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.
Related
It's not going into the .then afterwards, and it's not throwing any error.
Here's my calling code:
function loadPage(base64Data, pageIndex) {
var pdfData = base64ToUint8Array(base64Data);
// this gets hit
PDFJS.getDocument(pdfData).then(function (pdf) {
// never gets here
pdf.getPage(pageIndex).then(function (page) {
var scale = 1;
var viewport = page.getViewport(scale);
var canvas = document.getElementById('pdfPage');
var context = canvas.getContext('2d');
canvas.height = viewport.height;
canvas.width = viewport.width;
page.render({ canvasContext: context, viewport: viewport });
});
});
}
function base64ToUint8Array(base64) {
var raw = atob(base64); // convert base 64 string to raw string
var uint8Array = new Uint8Array(raw.length);
for (var i = 0; i < raw.length; i++) {
uint8Array[i] = raw.charCodeAt(i);
}
return uint8Array;
}
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
PDFJS.disableWorker = true;
to the beginning of my loadPage function.
From View PDF files directly within browser using PDF.js,
PDF.js uses Web Workers concept of HTML5 internally to process the
request. If this statement is set to false, it creates an instance of
Web workers. Web Workers run in an isolated thread. For more
information on web workers; please refer
http://www.html5rocks.com/en/tutorials/workers/basics/
Promise is missing in your code. Here how i fixed this probelm:
PDFJS.getDocument(pdfData).promise.then(function (pdf) {
// do your stuff
});
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;
var mediarecorder;
// Get the instance of mediaDevices object to use.
navigator.mediaDevices = navigator.mediaDevices || ((navigator.mozGetUserMedia || navigator.webkitGetUserMedia) ? {
getUserMedia: function(c) {
return new Promise(function(y, n) {
(navigator.mozGetUserMedia ||
navigator.webkitGetUserMedia).call(navigator, c, y, n);
});
}
} : null);
function startVideoCapture(width, height, framerate) {
// Check if the browser supports video recording
if (!navigator.mediaDevices) {
return;
}
// Lets initialize the video settings for use for our video recording session
var constraints = { audio: false, video: { width: 640, height: 320, framerate: 25 } };
// Make request to start video capture
navigator.mediaDevices.getUserMedia(constraints)
.then(function(stream) {
// Lets initialize the timestamp for this video
var date = new Date();
var milliseconds = "000" + date.getMilliseconds();
var timestamp = date.toLocaleFormat("%Y-%m-%d %H:%M:%S.") + milliseconds.substr(-3);
// Lets make the stream globally available so that we will be able to control it later.
mediastream = stream;
// Lets display the available stream in the video element available inside the panel.
var video = document.querySelector('video');
video.src = window.URL.createObjectURL(stream);
video.onloadedmetadata = function(e) {
video.play();
};
// We are not here to just show the video to screen. Lets get a media recorder to store the video into memory
mediarecorder = new MediaRecorder(stream);
// Lets decide what to do with the recorded video once we are done with the recording
mediarecorder.ondataavailable = function(evt) {
// recorded video will be available as a blob in evt.data object.
// The only way to use it properly is through FileReader Object
var reader = new FileReader();
// Lets decide what we are going to do with the data that we will read from blob
reader.onloadend = function() {
// create a video object containing the timestamp and the binary video string
var videoObject = new Object();
videoObject.timestamp = timestamp;
videoObject.video = reader.result;
// send the video to the main script for safe keeping
self.port.emit("videoAvailable", videoObject);
}
// instruct the FileReader to start reading the blob
reader.readAsBinaryString(evt.data);
}
// Lets start the video capture
mediarecorder.start();
})
.catch(function(err) {
self.port.emit("VideoError", err);
});
}
function stopVideoCapure(){
if (mediarecorder !== undefined && mediarecorder !== null) {
mediarecorder.stop();
}
if (mediastream !== undefined && mediastream !== null) {
mediastream.stop();
}
}
function updateVideoSettings(settings){
stopVideoCapture();
startVideoCapture(settings.width, settings.height, settings.framerate);
}
self.port.on("VideoPreferenceUpdated", updateVideoSettings);
// Start video capture
startVideoCapture(self.options.width, self.options.height, self.options.framerate);
Now the problem here is the code is perfectly working when from a webpage i.e. if I save the open the panel.html file directly in the browser with proper adjustment of self.options and self.port lines. But when I am using the code in the contentscript for panel in my addon, I am getting the following error
JavaScript error: resource:///modules/webrtcUI.jsm, line 186: TypeError: stringBundle is undefined
Now that is an error from the inbuilt jsm module in firefox. Is there a way I can get past that error or any other way to get webcam video feed in my addon?
Thanks
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.
i.e.: the buzzing audio is on iOS 7.1. only.
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');
/** Test for WebAudio API support **/
try {
// still needed for Safari
window.AudioContext = window.AudioContext || window.webkitAudioContext;
// create an AudioContext
context = new AudioContext();
} catch(e) {
// API not supported
throw new Error( 'Web Audio API not supported.' );
}
function loadSound( url ) {
var request = new XMLHttpRequest();
request.open( 'GET', url, true );
request.responseType = 'arraybuffer';
request.onload = function() {
// request.response is encoded... so decode it now
context.decodeAudioData( request.response, function( buffer ) {
sound = buffer;
}, 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);
}
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:
"use strict";
var getData = function( context, filePath, callback ) {
var source = context.createBufferSource(),
request = new XMLHttpRequest();
request.open( "GET", filePath, true );
request.responseType = "arraybuffer";
request.onload = function() {
var audioData = request.response;
context.decodeAudioData(
audioData,
function( buffer ) {
source.buffer = buffer;
callback( source );
},
function( e ) {
console.log( "Error with decoding audio data" + e.err );
}
);
};
request.send();
};
module.exports = function() {
var AudioContext = window.AudioContext || window.webkitAudioContext,
context = new AudioContext();
getData(
context,
"path/to/short/file.wav",
function( bufferSource ) {
var gain = context.createGain();
gain.gain.value = 0;
bufferSource.connect( gain );
gain.connect( context.destination );
bufferSource.start( 0 );
}
);
};
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:
function createAudioContext (desiredSampleRate) {
var AudioCtor = window.AudioContext || window.webkitAudioContext
desiredSampleRate = typeof desiredSampleRate === 'number'
? desiredSampleRate
: 44100
var context = new AudioCtor()
// Check if hack is necessary. Only occurs in iOS6+ devices
// and only when you first boot the iPhone, or play a audio/video
// with a different sample rate
if (/(iPhone|iPad)/i.test(navigator.userAgent) &&
context.sampleRate !== desiredSampleRate) {
var buffer = context.createBuffer(1, 1, desiredSampleRate)
var dummy = context.createBufferSource()
dummy.buffer = buffer
dummy.connect(context.destination)
dummy.start(0)
dummy.disconnect()
context.close() // dispose old context
context = new AudioCtor()
}
return context
}
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){
if(!buffer){
console.log('error decoding file to Audio Buffer');
return;
}
window.voiceBuffer = buffer;
loadBuffers();
});
}
reader.readAsArrayBuffer(file);
}
function loadBuffers(){
console.log('loadBuffers');
try{
var bufferLoader = new BufferLoader(
audioContext,
[
"."+window.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){
vocalSource.stop(0);
backing.stop(0);
vocalSource.disconnect(0);
backing.disconnect(0);
delete vocalSource;
delete backing;
delete window.voiceBuffer;
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();
}
function interleave(inputL, inputR){
console.log('interleave');
var length = inputL.length + inputR.length;
var result = new Float32Array(length);
var index = 0,
inputIndex = 0;
while (index < length){
result[index++] = inputL[inputIndex];
result[index++] = inputR[inputIndex];
inputIndex++;
}
return result;
}
function saveFile(){
offline = null;
console.log('saveFile');
delete window.renderedFile;
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, onFSSuccess, fail);
}
I need to get the cache file path for ever image loaded in a document, I am wondering what are the Interfaces I need to use in order to do that
https://developer.mozilla.org/en/XPCOM_Interface_Reference
This is what I used to evict cache entry:
function removeItem(url){
let cacheService = Components.classes["#mozilla.org/network/cache-service;1"]
.getService(Components.interfaces.nsICacheService);
var Ci = Components.interfaces;
var session = cacheService.createSession("image", Ci.nsICache.STORE_ANYWHERE, false);
if(!session){
return;
}
var entry;
try{
entry = session.openCacheEntry(url, Ci.nsICache.ACCESS_READ, false);
if(!entry){
return;
}
}catch(ex){
return;
}
entry.doom();
entry.close();
}
}
Once you have entry you should be able to open a stream to it - possibly getting the content or even replacing it - I haven't tried it though.