@twick/browser-render 0.15.7 → 0.15.8

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- {"version":3,"sources":["../src/browser-renderer.ts","../src/audio/audio-processor.ts","../src/hooks/use-browser-renderer.ts"],"sourcesContent":["import { Renderer, Vector2 } from \"@twick/core\";\nimport type { Project, RendererSettings } from \"@twick/core\";\nimport defaultProject from \"@twick/visualizer/dist/project.js\";\nimport { BrowserAudioProcessor, getAssetPlacement, type AssetInfo } from './audio/audio-processor';\n\n/**\n * Browser-native video exporter using WebCodecs API\n * This exporter downloads the video directly in the browser without any server interaction\n */\nclass BrowserWasmExporter {\n public static readonly id = '@twick/core/wasm';\n public static readonly displayName = 'Browser Video (Wasm)';\n\n private encoder: any;\n private videoBlob: Blob | null = null;\n private onProgressCallback?: (progress: number) => void;\n private currentFrame: number = 0;\n private fps: number = 30;\n\n public static async create(settings: RendererSettings) {\n return new BrowserWasmExporter(settings);\n }\n\n public constructor(\n private readonly settings: RendererSettings,\n ) {\n this.fps = settings.fps || 30;\n }\n\n public async start(): Promise<void> {\n try {\n // Import mp4-wasm\n const loadMp4Module = (await import('mp4-wasm')).default;\n \n // Try multiple locations to fetch the WASM file\n const possiblePaths = [\n // Vite dev server virtual path\n '/@mp4-wasm',\n // Common bundled asset paths (Vite uses hashed names)\n '/assets/mp4-wasm.wasm',\n '/assets/mp4-YBRi_559.wasm', // Known Vite hash\n '/mp4-wasm.wasm',\n // Node modules path (for dev)\n '/node_modules/mp4-wasm/dist/mp4-wasm.wasm',\n ];\n \n let buffer: ArrayBuffer | null = null;\n let successPath = '';\n \n for (const path of possiblePaths) {\n try {\n const resp = await fetch(path);\n if (resp.ok) {\n const contentType = resp.headers.get('content-type');\n // Make sure we got a WASM file, not HTML\n if (contentType && contentType.includes('html')) {\n continue;\n }\n buffer = await resp.arrayBuffer();\n successPath = path;\n break;\n }\n } catch (e) {\n continue;\n }\n }\n \n if (!buffer) {\n throw new Error(\n 'Could not load WASM file from any location. ' +\n 'Please copy mp4-wasm.wasm to your public directory or configure Vite to serve it.'\n );\n }\n \n const mp4 = await loadMp4Module({ wasmBinary: buffer });\n\n this.encoder = mp4.createWebCodecsEncoder({\n width: this.settings.size.x,\n height: this.settings.size.y,\n fps: this.fps,\n });\n } catch (error) {\n console.error('WASM loading error:', error);\n throw error;\n }\n }\n\n public async handleFrame(canvas: HTMLCanvasElement, frameNumber?: number): Promise<void> {\n const frameIndex = frameNumber !== undefined ? frameNumber : this.currentFrame;\n const timestampMicroseconds = Math.round((frameIndex / this.fps) * 1_000_000);\n \n const frame = new VideoFrame(canvas, { \n timestamp: timestampMicroseconds,\n duration: Math.round((1 / this.fps) * 1_000_000)\n });\n \n await this.encoder.addFrame(frame);\n frame.close();\n \n if (frameNumber === undefined) {\n this.currentFrame++;\n }\n }\n\n public async stop(): Promise<void> {\n const buf = await this.encoder.end();\n this.videoBlob = new Blob([buf], { type: 'video/mp4' });\n }\n\n public async generateAudio(\n assets: AssetInfo[][],\n startFrame: number,\n endFrame: number,\n ): Promise<ArrayBuffer | null> {\n try {\n console.log('🔊 Starting audio processing...', { \n frames: assets.length, \n startFrame, \n endFrame \n });\n\n const processor = new BrowserAudioProcessor();\n const assetPlacements = getAssetPlacement(assets);\n \n console.log(`📊 Found ${assetPlacements.length} audio assets to process`);\n \n if (assetPlacements.length === 0) {\n console.log('⚠️ No audio assets found');\n return null;\n }\n \n const processedBuffers: AudioBuffer[] = [];\n for (const asset of assetPlacements) {\n if (asset.volume > 0 && asset.playbackRate > 0) {\n console.log(`🎵 Processing audio: ${asset.key}`);\n const buffer = await processor.processAudioAsset(\n asset,\n this.settings.fps || 30,\n endFrame - startFrame\n );\n processedBuffers.push(buffer);\n }\n }\n \n if (processedBuffers.length === 0) {\n console.log('⚠️ No audio buffers to mix');\n return null;\n }\n \n console.log(`🎛️ Mixing ${processedBuffers.length} audio track(s)...`);\n const mixedBuffer = processor.mixAudioBuffers(processedBuffers);\n const wavData = processor.audioBufferToWav(mixedBuffer);\n \n await processor.close();\n console.log(`✅ Audio processed: ${(wavData.byteLength / 1024 / 1024).toFixed(2)} MB`);\n \n return wavData;\n } catch (error) {\n console.error('❌ Audio processing failed:', error);\n return null;\n }\n }\n\n public async mergeMedia(): Promise<void> {\n // In browser, we don't need to merge separately\n // The video is already created with audio in the encoder\n }\n\n public async downloadVideos(assets: any[][]): Promise<void> {\n // Browser doesn't need to download source videos\n // They're already accessible via URLs\n }\n\n public getVideoBlob(): Blob | null {\n return this.videoBlob;\n }\n\n public setProgressCallback(callback: (progress: number) => void): void {\n this.onProgressCallback = callback;\n }\n}\n\n/**\n * Browser rendering configuration\n */\nexport interface BrowserRenderConfig {\n /** \n * Custom Project object\n * If not provided, defaults to @twick/visualizer project\n * \n * Note: Must be an imported Project object, not a string path.\n * String paths only work in Node.js environments (server renderer).\n * \n * Example:\n * ```typescript\n * import myProject from './my-custom-project';\n * \n * await renderTwickVideoInBrowser({\n * projectFile: myProject,\n * variables: { input: {...} }\n * });\n * ```\n */\n projectFile?: Project;\n /** Input variables containing project configuration */\n variables: {\n input: any;\n playerId?: string;\n [key: string]: any;\n };\n /** Render settings */\n settings?: {\n width?: number;\n height?: number;\n fps?: number;\n quality?: 'low' | 'medium' | 'high';\n range?: [number, number]; // [start, end] in seconds\n includeAudio?: boolean; // Enable audio processing\n downloadAudioSeparately?: boolean; // Download audio.wav separately\n onAudioReady?: (audioBlob: Blob) => void; // Callback when audio is ready\n onProgress?: (progress: number) => void;\n onComplete?: (videoBlob: Blob) => void;\n onError?: (error: Error) => void;\n };\n}\n\n/**\n * Renders a Twick video directly in the browser without requiring a server.\n * Uses WebCodecs API for encoding video frames into MP4 format.\n * \n * This function uses the same signature as the server renderer for consistency.\n *\n * @param config - Configuration object containing variables and settings\n * @param config.projectFile - Optional project file path or Project object (defaults to visualizer project)\n * @param config.variables - Variables containing input configuration (tracks, elements, etc.)\n * @param config.settings - Optional render settings (width, height, fps, etc.)\n * @returns Promise resolving to a Blob containing the rendered video\n * \n * @example\n * ```js\n * import { renderTwickVideoInBrowser } from '@twick/browser-render';\n * \n * // Using default visualizer project\n * const videoBlob = await renderTwickVideoInBrowser({\n * variables: {\n * input: {\n * properties: { width: 1920, height: 1080, fps: 30 },\n * tracks: [\n * // Your tracks configuration\n * ]\n * }\n * },\n * settings: {\n * width: 1920,\n * height: 1080,\n * fps: 30,\n * quality: 'high',\n * onProgress: (progress) => console.log(`Rendering: ${progress * 100}%`),\n * }\n * });\n * \n * // Using custom project\n * import myProject from './my-custom-project';\n * const videoBlob = await renderTwickVideoInBrowser({\n * projectFile: myProject, // Must be an imported Project object\n * variables: { input: {...} },\n * settings: {...}\n * });\n * \n * // Download the video\n * const url = URL.createObjectURL(videoBlob);\n * const a = document.createElement('a');\n * a.href = url;\n * a.download = 'video.mp4';\n * a.click();\n * URL.revokeObjectURL(url);\n * ```\n */\nexport const renderTwickVideoInBrowser = async (\n config: BrowserRenderConfig\n): Promise<Blob> => {\n // Save original methods to restore later\n const originalVideoPlay = HTMLVideoElement.prototype.play;\n const originalAudioPlay = HTMLAudioElement.prototype.play;\n const originalCreateElement = document.createElement.bind(document);\n \n // Override play methods to force muting\n HTMLVideoElement.prototype.play = function() {\n this.muted = true;\n this.volume = 0;\n return originalVideoPlay.call(this);\n };\n \n HTMLAudioElement.prototype.play = function() {\n this.muted = true;\n this.volume = 0;\n return originalAudioPlay.call(this);\n };\n \n // Override createElement to mute video/audio on creation\n document.createElement = function(tagName: string, options?: any) {\n const element = originalCreateElement(tagName, options);\n if (tagName.toLowerCase() === 'video' || tagName.toLowerCase() === 'audio') {\n (element as any).muted = true;\n (element as any).volume = 0;\n }\n return element;\n } as any;\n\n try {\n const { projectFile, variables, settings = {} } = config;\n\n // Validate input\n if (!variables || !variables.input) {\n throw new Error('Invalid configuration. \"variables.input\" is required.');\n }\n\n // Get dimensions from input properties or use settings\n const width = settings.width || variables.input.properties?.width || 1920;\n const height = settings.height || variables.input.properties?.height || 1080;\n const fps = settings.fps || variables.input.properties?.fps || 30;\n\n // Load the project\n let project: Project;\n \n if (!projectFile) {\n // Use default visualizer project\n project = defaultProject;\n } else {\n // Use provided project object\n project = projectFile as Project;\n }\n\n // Set variables on the project (same as server renderer)\n // The renderer expects variables to be assigned directly to the project\n project.variables = variables as any;\n\n // Create renderer settings\n const renderSettings: RendererSettings = {\n name: 'browser-render',\n exporter: {\n name: '@twick/core/wasm',\n },\n size: new Vector2(width, height),\n resolutionScale: 1,\n colorSpace: 'srgb',\n fps: fps,\n range: settings.range || [0, Infinity],\n background: variables.input.backgroundColor || '#000000',\n ...(settings.quality && {\n quality: settings.quality,\n }),\n };\n\n // Create the renderer\n const renderer = new Renderer(project);\n \n // Create and initialize the browser exporter\n const exporter = await BrowserWasmExporter.create(renderSettings);\n await exporter.start();\n \n if (settings.onProgress) {\n exporter.setProgressCallback(settings.onProgress);\n }\n\n // Configure renderer\n await renderer['reloadScenes'](renderSettings);\n (renderer as any).stage.configure(renderSettings);\n (renderer as any).playback.fps = renderSettings.fps;\n \n // Set playback state to Rendering (critical for video elements)\n // PlaybackState: Playing = 0, Rendering = 1, Paused = 2, Presenting = 3\n (renderer as any).playback.state = 1;\n \n // Calculate total frames from scenes\n const totalFrames = await renderer.getNumberOfFrames(renderSettings);\n \n // Initialize playback\n await (renderer as any).playback.recalculate();\n await (renderer as any).playback.reset();\n await (renderer as any).playback.seek(0);\n \n // Track media assets for audio processing\n const mediaAssets: AssetInfo[][] = [];\n \n // Render frames\n for (let frame = 0; frame < totalFrames; frame++) {\n if (frame > 0) {\n await (renderer as any).playback.progress();\n }\n \n await (renderer as any).stage.render(\n (renderer as any).playback.currentScene,\n (renderer as any).playback.previousScene,\n );\n \n // Collect media assets from current scene for audio\n const currentAssets = (renderer as any).playback.currentScene.getMediaAssets?.() || [];\n mediaAssets.push(currentAssets);\n \n const canvas = (renderer as any).stage.finalBuffer;\n await exporter.handleFrame(canvas, frame);\n \n if (settings.onProgress) {\n settings.onProgress(frame / totalFrames);\n }\n }\n \n await exporter.stop();\n \n // Generate audio if requested\n let audioData: ArrayBuffer | null = null;\n if (settings.includeAudio && mediaAssets.length > 0) {\n console.log('🎵 Generating audio track...');\n audioData = await exporter.generateAudio(mediaAssets, 0, totalFrames);\n }\n\n let finalBlob = exporter.getVideoBlob();\n if (!finalBlob) {\n throw new Error('Failed to create video blob');\n }\n\n // Handle audio if it was generated\n if (audioData && settings.includeAudio) {\n console.log('✅ Audio extracted and processed successfully');\n console.log('📊 Audio data size:', (audioData.byteLength / 1024 / 1024).toFixed(2), 'MB');\n \n // Option 1: Download audio separately (most reliable)\n if ((settings as any).downloadAudioSeparately) {\n const audioBlob = new Blob([audioData], { type: 'audio/wav' });\n const audioUrl = URL.createObjectURL(audioBlob);\n const a = document.createElement('a');\n a.href = audioUrl;\n a.download = 'audio.wav';\n a.click();\n URL.revokeObjectURL(audioUrl);\n console.log('✅ Audio downloaded separately as audio.wav');\n }\n \n // Option 2: Return audio via callback\n if ((settings as any).onAudioReady) {\n const audioBlob = new Blob([audioData], { type: 'audio/wav' });\n (settings as any).onAudioReady(audioBlob);\n }\n \n console.log('💡 Note: Client-side audio muxing is complex.');\n console.log('💡 For full audio support, use server-side rendering: @twick/render-server');\n console.log('💡 Or mux manually with: ffmpeg -i video.mp4 -i audio.wav -c:v copy -c:a aac output.mp4');\n }\n\n if (settings.onComplete) {\n settings.onComplete(finalBlob);\n }\n\n return finalBlob;\n } catch (error) {\n if (config.settings?.onError) {\n config.settings.onError(error as Error);\n }\n throw error;\n } finally {\n // Restore original methods\n HTMLVideoElement.prototype.play = originalVideoPlay;\n HTMLAudioElement.prototype.play = originalAudioPlay;\n document.createElement = originalCreateElement as any;\n }\n};\n\n/**\n * Helper function to download a video blob as a file\n * \n * @param videoBlob - The video blob to download\n * @param filename - The desired filename (default: 'video.mp4')\n * \n * @example\n * ```js\n * const blob = await renderTwickVideoInBrowser(projectData);\n * downloadVideoBlob(blob, 'my-video.mp4');\n * ```\n */\nexport const downloadVideoBlob = (videoBlob: Blob, filename: string = 'video.mp4'): void => {\n const url = URL.createObjectURL(videoBlob);\n const a = document.createElement('a');\n a.href = url;\n a.download = filename;\n a.style.display = 'none';\n document.body.appendChild(a);\n a.click();\n document.body.removeChild(a);\n \n // Clean up the object URL after a delay\n setTimeout(() => URL.revokeObjectURL(url), 1000);\n};\n\nexport default renderTwickVideoInBrowser;\n","/**\n * Browser-based audio processing using Web Audio API\n * Mirrors the server's FFmpeg audio generation logic\n */\n\nexport interface MediaAsset {\n key: string;\n src: string;\n type: 'video' | 'audio';\n startInVideo: number;\n endInVideo: number;\n duration: number;\n playbackRate: number;\n volume: number;\n trimLeftInSeconds: number;\n durationInSeconds: number;\n}\n\nexport interface AssetInfo {\n key: string;\n src: string;\n type: 'video' | 'audio';\n currentTime: number;\n playbackRate: number;\n volume: number;\n}\n\n/**\n * Get asset placement from frames (similar to server's getAssetPlacement)\n */\nexport function getAssetPlacement(frames: AssetInfo[][]): MediaAsset[] {\n const assets: MediaAsset[] = [];\n const assetTimeMap = new Map<string, { start: number; end: number }>();\n\n for (let frame = 0; frame < frames.length; frame++) {\n for (const asset of frames[frame]) {\n if (!assetTimeMap.has(asset.key)) {\n assetTimeMap.set(asset.key, {\n start: asset.currentTime,\n end: asset.currentTime,\n });\n assets.push({\n key: asset.key,\n src: asset.src,\n type: asset.type,\n startInVideo: frame,\n endInVideo: frame,\n duration: 0,\n durationInSeconds: 0,\n playbackRate: asset.playbackRate,\n volume: asset.volume,\n trimLeftInSeconds: asset.currentTime,\n });\n } else {\n const timeInfo = assetTimeMap.get(asset.key);\n if (timeInfo) {\n timeInfo.end = asset.currentTime;\n }\n const existingAsset = assets.find(a => a.key === asset.key);\n if (existingAsset) {\n existingAsset.endInVideo = frame;\n }\n }\n }\n }\n\n // Calculate durations\n assets.forEach(asset => {\n const timeInfo = assetTimeMap.get(asset.key);\n if (timeInfo) {\n asset.durationInSeconds = (timeInfo.end - timeInfo.start) / asset.playbackRate;\n }\n asset.duration = asset.endInVideo - asset.startInVideo + 1;\n });\n\n return assets;\n}\n\n/**\n * Audio processor using Web Audio API\n */\nexport class BrowserAudioProcessor {\n private audioContext: AudioContext;\n\n constructor(private sampleRate: number = 48000) {\n this.audioContext = new AudioContext({ sampleRate });\n }\n\n /**\n * Fetch and decode audio from a media source\n */\n async fetchAndDecodeAudio(src: string): Promise<AudioBuffer> {\n const response = await fetch(src);\n const arrayBuffer = await response.arrayBuffer();\n return await this.audioContext.decodeAudioData(arrayBuffer);\n }\n\n /**\n * Process audio asset with playback rate, volume, and timing\n */\n async processAudioAsset(\n asset: MediaAsset,\n fps: number,\n totalFrames: number\n ): Promise<AudioBuffer> {\n const audioBuffer = await this.fetchAndDecodeAudio(asset.src);\n \n const duration = totalFrames / fps;\n const outputLength = Math.ceil(duration * this.sampleRate);\n const outputBuffer = this.audioContext.createBuffer(\n 2, // stereo\n outputLength,\n this.sampleRate\n );\n\n // Calculate timing\n const startTime = asset.startInVideo / fps;\n const trimLeft = asset.trimLeftInSeconds / asset.playbackRate;\n const trimRight = trimLeft + asset.durationInSeconds;\n\n // Process each channel\n for (let channel = 0; channel < 2; channel++) {\n const inputData = audioBuffer.getChannelData(Math.min(channel, audioBuffer.numberOfChannels - 1));\n const outputData = outputBuffer.getChannelData(channel);\n\n // Calculate sample positions\n const startSample = Math.floor(startTime * this.sampleRate);\n const trimLeftSample = Math.floor(trimLeft * this.sampleRate);\n const trimRightSample = Math.floor(trimRight * this.sampleRate);\n\n // Copy and process samples\n for (let i = 0; i < outputData.length; i++) {\n const outputTime = i / this.sampleRate;\n const assetTime = outputTime - startTime;\n \n if (assetTime < 0 || assetTime >= asset.durationInSeconds) {\n outputData[i] = 0; // Silence\n } else {\n // Apply playback rate\n const inputSample = Math.floor((trimLeftSample + assetTime * asset.playbackRate * this.sampleRate));\n if (inputSample >= 0 && inputSample < inputData.length) {\n outputData[i] = inputData[inputSample] * asset.volume;\n } else {\n outputData[i] = 0;\n }\n }\n }\n }\n\n return outputBuffer;\n }\n\n /**\n * Mix multiple audio buffers\n */\n mixAudioBuffers(buffers: AudioBuffer[]): AudioBuffer {\n if (buffers.length === 0) {\n return this.audioContext.createBuffer(2, 1, this.sampleRate);\n }\n\n const maxLength = Math.max(...buffers.map(b => b.length));\n const mixedBuffer = this.audioContext.createBuffer(2, maxLength, this.sampleRate);\n\n for (let channel = 0; channel < 2; channel++) {\n const mixedData = mixedBuffer.getChannelData(channel);\n \n buffers.forEach(buffer => {\n const channelData = buffer.getChannelData(Math.min(channel, buffer.numberOfChannels - 1));\n for (let i = 0; i < channelData.length; i++) {\n mixedData[i] = (mixedData[i] || 0) + channelData[i] / buffers.length;\n }\n });\n }\n\n return mixedBuffer;\n }\n\n /**\n * Convert AudioBuffer to WAV format\n */\n audioBufferToWav(buffer: AudioBuffer): ArrayBuffer {\n const numberOfChannels = buffer.numberOfChannels;\n const sampleRate = buffer.sampleRate;\n const format = 1; // PCM\n const bitDepth = 16;\n\n const bytesPerSample = bitDepth / 8;\n const blockAlign = numberOfChannels * bytesPerSample;\n\n const data = new Float32Array(buffer.length * numberOfChannels);\n for (let channel = 0; channel < numberOfChannels; channel++) {\n const channelData = buffer.getChannelData(channel);\n for (let i = 0; i < buffer.length; i++) {\n data[i * numberOfChannels + channel] = channelData[i];\n }\n }\n\n const dataLength = data.length * bytesPerSample;\n const headerLength = 44;\n const wav = new ArrayBuffer(headerLength + dataLength);\n const view = new DataView(wav);\n\n // Write WAV header\n const writeString = (offset: number, string: string) => {\n for (let i = 0; i < string.length; i++) {\n view.setUint8(offset + i, string.charCodeAt(i));\n }\n };\n\n writeString(0, 'RIFF');\n view.setUint32(4, 36 + dataLength, true);\n writeString(8, 'WAVE');\n writeString(12, 'fmt ');\n view.setUint32(16, 16, true); // fmt chunk size\n view.setUint16(20, format, true);\n view.setUint16(22, numberOfChannels, true);\n view.setUint32(24, sampleRate, true);\n view.setUint32(28, sampleRate * blockAlign, true);\n view.setUint16(32, blockAlign, true);\n view.setUint16(34, bitDepth, true);\n writeString(36, 'data');\n view.setUint32(40, dataLength, true);\n\n // Write audio data\n const volume = 0.8;\n let offset = 44;\n for (let i = 0; i < data.length; i++) {\n const sample = Math.max(-1, Math.min(1, data[i]));\n view.setInt16(offset, sample < 0 ? sample * 0x8000 : sample * 0x7FFF, true);\n offset += 2;\n }\n\n return wav;\n }\n\n async close() {\n await this.audioContext.close();\n }\n}\n","import { useState, useCallback } from 'react';\nimport { renderTwickVideoInBrowser, downloadVideoBlob } from '../browser-renderer';\nimport type { BrowserRenderConfig } from '../browser-renderer';\n\nexport interface UseBrowserRendererOptions {\n /** \n * Custom Project object\n * If not provided, defaults to @twick/visualizer project\n * \n * Note: Must be an imported Project object, not a string path.\n * String paths only work in Node.js (server renderer).\n * \n * Example:\n * ```typescript\n * import myProject from './my-custom-project';\n * useBrowserRenderer({ projectFile: myProject })\n * ```\n */\n projectFile?: any;\n /** Video width in pixels */\n width?: number;\n /** Video height in pixels */\n height?: number;\n /** Frames per second */\n fps?: number;\n /** Render quality */\n quality?: 'low' | 'medium' | 'high';\n /** Time range to render [start, end] in seconds */\n range?: [number, number];\n /** Include audio in rendered video (experimental) */\n includeAudio?: boolean;\n /** Download audio separately as WAV file */\n downloadAudioSeparately?: boolean;\n /** Callback when audio is ready */\n onAudioReady?: (audioBlob: Blob) => void;\n /** Automatically download the video when rendering completes */\n autoDownload?: boolean;\n /** Default filename for downloads */\n downloadFilename?: string;\n}\n\nexport interface UseBrowserRendererReturn {\n /** Start rendering the video */\n render: (variables: BrowserRenderConfig['variables']) => Promise<Blob | null>;\n /** Current rendering progress (0-1) */\n progress: number;\n /** Whether rendering is in progress */\n isRendering: boolean;\n /** Error if rendering failed */\n error: Error | null;\n /** The rendered video blob (available after rendering completes) */\n videoBlob: Blob | null;\n /** Download the rendered video */\n download: (filename?: string) => void;\n /** Reset the renderer state */\n reset: () => void;\n}\n\n/**\n * React hook for rendering Twick videos in the browser\n * \n * Uses the same pattern as the server renderer for consistency.\n * \n * @param options - Rendering options\n * @returns Renderer state and control functions\n * \n * @example\n * ```tsx\n * import { useBrowserRenderer } from '@twick/browser-render';\n * \n * // Using default visualizer project\n * function MyComponent() {\n * const { render, progress, isRendering, videoBlob, download } = useBrowserRenderer({\n * width: 1920,\n * height: 1080,\n * fps: 30,\n * autoDownload: true,\n * });\n * \n * const handleRender = async () => {\n * await render({\n * input: {\n * properties: { width: 1920, height: 1080, fps: 30 },\n * tracks: [\n * // Your tracks configuration\n * ]\n * }\n * });\n * };\n * \n * return (\n * <div>\n * <button onClick={handleRender} disabled={isRendering}>\n * {isRendering ? `Rendering... ${(progress * 100).toFixed(0)}%` : 'Render Video'}\n * </button>\n * {videoBlob && !autoDownload && (\n * <button onClick={() => download('my-video.mp4')}>Download</button>\n * )}\n * </div>\n * );\n * }\n * \n * // Using custom project (must import it first)\n * import myProject from './my-project';\n * \n * function CustomProjectComponent() {\n * const { render } = useBrowserRenderer({\n * projectFile: myProject, // Pass the imported project object\n * width: 1920,\n * height: 1080,\n * });\n * \n * // ... rest of component\n * }\n * ```\n */\nexport const useBrowserRenderer = (options: UseBrowserRendererOptions = {}): UseBrowserRendererReturn => {\n const [progress, setProgress] = useState(0);\n const [isRendering, setIsRendering] = useState(false);\n const [error, setError] = useState<Error | null>(null);\n const [videoBlob, setVideoBlob] = useState<Blob | null>(null);\n\n const reset = useCallback(() => {\n setProgress(0);\n setIsRendering(false);\n setError(null);\n setVideoBlob(null);\n }, []);\n\n const download = useCallback((filename?: string) => {\n if (!videoBlob) {\n const downloadError = new Error('No video available to download. Please render the video first.');\n setError(downloadError);\n console.error(downloadError.message);\n return;\n }\n \n try {\n downloadVideoBlob(videoBlob, filename || options.downloadFilename || 'video.mp4');\n } catch (err) {\n const downloadError = err instanceof Error ? err : new Error('Failed to download video');\n setError(downloadError);\n console.error('Download error:', downloadError);\n }\n }, [videoBlob, options.downloadFilename]);\n\n const render = useCallback(async (variables: BrowserRenderConfig['variables']): Promise<Blob | null> => {\n reset();\n setIsRendering(true);\n\n try {\n const { projectFile, width, height, fps, quality, range, includeAudio, downloadAudioSeparately, onAudioReady, autoDownload, downloadFilename, ...restOptions } = options;\n \n const blob = await renderTwickVideoInBrowser({\n projectFile,\n variables,\n settings: {\n width,\n height,\n includeAudio,\n downloadAudioSeparately,\n onAudioReady,\n fps,\n quality,\n range,\n ...restOptions,\n 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+ {"version":3,"sources":["../src/browser-renderer.ts","../src/audio/video-audio-extractor.ts","../src/audio/audio-processor.ts","../src/audio/audio-video-muxer.ts","../src/hooks/use-browser-renderer.ts"],"sourcesContent":["import { Renderer, Vector2 } from \"@twick/core\";\nimport type { Project, RendererSettings } from \"@twick/core\";\nimport defaultProject from \"@twick/visualizer/dist/project.js\";\nimport { BrowserAudioProcessor, getAssetPlacement, type AssetInfo } from './audio/audio-processor';\nimport { muxAudioVideo } from './audio/audio-video-muxer';\n\n/**\n * Browser-native video exporter using WebCodecs API\n * This exporter downloads the video directly in the browser without any server interaction\n */\nclass BrowserWasmExporter {\n public static readonly id = '@twick/core/wasm';\n public static readonly displayName = 'Browser Video (Wasm)';\n\n private encoder: any;\n private videoBlob: Blob | null = null;\n private onProgressCallback?: (progress: number) => void;\n private currentFrame: number = 0;\n private fps: number = 30;\n\n public static async create(settings: RendererSettings) {\n return new BrowserWasmExporter(settings);\n }\n\n public constructor(\n private readonly settings: RendererSettings,\n ) {\n this.fps = settings.fps || 30;\n }\n\n public async start(): Promise<void> {\n try {\n // Import mp4-wasm\n const loadMp4Module = (await import('mp4-wasm')).default;\n \n // Try multiple locations to fetch the WASM file\n const possiblePaths = [\n // Vite dev server virtual path\n '/@mp4-wasm',\n // Common bundled asset paths (Vite uses hashed names)\n '/assets/mp4-wasm.wasm',\n '/assets/mp4-YBRi_559.wasm', // Known Vite hash\n '/mp4-wasm.wasm',\n // Node modules path (for dev)\n '/node_modules/mp4-wasm/dist/mp4-wasm.wasm',\n ];\n \n let buffer: ArrayBuffer | null = null;\n let successPath = '';\n \n for (const path of possiblePaths) {\n try {\n const resp = await fetch(path);\n if (resp.ok) {\n const contentType = resp.headers.get('content-type');\n // Make sure we got a WASM file, not HTML\n if (contentType && contentType.includes('html')) {\n continue;\n }\n buffer = await resp.arrayBuffer();\n successPath = path;\n break;\n }\n } catch (e) {\n continue;\n }\n }\n \n if (!buffer) {\n throw new Error(\n 'Could not load WASM file from any location. ' +\n 'Please copy mp4-wasm.wasm to your public directory or configure Vite to serve it.'\n );\n }\n \n const mp4 = await loadMp4Module({ wasmBinary: buffer });\n\n this.encoder = mp4.createWebCodecsEncoder({\n width: this.settings.size.x,\n height: this.settings.size.y,\n fps: this.fps,\n });\n } catch (error) {\n throw error;\n }\n }\n\n public async handleFrame(canvas: HTMLCanvasElement, frameNumber?: number): Promise<void> {\n const frameIndex = frameNumber !== undefined ? frameNumber : this.currentFrame;\n const timestampMicroseconds = Math.round((frameIndex / this.fps) * 1_000_000);\n \n const frame = new VideoFrame(canvas, { \n timestamp: timestampMicroseconds,\n duration: Math.round((1 / this.fps) * 1_000_000)\n });\n \n await this.encoder.addFrame(frame);\n frame.close();\n \n if (frameNumber === undefined) {\n this.currentFrame++;\n }\n }\n\n public async stop(): Promise<void> {\n const buf = await this.encoder.end();\n this.videoBlob = new Blob([buf], { type: 'video/mp4' });\n }\n\n public async generateAudio(\n assets: AssetInfo[][],\n startFrame: number,\n endFrame: number,\n ): Promise<ArrayBuffer | null> {\n try {\n const processor = new BrowserAudioProcessor();\n const assetPlacements = getAssetPlacement(assets);\n\n if (assetPlacements.length === 0) {\n return null;\n }\n\n const processedBuffers: AudioBuffer[] = [];\n for (const asset of assetPlacements) {\n if (asset.volume > 0 && asset.playbackRate > 0) {\n try {\n const buffer = await processor.processAudioAsset(\n asset,\n this.settings.fps || 30,\n endFrame - startFrame\n );\n processedBuffers.push(buffer);\n } catch {\n // Continue with other audio assets\n }\n }\n }\n\n if (processedBuffers.length === 0) {\n return null;\n }\n\n const mixedBuffer = processor.mixAudioBuffers(processedBuffers);\n const wavData = processor.audioBufferToWav(mixedBuffer);\n\n await processor.close();\n return wavData;\n } catch {\n return null;\n }\n }\n\n public async mergeMedia(): Promise<void> {\n // In browser, we don't need to merge separately\n // The video is already created with audio in the encoder\n }\n\n public async downloadVideos(assets: any[][]): Promise<void> {\n // Browser doesn't need to download source videos\n // They're already accessible via URLs\n }\n\n public getVideoBlob(): Blob | null {\n return this.videoBlob;\n }\n\n public setProgressCallback(callback: (progress: number) => void): void {\n this.onProgressCallback = callback;\n }\n}\n\n/**\n * Browser rendering configuration\n */\nexport interface BrowserRenderConfig {\n /** \n * Custom Project object\n * If not provided, defaults to @twick/visualizer project\n * \n * Note: Must be an imported Project object, not a string path.\n * String paths only work in Node.js environments (server renderer).\n * \n * Example:\n * ```typescript\n * import myProject from './my-custom-project';\n * \n * await renderTwickVideoInBrowser({\n * projectFile: myProject,\n * variables: { input: {...} }\n * });\n * ```\n */\n projectFile?: Project;\n /** Input variables containing project configuration */\n variables: {\n input: any;\n playerId?: string;\n [key: string]: any;\n };\n /** Render settings */\n settings?: {\n width?: number;\n height?: number;\n fps?: number;\n quality?: 'low' | 'medium' | 'high';\n range?: [number, number]; // [start, end] in seconds\n includeAudio?: boolean; // Enable audio processing\n downloadAudioSeparately?: boolean; // Download audio.wav separately\n onAudioReady?: (audioBlob: Blob) => void; // Callback when audio is ready\n onProgress?: (progress: number) => void;\n onComplete?: (videoBlob: Blob) => void;\n onError?: (error: Error) => void;\n };\n}\n\n/**\n * Renders a Twick video directly in the browser without requiring a server.\n * Uses WebCodecs API for encoding video frames into MP4 format.\n * \n * This function uses the same signature as the server renderer for consistency.\n *\n * @param config - Configuration object containing variables and settings\n * @param config.projectFile - Optional project file path or Project object (defaults to visualizer project)\n * @param config.variables - Variables containing input configuration (tracks, elements, etc.)\n * @param config.settings - Optional render settings (width, height, fps, etc.)\n * @returns Promise resolving to a Blob containing the rendered video\n * \n * @example\n * ```js\n * import { renderTwickVideoInBrowser } from '@twick/browser-render';\n * \n * // Using default visualizer project\n * const videoBlob = await renderTwickVideoInBrowser({\n * variables: {\n * input: {\n * properties: { width: 1920, height: 1080, fps: 30 },\n * tracks: [\n * // Your tracks configuration\n * ]\n * }\n * },\n * settings: {\n * width: 1920,\n * height: 1080,\n * fps: 30,\n * quality: 'high',\n * onProgress: (progress) => console.log(`Rendering: ${progress * 100}%`),\n * }\n * });\n * \n * // Using custom project\n * import myProject from './my-custom-project';\n * const videoBlob = await renderTwickVideoInBrowser({\n * projectFile: myProject, // Must be an imported Project object\n * variables: { input: {...} },\n * settings: {...}\n * });\n * \n * // Download the video\n * const url = URL.createObjectURL(videoBlob);\n * const a = document.createElement('a');\n * a.href = url;\n * a.download = 'video.mp4';\n * a.click();\n * URL.revokeObjectURL(url);\n * ```\n */\nexport const renderTwickVideoInBrowser = async (\n config: BrowserRenderConfig\n): Promise<Blob> => {\n // Save original methods to restore later\n const originalVideoPlay = HTMLVideoElement.prototype.play;\n const originalAudioPlay = HTMLAudioElement.prototype.play;\n const originalCreateElement = document.createElement.bind(document);\n \n // Override play methods to force muting\n HTMLVideoElement.prototype.play = function() {\n this.muted = true;\n this.volume = 0;\n return originalVideoPlay.call(this);\n };\n \n HTMLAudioElement.prototype.play = function() {\n this.muted = true;\n this.volume = 0;\n return originalAudioPlay.call(this);\n };\n \n // Override createElement to mute video/audio on creation\n document.createElement = function(tagName: string, options?: any) {\n const element = originalCreateElement(tagName, options);\n if (tagName.toLowerCase() === 'video' || tagName.toLowerCase() === 'audio') {\n (element as any).muted = true;\n (element as any).volume = 0;\n }\n return element;\n } as any;\n\n try {\n const { projectFile, variables, settings = {} } = config;\n\n if (!variables || !variables.input) {\n throw new Error('Invalid configuration. \"variables.input\" is required.');\n }\n\n const width = settings.width || variables.input.properties?.width || 1920;\n const height = settings.height || variables.input.properties?.height || 1080;\n const fps = settings.fps || variables.input.properties?.fps || 30;\n\n const project: Project = !projectFile ? defaultProject : (projectFile as Project);\n project.variables = variables as any;\n\n // Create renderer settings\n const renderSettings: RendererSettings = {\n name: 'browser-render',\n exporter: {\n name: '@twick/core/wasm',\n },\n size: new Vector2(width, height),\n resolutionScale: 1,\n colorSpace: 'srgb',\n fps: fps,\n range: settings.range || [0, Infinity],\n background: variables.input.backgroundColor || '#000000',\n ...(settings.quality && {\n quality: settings.quality,\n }),\n };\n\n const renderer = new Renderer(project);\n const exporter = await BrowserWasmExporter.create(renderSettings);\n await exporter.start();\n \n if (settings.onProgress) {\n exporter.setProgressCallback(settings.onProgress);\n }\n\n await renderer['reloadScenes'](renderSettings);\n (renderer as any).stage.configure(renderSettings);\n (renderer as any).playback.fps = renderSettings.fps;\n \n // Set playback state to Rendering (critical for video elements)\n // PlaybackState: Playing = 0, Rendering = 1, Paused = 2, Presenting = 3\n (renderer as any).playback.state = 1;\n \n const totalFrames = await renderer.getNumberOfFrames(renderSettings);\n\n if (totalFrames === 0 || !isFinite(totalFrames)) {\n throw new Error(\n 'Cannot render: Video has zero duration. ' +\n 'Please ensure your project has valid content with non-zero duration. ' +\n 'Check that all video elements have valid sources and are properly loaded.'\n );\n }\n \n const videoElements: any[] = [];\n if (variables.input.tracks) {\n variables.input.tracks.forEach((track: any) => {\n if (track.elements) {\n track.elements.forEach((el: any) => {\n if (el.type === 'video') videoElements.push(el);\n });\n }\n });\n }\n\n if (videoElements.length > 0) {\n for (const videoEl of videoElements) {\n const src = videoEl.props?.src;\n if (!src || src === 'undefined') continue;\n const preloadVideo = document.createElement('video');\n preloadVideo.crossOrigin = 'anonymous';\n preloadVideo.preload = 'metadata';\n preloadVideo.src = src;\n await new Promise<void>((resolve, reject) => {\n const timeout = setTimeout(\n () => reject(new Error(`Timeout loading video metadata: ${src.substring(0, 80)}`)),\n 30000\n );\n preloadVideo.addEventListener('loadedmetadata', () => {\n clearTimeout(timeout);\n resolve();\n }, { once: true });\n preloadVideo.addEventListener('error', () => {\n clearTimeout(timeout);\n const err = preloadVideo.error;\n reject(new Error(`Failed to load video: ${err?.message || 'Unknown error'}`));\n }, { once: true });\n });\n }\n }\n\n await (renderer as any).playback.recalculate();\n await (renderer as any).playback.reset();\n await (renderer as any).playback.seek(0);\n\n const mediaAssets: AssetInfo[][] = [];\n \n for (let frame = 0; frame < totalFrames; frame++) {\n if (frame > 0) {\n await (renderer as any).playback.progress();\n }\n await (renderer as any).stage.render(\n (renderer as any).playback.currentScene,\n (renderer as any).playback.previousScene,\n );\n const currentAssets = (renderer as any).playback.currentScene.getMediaAssets?.() || [];\n mediaAssets.push(currentAssets);\n const canvas = (renderer as any).stage.finalBuffer;\n await exporter.handleFrame(canvas, frame);\n if (settings.onProgress) settings.onProgress(frame / totalFrames);\n }\n\n await exporter.stop();\n \n let audioData: ArrayBuffer | null = null;\n if (settings.includeAudio && mediaAssets.length > 0) {\n audioData = await exporter.generateAudio(mediaAssets, 0, totalFrames);\n }\n\n let finalBlob = exporter.getVideoBlob();\n if (!finalBlob) {\n throw new Error('Failed to create video blob');\n }\n\n if (audioData && settings.includeAudio) {\n try {\n finalBlob = await muxAudioVideo({\n videoBlob: finalBlob,\n audioBuffer: audioData,\n });\n } catch {\n const audioBlob = new Blob([audioData], { type: 'audio/wav' });\n const audioUrl = URL.createObjectURL(audioBlob);\n const a = document.createElement('a');\n a.href = audioUrl;\n a.download = 'audio.wav';\n a.click();\n URL.revokeObjectURL(audioUrl);\n }\n }\n\n if (settings.onComplete) {\n settings.onComplete(finalBlob);\n }\n\n return finalBlob;\n } catch (error) {\n if (config.settings?.onError) {\n config.settings.onError(error as Error);\n }\n throw error;\n } finally {\n // Restore original methods\n HTMLVideoElement.prototype.play = originalVideoPlay;\n HTMLAudioElement.prototype.play = originalAudioPlay;\n document.createElement = originalCreateElement as any;\n }\n};\n\n/**\n * Helper function to download a video blob as a file\n * \n * @param videoBlob - The video blob to download\n * @param filename - The desired filename (default: 'video.mp4')\n * \n * @example\n * ```js\n * const blob = await renderTwickVideoInBrowser(projectData);\n * downloadVideoBlob(blob, 'my-video.mp4');\n * ```\n */\nexport const downloadVideoBlob = (videoBlob: Blob, filename: string = 'video.mp4'): void => {\n const url = URL.createObjectURL(videoBlob);\n const a = document.createElement('a');\n a.href = url;\n a.download = filename;\n a.style.display = 'none';\n document.body.appendChild(a);\n a.click();\n document.body.removeChild(a);\n \n // Clean up the object URL after a delay\n setTimeout(() => URL.revokeObjectURL(url), 1000);\n};\n\nexport default renderTwickVideoInBrowser;\n","/**\n * Alternative audio extraction using MediaElementAudioSourceNode\n * This captures audio directly from a playing video element without decoding\n * Works with ANY audio codec the browser can play!\n */\n\nexport class VideoElementAudioExtractor {\n private audioContext: AudioContext;\n private video: HTMLVideoElement;\n private destination: MediaStreamAudioDestinationNode | null = null;\n private mediaRecorder: MediaRecorder | null = null;\n private audioChunks: Blob[] = [];\n \n constructor(videoSrc: string, sampleRate: number = 48000) {\n this.audioContext = new AudioContext({ sampleRate });\n this.video = document.createElement('video');\n this.video.crossOrigin = 'anonymous';\n this.video.src = videoSrc;\n this.video.muted = true; // Mute playback but audio will still be captured\n }\n \n async initialize(): Promise<void> {\n return new Promise((resolve, reject) => {\n this.video.addEventListener('loadedmetadata', () => resolve(), { once: true });\n \n this.video.addEventListener('error', (e) => {\n reject(new Error(`Failed to load video for audio extraction: ${e}`));\n }, { once: true });\n });\n }\n \n /**\n * Extract audio by playing the video and capturing audio output\n */\n async extractAudio(\n startTime: number,\n duration: number,\n playbackRate: number = 1.0\n ): Promise<AudioBuffer> {\n // Create audio source from video element\n const source = this.audioContext.createMediaElementSource(this.video);\n \n // Create destination for recording\n this.destination = this.audioContext.createMediaStreamDestination();\n source.connect(this.destination);\n \n // Create MediaRecorder to capture audio\n this.audioChunks = [];\n this.mediaRecorder = new MediaRecorder(this.destination.stream, {\n mimeType: 'audio/webm',\n });\n \n this.mediaRecorder.ondataavailable = (event) => {\n if (event.data.size > 0) {\n this.audioChunks.push(event.data);\n }\n };\n \n // Set up video playback\n this.video.currentTime = startTime;\n this.video.playbackRate = playbackRate;\n \n // Wait for seek to complete\n await new Promise<void>((resolve) => {\n this.video.addEventListener('seeked', () => resolve(), { once: true });\n });\n \n // Start recording and playing\n return new Promise((resolve, reject) => {\n const recordingTimeout = setTimeout(() => {\n reject(new Error('Audio extraction timeout'));\n }, (duration / playbackRate + 5) * 1000); // Add 5s buffer\n \n this.mediaRecorder!.start();\n this.video.play();\n \n // Stop recording after duration\n setTimeout(async () => {\n clearTimeout(recordingTimeout);\n this.video.pause();\n this.mediaRecorder!.stop();\n \n // Wait for final data\n await new Promise<void>((res) => {\n this.mediaRecorder!.addEventListener('stop', () => res(), { once: true });\n });\n \n // Convert recorded audio to AudioBuffer\n try {\n const audioBlob = new Blob(this.audioChunks, { type: 'audio/webm' });\n const arrayBuffer = await audioBlob.arrayBuffer();\n const audioBuffer = await this.audioContext.decodeAudioData(arrayBuffer);\n resolve(audioBuffer);\n } catch (err) {\n reject(new Error(`Failed to decode recorded audio: ${err}`));\n }\n }, (duration / playbackRate) * 1000);\n });\n }\n \n async close(): Promise<void> {\n if (this.mediaRecorder && this.mediaRecorder.state !== 'inactive') {\n this.mediaRecorder.stop();\n }\n this.video.pause();\n this.video.src = '';\n if (this.audioContext.state !== 'closed') {\n await this.audioContext.close();\n }\n }\n}\n\n/**\n * Extract audio from video using MediaElementAudioSourceNode\n * This method works with any audio codec the browser can play\n */\nexport async function extractAudioFromVideo(\n videoSrc: string,\n startTime: number,\n duration: number,\n playbackRate: number = 1.0,\n sampleRate: number = 48000\n): Promise<AudioBuffer> {\n const extractor = new VideoElementAudioExtractor(videoSrc, sampleRate);\n \n try {\n await extractor.initialize();\n const audioBuffer = await extractor.extractAudio(startTime, duration, playbackRate);\n return audioBuffer;\n } finally {\n await extractor.close();\n }\n}\n","/**\n * Browser-based audio processing using Web Audio API\n * Mirrors the server's FFmpeg audio generation logic\n */\n\nimport { extractAudioFromVideo } from './video-audio-extractor';\n\nexport interface MediaAsset {\n key: string;\n src: string;\n type: 'video' | 'audio';\n startInVideo: number;\n endInVideo: number;\n duration: number;\n playbackRate: number;\n volume: number;\n trimLeftInSeconds: number;\n durationInSeconds: number;\n}\n\nexport interface AssetInfo {\n key: string;\n src: string;\n type: 'video' | 'audio';\n currentTime: number;\n playbackRate: number;\n volume: number;\n}\n\n/**\n * Get asset placement from frames (similar to server's getAssetPlacement)\n */\nexport function getAssetPlacement(frames: AssetInfo[][]): MediaAsset[] {\n const assets: MediaAsset[] = [];\n const assetTimeMap = new Map<string, { start: number; end: number }>();\n\n for (let frame = 0; frame < frames.length; frame++) {\n for (const asset of frames[frame]) {\n if (!assetTimeMap.has(asset.key)) {\n assetTimeMap.set(asset.key, {\n start: asset.currentTime,\n end: asset.currentTime,\n });\n assets.push({\n key: asset.key,\n src: asset.src,\n type: asset.type,\n startInVideo: frame,\n endInVideo: frame,\n duration: 0,\n durationInSeconds: 0,\n playbackRate: asset.playbackRate,\n volume: asset.volume,\n trimLeftInSeconds: asset.currentTime,\n });\n } else {\n const timeInfo = assetTimeMap.get(asset.key);\n if (timeInfo) {\n timeInfo.end = asset.currentTime;\n }\n const existingAsset = assets.find(a => a.key === asset.key);\n if (existingAsset) {\n existingAsset.endInVideo = frame;\n }\n }\n }\n }\n\n // Calculate durations\n assets.forEach(asset => {\n const timeInfo = assetTimeMap.get(asset.key);\n if (timeInfo) {\n asset.durationInSeconds = (timeInfo.end - timeInfo.start) / asset.playbackRate;\n }\n asset.duration = asset.endInVideo - asset.startInVideo + 1;\n });\n\n return assets;\n}\n\n/**\n * Audio processor using Web Audio API\n */\nexport class BrowserAudioProcessor {\n private audioContext: AudioContext;\n\n constructor(private sampleRate: number = 48000) {\n this.audioContext = new AudioContext({ sampleRate });\n }\n\n /**\n * Fetch and decode audio from a media source\n * Falls back to video element extraction if decodeAudioData fails\n */\n async fetchAndDecodeAudio(src: string): Promise<AudioBuffer> {\n try {\n const response = await fetch(src);\n const arrayBuffer = await response.arrayBuffer();\n return await this.audioContext.decodeAudioData(arrayBuffer);\n } catch (err) {\n try {\n return await extractAudioFromVideo(\n src,\n 0,\n 999999,\n 1.0,\n this.sampleRate\n );\n } catch (fallbackErr) {\n throw new Error(`Failed to extract audio: ${err}. Fallback also failed: ${fallbackErr}`);\n }\n }\n }\n\n /**\n * Process audio asset with playback rate, volume, and timing\n */\n async processAudioAsset(\n asset: MediaAsset,\n fps: number,\n totalFrames: number\n ): Promise<AudioBuffer> {\n const audioBuffer = await this.fetchAndDecodeAudio(asset.src);\n \n const duration = totalFrames / fps;\n const outputLength = Math.ceil(duration * this.sampleRate);\n const outputBuffer = this.audioContext.createBuffer(\n 2, // stereo\n outputLength,\n this.sampleRate\n );\n\n // Calculate timing\n const startTime = asset.startInVideo / fps;\n const trimLeft = asset.trimLeftInSeconds / asset.playbackRate;\n const trimRight = trimLeft + asset.durationInSeconds;\n\n // Process each channel\n for (let channel = 0; channel < 2; channel++) {\n const inputData = audioBuffer.getChannelData(Math.min(channel, audioBuffer.numberOfChannels - 1));\n const outputData = outputBuffer.getChannelData(channel);\n\n // Calculate sample positions\n const startSample = Math.floor(startTime * this.sampleRate);\n const trimLeftSample = Math.floor(trimLeft * this.sampleRate);\n const trimRightSample = Math.floor(trimRight * this.sampleRate);\n\n // Copy and process samples\n for (let i = 0; i < outputData.length; i++) {\n const outputTime = i / this.sampleRate;\n const assetTime = outputTime - startTime;\n \n if (assetTime < 0 || assetTime >= asset.durationInSeconds) {\n outputData[i] = 0; // Silence\n } else {\n // Apply playback rate\n const inputSample = Math.floor((trimLeftSample + assetTime * asset.playbackRate * this.sampleRate));\n if (inputSample >= 0 && inputSample < inputData.length) {\n outputData[i] = inputData[inputSample] * asset.volume;\n } else {\n outputData[i] = 0;\n }\n }\n }\n }\n\n return outputBuffer;\n }\n\n /**\n * Mix multiple audio buffers\n */\n mixAudioBuffers(buffers: AudioBuffer[]): AudioBuffer {\n if (buffers.length === 0) {\n return this.audioContext.createBuffer(2, 1, this.sampleRate);\n }\n\n const maxLength = Math.max(...buffers.map(b => b.length));\n const mixedBuffer = this.audioContext.createBuffer(2, maxLength, this.sampleRate);\n\n for (let channel = 0; channel < 2; channel++) {\n const mixedData = mixedBuffer.getChannelData(channel);\n \n buffers.forEach(buffer => {\n const channelData = buffer.getChannelData(Math.min(channel, buffer.numberOfChannels - 1));\n for (let i = 0; i < channelData.length; i++) {\n mixedData[i] = (mixedData[i] || 0) + channelData[i] / buffers.length;\n }\n });\n }\n\n return mixedBuffer;\n }\n\n /**\n * Convert AudioBuffer to WAV format\n */\n audioBufferToWav(buffer: AudioBuffer): ArrayBuffer {\n const numberOfChannels = buffer.numberOfChannels;\n const sampleRate = buffer.sampleRate;\n const format = 1; // PCM\n const bitDepth = 16;\n\n const bytesPerSample = bitDepth / 8;\n const blockAlign = numberOfChannels * bytesPerSample;\n\n const data = new Float32Array(buffer.length * numberOfChannels);\n for (let channel = 0; channel < numberOfChannels; channel++) {\n const channelData = buffer.getChannelData(channel);\n for (let i = 0; i < buffer.length; i++) {\n data[i * numberOfChannels + channel] = channelData[i];\n }\n }\n\n const dataLength = data.length * bytesPerSample;\n const headerLength = 44;\n const wav = new ArrayBuffer(headerLength + dataLength);\n const view = new DataView(wav);\n\n // Write WAV header\n const writeString = (offset: number, string: string) => {\n for (let i = 0; i < string.length; i++) {\n view.setUint8(offset + i, string.charCodeAt(i));\n }\n };\n\n writeString(0, 'RIFF');\n view.setUint32(4, 36 + dataLength, true);\n writeString(8, 'WAVE');\n writeString(12, 'fmt ');\n view.setUint32(16, 16, true); // fmt chunk size\n view.setUint16(20, format, true);\n view.setUint16(22, numberOfChannels, true);\n view.setUint32(24, sampleRate, true);\n view.setUint32(28, sampleRate * blockAlign, true);\n view.setUint16(32, blockAlign, true);\n view.setUint16(34, bitDepth, true);\n writeString(36, 'data');\n view.setUint32(40, dataLength, true);\n\n // Write audio data\n const volume = 0.8;\n let offset = 44;\n for (let i = 0; i < data.length; i++) {\n const sample = Math.max(-1, Math.min(1, data[i]));\n view.setInt16(offset, sample < 0 ? sample * 0x8000 : sample * 0x7FFF, true);\n offset += 2;\n }\n\n return wav;\n }\n\n async close() {\n await this.audioContext.close();\n }\n}\n","'use client';\n\n/**\n * Browser-based audio/video muxing using FFmpeg.wasm (main thread)\n * Compatible with Next.js 15\n *\n * FFmpeg core files must be served from the app's public folder, e.g.:\n * twick-web/public/ffmpeg/ffmpeg-core.js, ffmpeg-core.wasm\n */\n\nexport interface MuxerOptions {\n videoBlob: Blob;\n audioBuffer: ArrayBuffer;\n}\n\n/** Base URL for FFmpeg assets (twick-web public/ffmpeg). Use same-origin URLs directly; toBlobURL causes \"Cannot find module 'blob:...'\" in some environments. */\nfunction getFFmpegBaseURL(): string {\n if (typeof window !== 'undefined') {\n return `${window.location.origin}/ffmpeg`;\n }\n return '/ffmpeg';\n}\n\nexport async function muxAudioVideo(\n options: MuxerOptions\n): Promise<Blob> {\n try {\n const { FFmpeg } = await import('@ffmpeg/ffmpeg');\n const { fetchFile } = await import('@ffmpeg/util');\n\n const ffmpeg = new FFmpeg();\n\n const base = getFFmpegBaseURL();\n const coreURL = `${base}/ffmpeg-core.js`;\n const wasmURL = `${base}/ffmpeg-core.wasm`;\n\n // Load from same-origin public folder (twick-web/public/ffmpeg). Do NOT use toBlobURL —\n // it produces blob: URLs that can trigger \"Cannot find module 'blob:...'\".\n await ffmpeg.load({\n coreURL,\n wasmURL,\n });\n\n // Write inputs\n await ffmpeg.writeFile(\n 'video.mp4',\n await fetchFile(options.videoBlob)\n );\n\n await ffmpeg.writeFile(\n 'audio.wav',\n new Uint8Array(options.audioBuffer)\n );\n\n await ffmpeg.exec([\n '-i', 'video.mp4',\n '-i', 'audio.wav',\n '-c:v', 'copy',\n '-c:a', 'aac',\n '-b:a', '192k',\n '-shortest',\n 'output.mp4',\n ]);\n\n const data = await ffmpeg.readFile('output.mp4');\n\n const uint8 =\n typeof data === 'string'\n ? new TextEncoder().encode(data)\n : new Uint8Array(data);\n\n return new Blob([uint8], { type: 'video/mp4' });\n\n } catch {\n return options.videoBlob;\n }\n}\n","import { useState, useCallback } from 'react';\nimport { renderTwickVideoInBrowser, downloadVideoBlob } from '../browser-renderer';\nimport type { BrowserRenderConfig } from '../browser-renderer';\n\nexport interface UseBrowserRendererOptions {\n /** \n * Custom Project object\n * If not provided, defaults to @twick/visualizer project\n * \n * Note: Must be an imported Project object, not a string path.\n * String paths only work in Node.js (server renderer).\n * \n * Example:\n * ```typescript\n * import myProject from './my-custom-project';\n * useBrowserRenderer({ projectFile: myProject })\n * ```\n */\n projectFile?: any;\n /** Video width in pixels */\n width?: number;\n /** Video height in pixels */\n height?: number;\n /** Frames per second */\n fps?: number;\n /** Render quality */\n quality?: 'low' | 'medium' | 'high';\n /** Time range to render [start, end] in seconds */\n range?: [number, number];\n /** Include audio in rendered video (experimental) */\n includeAudio?: boolean;\n /** Download audio separately as WAV file */\n downloadAudioSeparately?: boolean;\n /** Callback when audio is ready */\n onAudioReady?: (audioBlob: Blob) => void;\n /** Automatically download the video when rendering completes */\n autoDownload?: boolean;\n /** Default filename for downloads */\n downloadFilename?: string;\n}\n\nexport interface UseBrowserRendererReturn {\n /** Start rendering the video */\n render: (variables: BrowserRenderConfig['variables']) => Promise<Blob | null>;\n /** Current rendering progress (0-1) */\n progress: number;\n /** Whether rendering is in progress */\n isRendering: boolean;\n /** Error if rendering failed */\n error: Error | null;\n /** The rendered video blob (available after rendering completes) */\n videoBlob: Blob | null;\n /** Download the rendered video */\n download: (filename?: string) => void;\n /** Reset the renderer state */\n reset: () => void;\n}\n\n/**\n * React hook for rendering Twick videos in the browser\n * \n * Uses the same pattern as the server renderer for consistency.\n * \n * @param options - Rendering options\n * @returns Renderer state and control functions\n * \n * @example\n * ```tsx\n * import { useBrowserRenderer } from '@twick/browser-render';\n * \n * // Using default visualizer project\n * function MyComponent() {\n * const { render, progress, isRendering, videoBlob, download } = useBrowserRenderer({\n * width: 1920,\n * height: 1080,\n * fps: 30,\n * autoDownload: true,\n * });\n * \n * const handleRender = async () => {\n * await render({\n * input: {\n * properties: { width: 1920, height: 1080, fps: 30 },\n * tracks: [\n * // Your tracks configuration\n * ]\n * }\n * });\n * };\n * \n * return (\n * <div>\n * <button onClick={handleRender} disabled={isRendering}>\n * {isRendering ? `Rendering... ${(progress * 100).toFixed(0)}%` : 'Render Video'}\n * </button>\n * {videoBlob && !autoDownload && (\n * <button onClick={() => download('my-video.mp4')}>Download</button>\n * )}\n * </div>\n * );\n * }\n * \n * // Using custom project (must import it first)\n * import myProject from './my-project';\n * \n * function CustomProjectComponent() {\n * const { render } = useBrowserRenderer({\n * projectFile: myProject, // Pass the imported project object\n * width: 1920,\n * height: 1080,\n * });\n * \n * // ... rest of component\n * }\n * ```\n */\nexport const useBrowserRenderer = (options: UseBrowserRendererOptions = {}): UseBrowserRendererReturn => {\n const [progress, setProgress] = useState(0);\n const [isRendering, setIsRendering] = useState(false);\n const [error, setError] = useState<Error | null>(null);\n const [videoBlob, setVideoBlob] = useState<Blob | null>(null);\n\n const reset = useCallback(() => {\n setProgress(0);\n setIsRendering(false);\n setError(null);\n setVideoBlob(null);\n }, []);\n\n const download = useCallback((filename?: string) => {\n if (!videoBlob) {\n setError(new Error('No video available to download. Please render the video first.'));\n return;\n }\n try {\n downloadVideoBlob(videoBlob, filename || options.downloadFilename || 'video.mp4');\n } catch (err) {\n setError(err instanceof Error ? err : new Error('Failed to download video'));\n }\n }, [videoBlob, options.downloadFilename]);\n\n const render = useCallback(async (variables: BrowserRenderConfig['variables']): Promise<Blob | null> => {\n reset();\n setIsRendering(true);\n\n try {\n const { projectFile, width, height, fps, quality, range, includeAudio, downloadAudioSeparately, onAudioReady, autoDownload, downloadFilename, ...restOptions } = options;\n \n const blob = await renderTwickVideoInBrowser({\n projectFile,\n variables,\n settings: {\n width,\n height,\n includeAudio,\n downloadAudioSeparately,\n onAudioReady,\n fps,\n quality,\n range,\n ...restOptions,\n onProgress: (p) => {\n setProgress(p);\n },\n onComplete: (blob) => {\n setVideoBlob(blob);\n if (autoDownload) {\n try {\n downloadVideoBlob(blob, downloadFilename || 'video.mp4');\n } catch (downloadErr) {\n setError(downloadErr instanceof Error ? downloadErr : new Error('Failed to auto-download video'));\n }\n }\n },\n onError: (err) => {\n setError(err);\n },\n },\n });\n\n if (!blob) {\n throw new Error('Rendering failed: No video blob was generated');\n }\n\n setVideoBlob(blob);\n setProgress(1);\n return blob;\n } catch (err) {\n setError(err instanceof Error ? err : new Error(String(err)));\n return null;\n } finally {\n setIsRendering(false);\n }\n }, [options, reset]);\n\n return {\n render,\n progress,\n isRendering,\n error,\n videoBlob,\n download,\n reset,\n };\n};\n\nexport default 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@twick/browser-render",
3
- "version": "0.15.7",
3
+ "version": "0.15.8",
4
4
  "license": "https://github.com/ncounterspecialist/twick/blob/main/LICENSE.md",
5
5
  "description": "Browser-native video rendering for Twick using WebCodecs API",
6
6
  "main": "./dist/index.js",
@@ -28,8 +28,8 @@
28
28
  "access": "public"
29
29
  },
30
30
  "dependencies": {
31
- "@twick/core": "^0.15.7",
32
- "@twick/visualizer": "0.15.7",
31
+ "@twick/core": "^0.15.8",
32
+ "@twick/visualizer": "0.15.8",
33
33
  "mp4-wasm": "^1.0.6",
34
34
  "mp4box": "^0.5.2",
35
35
  "@ffmpeg/ffmpeg": "^0.12.10",
@@ -6,13 +6,11 @@
6
6
  const CACHE_NAME = 'twick-audio-cache-v1';
7
7
  const AUDIO_CACHE = 'audio-assets';
8
8
 
9
- self.addEventListener('install', (event) => {
10
- console.log('Audio Service Worker installed');
9
+ self.addEventListener('install', () => {
11
10
  self.skipWaiting();
12
11
  });
13
12
 
14
13
  self.addEventListener('activate', (event) => {
15
- console.log('Audio Service Worker activated');
16
14
  event.waitUntil(self.clients.claim());
17
15
  });
18
16
 
@@ -80,7 +78,6 @@ async function extractAudio(url) {
80
78
  size: blob.size
81
79
  };
82
80
  } catch (error) {
83
- console.error('Failed to extract audio:', error);
84
81
  throw error;
85
82
  }
86
83
  }