mirror of
https://github.com/MindWorkAI/AI-Studio.git
synced 2026-02-13 04:21:36 +00:00
335 lines
14 KiB
JavaScript
335 lines
14 KiB
JavaScript
window.generateDiff = function (text1, text2, divDiff, divLegend) {
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let wikEdDiff = new WikEdDiff();
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let targetDiv = document.getElementById(divDiff)
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targetDiv.innerHTML = wikEdDiff.diff(text1, text2);
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targetDiv.classList.add('mud-typography-body1', 'improvedDiff');
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let legend = document.getElementById(divLegend);
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legend.innerHTML = `
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<div class="legend mt-2">
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<h3>Legend</h3>
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<ul class="mt-2">
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<li><span class="wikEdDiffMarkRight" title="Moved block" id="wikEdDiffMark999" onmouseover="wikEdDiffBlockHandler(undefined, this, 'mouseover');"></span> Original block position</li>
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<li><span title="+" class="wikEdDiffInsert">Inserted<span class="wikEdDiffSpace"><span class="wikEdDiffSpaceSymbol"></span> </span>text<span class="wikEdDiffNewline"> </span></span></li>
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<li><span title="−" class="wikEdDiffDelete">Deleted<span class="wikEdDiffSpace"><span class="wikEdDiffSpaceSymbol"></span> </span>text<span class="wikEdDiffNewline"> </span></span></li>
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<li><span class="wikEdDiffBlockLeft" title="◀" id="wikEdDiffBlock999" onmouseover="wikEdDiffBlockHandler(undefined, this, 'mouseover');">Moved<span class="wikEdDiffSpace"><span class="wikEdDiffSpaceSymbol"></span> </span>block<span class="wikEdDiffNewline"> </span></span></li>
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</ul>
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</div>
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`;
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}
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window.clearDiv = function (divName) {
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let targetDiv = document.getElementById(divName);
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targetDiv.innerHTML = '';
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}
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window.scrollToBottom = function(element) {
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element.scrollIntoView({ behavior: 'smooth', block: 'end', inline: 'nearest' });
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}
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// Shared the audio context for sound effects (Web Audio API does not register with Media Session):
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let soundEffectContext = null;
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// Cache for decoded sound effect audio buffers:
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const soundEffectCache = new Map();
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// Track the preload state:
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let soundEffectsPreloaded = false;
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// Queue system: tracks when the next sound can start playing.
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// This prevents sounds from overlapping and getting "swallowed" by the audio system:
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let nextAvailablePlayTime = 0;
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// Minimum gap between sounds in seconds (small buffer to ensure clean transitions):
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const SOUND_GAP_SECONDS = 0.55;
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// List of all sound effects used in the app:
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const SOUND_EFFECT_PATHS = [
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'/sounds/start_recording.ogg',
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'/sounds/stop_recording.ogg',
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'/sounds/transcription_done.ogg'
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];
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// Initialize the audio context with low-latency settings.
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// Should be called from a user interaction (click, keypress)
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// to satisfy browser autoplay policies:
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window.initSoundEffects = async function() {
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if (soundEffectContext && soundEffectContext.state !== 'closed') {
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// Already initialized, just ensure it's running:
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if (soundEffectContext.state === 'suspended') {
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await soundEffectContext.resume();
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}
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return;
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}
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try {
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// Create the context with the interactive latency hint for the lowest latency:
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soundEffectContext = new (window.AudioContext || window.webkitAudioContext)({
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latencyHint: 'interactive'
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});
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// Resume immediately (needed for Safari/macOS):
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if (soundEffectContext.state === 'suspended') {
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await soundEffectContext.resume();
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}
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// Reset the queue timing:
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nextAvailablePlayTime = 0;
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//
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// Play a very short silent buffer to "warm up" the audio pipeline.
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// This helps prevent the first real sound from being cut off:
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//
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const silentBuffer = soundEffectContext.createBuffer(1, 1, soundEffectContext.sampleRate);
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const silentSource = soundEffectContext.createBufferSource();
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silentSource.buffer = silentBuffer;
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silentSource.connect(soundEffectContext.destination);
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silentSource.start(0);
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console.log('Sound effects - AudioContext initialized with latency:', soundEffectContext.baseLatency);
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// Preload all sound effects in parallel:
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if (!soundEffectsPreloaded) {
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await window.preloadSoundEffects();
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}
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} catch (error) {
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console.warn('Failed to initialize sound effects:', error);
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}
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};
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// Preload all sound effect files into the cache:
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window.preloadSoundEffects = async function() {
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if (soundEffectsPreloaded) {
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return;
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}
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// Ensure that the context exists:
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if (!soundEffectContext || soundEffectContext.state === 'closed') {
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soundEffectContext = new (window.AudioContext || window.webkitAudioContext)({
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latencyHint: 'interactive'
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});
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}
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console.log('Sound effects - preloading', SOUND_EFFECT_PATHS.length, 'sound files...');
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const preloadPromises = SOUND_EFFECT_PATHS.map(async (soundPath) => {
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try {
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const response = await fetch(soundPath);
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const arrayBuffer = await response.arrayBuffer();
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const audioBuffer = await soundEffectContext.decodeAudioData(arrayBuffer);
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soundEffectCache.set(soundPath, audioBuffer);
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console.log('Sound effects - preloaded:', soundPath, 'duration:', audioBuffer.duration.toFixed(2), 's');
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} catch (error) {
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console.warn('Sound effects - failed to preload:', soundPath, error);
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}
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});
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await Promise.all(preloadPromises);
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soundEffectsPreloaded = true;
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console.log('Sound effects - all files preloaded');
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};
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window.playSound = async function(soundPath) {
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try {
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// Initialize context if needed (fallback if initSoundEffects wasn't called):
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if (!soundEffectContext || soundEffectContext.state === 'closed') {
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soundEffectContext = new (window.AudioContext || window.webkitAudioContext)({
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latencyHint: 'interactive'
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});
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nextAvailablePlayTime = 0;
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}
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// Resume if suspended (browser autoplay policy):
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if (soundEffectContext.state === 'suspended') {
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await soundEffectContext.resume();
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}
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// Check the cache for already decoded audio:
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let audioBuffer = soundEffectCache.get(soundPath);
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if (!audioBuffer) {
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// Fetch and decode the audio file (fallback if not preloaded):
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console.log('Sound effects - loading on demand:', soundPath);
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const response = await fetch(soundPath);
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const arrayBuffer = await response.arrayBuffer();
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audioBuffer = await soundEffectContext.decodeAudioData(arrayBuffer);
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soundEffectCache.set(soundPath, audioBuffer);
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}
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// Calculate when this sound should start:
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const currentTime = soundEffectContext.currentTime;
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let startTime;
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if (currentTime >= nextAvailablePlayTime) {
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// No sound is playing, or the previous sound has finished; start immediately:
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startTime = 0; // 0 means "now" in Web Audio API
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nextAvailablePlayTime = currentTime + audioBuffer.duration + SOUND_GAP_SECONDS;
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} else {
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// A sound is still playing; schedule this sound to start after it:
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startTime = nextAvailablePlayTime;
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nextAvailablePlayTime = startTime + audioBuffer.duration + SOUND_GAP_SECONDS;
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console.log('Sound effects - queued:', soundPath, 'will play in', (startTime - currentTime).toFixed(2), 's');
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}
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// Create a new source node and schedule playback:
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const source = soundEffectContext.createBufferSource();
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source.buffer = audioBuffer;
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source.connect(soundEffectContext.destination);
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source.start(startTime);
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console.log('Sound effects - playing:', soundPath);
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} catch (error) {
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console.warn('Failed to play sound effect:', error);
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}
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};
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let mediaRecorder;
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let actualRecordingMimeType;
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let changedMimeType = false;
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let pendingChunkUploads = 0;
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// Store the media stream so we can close the microphone later:
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let activeMediaStream = null;
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// Delay in milliseconds to wait after getUserMedia() for Bluetooth profile switch (A2DP → HFP):
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const BLUETOOTH_PROFILE_SWITCH_DELAY_MS = 1_600;
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window.audioRecorder = {
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start: async function (dotnetRef, desiredMimeTypes = []) {
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const stream = await navigator.mediaDevices.getUserMedia({ audio: true });
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activeMediaStream = stream;
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// Wait for Bluetooth headsets to complete the profile switch from A2DP to HFP.
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// This prevents the first sound from being cut off during the switch:
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console.log('Audio recording - waiting for Bluetooth profile switch...');
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await new Promise(r => setTimeout(r, BLUETOOTH_PROFILE_SWITCH_DELAY_MS));
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// Play start recording sound effect:
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await window.playSound('/sounds/start_recording.ogg');
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// When only one mime type is provided as a string, convert it to an array:
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if (typeof desiredMimeTypes === 'string') {
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desiredMimeTypes = [desiredMimeTypes];
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}
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// Log sent mime types for debugging:
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console.log('Audio recording - requested mime types: ', desiredMimeTypes);
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let mimeTypes = desiredMimeTypes.filter(type => typeof type === 'string' && type.trim() !== '');
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// Next, we have to ensure that we have some default mime types to check as well.
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// In case the provided list does not contain these, we append them:
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// Use provided mime types or fallback to a default list:
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const defaultMimeTypes = [
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'audio/webm',
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'audio/ogg',
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'audio/mp4',
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'audio/mpeg',
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''// Fallback to browser default
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];
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defaultMimeTypes.forEach(type => {
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if (!mimeTypes.includes(type)) {
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mimeTypes.push(type);
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}
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});
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console.log('Audio recording - final mime types to check (included defaults): ', mimeTypes);
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// Find the first supported mime type:
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actualRecordingMimeType = mimeTypes.find(type =>
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type === '' || MediaRecorder.isTypeSupported(type)
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) || '';
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console.log('Audio recording - the browser selected the following mime type for recording: ', actualRecordingMimeType);
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const options = actualRecordingMimeType ? { mimeType: actualRecordingMimeType } : {};
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mediaRecorder = new MediaRecorder(stream, options);
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// In case the browser changed the mime type:
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actualRecordingMimeType = mediaRecorder.mimeType;
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console.log('Audio recording - actual mime type used by the browser: ', actualRecordingMimeType);
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// Check the list of desired mime types against the actual one:
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if (!desiredMimeTypes.includes(actualRecordingMimeType)) {
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changedMimeType = true;
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console.warn(`Audio recording - requested mime types ('${desiredMimeTypes.join(', ')}') do not include the actual mime type used by the browser ('${actualRecordingMimeType}').`);
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} else {
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changedMimeType = false;
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}
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// Reset the pending uploads counter:
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pendingChunkUploads = 0;
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// Stream each chunk directly to .NET as it becomes available:
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mediaRecorder.ondataavailable = async (event) => {
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if (event.data.size > 0) {
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pendingChunkUploads++;
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try {
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const arrayBuffer = await event.data.arrayBuffer();
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const uint8Array = new Uint8Array(arrayBuffer);
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await dotnetRef.invokeMethodAsync('OnAudioChunkReceived', uint8Array);
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} catch (error) {
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console.error('Error sending audio chunk to .NET:', error);
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} finally {
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pendingChunkUploads--;
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}
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}
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};
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mediaRecorder.start(3000); // read the recorded data in 3-second chunks
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return actualRecordingMimeType;
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},
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stop: async function () {
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return new Promise((resolve) => {
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// Add an event listener to handle the stop event:
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mediaRecorder.onstop = async () => {
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// Wait for all pending chunk uploads to complete before finalizing:
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console.log(`Audio recording - waiting for ${pendingChunkUploads} pending uploads.`);
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while (pendingChunkUploads > 0) {
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await new Promise(r => setTimeout(r, 10)); // wait 10 ms before checking again
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}
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console.log('Audio recording - all chunks uploaded, finalizing.');
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// Play stop recording sound effect:
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await window.playSound('/sounds/stop_recording.ogg');
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//
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// IMPORTANT: Do NOT release the microphone here!
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// Bluetooth headsets switch profiles (HFP → A2DP) when the microphone is released,
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// which causes audio to be interrupted. We keep the microphone open so that the
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// stop_recording and transcription_done sounds can play without interruption.
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//
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// Call window.audioRecorder.releaseMicrophone() after the last sound has played.
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//
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// No need to process data here anymore, just signal completion:
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resolve({
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mimeType: actualRecordingMimeType,
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changedMimeType: changedMimeType,
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});
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};
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// Finally, stop the recording (which will actually trigger the onstop event):
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mediaRecorder.stop();
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});
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},
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// Release the microphone after all sounds have been played.
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// This should be called after the transcription_done sound to allow
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// Bluetooth headsets to switch back to A2DP profile without interrupting audio:
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releaseMicrophone: function () {
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if (activeMediaStream) {
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console.log('Audio recording - releasing microphone (Bluetooth will switch back to A2DP)');
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activeMediaStream.getTracks().forEach(track => track.stop());
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activeMediaStream = null;
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}
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}
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}; |