/* * Copyright (C) 2013 Glyptodon LLC * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ 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); // Use noteOn() instead of start() if necessary if (!source.start) source.start = source.noteOn; var play_when; function playDelayed(buffer) { source.buffer = buffer; source.start(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