Possible Memory Leak Or Something Else?
I've made a visualizer in javascript that when you select a music directory your're able to select files within that directory to play and have the visualizer move to. But it would
Solution 1:
Like noted by yuriy636, you are starting a new animation for every new song, without never stopping the previous one. So when you played 5 songs, you still have 5 visualizations rendering loop running at every frame, and 5 analyzers.
The best to do here is to refactor your code :
- create a single analyzer, only update which stream feeds it
- make the canvas animation autonomous, declare it once at first load
- since you've got only one
<canvas>
, start only one rendering animation
When using a single analyzer, your render doesn't use anything new when you change the source, it's always the same canvas, the same analyzer, the same visualization.
Here is a quick proof of concept, really dirty, but I hope you'll be able to undertstand what I did and why.
window.onload = function() {
var input = document.getElementById("file");
var audio = document.getElementById("audio");
var selectLabel = document.querySelector("label[for=select]");
var audioLabel = document.querySelector("label[for=audio]");
var select = document.querySelector("select");
var viz = null;
// removed all the IDK what it was meant for directory special handlersfunctiondisplayFiles() {
select.innerHTML = "";
// that's all synchronous, why Promises ?
res = Array.prototype.slice.call(input.files);
res.forEach(function(file, index) {
if (/^audio/.test(file.type)) {
var option = newOption(file.name, index);
select.appendChild(option);
}
});
if (res.length) {
var analyser = initAudioAnalyser();
viz = initVisualization(analyser);
// pre-select the first song ?handleSelectedSong();
audio.pause();
}
}
functionhandleSelectedSong(event) {
if (res.length) {
var index = select.value;
var track = res[index];
playMusic(track)
.then(function(filename) {
console.log(filename + " playback completed")
})
viz.play();
} else {
console.log("No songs to play")
}
}
functionplayMusic(file) {
returnnewPromise(function(resolve) {
var url = audio.src;
audio.pause();
audio.onended = function() {
audio.onended = null;
// arguablily useless here since blobURIs are just pointers to real file on the user's systemif (url) URL.revokeObjectURL(url);
resolve(file.name);
}
if (url) URL.revokeObjectURL(url);
url = URL.createObjectURL(file);
// audio.load(); // would just set a 404 since you revoked the URL just before
audio.src = url;
audio.play();
audioLabel.textContent = file.name;
});
}
functioninitAudioAnalyser() {
var context = newAudioContext();
var analyser = context.createAnalyser();
analyser.fftSize = 16384;
var src = context.createMediaElementSource(audio);
src.connect(analyser);
src.connect(context.destination);
return analyser;
}
functioninitVisualization(analyser) {
var canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var ctx = canvas.getContext("2d");
var bufferLength = analyser.frequencyBinCount;
var dataArray = newUint8Array(bufferLength);
varWIDTH = canvas.width;
varHEIGHT = canvas.height;
var barWidth = (WIDTH / bufferLength) * 32;
var barHeight;
var x = 0;
var paused = true;
functionrenderFrame() {
if (!paused) {
requestAnimationFrame(renderFrame);
} else {
return;
}
x = 0;
analyser.getByteFrequencyData(dataArray);
ctx.fillStyle = "#1b1b1b";
ctx.fillRect(0, 0, WIDTH, HEIGHT);
ctx.fillStyle = "rgb(5,155,45)"
ctx.beginPath();
for (var i = 0; i < bufferLength; i++) {
barHeight = dataArray[i];
// micro-optimisation, but concatenating all the rects in a single shape is easier for the CPU
ctx.rect(x, (((HEIGHT - barHeight - 5 % barHeight) + (20 % HEIGHT - barHeight))), barWidth, barHeight + 20 % HEIGHT);
x += barWidth + 2;
}
ctx.fill();
}
var viz = window.viz = {
play: function() {
if(paused){
paused = false;
renderFrame();
}
},
pause: function() {
paused = true;
clearTimeout(pauseTimeout);
pauseTimeout = null;
},
};
// we can even add auto pause linked to the audio elementvar pauseTimeout = null;
audio.onpause = function() {
// let's really do it in 2s to keep the tear down effect
pauseTimeout = setTimeout(viz.pause, 2000);
}
audio.onplaying = function() {
clearTimeout(pauseTimeout);
// we were not playingif(!pauseTimeout){
viz.play();
}
}
return viz;
}
input.addEventListener("change", displayFiles);
select.addEventListener("change", handleSelectedSong);
}
<canvasid="canvas"width="window.innerWidth"height="window.innerHeight"></canvas><divid="content"><labelclass="custom-file-upload">
Select Music directory <inputid="file"type="file"accept="audio/*"directoryallowdirswebkitdirectory/><pstyle="color: rgb(5,195,5);">Now playing:<labelfor="audio"></label></p><pstyle="color: rgb(5,195,5);">Select Song</p><selectid="select"></select><audioid="audio"controls></audio>
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