Cordova Phonegap inappbrowser losing File Api functionality - ios

I am developing an app using Web Audio Api. I have discovered that there is a memory leak in the way that Safari handles audio and doesn't garbage college the Audio Context correctly. For this reason I wish to load a new page. Have that page create the Audio Context, complete the operation and then close the window, so that the memory is released.
I have done the following to achieve this.
ref = window.open('record.html', '_self'); This will open the record.html page in the Cordova WebView according to https://wiki.apache.org/cordova/InAppBrowser
1 window.open('local-url.html');// loads in the
Cordova WebView
2 window.open('local-url.html', '_self');
// loads in the Cordova WebView
The record.html page loads a javascript file, that runs the operations that I wish to run. Here is the recordLoad.js file that makes some calls to native operations ( The native API is only available if loaded in the Cordova Webview and as you can see I need to access the file system, so this is the only way I can see to do it.
window.onload = createAudioContext;
ref = null;
function createAudioContext(){
console.log('createAudioContext');
window.AudioContext = window.AudioContext || window.webkitAudioContext;
navigator.getUserMedia = navigator.getUserMedia || navigator.webkitGetUserMedia;
window.URL = window.URL || window.webkitURL;
audioContext = new AudioContext;
getDirectory();
}
function getDirectory(){
console.log('getDirectory');
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, getFileSystem, fail);
}
function getFileSystem(directory){
console.log('getFileSystem');
var audioPath = localStorage.getItem('audioPath');
directory.root.getFile(audioPath, null, getVocalFile, fail);
}
function getVocalFile(fileEntry){
console.log('getVocalFile');
fileEntry.file(readVocalsToBuffer, fail);
}
function readVocalsToBuffer(file){
console.log('readVocalsToBuffer');
var reader = new FileReader();
reader.onloadend = function(evt){
var x = audioContext.decodeAudioData(evt.target._result, function(buffer){
if(!buffer){
console.log('error decoding file to Audio Buffer');
return;
}
window.voiceBuffer = buffer;
buffer = null;
loadBuffers();
});
}
reader.readAsArrayBuffer(file);
}
//web
function loadBuffers(){
console.log('loadBuffers');
var srcSong = localStorage.getItem('srcSong');
try{
var bufferLoader = new BufferLoader(
audioContext,
[
"."+srcSong
],
createOffLineContext
);
bufferLoader.load()
}
catch(e){
console.log(e.message);
}
}
//
function createOffLineContext(bufferList){
console.log('createOfflineContext');
offline = new webkitOfflineAudioContext(2, window.voiceBuffer.length, 44100);
var vocalSource = offline.createBufferSource();
vocalSource.buffer = window.voiceBuffer;
vocalSource.connect(offline.destination);
var backing = offline.createBufferSource();
backing.buffer = bufferList[0];
backing.connect(offline.destination);
vocalSource.start(0);
backing.start(0);
offline.oncomplete = function(ev){
bufferList = null;
console.log('audioContext');
console.log(audioContext);
audioContext = null;
console.log(audioContext);
vocalSource.stop(0);
backing.stop(0);
vocalSource.disconnect(0);
backing.disconnect(0);
vocalSource = null;
backing = null;
window.voiceBuffer = null;
window.renderedFile = ev.renderedBuffer;
var bufferR = ev.renderedBuffer.getChannelData(0);
var bufferL = ev.renderedBuffer.getChannelData(1);
var interleaved = interleave(bufferL, bufferR);
var dataview = encodeWAV(interleaved);
window.audioBlob = new Blob([dataview], {type: 'Wav'});
saveFile();
}
offline.startRendering();
}
// This file is very long, but once it is finished mixing the two audio buffers it writes a new file to the file system. And when that operation is complete I use
function gotFileWriter(writer){
console.log('gotFileWriter');
writer.onwriteend = function(evt){
console.log('onwriteEnd');
console.log(window.audioBlob);
delete window.audioBlob;
console.log(window.audioBlob);
// checkDirectory();
var ref = window.open('index.html', '_self');
// ref.addEventListener('exit', windowClose);
}
writer.write(audioBlob);
}
I return back to the original index.html file. This solves the memory issues. However, once I try to run the same operation a second time. ie load in the record.html file, and run the recordLoad.js file I receive an error ReferenceError: Can't find variable: LocalFileSystem
It would appear that in reload index.html some, but not all of the links to the Cordova API have been lost. I can still for example use the Media Api but not the File Api. I understand that this is a bit of a hacky way, (opening and closing windows) to solve the memory leak, but I cannot find any other way of doing it. I really need some help with this. So any pointers very very welcome.

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PDFJS.getDocument not working and not throwing an error

It's not going into the .then afterwards, and it's not throwing any error.
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At one point it worked. When I step through it in the debugger, I can step into PDFJS.getDocument but that's way over my head.
My base64Data looks like JVBERi0x...g==. It's a base64 encoded pdf document.
To solve this, I had to add
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From View PDF files directly within browser using PDF.js,
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Promise is missing in your code. Here how i fixed this probelm:
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How to get webcam video feed in a firefox addon?

I am currently developing an addon where the requirement is to capture the webcam video. I did some testing and noticed that navigator.mediaDevices.getUserMedia() is available within panel and hence have written the following content script for the panel to get webcam video feed from addon.
var mediastream;
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Thanks

Distorted audio in iOS 7.1 with WebAudio API

On iOS 7.1, I keep getting a buzzing / noisy / distorted sound when playing back audio using the Web Audio API. It sounds distorted like this, in place of normal like this.
The same files are fine when using HTML5 audio. It all works fine on desktop (Firefox, Chrome, Safari.)
EDIT:
The audio is distorted in the iOS Simulator versions iOS 7.1, 8.1, 8.2. The buzzing sound often starts before I even playback anything.
The audio is distorted on a physical iPhone running iOS 7.1, in both Chrome and Safari.
The audio is fine on a physical iPhone running iOS 8.1, in both Chrome and Safari.
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Howler.js is not the issue. The problem is still there using pure JS like so:
var context;
var sound;
var extension = '.' + ( new Audio().canPlayType( 'audio/ogg' ) !== '' ? 'ogg' : 'mp3');
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try {
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window.AudioContext = window.AudioContext || window.webkitAudioContext;
// create an AudioContext
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} catch(e) {
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throw new Error( 'Web Audio API not supported.' );
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request.onload = function() {
// request.response is encoded... so decode it now
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}, function( err ) {
throw new Error( err );
});
}
request.send();
}
function playSound(buffer) {
var source = context.createBufferSource();
source.buffer = buffer;
source.connect(context.destination);
source.start(0);
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loadSound( '/tests/Assets/Audio/En-us-hello' + extension );
$(document).ready(function(){
$( '#clickme' ).click( function( event ) {
playSound(sound);
});
}); /* END .ready() */
A live version of this code is available here: Web Audio API - Hello world
Google did not bring up any result about such a distorted sound issue on iOS 7.1.
Has anyone else run into it? Should I file a bug report to Apple?
I believe the issue is caused due to resetting the audioContext.sampleRate prop, which seem to happen after the browser/OS plays something recorded in a different sampling rate.
I've devised the following workaround, which basically silently plays a short wav file recorded in the sampling rate that the device currently does playback on:
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var source = context.createBufferSource(),
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function( buffer ) {
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callback( source );
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};
module.exports = function() {
var AudioContext = window.AudioContext || window.webkitAudioContext,
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context,
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gain.gain.value = 0;
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Obviously, if some of the devices have different sampling rates, you would need to detect and use a specific file for every rate.
it looks like iOS6+ Safari defaults to a sample rate of 48000. If you type this into the developer console when you first open mobile safari, you'll get 48000:
var ctx = new window.webkitAudioContext();
console.log(ctx.sampleRate);
Further Reference: https://forums.developer.apple.com/thread/20677
Then if you close the initial context on load: ctx.close(), the next created context will use the sample rate most other browsers use (44100) and sound will play without distortion.
Credit to this for pointing me in the right direction (and in case the above no longer works in the future): https://github.com/Jam3/ios-safe-audio-context/blob/master/index.js
function as of post date:
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? desiredSampleRate
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I've seen this question asked here already : Web Audio API Memory Leaks on Mobile Platforms but there doesn't seem to be any response to it. I've tried lots of different variations - setting variables to null once I'm finished with them, or declaring the variables within scope, but it appears that the AudioContext (or OfflineAudioContext ) is not being Garbage collected after each operation. I'm using this with Phonegap, on an IOS, so the browser is safari. Any ideas how to solve this memory leak?
Here is my code:
function readVocalsToBuffer(file){
console.log('readVocalsToBuffer');
var reader = new FileReader();
reader.onloadend = function(evt){
var x = audioContext.decodeAudioData(evt.target._result, function(buffer){
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return;
}
window.voiceBuffer = buffer;
loadBuffers();
});
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reader.readAsArrayBuffer(file);
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function loadBuffers(){
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console.log('createOfflineContext');
offline = new webkitOfflineAudioContext(2, window.voiceBuffer.length, 44100);
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vocalSource.buffer = window.voiceBuffer;
vocalSource.connect(offline.destination);
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backing.start(0);
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var bufferL = ev.renderedBuffer.getChannelData(1);
var interleaved = interleave(bufferL, bufferR);
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saveFile();
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offline.startRendering();
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var length = inputL.length + inputR.length;
var result = new Float32Array(length);
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inputIndex = 0;
while (index < length){
result[index++] = inputL[inputIndex];
result[index++] = inputR[inputIndex];
inputIndex++;
}
return result;
}
function saveFile(){
offline = null;
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delete window.renderedFile;
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, onFSSuccess, fail);
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