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Ever since I started working on musicat, the audiophile in me wanted to implement gapless playback. Yet I decided to park it, live with the gaps on The Dark Side Of The Moon and just use the <audio> element. That way I could focus on building out features that I needed first.
But now that I'm quite happy with how the app is turning out, it's time to (temporarily) stop making fancy features and start getting my hands dirty in a PCM stream. It's also time to offload the CPU-heavy stuff away from the the web frontend, and start actually learning Rust since this is a Tauri app after all.
So over the past few months I have played around with a few ideas to try and enable gapless support, constantly re-architecting the whole playback engine and eventually scrapping WebAudio altogether and doing the decoding and the playback in Rust (Symphonia + cpal). Of course, going native is great, but let's have a look at why the various WebAudio approaches didn't work:
Approach 1: No WebAudio, just <audio src="local track">:
Need two <audio> elements and try to crossfade between them during the gapless transition.
No control over decoding, resampling and playback when changing src
No access to samples, can't precisely time things, so gaps are inevitable.
Consisted of fetching the audio chunks manually over Tauri's asset protocol, and feeding them to a MediaSource, to which you can append chunks using SourceBuffer.appendBuffer(). Browsers can be very strict with how you use this buffer, and I found the implementation to be very clunky. I believe this is what YouTube and Spotify use.
Managing buffered/played chunks was a pain, you constantly run into the QuotaExceededError, and the quota is different for every browser..
Decoding and resampling is still handled by the browser/webview
Without sample-level precision, wasn't sure how to implement precise seeking, so I had to approximate the desired seek position and guess which chunk to request. Not ideal
Here we take control over the decoding the chunks using WASM libraries, then feed the decoded raw PCM into an AudioWorklet
The browser is no longer in charge of resampling, so I tried resampling in the AudioWorklet, which proved to be quite slow for real-time. So I settled for re-initializing the AudioContext with a new sample rate if it changes between files. So gapless was only possible between files that had the sample sample rate.
However this still introduced gaps, sometimes even between chunks, especially when playing MP3s where compression requires data from previous frames. Basically - don't decode MP3's chunk-by-chunk unless you have split the file on the exact frame boundaries.
The decoding is offloaded to the Rust backend using Symphonia, which streams the raw PCM to the web app over a WebRTC DataChannel, played back using an AudioWorklet, no chunking needed. When I thought of this, I knew it was overkill for a local app, but I tried it anyway. This research paper follows a similar approach.
Requires flow control on both sides, to make sure that sender can keep up with playback, but not so fast that it overflows the ring buffer. I had to implement an VLC-like algorithm where the consumer sends the producer it's "receive rate" at regular intervals, and the decoder slows down or speeds up accordingly, between 0.8x and 3x playback speed.
The approach generally worked, and since it's a local app there weren't any "lost packets". So technically we could do gapless. But the CPU usage increased heavily due to WebRTC, and when moving the app to the background I sometimes experienced the WebKit WebView throttling the connection, causing the playback to stutter.
Decoding, playback and resampling is done in Rust using Symphonia + cpal on a separate thread.
Direct control over the raw audio stream sent to the native device
No flow control required, since we're now using a ring buffer to send samples to the device
Frontend communicates necessary file, volume, seek information
WebRTC is still used, but only for streaming the real-time FFT viz data for the spectroscope visualization on the frontend.
CPU usage is acceptable 15-20%
Road to gapless and other audio features paved ahead!
Essentially, I went down a rabbit hole, progressively getting closer to the raw audio stream in the process. And I'm so glad I did, because I feel like I have peeled off all the layers of abstraction and browser limitations that were getting in the way. In hindsight, building a desktop audio player using web technologies probably wasn't the best idea. But I'm happy with a hybrid architecture where Rust is the I/O, audio, heavy-lifting layer, and the Svelte app is just the presentation layer. Granted, the database is still using IndexedDB which is in the browser, but that's something for another day.
For the next few days I'll keep doing some testing on the rust-audio-backend branch, then merge it into main.
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Ever since I started working on musicat, the audiophile in me wanted to implement gapless playback. Yet I decided to park it, live with the gaps on The Dark Side Of The Moon and just use the
<audio>
element. That way I could focus on building out features that I needed first.But now that I'm quite happy with how the app is turning out, it's time to (temporarily) stop making fancy features and start getting my hands dirty in a PCM stream. It's also time to offload the CPU-heavy stuff away from the the web frontend, and start actually learning Rust since this is a Tauri app after all.
So over the past few months I have played around with a few ideas to try and enable gapless support, constantly re-architecting the whole playback engine and eventually scrapping WebAudio altogether and doing the decoding and the playback in Rust (Symphonia + cpal). Of course, going native is great, but let's have a look at why the various WebAudio approaches didn't work:
<audio src="local track">
:<audio>
elements and try to crossfade between them during the gapless transition.src
MediaSource
, to which you can append chunks usingSourceBuffer.appendBuffer()
. Browsers can be very strict with how you use this buffer, and I found the implementation to be very clunky. I believe this is what YouTube and Spotify use.Essentially, I went down a rabbit hole, progressively getting closer to the raw audio stream in the process. And I'm so glad I did, because I feel like I have peeled off all the layers of abstraction and browser limitations that were getting in the way. In hindsight, building a desktop audio player using web technologies probably wasn't the best idea. But I'm happy with a hybrid architecture where Rust is the I/O, audio, heavy-lifting layer, and the Svelte app is just the presentation layer. Granted, the database is still using IndexedDB which is in the browser, but that's something for another day.
For the next few days I'll keep doing some testing on the rust-audio-backend branch, then merge it into
main
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