export type EngineState = | 'uninitialized' | 'initializing' | 'running' | 'suspended' | 'failed' | 'closed' | 'fallback' // PCM Int16 -> Float32 conversion function pcmToFloat32(int16: Int16Array): Float32Array { const float32 = new Float32Array(int16.length) for (let i = 0; i < int16.length; i++) { const sample = int16[i]! float32[i] = sample < 0 ? sample / 0x8000 : sample / 0x7fff } return float32 } // PCM Int16 -> WAV Blob (for fallback mode) function pcmToWav(pcmBuffer: ArrayBuffer): Blob { const int16 = new Int16Array(pcmBuffer) const numSamples = int16.length if (numSamples === 0) { const empty = new ArrayBuffer(44) const v = new DataView(empty) const w = (o: number, s: string) => { for (let i = 0; i < s.length; i++) v.setUint8(o + i, s.charCodeAt(i)) } w(0, 'RIFF'); v.setUint32(4, 36, true); w(8, 'WAVE') w(12, 'fmt '); v.setUint32(16, 16, true); v.setUint16(20, 1, true) v.setUint16(22, 1, true); v.setUint32(24, 24000, true); v.setUint32(28, 48000, true) v.setUint16(32, 2, true); v.setUint16(34, 16, true) w(36, 'data'); v.setUint32(40, 0, true) return new Blob([empty], { type: 'audio/wav' }) } const sampleRate = 24000 const numChannels = 1 const bitsPerSample = 16 const blockAlign = (numChannels * bitsPerSample) / 8 const byteRate = sampleRate * blockAlign const dataSize = numSamples * blockAlign const totalSize = 44 + dataSize const buf = new ArrayBuffer(totalSize) const v = new DataView(buf) const w = (o: number, s: string) => { for (let i = 0; i < s.length; i++) v.setUint8(o + i, s.charCodeAt(i)) } w(0, 'RIFF') v.setUint32(4, totalSize - 8, true) w(8, 'WAVE') w(12, 'fmt ') v.setUint32(16, 16, true) // PCM v.setUint16(20, 1, true) v.setUint16(22, numChannels, true) v.setUint32(24, sampleRate, true) v.setUint32(28, byteRate, true) v.setUint16(32, blockAlign, true) v.setUint16(34, bitsPerSample, true) w(36, 'data') v.setUint32(40, dataSize, true) new Int16Array(buf, 44, numSamples).set(int16) return new Blob([buf], { type: 'audio/wav' }) } // Safety limit: 60 seconds = 1,440,000 samples @ 24kHz const MAX_FALLBACK_SAMPLES = 24000 * 60 export class AudioEngine { private ctx: AudioContext | null = null private state: EngineState = 'uninitialized' private nextTime: number = 0 private keepaliveOsc: OscillatorNode | null = null private keepaliveGain: GainNode | null = null // MediaStream keepalive (secondary — most reliable for WebKit) private silentAudioEl: HTMLAudioElement | null = null private mediaStreamDest: MediaStreamAudioDestinationNode | null = null // Fallback accumulators private chunks: Int16Array[] = [] private totalSamples: number = 0 // State change callback private onStateChange: ((s: EngineState) => void) | null = null constructor(onStateChange?: (s: EngineState) => void) { this.onStateChange = onStateChange || null } getState(): EngineState { return this.state } private setState(s: EngineState) { this.state = s this.onStateChange?.(s) } async initialize(): Promise { if (this.state === 'running') return true if (this.state === 'fallback') return false this.setState('initializing') try { // Create AudioContext (MUST be called during user gesture) const ctx = new (window.AudioContext || (window as any).webkitAudioContext)() this.ctx = ctx // Primary keepalive: low-freq oscillator (inaudible, keeps context running) this.keepaliveGain = ctx.createGain() this.keepaliveGain.gain.value = 0.001 this.keepaliveOsc = ctx.createOscillator() this.keepaliveOsc.frequency.value = 1 this.keepaliveOsc.connect(this.keepaliveGain) this.keepaliveGain.connect(ctx.destination) this.keepaliveOsc.start() // Secondary keepalive: MediaStream destination trick // WebKit treats a live MediaStream as non-idle and won't suspend the context try { this.mediaStreamDest = ctx.createMediaStreamDestination() const keepaliveGain2 = ctx.createGain() keepaliveGain2.gain.value = 0 keepaliveGain2.connect(this.mediaStreamDest) this.silentAudioEl = new Audio() this.silentAudioEl.srcObject = this.mediaStreamDest.stream this.silentAudioEl.play().catch(() => {}) } catch { // MediaStream destination not supported; oscillator keepalive is sufficient } this.nextTime = ctx.currentTime // Handle state changes ctx.onstatechange = () => this.handleStateChange() this.setState('running') console.log('[AudioEngine] AudioContext created, keepalive running') return true } catch (e) { console.warn('[AudioEngine] Failed to create AudioContext, switching to fallback mode', e) this.enterFallbackMode() return false } } private handleStateChange() { if (!this.ctx) return const ctx = this.ctx if (ctx.state === 'suspended') { console.log('[AudioEngine] context suspended, attempting resume') this.setState('suspended') ctx.resume() .then(() => { if (this.ctx?.state === 'running') { this.setState('running') // Reset nextTime after suspension this.nextTime = Math.max(this.nextTime, this.ctx.currentTime) } }) .catch(() => { console.warn('[AudioEngine] resume() failed, switching to fallback') this.enterFallbackMode() }) } else if (ctx.state === 'closed') { console.warn('[AudioEngine] context closed, switching to fallback') this.enterFallbackMode() } else if (ctx.state === 'running') { this.setState('running') } } private enterFallbackMode() { if (this.state === 'fallback') return console.log('[AudioEngine] entering fallback mode') this.setState('fallback') if (this.ctx) { this.ctx.close().catch(() => {}) this.ctx = null } if (this.keepaliveOsc) { try { this.keepaliveOsc.stop() } catch {} this.keepaliveOsc = null } if (this.keepaliveGain) { this.keepaliveGain = null } this.cleanupMediaStream() } private cleanupMediaStream() { if (this.silentAudioEl) { this.silentAudioEl.pause() this.silentAudioEl.srcObject = null this.silentAudioEl = null } if (this.mediaStreamDest) { this.mediaStreamDest.disconnect() this.mediaStreamDest = null } } enqueuePCM(pcmData: ArrayBuffer): void { if (this.state === 'fallback') { this.enqueueFallback(pcmData) return } if (this.state !== 'running' || !this.ctx) { // Drop audio until initialized; user needs to click Connect return } const ctx = this.ctx const int16 = new Int16Array(pcmData) const float32 = pcmToFloat32(int16) // Apply micro-fades at chunk boundaries to prevent clicking artifacts. // 128 samples @ 24kHz = ~5.3ms fade — inaudible as a fade but eliminates // the DC discontinuity between consecutive scheduled chunks. const FADE_LEN = Math.min(128, float32.length >> 1) if (FADE_LEN > 0) { for (let i = 0; i < FADE_LEN; i++) { const t = i / FADE_LEN float32[i] *= t // fade in float32[float32.length - 1 - i] *= t // fade out } } // Create audio buffer const audioBuffer = ctx.createBuffer(1, float32.length, 24000) audioBuffer.getChannelData(0).set(float32) // Create source node const source = ctx.createBufferSource() source.buffer = audioBuffer // Connect through a gain node for consistency // We'll use the keepalive gain's destination, but create separate gain per buffer // Actually just connect to destination directly; we have keepalive running already source.connect(ctx.destination) // Schedule at the correct time for gapless playback const startTime = Math.max(ctx.currentTime, this.nextTime) source.start(startTime) // Advance the scheduled time this.nextTime = startTime + audioBuffer.duration // Cleanup when playback ends source.onended = () => { try { source.disconnect() } catch {} } } private enqueueFallback(pcmData: ArrayBuffer) { const chunk = new Int16Array(pcmData) this.chunks.push(chunk) this.totalSamples += chunk.length // Safety: if we exceed 60s, force-flush so user hears SOMETHING if (this.totalSamples >= MAX_FALLBACK_SAMPLES) { console.warn('[AudioEngine] Fallback buffer exceeded 60s, force-flushing') // We don't flush here; flush() is called externally on `done` // The caller needs to decide how to play the WAV } } /** * In fallback mode: concatenate all accumulated PCM and return a WAV Blob. * In Web Audio mode: returns null (audio already scheduled). */ flush(): Blob | null { if (this.state === 'fallback' && this.totalSamples > 0) { const combined = new Int16Array(this.totalSamples) let offset = 0 for (const chunk of this.chunks) { combined.set(chunk, offset) offset += chunk.length } this.chunks = [] this.totalSamples = 0 return pcmToWav(combined.buffer) } // In Web Audio mode, nothing to do return null } stop(): void { // Stop keepalive if (this.keepaliveOsc) { try { this.keepaliveOsc.stop() } catch {} try { this.keepaliveOsc.disconnect() } catch {} this.keepaliveOsc = null } if (this.keepaliveGain) { try { this.keepaliveGain.disconnect() } catch {} this.keepaliveGain = null } this.cleanupMediaStream() // Close AudioContext if (this.ctx) { this.ctx.close().catch(() => {}) this.ctx = null } // Clear fallback accumulators this.chunks = [] this.totalSamples = 0 this.nextTime = 0 this.setState('uninitialized') } }