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audio: Bug fix: Reduce noise by using long buffers (#205)
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@ -27,6 +27,7 @@ type Player struct {
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channelNum int
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bytesPerSample int
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positionInSamples int64
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bufferedData []byte
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context *js.Object
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bufferSource *js.Object
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}
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@ -43,6 +44,7 @@ func NewPlayer(sampleRate, channelNum, bytesPerSample int) (*Player, error) {
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sampleRate: sampleRate,
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channelNum: channelNum,
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bytesPerSample: bytesPerSample,
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bufferedData: []byte{},
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bufferSource: nil,
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context: class.New(),
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}
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@ -61,27 +63,36 @@ func toLR(data []byte) ([]int16, []int16) {
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}
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func (p *Player) Proceed(data []byte) error {
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p.bufferedData = append(p.bufferedData, data...)
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c := int64(p.context.Get("currentTime").Float() * float64(p.sampleRate))
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if p.positionInSamples < c {
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p.positionInSamples = c
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}
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n := len(data)
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buf := p.context.Call("createBuffer", p.channelNum, n/p.bytesPerSample/p.channelNum, p.sampleRate)
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l := buf.Call("getChannelData", 0)
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r := buf.Call("getChannelData", 1)
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il, ir := toLR(data)
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const max = 1 << 15
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for i := 0; i < len(il); i++ {
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l.SetIndex(i, float64(il[i])/max)
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r.SetIndex(i, float64(ir[i])/max)
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// Looks like low sample rate (e.g. 22050) requires a quite long buffer (#205).
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// 4096 is not perfect but it reduce noise to some extent.
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const dataSize = 4096
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for dataSize <= len(p.bufferedData) {
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data := p.bufferedData[:dataSize]
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size := len(data) / p.bytesPerSample / p.channelNum
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// TODO: size must be const or you'll get noise (e.g. sample rate is 22050)
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buf := p.context.Call("createBuffer", p.channelNum, size, p.sampleRate)
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l := buf.Call("getChannelData", 0)
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r := buf.Call("getChannelData", 1)
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il, ir := toLR(data)
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const max = 1 << 15
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for i := 0; i < len(il); i++ {
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l.SetIndex(i, float64(il[i])/max)
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r.SetIndex(i, float64(ir[i])/max)
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}
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p.bufferSource = p.context.Call("createBufferSource")
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p.bufferSource.Set("buffer", buf)
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p.bufferSource.Call("connect", p.context.Get("destination"))
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p.bufferSource.Call("start", float64(p.positionInSamples)/float64(p.sampleRate))
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// Call 'stop' or we'll get noisy sound especially on Chrome.
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//p.bufferSource.Call("stop", float64(p.positionInSamples+int64(len(il)))/float64(p.sampleRate))
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p.positionInSamples += int64(len(il))
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p.bufferedData = p.bufferedData[dataSize:]
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}
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p.bufferSource = p.context.Call("createBufferSource")
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p.bufferSource.Set("buffer", buf)
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p.bufferSource.Call("connect", p.context.Get("destination"))
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p.bufferSource.Call("start", float64(p.positionInSamples)/float64(p.sampleRate))
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// Call 'stop' or we'll get noisy sound especially on Chrome.
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p.bufferSource.Call("stop", float64(p.positionInSamples+int64(len(il)))/float64(p.sampleRate))
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p.positionInSamples += int64(len(il))
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return nil
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}
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