hf-realtime-voice / ws /orb-visualizer.js
A-Mahla's picture
Deploy replica from source HEAD
1f28297 verified
Raw
History Blame Contribute Delete
3.66 kB
// @ts-check
/**
* Orb spectrum visualiser. Each animation frame it reads two AnalyserNodes (the
* mic input and the TTS output) and maps the low-frequency speech energy onto
* the orb's CSS custom properties:
* - `--bar0`..`--bar4` the 5-band level meter
* - `--ai-audio-level` the global "Reachy talks" glow / scale pulse
*
* The bottom of the FFT is where speech energy lives, so the band edges stay
* low — that keeps the bars dancing on voice rather than on noise. While the AI
* is speaking we source the bars from the OUTPUT analyser so the orb pulses with
* Reachy's voice instead of sitting dead while the user is silent.
*/
// Exported so the client can size its AnalyserNodes to match our buffer.
export const VIS_FFT_SIZE = 256;
const VIS_BAND_COUNT = 5;
const VIS_BAND_EDGES = [2, 5, 9, 16, 28, 52];
const VIS_ATTACK = 0.6; // weight for new sample on upswing (snappy)
const VIS_RELEASE = 0.18; // weight for new sample on decay (gentle fade)
export class OrbVisualiser {
/**
* @param {AnalyserNode} micAnalyser
* @param {AnalyserNode} outAnalyser
* @param {() => boolean} isAiSpeaking Source the bars from the AI output when
* true, otherwise from the mic.
*/
constructor(micAnalyser, outAnalyser, isAiSpeaking) {
this._mic = micAnalyser;
this._out = outAnalyser;
this._isAiSpeaking = isAiSpeaking;
this._buf = new Uint8Array(micAnalyser.frequencyBinCount);
this._bands = new Float32Array(VIS_BAND_COUNT);
this._aiLevel = 0;
/** @type {number | null} */
this._frame = null;
}
/** Begin the rAF loop (idempotent). */
start() {
if (this._frame !== null) return;
const root = document.documentElement;
const tick = () => {
this._frame = requestAnimationFrame(tick);
this._update(root);
};
this._frame = requestAnimationFrame(tick);
}
/** Stop the loop and clear the CSS vars so the orb returns to rest. */
stop() {
if (this._frame !== null) {
cancelAnimationFrame(this._frame);
this._frame = null;
}
const root = document.documentElement;
for (let i = 0; i < VIS_BAND_COUNT; i++) root.style.removeProperty(`--bar${i}`);
root.style.removeProperty("--ai-audio-level");
}
/** @param {HTMLElement} root */
_update(root) {
// Mic bars: split FFT into 5 log-ish bands, smooth, write CSS vars.
const source = this._isAiSpeaking() ? this._out : this._mic;
source.getByteFrequencyData(this._buf);
for (let b = 0; b < VIS_BAND_COUNT; b++) {
const lo = VIS_BAND_EDGES[b];
const hi = VIS_BAND_EDGES[b + 1];
let sum = 0;
let n = 0;
for (let i = lo; i < hi && i < this._buf.length; i++) {
sum += this._buf[i];
n += 1;
}
const target = n > 0 ? sum / (n * 255) : 0;
const prev = this._bands[b];
const k = target > prev ? VIS_ATTACK : VIS_RELEASE;
const next = prev + (target - prev) * k;
this._bands[b] = next;
root.style.setProperty(`--bar${b}`, next.toFixed(3));
}
// Global AI audio level: peak of the output analyser, used by the CSS to
// make the orb's glow / scale react to Reachy's voice.
this._out.getByteFrequencyData(this._buf);
let peak = 0;
const limit = Math.min(this._buf.length, VIS_BAND_EDGES[VIS_BAND_COUNT]);
for (let i = 0; i < limit; i++) {
if (this._buf[i] > peak) peak = this._buf[i];
}
const aiTarget = peak / 255;
const k = aiTarget > this._aiLevel ? VIS_ATTACK : VIS_RELEASE;
this._aiLevel = this._aiLevel + (aiTarget - this._aiLevel) * k;
root.style.setProperty("--ai-audio-level", this._aiLevel.toFixed(3));
}
}