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https://github.com/element-hq/element-web.git
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730af94014
Fixes https://github.com/vector-im/element-web/issues/18804 Fixes https://github.com/vector-im/element-web/issues/18715 Fixes https://github.com/vector-im/element-web/issues/18714 Fixes https://github.com/vector-im/element-web/issues/17961
151 lines
6.1 KiB
TypeScript
151 lines
6.1 KiB
TypeScript
/*
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Copyright 2021 The Matrix.org Foundation C.I.C.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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import { SimpleObservable } from "matrix-widget-api";
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import { IDestroyable } from "../utils/IDestroyable";
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import { MatrixEvent } from "matrix-js-sdk/src/models/event";
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/**
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* Tracks accurate human-perceptible time for an audio clip, as informed
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* by managed playback. This clock is tightly coupled with the operation
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* of the Playback class, making assumptions about how the provided
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* AudioContext will be used (suspended/resumed to preserve time, etc).
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*
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* But why do we need a clock? The AudioContext exposes time information,
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* and so does the audio buffer, but not in a way that is useful for humans
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* to perceive. The audio buffer time is often lagged behind the context
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* time due to internal processing delays of the audio API. Additionally,
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* the context's time is tracked from when it was first initialized/started,
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* not related to positioning within the clip. However, the context time
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* is the most accurate time we can use to determine position within the
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* clip if we're fast enough to track the pauses and stops.
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*
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* As a result, we track every play, pause, stop, and seek event from the
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* Playback class (kinda: it calls us, which is close enough to the same
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* thing). These events are then tracked on the AudioContext time scale,
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* with assumptions that code execution will result in negligible desync
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* of the clock, or at least no perceptible difference in time. It's
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* extremely important that the calling code, and the clock's own code,
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* is extremely fast between the event happening and the clock time being
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* tracked - anything more than a dozen milliseconds is likely to stack up
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* poorly, leading to clock desync.
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*
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* Clock desync can be dangerous for the stability of the playback controls:
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* if the clock thinks the user is somewhere else in the clip, it could
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* inform the playback of the wrong place in time, leading to dead air in
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* the output or, if severe enough, a clock that won't stop running while
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* the audio is paused/stopped. Other examples include the clip stopping at
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* 90% time due to playback ending, the clip playing from the wrong spot
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* relative to the time, and negative clock time.
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*
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* Note that the clip duration is fed to the clock: this is to ensure that
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* we have the most accurate time possible to present.
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*/
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export class PlaybackClock implements IDestroyable {
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private clipStart = 0;
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private stopped = true;
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private lastCheck = 0;
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private observable = new SimpleObservable<number[]>();
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private timerId: number;
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private clipDuration = 0;
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private placeholderDuration = 0;
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public constructor(private context: AudioContext) {
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}
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public get durationSeconds(): number {
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return this.clipDuration || this.placeholderDuration;
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}
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public set durationSeconds(val: number) {
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this.clipDuration = val;
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this.observable.update([this.timeSeconds, this.clipDuration]);
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}
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public get timeSeconds(): number {
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// The modulo is to ensure that we're only looking at the most recent clip
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// time, as the context is long-running and multiple plays might not be
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// informed to us (if the control is looping, for example). By taking the
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// remainder of the division operation, we're assuming that playback is
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// incomplete or stopped, thus giving an accurate position within the active
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// clip segment.
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return (this.context.currentTime - this.clipStart) % this.clipDuration;
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}
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public get liveData(): SimpleObservable<number[]> {
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return this.observable;
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}
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private checkTime = (force = false) => {
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const now = this.timeSeconds; // calculated dynamically
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if (this.lastCheck !== now || force) {
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this.observable.update([now, this.durationSeconds]);
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this.lastCheck = now;
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}
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};
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/**
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* Populates default information about the audio clip from the event body.
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* The placeholders will be overridden once known.
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* @param {MatrixEvent} event The event to use for placeholders.
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*/
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public populatePlaceholdersFrom(event: MatrixEvent) {
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const durationMs = Number(event.getContent()['info']?.['duration']);
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if (Number.isFinite(durationMs)) this.placeholderDuration = durationMs / 1000;
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}
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/**
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* Mark the time in the audio context where the clip starts/has been loaded.
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* This is to ensure the clock isn't skewed into thinking it is ~0.5s into
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* a clip when the duration is set.
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*/
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public flagLoadTime() {
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this.clipStart = this.context.currentTime;
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}
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public flagStart() {
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if (this.stopped) {
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this.clipStart = this.context.currentTime;
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this.stopped = false;
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}
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if (!this.timerId) {
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// cast to number because the types are wrong
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// 100ms interval to make sure the time is as accurate as possible without
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// being overly insane
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this.timerId = <number><any>setInterval(this.checkTime, 100);
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}
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}
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public flagStop() {
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this.stopped = true;
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// Reset the clock time now so that the update going out will trigger components
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// to check their seek/position information (alongside the clock).
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this.clipStart = this.context.currentTime;
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}
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public syncTo(contextTime: number, clipTime: number) {
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this.clipStart = contextTime - clipTime;
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this.stopped = false; // count as a mid-stream pause (if we were stopped)
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this.checkTime(true);
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}
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public destroy() {
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this.observable.close();
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if (this.timerId) clearInterval(this.timerId);
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}
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}
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