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/* ***** 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.
* @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 {String} data The base64-encoded 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 {String} data The base64-encoded 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;
};
// Convert to ArrayBuffer
var binary = window.atob(data);
var arrayBuffer = new ArrayBuffer(binary.length);
var bufferView = new Uint8Array(arrayBuffer);
for (var i=0; i<binary.length; i++)
bufferView[i] = binary.charCodeAt(i);
// Get context and start decoding
Guacamole.AudioChannel.context.decodeAudioData(
arrayBuffer,
function(buffer) { handleReady(buffer); }
);
// 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 {
// Build data URI
var data_uri = "data:" + mimetype + ";base64," + data;
// Create audio element to house and play the data
var audio = new Audio();
audio.src = data_uri;
/** @ignore */
this.play = function(when) {
// Calculate time until play
var now = Guacamole.AudioChannel.getTimestamp();
var delay = when - now;
// Play now if too late
if (delay < 0)
audio.play();
// Otherwise, schedule later playback
else
window.setTimeout(function() {
audio.play();
}, delay);
};
}
};