/* ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is guacamole-common-js. * * The Initial Developer of the Original Code is * Michael Jumper. * Portions created by the Initial Developer are Copyright (C) 2010 * the Initial Developer. All Rights Reserved. * * Contributor(s): * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ /** * Namespace for all Guacamole JavaScript objects. * @ignore * @namespace */ var Guacamole = Guacamole || {}; /** * Abstract audio channel which queues and plays arbitrary audio data. * @constructor */ Guacamole.AudioChannel = function() { /** * Reference to this AudioChannel. * @private */ var channel = this; /** * When the next packet should play. * @private */ var next_packet_time = 0; /** * Queues up the given data for playing by this channel once all previously * queued data has been played. If no data has been queued, the data will * play immediately. * * @param {String} mimetype The mimetype of the data provided. * @param {Number} duration The duration of the data provided, in * milliseconds. * @param {Blob} data The blob data to play. */ this.play = function(mimetype, duration, data) { var packet = new Guacamole.AudioChannel.Packet(mimetype, data); var now = Guacamole.AudioChannel.getTimestamp(); // If underflow is detected, reschedule new packets relative to now. if (next_packet_time < now) next_packet_time = now; // Schedule next packet packet.play(next_packet_time); next_packet_time += duration; }; }; // Define context if available if (window.webkitAudioContext) { Guacamole.AudioChannel.context = new webkitAudioContext(); } /** * Returns a base timestamp which can be used for scheduling future audio * playback. Scheduling playback for the value returned by this function plus * N will cause the associated audio to be played back N milliseconds after * the function is called. * * @return {Number} An arbitrary channel-relative timestamp, in milliseconds. */ Guacamole.AudioChannel.getTimestamp = function() { // If we have an audio context, use its timestamp if (Guacamole.AudioChannel.context) return Guacamole.AudioChannel.context.currentTime * 1000; // If we have high-resolution timers, use those if (window.performance) { if (window.performance.now) return window.performance.now(); if (window.performance.webkitNow) return window.performance.webkitNow(); } // Fallback to millisecond-resolution system time return new Date().getTime(); }; /** * Abstract representation of an audio packet. * * @constructor * * @param {String} mimetype The mimetype of the data contained by this packet. * @param {Blob} data The blob of sound data contained by this packet. */ Guacamole.AudioChannel.Packet = function(mimetype, data) { /** * Schedules this packet for playback at the given time. * * @function * @param {Number} when The time this packet should be played, in * milliseconds. */ this.play = undefined; // Defined conditionally depending on support // If audio API available, use it. if (Guacamole.AudioChannel.context) { var readyBuffer = null; // By default, when decoding finishes, store buffer for future // playback var handleReady = function(buffer) { readyBuffer = buffer; }; // Read data and start decoding var reader = new FileReader(); reader.onload = function() { Guacamole.AudioChannel.context.decodeAudioData( reader.result, function(buffer) { handleReady(buffer); } ); }; reader.readAsArrayBuffer(data); // Set up buffer source var source = Guacamole.AudioChannel.context.createBufferSource(); source.connect(Guacamole.AudioChannel.context.destination); var play_when; function playDelayed(buffer) { source.buffer = buffer; source.noteOn(play_when / 1000); } /** @ignore */ this.play = function(when) { play_when = when; // If buffer available, play it NOW if (readyBuffer) playDelayed(readyBuffer); // Otherwise, play when decoded else handleReady = playDelayed; }; } else { var play_on_load = false; // Create audio element to house and play the data var audio = new Audio(); // Read data and start decoding var reader = new FileReader(); reader.onload = function() { var binary = ""; var bytes = new Uint8Array(reader.result); // Produce binary string from bytes in buffer for (var i=0; i