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node-core-audio.js
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node-core-audio.js
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//////////////////////////////////////////////////////////////////////////
// node-core-audio - main module
//////////////////////////////////////////////////////////////////////////
//
// Main javascript audio API
/* ----------------------------------------------------------------------
Object Structures
-------------------------------------------------------------------------
*/
//////////////////////////////////////////////////////////////////////////
// Node.js Exports
var globalNamespace = {};
(function (exports) {
exports.createNewAudioEngine = function( options ) {
newAudioEngine= new AudioEngine( options );
return newAudioEngine;
};
}(typeof exports === 'object' && exports || globalNamespace));
var FFT = require("fft");
//////////////////////////////////////////////////////////////////////////
// Namespace (lol)
var SHOW_DEBUG_PRINTS = true;
var MAX_SUPPORTED_CHANNELS = 6; // We need to allocate our process audio for the max channels,
// so we have to set some reasonable limit
var log = function( a ) { if(SHOW_DEBUG_PRINTS) console.log(a); }; // A log function we can turn off
var exists = function(a) { return typeof(a) == "undefined" ? false : true; }; // Check whether a variable exists
//////////////////////////////////////////////////////////////////////////
// Constructor
function AudioEngine( options ) {
var audioEngineImpl = require( __dirname + "/build/Release/NodeCoreAudio" );
var defaultOptions = {
inputChannels: 1,
outputChannels: 2,
framesPerBuffer: 1024,
useMicrophone: true
};
this.options = options || defaultOptions;
this.audioEngine = audioEngineImpl.createAudioEngine( this.options );
this.options = this.audioEngine.getOptions();
this.audioStreamer;
this.processingCallbacks = [];
this.uiUpdateCallbacks = [];
this.outputBuffer = [];
this.tempBuffer = [];
this.processBuffer = [];
this.fft = new FFT.complex( this.audioEngine.getOptions().framesPerBuffer, false );
this.fftBuffer = [];
var _this = this;
function validateOutputBufferStructure( buffer ) {
if( buffer === undefined ) {
console.log( "Audio processing function didn't return an output buffer" );
return false;
}
if( !_this.audioEngine.getOptions().interleaved ) {
if( buffer.length > _this.options.inputChannels ) {
console.log( "Output buffer has info for too many channels" );
return false;
} else if( buffer.length < _this.options.inputChannels ) {
console.log( "Output buffer doesn't have data for enough channels" );
return false;
}
if( typeof(buffer[0]) != "object" ) {
console.log( "Output buffer not setup correctly, buffer[0] isn't an array" );
return false;
}
if( typeof(buffer[0][0]) != "number" ) {
console.log( "Output buffer not setup correctly, buffer[0][0] isn't a number" );
return false;
}
} else {
if( typeof(buffer[0]) != "number" ) {
console.log( "Output buffer not setup correctly, buffer[0] isn't a number" );
return false;
}
}
return true;
}
// Allocate a processing buffer for each of our channels
for( var iChannel = 0; iChannel<MAX_SUPPORTED_CHANNELS; ++iChannel ) {
this.processBuffer[iChannel] = [];
}
// Start polling the audio engine for data as fast as we can
var _this = this;
this.processAudio = this.getProcessAudio();
setInterval( function() {
if (_this.audioEngine.isBufferEmpty()) {
// Try to process audio
var input = _this.audioEngine.read();
var outputBuffer = _this.processAudio( input );
if( validateOutputBufferStructure(outputBuffer) )
_this.audioEngine.write( outputBuffer );
// Call our UI updates now that all the DSP work has been done
for( var iUpdate=0; iUpdate < _this.uiUpdateCallbacks.length; ++iUpdate ) {
_this.uiUpdateCallbacks[iUpdate]();
}
}
}, 1 );
} // end AudioEngine()
//////////////////////////////////////////////////////////////////////////
// Returns our main audio processing function
AudioEngine.prototype.getProcessAudio = function() {
var _this = this;
var options = this.audioEngine.getOptions(),
numChannels = options.inputChannels,
fftBuffer = this.fftBuffer;
var processAudio = function( inputBuffer ) {
// If we don't have any processing callbacks, just get out
if( _this.processingCallbacks.length == 0 )
return inputBuffer;
var processBuffer = inputBuffer;
//if( !_this.options.interleaved )
// deInterleave( inputBuffer, processBuffer, _this.options.framesPerBuffer, numChannels );
// Call through to all of our processing callbacks
for( var iCallback = 0; iCallback < _this.processingCallbacks.length; ++iCallback ) {
processBuffer = _this.processingCallbacks[iCallback]( processBuffer );
} // end for each callback
if( typeof(_this.audioStreamer) != "undefined" ) {
_this.audioStreamer.streamAudio( processBuffer, _this.options.framesPerBuffer, numChannels );
}
// Return our output audio to the sound card
return processBuffer;
} // end processAudio()
return processAudio;
} // end AudioEngine.getProcessAudio()
//////////////////////////////////////////////////////////////////////////
// Get the engine's options
AudioEngine.prototype.getOptions = function() {
this.options = this.audioEngine.getOptions();
return this.options;
} // end AudioEngine.getOptions()
//////////////////////////////////////////////////////////////////////////
// Get the engine's options
AudioEngine.prototype.setOptions = function( options ) {
this.audioEngine.setOptions( options );
this.options = this.audioEngine.getOptions();
} // end AudioEngine.setOptions()
//////////////////////////////////////////////////////////////////////////
// Add a processing callback
AudioEngine.prototype.createAudioHub = function( port ) {
this.audioStreamer = require("audio-streamer").createNewAudioStreamer( port );
} // end AudioEngine.createAudiohub()
//////////////////////////////////////////////////////////////////////////
// Add a processing callback
AudioEngine.prototype.addAudioCallback = function( callback ) {
this.processingCallbacks.push( callback );
} // end AudioEngine.addAudioCallback()
//////////////////////////////////////////////////////////////////////////
// Add a UI update callback
AudioEngine.prototype.addUpdateCallback = function( callback ) {
this.uiUpdateCallbacks.push( callback );
} // end AudioEngine.addUpdateCallback()
//////////////////////////////////////////////////////////////////////////
// Returns whether the audio engine is active
AudioEngine.prototype.isActive = function() {
return this.audioEngine.isActive();
} // end AudioEngine.isActive()
//////////////////////////////////////////////////////////////////////////
// Returns the sample rate of the audio engine
AudioEngine.prototype.getSampleRate = function() {
return this.audioEngine.getSampleRate();
} // end AudioEngine.getSampleRate()
//////////////////////////////////////////////////////////////////////////
// Returns the index of the input audio device
AudioEngine.prototype.getInputDeviceIndex = function() {
return this.audioEngine.getInputDeviceIndex();
} // end AudioEngine.getInputDeviceIndex()
//////////////////////////////////////////////////////////////////////////
// Returns the index of the output audio device
AudioEngine.prototype.getOutputDeviceIndex = function() {
return this.audioEngine.getOutputDeviceIndex();
} // end AudioEngine.getOutputDeviceIndex()
//////////////////////////////////////////////////////////////////////////
// Returns the name of a given device
AudioEngine.prototype.getDeviceName = function( deviceId ) {
return this.audioEngine.getDeviceName( deviceId );
} // end AudioEngine.getDeviceName()
//////////////////////////////////////////////////////////////////////////
// Returns the total number of audio devices
AudioEngine.prototype.getNumDevices = function() {
return this.audioEngine.getNumDevices();
} // end AudioEngine.getNumDevices()
//////////////////////////////////////////////////////////////////////////
// Sets the input audio device
AudioEngine.prototype.setInputDevice = function( deviceId ) {
return this.audioEngine.setInputDevice( deviceId );
} // end AudioEngine.setInputDevice()
//////////////////////////////////////////////////////////////////////////
// Sets the output audio device
AudioEngine.prototype.setOutputDevice = function( deviceId ) {
return this.audioEngine.setOutputDevice( deviceId );
} // end AudioEngine.setOutputDevice()
//////////////////////////////////////////////////////////////////////////
// Returns the number of input channels
AudioEngine.prototype.getNumInputChannels = function() {
return this.audioEngine.getNumInputChannels();
} // end AudioEngine.getNumInputChannels()
//////////////////////////////////////////////////////////////////////////
// Returns the number of output channels
AudioEngine.prototype.getNumOutputChannels = function() {
return this.audioEngine.getNumOutputChannels();
} // end AudioEngine.getNumOutputChannels()
//////////////////////////////////////////////////////////////////////////
// Read audio samples from the sound card
AudioEngine.prototype.read = function() {
return this.audioEngine.read();
} // end AudioEngine.read()
//////////////////////////////////////////////////////////////////////////
// Write some audio samples to the sound card
AudioEngine.prototype.write = function() {
this.audioEngine.write();
} // end AudioEngine.write()
//////////////////////////////////////////////////////////////////////////
// Splits a 1d buffer into its channel components
function deInterleave( inputBuffer, outputBuffer, numSamplesPerBuffer, numChannels ) {
// If the number of channels doesn't match, setup the output buffer
if( inputBuffer.length != outputBuffer.length ) {
outputBuffer = undefined;
outputBuffer = [];
for( var iChannel=0; iChannel<inputBuffer.length; ++iChannel )
outputBuffer[iChannel] = [];
}
if( numChannels < 2 ) {
outputBuffer[0] = inputBuffer;
return;
}
for( var iChannel = 0; iChannel < numChannels; iChannel += numChannels ) {
for( var iSample = 0; iSample < numSamplesPerBuffer; ++iSample ) {
outputBuffer[iChannel][iSample] = inputBuffer[iSample + iChannel];
} // end for each sample
} // end for each channel
} // end deInterleave()
//////////////////////////////////////////////////////////////////////////
// Joins multidimensional array into single buffer
function interleave( inputBuffer, outputBuffer, numSamplesPerBuffer, numChannels ) {
if( numChannels < 2 ) {
outputBuffer = inputBuffer;
return;
}
// If the number of channels doesn't match, setup the output buffer
if( inputBuffer.length != outputBuffer.length ) {
outputBuffer = undefined;
outputBuffer = [];
for( var iChannel=0; iChannel<inputBuffer.length; ++iChannel )
outputBuffer[iChannel] = [];
}
for( var iChannel = 0; iChannel < numChannels; ++iChannel ) {
if( inputBuffer[iChannel] === undefined ) break;
for( var iSample = 0; iSample < numSamplesPerBuffer; iSample += numChannels ) {
outputBuffer[iSample + iChannel] = inputBuffer[iChannel][iSample];
} // end for each sample position
} // end for each channel
} // end interleave()