId parameter
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  - Animation data with mismatched conversationId will be **discarded**
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  - Use `getCurrentConversationId()` to retrieve the current active conversationId
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- **Example Flow (Host Mode):**
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- ```typescript
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- // Option A: Playback existing complete data (replay mode)
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- const conversationId = await avatarView.avatarController.playback(initialAudioChunks, initialKeyframes)
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-
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- // Option B: Start streaming new data directly
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- // Step 1: Send audio data first to get conversationId (automatically generates if starting new session)
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- const conversationId = avatarView.avatarController.yieldAudioData(audioChunk, false)
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- // Step 2: Use the conversationId to send animation data
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- avatarView.avatarController.yieldFramesData(keyframes, conversationId)
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- // Note: To start playback with Option B, call playback() with accumulated data or ensure enough audio is sent
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- ```
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-
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- **Why conversationId is required:**
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- - Ensures audio and animation data belong to the same conversation session
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- - Prevents data from different sessions from being mixed
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- - Automatically discards mismatched animation data for data integrity
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-
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  #### Common Methods (Both Modes)
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  ```typescript
@@ -439,11 +390,9 @@ avatarView.avatarController.onError = (error: Error) => {}
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  **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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+ - `yieldAudioData()` and `yieldFramesData()` are only available in Host mode
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  - `pause()`, `resume()`, `interrupt()`, `clear()`, `getCurrentConversationId()`, `setVolume()`, and `getVolume()` are available in both modes
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  - The playback mode is determined when creating `AvatarView` and cannot be changed
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- - **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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  ## 🔧 Configuration
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@@ -471,29 +420,6 @@ enum Environment {
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  }
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  ```
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- ### AvatarView Constructor
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-
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- ```typescript
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- constructor(avatar: Avatar, container: HTMLElement)
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- ```
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-
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- **Parameters:**
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- - `avatar`: Avatar 实例
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- - `container`: Canvas 容器元素(必选)
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- - Canvas 自动使用容器的完整尺寸(宽度和高度)
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- - Canvas 宽高比适应容器尺寸 - 设置容器尺寸以控制宽高比
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- - Canvas 会自动添加到容器中
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-
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- **Note:** 播放模式由 `AvatarKit.initialize()` 配置中的 `drivingServiceMode` 决定,而不是在构造函数参数中
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- - SDK automatically handles resize events via ResizeObserver
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-
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- ```typescript
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- enum DrivingServiceMode {
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- sdk = 'sdk', // SDK mode: SDK handles WebSocket communication
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- host = 'host' // Host mode: Host provides data, SDK handles playback
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- }
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- ```
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-
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  ### CameraConfig
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  ```typescript
@@ -604,13 +530,8 @@ const container = document.getElementById('avatar-container')
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  const avatarView = new AvatarView(avatar, container)
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  // Use
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- const initialAudioChunks = [{ data: audioData1, isLast: false }]
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- // Step 1: Send audio first to get conversationId
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- const conversationId = await avatarView.avatarController.playback(initialAudioChunks, initialKeyframes)
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- // Step 2: Stream additional audio (returns conversationId)
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- const currentConversationId = avatarView.avatarController.yieldAudioData(audioChunk, false)
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- // Step 3: Use conversationId to send animation data (mismatched conversationId will be discarded)
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- avatarView.avatarController.yieldFramesData(keyframes, currentConversationId || conversationId)
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+ const conversationId = avatarView.avatarController.yieldAudioData(audioChunk, false)
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+ avatarView.avatarController.yieldFramesData(keyframes, conversationId)
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  // Cleanup
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  avatarView.avatarController.clear() // Clear all data and resources
@@ -629,67 +550,6 @@ avatarView.dispose() // Automatically cleans up all resources
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  - Supports dynamic loading/unloading of character and animation resources
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  - Provides memory usage monitoring interface
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- ### Audio Data Sending
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-
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- #### SDK Mode
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-
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- The `send()` method receives audio data in `ArrayBuffer` format:
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-
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- **Audio Format Requirements:**
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- - **Sample Rate**: 16kHz (16000 Hz) - **Backend requirement, must be exactly 16kHz**
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- - **Format**: PCM16 (16-bit signed integer, little-endian)
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- - **Channels**: Mono (single channel)
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- - **Data Size**: Each sample is 2 bytes, so 1 second of audio = 16000 samples × 2 bytes = 32000 bytes
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-
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- **Usage:**
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- - `audioData`: Audio data (ArrayBuffer format, must be 16kHz mono PCM16)
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- - `end=false` (default) - Continue sending audio data for current conversation
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- - `end=true` - Mark the end of current conversation round. After `end=true`, sending new audio data will interrupt any ongoing playback from the previous conversation round
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- - **Important**: No need to wait for `end=true` to start playing, it will automatically start playing after accumulating enough audio data
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-
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- #### Host Mode
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-
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- The `playback()` method is used to playback existing audio and animation data (replay mode), generating a new conversationId and interrupting any existing conversation.
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-
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- **Two ways to start a session in Host mode:**
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- 1. **Use `playback()`** - For replaying existing complete audio and animation data
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- 2. **Use `yieldAudioData()` directly** - For streaming new audio data (automatically generates conversationId if needed)
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-
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- Then use `yieldAudioData()` to stream additional audio:
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-
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- **Audio Format Requirements:**
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- - Same as SDK mode: 16kHz mono PCM16 format
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- - Audio data should be provided as `Uint8Array` in chunks with `isLast` flag
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-
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- **Usage:**
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- ```typescript
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- // Playback existing audio and animation data (starts a new conversation)
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- // Note: Audio and animation data should be obtained from your backend service
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- const initialAudioChunks = [
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- { data: audioData1, isLast: false },
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- { data: audioData2, isLast: false }
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- ]
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- const conversationId = await avatarController.playback(initialAudioChunks, initialKeyframes)
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- // Returns: conversationId - New conversation ID for this conversation session
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-
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- // Stream additional audio chunks
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- const conversationId = avatarController.yieldAudioData(audioChunk, isLast)
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- // Returns: conversationId - Conversation ID for this audio session
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- ```
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-
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- **⚠️ Conversation ID Workflow:**
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- 1. **Start a session** → Choose one of two ways:
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- - **Option A**: Use `playback(initialAudioChunks, initialKeyframes)` to replay existing complete data
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- - **Option B**: Use `yieldAudioData(audioChunk)` directly to start streaming (automatically generates conversationId)
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- 2. **Get conversationId** → Both methods return a conversationId
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- 3. **Send animation with conversationId** → Use the conversationId from step 1 in `yieldFramesData()`
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- 4. **Data matching** → Only animation data with matching conversationId will be accepted
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-
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- **Resampling (Both Modes):**
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- - If your audio source is at a different sample rate (e.g., 24kHz, 48kHz), you **must** resample it to 16kHz before sending
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- - For high-quality resampling, use Web Audio API's `OfflineAudioContext` with anti-aliasing filtering
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- - See example projects (`vanilla`, `react`, `vue`) for complete resampling implementation
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-
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  ## 🌐 Browser Compatibility
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  - **Chrome/Edge** 90+ (WebGPU recommended)
@@ -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 s = (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 n } from "./index-BB9yoGY2.js";
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+ import { A as m, e as f, a as c, l as n } from "./index-DYf1u8L7.js";
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  class y {
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  constructor(t) {
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  // AudioContext is managed internally
@@ -350,4 +350,4 @@ class y {
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  export {
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  y as StreamingAudioPlayer
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  };
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- //# sourceMappingURL=StreamingAudioPlayer-DjPD7f6u.js.map
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+ //# sourceMappingURL=StreamingAudioPlayer-PkzxBP93.js.map
@@ -1 +1 @@
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- {"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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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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@@ -53,17 +53,6 @@ export declare class AvatarController {
53
53
  * Close service (SDK mode only)
54
54
  */
55
55
  close(): void;
56
- /**
57
- * Playback existing audio and animation data (host mode)
58
- * Starts a new conversation by generating a new conversation ID and interrupting any existing conversation
59
- * @param initialAudioChunks - Existing audio chunks to playback
60
- * @param initialKeyframes - Existing animation keyframes to playback
61
- * @returns conversationId - New conversation ID for this conversation session
62
- */
63
- playback(initialAudioChunks?: Array<{
64
- data: Uint8Array;
65
- isLast: boolean;
66
- }>, initialKeyframes?: Flame[]): Promise<string>;
67
56
  /**
68
57
  * Send audio data (host mode)
69
58
  * Stream additional audio data after playback()
@@ -1 +1 @@
1
- {"version":3,"file":"AvatarController.d.ts","sourceRoot":"","sources":["../../core/AvatarController.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,6CAA6C,CAAA;AACxE,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,UAAU,CAAA;AAItC,OAAO,EAAE,eAAe,EAAE,MAAM,0BAA0B,CAAA;AAC1D,OAAO,EAAE,WAAW,EAAE,eAAe,EAAiB,kBAAkB,EAAE,iBAAiB,EAAE,MAAM,UAAU,CAAA;AAM7G,qBAAa,gBAAgB;IAE3B,OAAO,CAAC,YAAY,CAAC,CAAc;IACnC,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAoB;IACjD,SAAS,CAAC,MAAM,EAAE,MAAM,CAAA;IAGxB,SAAS,CAAC,eAAe,EAAE,eAAe,GAAG,IAAI,CAAO;IACxD,SAAS,CAAC,gBAAgB,EAAE,KAAK,EAAE,CAAK;IACxC,SAAS,CAAC,kBAAkB,EAAE,KAAK,CAAC;QAAE,IAAI,EAAE,UAAU,CAAC;QAAC,MAAM,EAAE,OAAO,CAAA;KAAE,CAAC,CAAK;IAC/E,SAAS,CAAC,SAAS,UAAQ;IAG3B,SAAS,CAAC,WAAW,UAAQ;IAC7B,SAAS,CAAC,YAAY,EAAE,WAAW,CAAmB;IAGtD,OAAO,CAAC,qBAAqB,CAAsB;IACnD,OAAO,CAAC,MAAM,CAAiB;IAGxB,iBAAiB,EAAE,CAAC,CAAC,KAAK,EAAE,eAAe,KAAK,IAAI,CAAC,GAAG,IAAI,CAAO;IACnE,mBAAmB,EAAE,CAAC,CAAC,KAAK,EAAE,iBAAiB,KAAK,IAAI,CAAC,GAAG,IAAI,CAAO;IACvE,OAAO,EAAE,CAAC,CAAC,KAAK,EAAE,KAAK,KAAK,IAAI,CAAC,GAAG,IAAI,CAAO;IACtD,OAAO,CAAC,cAAc,CAA+C;IAGrE,OAAO,CAAC,cAAc,CAAC,CAAuD;IAC9E,OAAO,CAAC,eAAe,CAAsB;IAG7C,OAAO,CAAC,cAAc,CAAsB;IAC5C,OAAO,CAAC,sBAAsB,CAAa;IAC3C,OAAO,CAAC,eAAe,CAAI;IAC3B,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAO;IACrC,OAAO,CAAC,QAAQ,CAAC,2BAA2B,CAAO;IACnD,OAAO,CAAC,QAAQ,CAAC,wBAAwB,CAAM;IAG/C,OAAO,CAAC,eAAe,CAAQ;gBAEnB,MAAM,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,YAAY,CAAC,EAAE,kBAAkB,CAAA;KAAE;IA+E3E;;;;OAIG;IACH,wBAAwB,IAAI,MAAM,GAAG,IAAI;IAMzC;;OAEG;IACG,KAAK,IAAI,OAAO,CAAC,IAAI,CAAC;IA8B5B;;;;OAIG;IACH,IAAI,CAAC,SAAS,EAAE,WAAW,EAAE,GAAG,GAAE,OAAe,GAAG,MAAM,GAAG,IAAI;IA2CjE;;OAEG;IACH,KAAK,IAAI,IAAI;IAwBb;;;;;;OAMG;IACG,QAAQ,CACZ,kBAAkB,CAAC,EAAE,KAAK,CAAC;QAAE,IAAI,EAAE,UAAU,CAAC;QAAC,MAAM,EAAE,OAAO,CAAA;KAAE,CAAC,EACjE,gBAAgB,CAAC,EAAE,KAAK,EAAE,GACzB,OAAO,CAAC,MAAM,CAAC;IA4DlB;;;;OAIG;IACH,cAAc,CAAC,IAAI,EAAE,UAAU,EAAE,MAAM,GAAE,OAAe,GAAG,MAAM,GAAG,IAAI;IAsDxE;;;;;;OAMG;IACH,eAAe,CAAC,SAAS,EAAE,KAAK,EAAE,EAAE,cAAc,EAAE,MAAM,GAAG,IAAI;IAwEjE;;;OAGG;IACH,KAAK,IAAI,IAAI;IA2Bb;;;;OAIG;IACG,MAAM,IAAI,OAAO,CAAC,IAAI,CAAC;IA2B7B;;OAEG;IACH,SAAS,IAAI,IAAI;IAqBjB;;OAEG;IACH,KAAK,IAAI,IAAI;IAoCb;;;OAGG;IACH,OAAO,CAAC,+BAA+B;IAUvC;;;OAGG;IACH,OAAO,CAAC,iBAAiB;IAQzB;;;OAGG;IACH,OAAO,CAAC,wBAAwB;IAYhC;;;OAGG;IACH,OAAO,CAAC,0BAA0B;IAwClC;;;;OAIG;IACH,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAe/B;;;OAGG;IACH,SAAS,IAAI,MAAM;IA8BnB;;OAEG;YACW,8BAA8B;IA4F5C;;OAEG;IACH,OAAO,CAAC,iBAAiB;IA2GzB;;OAEG;IACH,OAAO,CAAC,gBAAgB;IASxB;;;;;OAKG;IACH,OAAO,CAAC,mBAAmB;IAiB3B;;;OAGG;YACW,sBAAsB;IA6EpC;;;;OAIG;IACH,OAAO,CAAC,wBAAwB;IAwBhC;;OAEG;IACH,SAAS,CAAC,YAAY,IAAI,IAAI;IAa9B;;OAEG;IACH,SAAS,CAAC,cAAc,IAAI,IAAI;IAOhC;;OAEG;IACH,OAAO,CAAC,qBAAqB;IAyB7B;;OAEG;IACH,OAAO,CAAC,qBAAqB;IAO7B;;OAEG;IACH,SAAS,CAAC,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,IAAI;CAMhD"}
1
+ {"version":3,"file":"AvatarController.d.ts","sourceRoot":"","sources":["../../core/AvatarController.ts"],"names":[],"mappings":"AAAA;;;;GAIG;AAEH,OAAO,KAAK,EAAE,KAAK,EAAE,MAAM,6CAA6C,CAAA;AACxE,OAAO,KAAK,EAAE,MAAM,EAAE,MAAM,UAAU,CAAA;AAItC,OAAO,EAAE,eAAe,EAAE,MAAM,0BAA0B,CAAA;AAC1D,OAAO,EAAE,WAAW,EAAE,eAAe,EAAiB,kBAAkB,EAAE,iBAAiB,EAAE,MAAM,UAAU,CAAA;AAM7G,qBAAa,gBAAgB;IAE3B,OAAO,CAAC,YAAY,CAAC,CAAc;IACnC,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAoB;IACjD,SAAS,CAAC,MAAM,EAAE,MAAM,CAAA;IAGxB,SAAS,CAAC,eAAe,EAAE,eAAe,GAAG,IAAI,CAAO;IACxD,SAAS,CAAC,gBAAgB,EAAE,KAAK,EAAE,CAAK;IACxC,SAAS,CAAC,kBAAkB,EAAE,KAAK,CAAC;QAAE,IAAI,EAAE,UAAU,CAAC;QAAC,MAAM,EAAE,OAAO,CAAA;KAAE,CAAC,CAAK;IAC/E,SAAS,CAAC,SAAS,UAAQ;IAG3B,SAAS,CAAC,WAAW,UAAQ;IAC7B,SAAS,CAAC,YAAY,EAAE,WAAW,CAAmB;IAGtD,OAAO,CAAC,qBAAqB,CAAsB;IACnD,OAAO,CAAC,MAAM,CAAiB;IAGxB,iBAAiB,EAAE,CAAC,CAAC,KAAK,EAAE,eAAe,KAAK,IAAI,CAAC,GAAG,IAAI,CAAO;IACnE,mBAAmB,EAAE,CAAC,CAAC,KAAK,EAAE,iBAAiB,KAAK,IAAI,CAAC,GAAG,IAAI,CAAO;IACvE,OAAO,EAAE,CAAC,CAAC,KAAK,EAAE,KAAK,KAAK,IAAI,CAAC,GAAG,IAAI,CAAO;IACtD,OAAO,CAAC,cAAc,CAA+C;IAGrE,OAAO,CAAC,cAAc,CAAC,CAAuD;IAC9E,OAAO,CAAC,eAAe,CAAsB;IAG7C,OAAO,CAAC,cAAc,CAAsB;IAC5C,OAAO,CAAC,sBAAsB,CAAa;IAC3C,OAAO,CAAC,eAAe,CAAI;IAC3B,OAAO,CAAC,QAAQ,CAAC,aAAa,CAAO;IACrC,OAAO,CAAC,QAAQ,CAAC,2BAA2B,CAAO;IACnD,OAAO,CAAC,QAAQ,CAAC,wBAAwB,CAAM;IAG/C,OAAO,CAAC,eAAe,CAAQ;gBAEnB,MAAM,EAAE,MAAM,EAAE,OAAO,CAAC,EAAE;QAAE,YAAY,CAAC,EAAE,kBAAkB,CAAA;KAAE;IA+E3E;;;;OAIG;IACH,wBAAwB,IAAI,MAAM,GAAG,IAAI;IAMzC;;OAEG;IACG,KAAK,IAAI,OAAO,CAAC,IAAI,CAAC;IA8B5B;;;;OAIG;IACH,IAAI,CAAC,SAAS,EAAE,WAAW,EAAE,GAAG,GAAE,OAAe,GAAG,MAAM,GAAG,IAAI;IA2CjE;;OAEG;IACH,KAAK,IAAI,IAAI;IA+Fb;;;;OAIG;IACH,cAAc,CAAC,IAAI,EAAE,UAAU,EAAE,MAAM,GAAE,OAAe,GAAG,MAAM,GAAG,IAAI;IAsDxE;;;;;;OAMG;IACH,eAAe,CAAC,SAAS,EAAE,KAAK,EAAE,EAAE,cAAc,EAAE,MAAM,GAAG,IAAI;IAwEjE;;;OAGG;IACH,KAAK,IAAI,IAAI;IA2Bb;;;;OAIG;IACG,MAAM,IAAI,OAAO,CAAC,IAAI,CAAC;IA2B7B;;OAEG;IACH,SAAS,IAAI,IAAI;IAqBjB;;OAEG;IACH,KAAK,IAAI,IAAI;IAoCb;;;OAGG;IACH,OAAO,CAAC,+BAA+B;IAUvC;;;OAGG;IACH,OAAO,CAAC,iBAAiB;IAQzB;;;OAGG;IACH,OAAO,CAAC,wBAAwB;IAYhC;;;OAGG;IACH,OAAO,CAAC,0BAA0B;IAwClC;;;;OAIG;IACH,SAAS,CAAC,MAAM,EAAE,MAAM,GAAG,IAAI;IAe/B;;;OAGG;IACH,SAAS,IAAI,MAAM;IA8BnB;;OAEG;YACW,8BAA8B;IA4F5C;;OAEG;IACH,OAAO,CAAC,iBAAiB;IA2GzB;;OAEG;IACH,OAAO,CAAC,gBAAgB;IASxB;;;;;OAKG;IACH,OAAO,CAAC,mBAAmB;IAiB3B;;;OAGG;YACW,sBAAsB;IA6EpC;;;;OAIG;IACH,OAAO,CAAC,wBAAwB;IAwBhC;;OAEG;IACH,SAAS,CAAC,YAAY,IAAI,IAAI;IAa9B;;OAEG;IACH,SAAS,CAAC,cAAc,IAAI,IAAI;IAOhC;;OAEG;IACH,OAAO,CAAC,qBAAqB;IAyB7B;;OAEG;IACH,OAAO,CAAC,qBAAqB;IAO7B;;OAEG;IACH,SAAS,CAAC,IAAI,CAAC,KAAK,EAAE,MAAM,EAAE,IAAI,CAAC,EAAE,GAAG,GAAG,IAAI;CAMhD"}
@@ -2061,7 +2061,7 @@ class y {
2061
2061
  h[i](`[Telemetry] ${e}`, a);
2062
2062
  }
2063
2063
  }
2064
- u(y, "_isInitialized", !1), u(y, "_appId", null), u(y, "_configuration", null), u(y, "_sessionToken", null), u(y, "_userId", null), u(y, "_version", "1.0.0-beta.22"), u(y, "_avatarCore", null), u(y, "_dynamicSdkConfig", null), u(y, "_logLevels", {
2064
+ u(y, "_isInitialized", !1), u(y, "_appId", null), u(y, "_configuration", null), u(y, "_sessionToken", null), u(y, "_userId", null), u(y, "_version", "1.0.0-beta.23"), u(y, "_avatarCore", null), u(y, "_dynamicSdkConfig", null), u(y, "_logLevels", {
2065
2065
  debug: "log",
2066
2066
  info: "log",
2067
2067
  warning: "warn",
@@ -2130,7 +2130,7 @@ const Ae = class Ae {
2130
2130
  async createAndInitializeStreamingPlayer() {
2131
2131
  if (this.streamingPlayer)
2132
2132
  return;
2133
- const { StreamingAudioPlayer: e } = await import("./StreamingAudioPlayer-DjPD7f6u.js");
2133
+ const { StreamingAudioPlayer: e } = await import("./StreamingAudioPlayer-PkzxBP93.js");
2134
2134
  this.streamingPlayer = new e({
2135
2135
  sampleRate: k.audio.sampleRate,
2136
2136
  channelCount: 1,
@@ -3888,6 +3888,7 @@ class Ca {
3888
3888
  * @param initialAudioChunks - Existing audio chunks to playback
3889
3889
  * @param initialKeyframes - Existing animation keyframes to playback
3890
3890
  * @returns conversationId - New conversation ID for this conversation session
3891
+ * @internal
3891
3892
  */
3892
3893
  async playback(e, t) {
3893
3894
  if ((this.isPlaying || this.currentConversationId) && this.interrupt(), this.currentConversationId = this.generateAndLogNewConversationId(), this.reqEnd = !1, this.clearPlaybackData(), this.animationPlayer || (this.animationPlayer = new oe()), this.animationPlayer.isStreamingReady() || await this.animationPlayer.createAndInitializeStreamingPlayer(), e && e.length > 0 && this.pendingAudioChunks.push(...e), t && t.length > 0 ? (this.currentKeyframes = t, this.emit("keyframesUpdate", this.currentKeyframes)) : (h.warn("[AvatarController] Empty animation data in playback - enabling audio-only mode"), y.logEvent("character_manager", "info", {
@@ -6479,4 +6480,4 @@ export {
6479
6480
  Na as i,
6480
6481
  h as l
6481
6482
  };
6482
- //# sourceMappingURL=index-BB9yoGY2.js.map
6483
+ //# sourceMappingURL=index-DYf1u8L7.js.map