Files
element-call-Github/src/useAudioContext.tsx
Will Hunt e201258af3 Add sounds for ringing (#3490)
* add wait for pickup overlay

Signed-off-by: Timo K <toger5@hotmail.de>

* refactor and leave logic

Signed-off-by: Timo K <toger5@hotmail.de>

* recursive play sound logic

Signed-off-by: Timo K <toger5@hotmail.de>

* review

Signed-off-by: Timo K <toger5@hotmail.de>

* text color

Signed-off-by: Timo K <toger5@hotmail.de>

* overlay styling and interval fixes

Signed-off-by: Timo K <toger5@hotmail.de>

* fix permissions and styling

Signed-off-by: Timo K <toger5@hotmail.de>

* fix always getting pickup sound

Signed-off-by: Timo K <toger5@hotmail.de>

* Add sound effects for declined,timeout and ringtone

* better ringtone

* Integrate sounds

* Ensure leave sound does not play

* Remove unused blocked sound

* fix test

* Improve tests

* Loop ring sound inside Audio context for better perf.

* lint

* better ringtone

* Update to delay ringtone logic.

* lint + fix test

* Tidy up ring sync and add comments.

* lint

* Refactor onLeave to take a sound so we don't need to repeat the sound

* fix import

---------

Signed-off-by: Timo K <toger5@hotmail.de>
Co-authored-by: Timo K <toger5@hotmail.de>
2025-09-15 15:41:15 +01:00

225 lines
6.8 KiB
TypeScript

/*
Copyright 2024 New Vector Ltd.
SPDX-License-Identifier: AGPL-3.0-only OR LicenseRef-Element-Commercial
Please see LICENSE in the repository root for full details.
*/
import { logger } from "matrix-js-sdk/lib/logger";
import { useState, useEffect } from "react";
import { useObservableEagerState } from "observable-hooks";
import {
soundEffectVolume as soundEffectVolumeSetting,
useSetting,
} from "./settings/settings";
import { useEarpieceAudioConfig, useMediaDevices } from "./MediaDevicesContext";
import { type PrefetchedSounds } from "./soundUtils";
import { useUrlParams } from "./UrlParams";
import * as controls from "./controls";
/**
* Play a sound though a given AudioContext. Will take
* care of connecting the correct buffer and gating
* through gain.
* @param volume The volume to play at.
* @param ctx The context to play through.
* @param buffer The buffer to play.
* @returns A promise that resolves when the sound has finished playing.
*/
async function playSound(
ctx: AudioContext,
buffer: AudioBuffer,
volume: number,
stereoPan: number,
delayS = 0,
abort?: AbortController,
): Promise<void> {
const gain = ctx.createGain();
gain.gain.setValueAtTime(volume, 0);
const pan = ctx.createStereoPanner();
pan.pan.setValueAtTime(stereoPan, 0);
const src = ctx.createBufferSource();
src.buffer = buffer;
abort?.signal.addEventListener("abort", () => {
src.disconnect();
});
const p = new Promise<void>((r) => src.addEventListener("ended", () => r()));
src.connect(gain).connect(pan).connect(ctx.destination);
controls.setPlaybackStarted();
src.start(ctx.currentTime + delayS);
return p;
}
/**
* Play a sound though a given AudioContext, looping until stopped. Will take
* care of connecting the correct buffer and gating
* through gain.
* @param volume The volume to play at.
* @param ctx The context to play through.
* @param buffer The buffer to play.
* @returns A function used to end the sound. This function will return a promise when the sound has stopped.
*/
function playSoundLooping(
ctx: AudioContext,
buffer: AudioBuffer,
volume: number,
stereoPan: number,
delayS?: number,
): () => Promise<void> {
if (delayS === 0) {
throw Error("Looping sounds must have a delay");
}
// Our audio loop
let lastSoundPromise: Promise<void>;
let nextSoundPromise: Promise<void>;
let ac: AbortController | undefined;
void (async (): Promise<void> => {
ac = new AbortController();
// Play a sound immediately
lastSoundPromise = Promise.resolve();
do {
// Queue up the next sound.
nextSoundPromise = playSound(ctx, buffer, volume, stereoPan, delayS, ac);
// Await the previous sound.
await lastSoundPromise;
// Swap the promises over, and loop round to play the next sound.
lastSoundPromise = nextSoundPromise;
} while (!ac.signal.aborted);
})();
return async () => {
ac?.abort();
// Wait for sounds to finish.
await lastSoundPromise;
await nextSoundPromise;
};
}
interface Props<S extends string> {
/**
* The sounds to play. If no sounds should be played then
* this can be set to null, which will prevent the audio
* context from being created.
*/
sounds: PrefetchedSounds<S> | null;
latencyHint: AudioContextLatencyCategory;
muted?: boolean;
}
interface UseAudioContext<S extends string> {
playSound(soundName: S): Promise<void>;
playSoundLooping(soundName: S, delayS?: number): () => Promise<void>;
/**
* Map of sound name to duration in seconds.
*/
soundDuration: Record<string, number>;
}
/**
* Add an audio context which can be used to play
* a set of preloaded sounds.
* @param props
* @returns Either an instance that can be used to play sounds, or null if not ready.
*/
export function useAudioContext<S extends string>(
props: Props<S>,
): UseAudioContext<S> | null {
const [soundEffectVolume] = useSetting(soundEffectVolumeSetting);
const [audioContext, setAudioContext] = useState<AudioContext>();
const [audioBuffers, setAudioBuffers] = useState<Record<S, AudioBuffer>>();
useEffect(() => {
const sounds = props.sounds;
if (!sounds) {
return;
}
const ctx = new AudioContext({
// We want low latency for these effects.
latencyHint: props.latencyHint,
});
// We want to clone the content of our preloaded
// sound buffers into this context. The context may
// close during this process, so it's okay if it throws.
(async (): Promise<void> => {
const buffers: Record<string, AudioBuffer> = {};
for (const [name, buffer] of Object.entries<ArrayBuffer>(await sounds)) {
const audioBuffer = await ctx.decodeAudioData(buffer.slice(0));
buffers[name] = audioBuffer;
}
setAudioBuffers(buffers as Record<S, AudioBuffer>);
})().catch((ex) => {
logger.debug("Failed to setup audio context", ex);
});
setAudioContext(ctx);
return (): void => {
void ctx.close().catch((ex) => {
logger.debug("Failed to close audio engine", ex);
});
setAudioContext(undefined);
};
}, [props.sounds, props.latencyHint]);
const audioOutputId = useObservableEagerState(
useMediaDevices().audioOutput.selected$,
)?.id;
const { controlledAudioDevices } = useUrlParams();
// Update the sink ID whenever we change devices.
useEffect(() => {
if (
audioContext &&
"setSinkId" in audioContext &&
!controlledAudioDevices
) {
// https://developer.mozilla.org/en-US/docs/Web/API/AudioContext/setSinkId
// @ts-expect-error - setSinkId doesn't exist yet in types, maybe because it's not supported everywhere.
audioContext.setSinkId(audioOutputId).catch((ex) => {
logger.warn("Unable to change sink for audio context", ex);
});
}
}, [audioContext, audioOutputId, controlledAudioDevices]);
const { pan: earpiecePan, volume: earpieceVolume } = useEarpieceAudioConfig();
// Don't return a function until we're ready.
if (!audioContext || !audioBuffers || props.muted) {
return null;
}
return {
playSound: async (name): Promise<void> => {
if (!audioBuffers[name]) {
logger.debug(`Tried to play a sound that wasn't buffered (${name})`);
return;
}
return playSound(
audioContext,
audioBuffers[name],
soundEffectVolume * earpieceVolume,
earpiecePan,
);
},
playSoundLooping: (name, delayS: number): (() => Promise<void>) => {
if (!audioBuffers[name]) {
throw Error(`Tried to play a sound that wasn't buffered (${name})`);
}
return playSoundLooping(
audioContext,
audioBuffers[name],
soundEffectVolume * earpieceVolume,
earpiecePan,
delayS,
);
},
soundDuration: Object.fromEntries(
Object.entries(audioBuffers).map(([k, v]) => [
k,
(v as AudioBuffer).duration,
]),
),
};
}