Gateway (transmitter.ts): - Auto-stop on FFmpeg crash: non-zero exit triggers stop() to prevent silent audio loss and resource leaks - Voice activity timeout (10s): auto-stops transmitter when no PCM received, preventing dead-air CPU waste on backgrounded tabs - Stderr cap (4KB): prevents unbounded memory growth in long sessions Gateway (voice.handler.ts): - Double-check voiceController.getStatus().connected before starting transmitter — detects stale player state after gateway disconnect Frontend (context.tsx): - Force-refetch voice status on WS reconnect — UI converges in <1s instead of waiting up to 4s for SWR poll interval All: tsc clean, biome clean
154 lines
4.7 KiB
TypeScript
154 lines
4.7 KiB
TypeScript
/**
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* Receive Discord voice PCM over the WebSocket and play it through the
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* browser audio stack.
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*
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* Binary frame format (from the gateway, via backend WS):
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* Byte 0–3: FNV-1a 32-bit userId hash (UInt32LE)
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* Byte 4+: PCM audio (24kHz mono Int16LE)
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*
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* The player keeps one ring buffer per user (2s @ 24kHz), upsamples
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* 24k → 48k with linear interpolation inside the audio callback, and mixes
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* every active user into a single mono output. A ScriptProcessorNode is used
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* because it runs on the main thread — ring buffers need no SharedArrayBuffer
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* and work without COOP/COEP headers. `start()` must be called from a user
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* gesture (audio autoplay policy).
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*/
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const INPUT_RATE = 24000;
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const OUTPUT_RATE = 48000;
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const RING_SECONDS = 2;
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const RING_LEN = INPUT_RATE * RING_SECONDS;
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interface UserRing {
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data: Float32Array;
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/** absolute write position (monotonic) */
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write: number;
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/** absolute read position as float — advances at 0.5× per output sample */
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readPos: number;
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/** last tick where this user produced audio (for stale-ring cleanup) */
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lastActive: number;
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}
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export class PcmPlayer {
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private ctx: AudioContext | null = null;
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private processor: ScriptProcessorNode | null = null;
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private master: GainNode | null = null;
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private rings = new Map<number, UserRing>();
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private levels = new Map<number, number>();
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private volume = 0.75;
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private started = false;
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get isStarted(): boolean {
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return this.started;
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}
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/** Create the AudioContext + processor. MUST be called from a user gesture. */
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start(): void {
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if (this.started) return;
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const Ctor =
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window.AudioContext ??
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(window as unknown as { webkitAudioContext?: typeof AudioContext })
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.webkitAudioContext;
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if (!Ctor) return;
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this.ctx = new Ctor({ sampleRate: OUTPUT_RATE });
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this.master = this.ctx.createGain();
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this.master.gain.value = this.volume;
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this.master.connect(this.ctx.destination);
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this.processor = this.ctx.createScriptProcessor(4096, 0, 1);
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this.processor.onaudioprocess = (e) => this.tick(e);
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this.processor.connect(this.master);
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this.started = true;
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}
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/** Push one PCM chunk (s16 mono @24kHz) for a user. */
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push(userIdHash: number, samples: Int16Array): void {
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if (!this.started || samples.length === 0) return;
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let ring = this.rings.get(userIdHash);
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if (!ring) {
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ring = {
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data: new Float32Array(RING_LEN),
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write: 0,
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readPos: 0,
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lastActive: Date.now(),
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};
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this.rings.set(userIdHash, ring);
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}
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ring.lastActive = Date.now();
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for (let i = 0; i < samples.length; i++) {
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ring.data[ring.write % RING_LEN] = samples[i] / 32768;
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ring.write++;
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}
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// Overflow guard: never let the ring lag more than RING_LEN behind.
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// This handles both normal drift and extreme backpressure scenarios.
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const lag = ring.write - ring.readPos;
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if (lag > RING_LEN - 4096) {
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ring.readPos = ring.write - RING_LEN + 4096;
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}
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}
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setVolume(v: number): void {
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this.volume = v;
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if (this.master) this.master.gain.value = v;
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}
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/** Peak |sample| per user since the last call (drives the UI waveform). */
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getLevels(): Map<number, number> {
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return new Map(this.levels);
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}
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stop(): void {
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if (this.processor) {
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this.processor.disconnect();
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this.processor.onaudioprocess = null;
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}
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if (this.ctx) {
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void this.ctx.close().catch(() => {});
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}
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this.processor = null;
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this.ctx = null;
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this.master = null;
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this.rings.clear();
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this.levels.clear();
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this.started = false;
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}
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private tick(e: AudioProcessingEvent): void {
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const out = e.outputBuffer.getChannelData(0);
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out.fill(0);
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const n = out.length;
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const step = INPUT_RATE / OUTPUT_RATE; // 0.5
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const nextLevels = new Map<number, number>();
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for (const [hash, ring] of this.rings) {
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let level = 0;
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for (let i = 0; i < n; i++) {
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const pos = ring.readPos + i * step;
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if (pos + 1 >= ring.write) break;
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const i0 = Math.floor(pos);
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const frac = pos - i0;
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const a = ring.data[i0 % RING_LEN];
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const b = ring.data[(i0 + 1) % RING_LEN];
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const v = a + (b - a) * frac;
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out[i] += v;
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const av = Math.abs(v);
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if (av > level) level = av;
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}
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ring.readPos += n * step;
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if (ring.readPos > ring.write) ring.readPos = ring.write;
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if (level > 0.001) {
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ring.lastActive = Date.now();
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nextLevels.set(hash, level);
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}
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}
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// Drop users silent for >5s so the ring map doesn't grow unbounded.
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const now = Date.now();
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for (const [hash, ring] of this.rings) {
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if (now - ring.lastActive > 5000) this.rings.delete(hash);
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}
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this.levels = nextLevels;
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}
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}
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