- Keep the chosen mic label visible when it disconnects and show a disconnected hint while falling back to system default. - Avoid clearing the preferred mic on device changes so it auto-restores when available. - Add audio input change and default-input logs in voice wake runtime/tester/meter to debug routing.
98 lines
3.3 KiB
Swift
98 lines
3.3 KiB
Swift
import AVFoundation
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import OSLog
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import SwiftUI
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actor MicLevelMonitor {
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private let logger = Logger(subsystem: "com.clawdbot", category: "voicewake.meter")
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private var engine: AVAudioEngine?
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private var update: (@Sendable (Double) -> Void)?
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private var running = false
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private var smoothedLevel: Double = 0
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func start(onLevel: @Sendable @escaping (Double) -> Void) async throws {
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self.update = onLevel
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if self.running { return }
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self.logger.info(
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"mic level monitor start (\(AudioInputDeviceObserver.defaultInputDeviceSummary(), privacy: .public))")
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let engine = AVAudioEngine()
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self.engine = engine
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let input = engine.inputNode
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let format = input.outputFormat(forBus: 0)
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guard format.channelCount > 0, format.sampleRate > 0 else {
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self.engine = nil
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throw NSError(
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domain: "MicLevelMonitor",
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code: 1,
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userInfo: [NSLocalizedDescriptionKey: "No audio input available"])
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}
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input.removeTap(onBus: 0)
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input.installTap(onBus: 0, bufferSize: 512, format: format) { [weak self] buffer, _ in
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guard let self else { return }
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let level = Self.normalizedLevel(from: buffer)
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Task { await self.push(level: level) }
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}
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engine.prepare()
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try engine.start()
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self.running = true
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}
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func stop() {
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guard self.running else { return }
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if let engine {
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engine.inputNode.removeTap(onBus: 0)
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engine.stop()
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}
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self.engine = nil
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self.running = false
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}
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private func push(level: Double) {
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self.smoothedLevel = (self.smoothedLevel * 0.45) + (level * 0.55)
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guard let update else { return }
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let value = self.smoothedLevel
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Task { @MainActor in update(value) }
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}
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private static func normalizedLevel(from buffer: AVAudioPCMBuffer) -> Double {
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guard let channel = buffer.floatChannelData?[0] else { return 0 }
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let frameCount = Int(buffer.frameLength)
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guard frameCount > 0 else { return 0 }
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var sum: Float = 0
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for i in 0..<frameCount {
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let s = channel[i]
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sum += s * s
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}
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let rms = sqrt(sum / Float(frameCount) + 1e-12)
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let db = 20 * log10(Double(rms))
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let normalized = max(0, min(1, (db + 50) / 50))
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return normalized
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}
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}
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struct MicLevelBar: View {
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let level: Double
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let segments: Int = 12
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var body: some View {
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HStack(spacing: 3) {
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ForEach(0..<self.segments, id: \.self) { idx in
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let fill = self.level * Double(self.segments) > Double(idx)
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RoundedRectangle(cornerRadius: 2)
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.fill(fill ? self.segmentColor(for: idx) : Color.gray.opacity(0.35))
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.frame(width: 14, height: 10)
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}
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}
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.padding(4)
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.background(
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RoundedRectangle(cornerRadius: 6)
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.stroke(Color.gray.opacity(0.25), lineWidth: 1))
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}
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private func segmentColor(for idx: Int) -> Color {
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let fraction = Double(idx + 1) / Double(self.segments)
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if fraction < 0.65 { return .green }
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if fraction < 0.85 { return .yellow }
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return .red
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}
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}
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