feat(call): native WASAPI system-audio for screen-share (Windows)

Hooks the custom screen-share picker up to a native WASAPI loopback
capture so "Mit System-Sound" no longer falls back to the OS picker on
Windows. Rust side opens the default render endpoint, channels 48 kHz
f32 stereo to an AudioWorklet, which feeds a MediaStreamDestination for
LiveKit to publish as ScreenShareAudio. Ring buffer sized for latency
(80 ms target, drop-to-target on overflow) and the AudioContext is
resumed eagerly so initial burstiness can't pile up.

Adds a temporary attachTrack:audio diagnostic log to confirm source
tagging matches between old and new clients.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
byGalax
2026-04-22 23:03:15 +02:00
parent e2e8217b86
commit 665f450878
7 changed files with 827 additions and 21 deletions
+20
View File
@@ -852,6 +852,7 @@ dependencies = [
"tauri-plugin-updater",
"tauri-plugin-window-state",
"tokio",
"wasapi",
"windows 0.58.0",
"xcap",
]
@@ -8125,6 +8126,19 @@ dependencies = [
"try-lock",
]
[[package]]
name = "wasapi"
version = "0.15.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8f6b03b82e419f186fcdc06ac6068621bdadc88b89b2612067f1c021ad2c9449"
dependencies = [
"log",
"num-integer",
"widestring",
"windows 0.57.0",
"windows-core 0.57.0",
]
[[package]]
name = "wasi"
version = "0.9.0+wasi-snapshot-preview1"
@@ -8431,6 +8445,12 @@ dependencies = [
"wasite",
]
[[package]]
name = "widestring"
version = "1.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "72069c3113ab32ab29e5584db3c6ec55d416895e60715417b5b883a357c3e471"
[[package]]
name = "winapi"
version = "0.3.9"
+7
View File
@@ -57,6 +57,13 @@ windows = { version = "0.58", features = [
"Win32_UI_WindowsAndMessaging",
] }
# WASAPI loopback capture for system-audio screen-share. Lets the custom
# picker hand LiveKit a real audio track without falling back to the OS
# screen picker (which is the only way getDisplayMedia can grab system
# sound). Windows-only for v1; macOS needs ScreenCaptureKit-audio and
# Linux needs a PulseAudio / PipeWire path.
wasapi = "0.15"
# LiveKit client SDK — lives behind the `rust-livekit` feature flag so the
# baseline build stays unaffected while the JS-SDK path is still the
# default. Pulls libwebrtc-rs which adds ~20MB to the binary and ~5-10min
+5
View File
@@ -1,4 +1,5 @@
mod crypto;
mod screen_audio;
mod screen_capture;
mod screen_sources;
@@ -99,6 +100,8 @@ pub fn run() {
screen_sources::capture_screen_source_thumbnail_bytes,
screen_capture::start_screen_capture,
screen_capture::stop_screen_capture,
screen_audio::start_system_audio_capture,
screen_audio::stop_system_audio_capture,
])
.plugin(tauri_plugin_notification::init());
@@ -121,6 +124,8 @@ pub fn run() {
screen_sources::capture_screen_source_thumbnail_bytes,
screen_capture::start_screen_capture,
screen_capture::stop_screen_capture,
screen_audio::start_system_audio_capture,
screen_audio::stop_system_audio_capture,
livekit_bridge::livekit_connect,
livekit_bridge::livekit_disconnect,
livekit_bridge::livekit_send_data,
+428
View File
@@ -0,0 +1,428 @@
// Native system-audio capture for the custom screen-share picker. Without
// this path the picker has to fall back to getDisplayMedia whenever the
// user ticks "Mit System-Sound", because Chromium only wires audio into
// desktop captures that the OS picker produced. Here we grab the default
// render endpoint's loopback stream via WASAPI, convert it to 48kHz f32
// stereo, and ship the samples to the JS side through a Tauri Channel.
// An AudioWorklet on the frontend feeds them into a MediaStreamDestination
// so LiveKit publishes a plain ScreenShareAudio track.
//
// Windows-only for v1. macOS + Linux stubs return a clear error so the
// frontend can fall back cleanly on those platforms until their native
// paths ship (ScreenCaptureKit-audio / PipeWire).
#![allow(clippy::needless_return)]
use base64::Engine;
use serde::Serialize;
use std::collections::HashMap;
use std::sync::atomic::{AtomicBool, AtomicU32, Ordering};
use std::sync::{Arc, Mutex, OnceLock};
use std::thread;
use tauri::ipc::Channel;
// Output format we always deliver to the frontend. Picking a single fixed
// format means the AudioWorklet never has to renegotiate — it just assumes
// interleaved f32 stereo at 48kHz. WASAPI mix format is usually already
// this on Windows 10+, so the resample branch is rarely hit.
const OUTPUT_SAMPLE_RATE: u32 = 48_000;
const OUTPUT_CHANNELS: u16 = 2;
static NEXT_ID: AtomicU32 = AtomicU32::new(1);
static SESSIONS: OnceLock<Mutex<HashMap<u32, Session>>> = OnceLock::new();
fn sessions() -> &'static Mutex<HashMap<u32, Session>> {
SESSIONS.get_or_init(|| Mutex::new(HashMap::new()))
}
struct Session {
stop: Arc<AtomicBool>,
handle: Option<thread::JoinHandle<()>>,
}
#[derive(Serialize, Clone)]
#[serde(rename_all = "camelCase")]
pub struct AudioFramePayload {
pub capture_id: u32,
pub sample_rate: u32,
pub channels: u16,
/// Interleaved little-endian f32 stereo samples, base64-encoded.
/// Frontend decodes via `atob` → `Uint8Array` → `Float32Array` view.
/// Base64 is used instead of a raw `Vec<f32>` because Tauri Channel
/// serialises via JSON — a JSON array of floats balloons to ~23×
/// the byte count, and at 48kHz stereo that's enough IPC traffic
/// to matter.
pub samples_base64: String,
}
/// Start a loopback capture of the default render endpoint and begin
/// streaming audio frames on the provided channel. Returns a numeric
/// capture id that must be handed to `stop_system_audio_capture` when
/// the share ends.
#[tauri::command]
pub fn start_system_audio_capture(
channel: Channel<AudioFramePayload>,
) -> Result<u32, String> {
#[cfg(target_os = "windows")]
{
let capture_id = NEXT_ID.fetch_add(1, Ordering::Relaxed);
let stop = Arc::new(AtomicBool::new(false));
let stop_clone = Arc::clone(&stop);
let handle = thread::Builder::new()
.name(format!("screen-audio-{capture_id}"))
.spawn(move || {
if let Err(err) =
windows_loopback::capture_loop(capture_id, channel, stop_clone)
{
eprintln!("screen-audio {capture_id}: {err}");
}
})
.map_err(|e| format!("failed to spawn audio thread: {e}"))?;
sessions().lock().unwrap().insert(
capture_id,
Session {
stop,
handle: Some(handle),
},
);
Ok(capture_id)
}
#[cfg(not(target_os = "windows"))]
{
// Keep the `channel` binding alive so Tauri doesn't complain about
// an unused parameter on the non-Windows build.
let _ = channel;
Err("system audio capture only supported on Windows".into())
}
}
/// Tear down the capture for the given id. Safe to call on a missing id
/// (no-op) so the JS side doesn't have to track whether the stop has
/// already been issued by the screen-share teardown path.
#[tauri::command]
pub fn stop_system_audio_capture(capture_id: u32) -> Result<(), String> {
let session = sessions().lock().unwrap().remove(&capture_id);
let Some(mut session) = session else {
return Ok(());
};
session.stop.store(true, Ordering::Relaxed);
if let Some(handle) = session.handle.take() {
// Best-effort join — the capture loop polls `stop` every event
// cycle (≤100ms) so this usually returns promptly. If the WASAPI
// call is wedged we'd rather drop the handle than hang the stop.
let _ = handle.join();
}
Ok(())
}
// ---------------------------------------------------------------------------
// Windows loopback implementation
// ---------------------------------------------------------------------------
#[cfg(target_os = "windows")]
mod windows_loopback {
use super::*;
use wasapi::{initialize_mta, Direction, SampleType, ShareMode};
pub fn capture_loop(
capture_id: u32,
channel: Channel<AudioFramePayload>,
stop: Arc<AtomicBool>,
) -> Result<(), String> {
// COM must be initialised on every thread that touches WASAPI.
// MTA is the right model for a background capture thread — STA
// would require message pumping we don't want to add.
initialize_mta()
.ok()
.map_err(|e| format!("initialize_mta: {e:?}"))?;
let device = wasapi::get_default_device(&Direction::Render)
.map_err(|e| format!("get_default_device: {e:?}"))?;
let mut audio_client = device
.get_iaudioclient()
.map_err(|e| format!("get_iaudioclient: {e:?}"))?;
// Use the mix format that Windows is already pushing to the
// endpoint. Loopback capture won't convert for us — asking for a
// fixed format here makes Initialize() fail on non-matching
// hardware. We resample + channel-mix ourselves downstream.
let mix_format = audio_client
.get_mixformat()
.map_err(|e| format!("get_mixformat: {e:?}"))?;
let input_rate = mix_format.get_samplespersec();
let input_channels = mix_format.get_nchannels();
let bits_per_sample = mix_format.get_bitspersample();
let block_align = mix_format.get_blockalign();
let sample_type = mix_format.get_subformat().unwrap_or(SampleType::Int);
let (def_time, _min_time) = audio_client
.get_periods()
.map_err(|e| format!("get_periods: {e:?}"))?;
// Direction::Capture + loopback: WASAPI streams what Windows is
// sending to the speakers instead of what an input device is
// producing. Shared mode so we coexist with other apps.
audio_client
.initialize_client(
&mix_format,
def_time,
&Direction::Capture,
&ShareMode::Shared,
true,
)
.map_err(|e| format!("initialize_client: {e:?}"))?;
let h_event = audio_client
.set_get_eventhandle()
.map_err(|e| format!("set_get_eventhandle: {e:?}"))?;
let capture_client = audio_client
.get_audiocaptureclient()
.map_err(|e| format!("get_audiocaptureclient: {e:?}"))?;
audio_client
.start_stream()
.map_err(|e| format!("start_stream: {e:?}"))?;
// Resampler state — last stereo frame from the previous buffer so
// linear interpolation at the buffer boundary doesn't click.
// Initialised to silence.
let mut last_stereo: [f32; 2] = [0.0, 0.0];
while !stop.load(Ordering::Relaxed) {
// 100ms timeout lets the loop check the stop flag even when
// the endpoint is silent (WASAPI doesn't signal the event at
// all for pure-silence streams on some driver versions).
if h_event.wait_for_event(100).is_err() {
continue;
}
// Drain all packets available since the last wake — there
// can be several queued if we were preempted.
loop {
if stop.load(Ordering::Relaxed) {
break;
}
let frames_available = match capture_client.get_next_nbr_frames() {
Ok(Some(n)) if n > 0 => n,
Ok(_) => break,
Err(e) => {
eprintln!(
"screen-audio {capture_id}: get_next_nbr_frames: {e:?}"
);
break;
}
};
let bytes_needed =
frames_available as usize * block_align as usize;
let mut raw = vec![0u8; bytes_needed];
if let Err(e) = capture_client.read_from_device(&mut raw) {
eprintln!(
"screen-audio {capture_id}: read_from_device: {e:?}"
);
break;
}
// Decode PCM into interleaved f32 at the device's native
// rate + channel count.
let decoded = decode_pcm(
&raw,
input_channels,
bits_per_sample,
&sample_type,
);
// Channel-fold → 2ch, then resample → 48kHz.
let stereo = to_stereo(&decoded, input_channels);
let out_samples = resample_linear_stereo(
&stereo,
input_rate,
OUTPUT_SAMPLE_RATE,
&mut last_stereo,
);
if out_samples.is_empty() {
continue;
}
// Pack f32s as little-endian bytes then base64. IPC-wise
// this is ~1.3× the raw byte count versus 510× for a
// JSON array of floats, which is the difference between
// "fine" and "wastes a CPU core" at 48kHz stereo.
let mut bytes = Vec::with_capacity(out_samples.len() * 4);
for s in &out_samples {
bytes.extend_from_slice(&s.to_le_bytes());
}
let samples_b64 =
base64::engine::general_purpose::STANDARD.encode(&bytes);
if channel
.send(AudioFramePayload {
capture_id,
sample_rate: OUTPUT_SAMPLE_RATE,
channels: OUTPUT_CHANNELS,
samples_base64: samples_b64,
})
.is_err()
{
// Frontend went away — stop cleanly.
stop.store(true, Ordering::Relaxed);
break;
}
}
}
let _ = audio_client.stop_stream();
Ok(())
}
// Convert a raw WASAPI buffer into interleaved f32 at the device's
// native channel count. Handles the three formats that actually show
// up on Windows render endpoints: f32 (most modern hardware), i16
// (older onboard codecs), and i32 (pro audio interfaces). Anything
// else falls through to zeros so a weird format doesn't crash the
// share — the user will notice silence and can retry.
fn decode_pcm(
raw: &[u8],
channels: u16,
bits_per_sample: u16,
sample_type: &SampleType,
) -> Vec<f32> {
match (sample_type, bits_per_sample) {
(SampleType::Float, 32) => {
let mut out = Vec::with_capacity(raw.len() / 4);
for chunk in raw.chunks_exact(4) {
out.push(f32::from_le_bytes([
chunk[0], chunk[1], chunk[2], chunk[3],
]));
}
out
}
(SampleType::Int, 16) => {
let scale = 1.0_f32 / (i16::MAX as f32);
let mut out = Vec::with_capacity(raw.len() / 2);
for chunk in raw.chunks_exact(2) {
let s = i16::from_le_bytes([chunk[0], chunk[1]]);
out.push(s as f32 * scale);
}
out
}
(SampleType::Int, 32) => {
let scale = 1.0_f32 / (i32::MAX as f32);
let mut out = Vec::with_capacity(raw.len() / 4);
for chunk in raw.chunks_exact(4) {
let s = i32::from_le_bytes([
chunk[0], chunk[1], chunk[2], chunk[3],
]);
out.push(s as f32 * scale);
}
out
}
_ => {
// Unknown format — emit silence of the right frame count
// so downstream math stays correct.
let bytes_per_frame =
(bits_per_sample as usize / 8) * channels as usize;
let frames = if bytes_per_frame == 0 {
0
} else {
raw.len() / bytes_per_frame
};
vec![0.0; frames * channels as usize]
}
}
}
// Down- or up-mix to stereo. Surround layouts fold L+R only (center
// + surrounds get dropped) which is the simplest defensible choice
// for screen-share audio — most content is LR-centric and a proper
// ITU-R BS.775 downmix would pull in matrix coefficients we'd rather
// avoid in v1.
fn to_stereo(interleaved: &[f32], channels: u16) -> Vec<f32> {
if channels == 0 || interleaved.is_empty() {
return Vec::new();
}
if channels == 2 {
return interleaved.to_vec();
}
let ch = channels as usize;
let frames = interleaved.len() / ch;
let mut out = Vec::with_capacity(frames * 2);
if channels == 1 {
for i in 0..frames {
let s = interleaved[i];
out.push(s);
out.push(s);
}
} else {
for i in 0..frames {
let base = i * ch;
out.push(interleaved[base]);
out.push(interleaved[base + 1]);
}
}
out
}
// Linear-interpolation resampler for interleaved stereo f32. Not the
// prettiest option theoretically, but at 44.1→48 the audible
// artefacts stay below threshold for speech + game/music content. The
// `last_stereo` state preserves the final frame across invocations so
// the interpolation at the buffer boundary doesn't produce a click.
fn resample_linear_stereo(
input_stereo: &[f32],
input_rate: u32,
output_rate: u32,
last_stereo: &mut [f32; 2],
) -> Vec<f32> {
if input_stereo.is_empty() {
return Vec::new();
}
if input_rate == output_rate {
last_stereo[0] = input_stereo[input_stereo.len() - 2];
last_stereo[1] = input_stereo[input_stereo.len() - 1];
return input_stereo.to_vec();
}
let ratio = output_rate as f64 / input_rate as f64;
let in_frames = input_stereo.len() / 2;
let out_frames = (in_frames as f64 * ratio).floor() as usize;
if out_frames == 0 {
last_stereo[0] = input_stereo[input_stereo.len() - 2];
last_stereo[1] = input_stereo[input_stereo.len() - 1];
return Vec::new();
}
let mut out = Vec::with_capacity(out_frames * 2);
let prev_l = last_stereo[0];
let prev_r = last_stereo[1];
for i in 0..out_frames {
let src_pos = i as f64 / ratio;
let src_frame = src_pos.floor() as i64;
let frac = (src_pos - src_frame as f64) as f32;
// `src_frame == -1` comes up for the very first output frame
// when ratio > 1 — interpolate against the previous buffer's
// final sample to bridge the two.
let (l0, r0) = if src_frame < 0 {
(prev_l, prev_r)
} else {
let idx = (src_frame as usize).min(in_frames - 1) * 2;
(input_stereo[idx], input_stereo[idx + 1])
};
let next = ((src_frame + 1) as usize).min(in_frames - 1);
let l1 = input_stereo[next * 2];
let r1 = input_stereo[next * 2 + 1];
out.push(l0 + (l1 - l0) * frac);
out.push(r0 + (r1 - r0) * frac);
}
last_stereo[0] = input_stereo[input_stereo.len() - 2];
last_stereo[1] = input_stereo[input_stereo.len() - 1];
out
}
}
@@ -282,14 +282,6 @@ export function ScreenSourcePicker({ open, onClose, onStart }: Props) {
</span>
</label>
</div>
{includeAudio && selectedId && (
<p className="rounded-md border border-amber-500/30 bg-amber-500/10 px-3 py-2 text-[11px] text-amber-700 dark:text-amber-300">
{t('app:call.share_audio_uses_os_picker', {
defaultValue:
'Mit System-Sound fragt der Browser noch einmal nach der Quelle — Video-Direktpfad geht nur ohne Audio.',
})}
</p>
)}
{error && (
<p role="alert" className="text-xs text-rose-600 dark:text-rose-300">
{error}
+107 -13
View File
@@ -80,6 +80,10 @@ import {
NativeCaptureUnavailable,
startNativeCapture,
} from '../lib/screenCapture';
import {
type SystemAudioHandle,
startSystemAudioCapture,
} from '../lib/screenAudio';
import {
clearScreenShareVolumes,
getScreenShareVolume,
@@ -305,6 +309,11 @@ export function CallProvider({ children }: { children: ReactNode }) {
// on the canvas track's 'ended' event. Not kept in React state because
// it never feeds into a render.
const nativeCaptureRef = useRef<NativeCaptureHandle | null>(null);
// Matching handle for the Windows-only WASAPI system-audio capture.
// Lives in lockstep with the video handle above when the user picks
// "Mit System-Sound"; teardown is wired so that stopping either track
// also stops the other, so stale audio can't outlive the video share.
const nativeAudioCaptureRef = useRef<SystemAudioHandle | null>(null);
const roomRef = useRef<Room | null>(null);
// Web Audio graph that mixes live mic + soundboard sources into a single
// published track. Created per call in joinRoom, destroyed in disconnectRoom.
@@ -486,6 +495,11 @@ export function CallProvider({ children }: { children: ReactNode }) {
nativeCaptureRef.current = null;
await h.stop().catch(() => undefined);
}
if (nativeAudioCaptureRef.current) {
const h = nativeAudioCaptureRef.current;
nativeAudioCaptureRef.current = null;
await h.stop().catch(() => undefined);
}
roomRef.current = null;
setRoom(null);
setRemoteParticipants([]);
@@ -1190,24 +1204,25 @@ export function CallProvider({ children }: { children: ReactNode }) {
const sourceId = overrides?.sourceId ?? null;
// Native capture path — tried first when the user came in via our
// custom picker. xcap on the Rust side grabs frames, streams them as
// JPEG over a Tauri channel, and we draw them onto a canvas whose
// captureStream() becomes the MediaStream LiveKit publishes. This
// completely skips the OS picker. Video-only (no system audio yet);
// if the user asked for audio we fall through to the legacy paths
// below so audio still works via getDisplayMedia.
// custom picker. xcap on the Rust side grabs video frames and, on
// Windows with "Mit System-Sound" on, the WASAPI loopback module
// grabs the render endpoint. Both stream over Tauri channels into
// tracks we publish directly to LiveKit — the OS picker never
// appears. If native audio fails on a platform that can't supply
// it (non-Windows v1), we continue with video-only and log; the
// user still gets their direct-video share.
if (!sourceId) {
console.info(
'screen-share: no sourceId supplied by picker, OS picker will open',
);
} else if (settings.includeSystemAudio) {
console.info(
'screen-share: system audio requested — native path unavailable (needs WASAPI/ScreenCaptureKit), OS picker will open',
);
}
if (sourceId && !settings.includeSystemAudio) {
if (sourceId) {
try {
console.info('screen-share: trying native capture path', { sourceId, fps });
console.info('screen-share: trying native capture path', {
sourceId,
fps,
includeSystemAudio: settings.includeSystemAudio,
});
const { Track: LkTrack } = await import('livekit-client');
const maxWidth = ssParams.dims?.width ?? 1920;
const maxHeight = ssParams.dims?.height ?? 1080;
@@ -1228,9 +1243,54 @@ export function CallProvider({ children }: { children: ReactNode }) {
source: LkTrack.Source.ScreenShare,
videoCodec: 'vp9',
});
// Optional native audio. Failure here is non-fatal — the video
// pipeline is already running and bailing out would be worse
// UX than shipping a silent share. The warning surfaces the
// platform gap so the user knows why their audio is missing.
let audioHandle: SystemAudioHandle | null = null;
if (settings.includeSystemAudio) {
try {
audioHandle = await startSystemAudioCapture();
nativeAudioCaptureRef.current = audioHandle;
const audioMst = audioHandle.stream.getAudioTracks()[0];
if (audioMst) {
const audioPub = await lp.publishTrack(audioMst, {
source: LkTrack.Source.ScreenShareAudio,
});
audioMst.addEventListener('ended', () => {
void (async () => {
try {
if (audioPub.track) await lp.unpublishTrack(audioPub.track);
} catch {
/* already unpublished */
}
const active = nativeAudioCaptureRef.current;
if (active && active.captureId === audioHandle!.captureId) {
nativeAudioCaptureRef.current = null;
await active.stop().catch(() => undefined);
}
})();
});
}
} catch (err: unknown) {
console.warn(
'screen-share: native system-audio unavailable, sharing video only',
err instanceof Error ? err.message : err,
);
if (nativeAudioCaptureRef.current) {
await nativeAudioCaptureRef.current.stop().catch(() => undefined);
nativeAudioCaptureRef.current = null;
}
audioHandle = null;
}
}
// Canvas stream 'ended' fires on handle.stop() (we track.stop()
// each track) — chain unpublish + native teardown so one ended
// event cleans everything up regardless of who triggered it.
// Also tear down any paired audio capture so sound can't
// outlive the video share.
videoMst.addEventListener('ended', () => {
void (async () => {
try {
@@ -1243,10 +1303,17 @@ export function CallProvider({ children }: { children: ReactNode }) {
nativeCaptureRef.current = null;
await active.stop().catch(() => undefined);
}
const audioActive = nativeAudioCaptureRef.current;
if (audioActive) {
nativeAudioCaptureRef.current = null;
await audioActive.stop().catch(() => undefined);
}
setIsScreenSharing(false);
})();
});
console.info('screen-share: native capture active');
console.info('screen-share: native capture active', {
audio: audioHandle != null,
});
setIsScreenSharing(true);
return;
} catch (err: unknown) {
@@ -1257,6 +1324,10 @@ export function CallProvider({ children }: { children: ReactNode }) {
await nativeCaptureRef.current.stop().catch(() => undefined);
nativeCaptureRef.current = null;
}
if (nativeAudioCaptureRef.current) {
await nativeAudioCaptureRef.current.stop().catch(() => undefined);
nativeAudioCaptureRef.current = null;
}
console.warn(
'screen-share: native path failed, falling back',
err instanceof Error ? err.message : err,
@@ -1403,6 +1474,15 @@ export function CallProvider({ children }: { children: ReactNode }) {
console.warn('native capture stop failed', err);
}
}
if (nativeAudioCaptureRef.current) {
const h = nativeAudioCaptureRef.current;
nativeAudioCaptureRef.current = null;
try {
await h.stop();
} catch (err: unknown) {
console.warn('native audio capture stop failed', err);
}
}
const r = roomRef.current;
if (!r) return;
const lp = r.localParticipant;
@@ -2284,6 +2364,20 @@ function attachTrack(
if (isScreenShareAudio) {
audio.setAttribute('data-track-source', 'screenshare');
}
// Diagnostic — surfaces source-tag mismatches between SDK versions.
// If a remote participant publishes system-audio but the tag never
// reaches us, `isScreenShareAudio` flips false and the watching
// gate is bypassed; seeing this in the console tells us whether
// the unwanted playback is a gating bug or a tagging mismatch.
console.info('attachTrack:audio', {
participant: participant.identity,
trackSource: track.source,
pubSource: publication.source,
isScreenShareAudio,
watching: participant.identity
? watchingShareUserIdsMirror.has(participant.identity)
: null,
});
if (participant.identity) {
audio.setAttribute('data-participant', participant.identity);
}
+260
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@@ -0,0 +1,260 @@
// Frontend side of the native system-audio pipeline. Pairs with the Rust
// `screen_audio` module: it opens a Tauri Channel, receives interleaved
// f32 stereo samples at 48kHz (base64-encoded), and surfaces them as a
// real `MediaStream` that LiveKit can publish as a `ScreenShareAudio`
// track. An AudioWorklet does the heavy lifting so the render thread is
// never the bottleneck — the main thread just pushes decoded samples
// across a port; the worklet copies them into its output buffer which
// feeds a `MediaStreamDestination`.
//
// Windows-only right now. On other platforms `startSystemAudioCapture`
// throws `SystemAudioUnavailable` and the caller is expected to fall
// back to the browser's getDisplayMedia path.
import { isTauriRuntime } from './globalShortcut';
export interface SystemAudioHandle {
/** Rust-side capture id. Pass to the Rust stop command via `stop()`. */
captureId: number;
/** MediaStream carrying a single audio track at 48kHz stereo. */
stream: MediaStream;
/** Teardown — stops the Rust thread, closes the AudioContext, ends the
* MediaStreamDestination track. Idempotent. */
stop: () => Promise<void>;
}
/** Thrown when the platform can't deliver native system-audio (non-Tauri
* runtime, non-Windows host, WebAudio unavailable, COM init failure). */
export class SystemAudioUnavailable extends Error {
constructor(reason: string) {
super('system audio unavailable: ' + reason);
this.name = 'SystemAudioUnavailable';
}
}
interface AudioFramePayload {
captureId: number;
sampleRate: number;
channels: number;
samplesBase64: string;
}
// AudioWorklet source embedded as a string. The worklet keeps a pair of
// ring buffers (one per channel) that the main thread appends to as
// samples arrive. `process()` drains the ring buffers into the output
// blocks; an underrun emits silence instead of propagating the stall
// upwards (a glitch is better than a freeze for LiveKit's Opus encoder).
//
// The worklet runs at AudioContext sample rate, which we pin to 48kHz via
// the AudioContext constructor. That matches what the Rust side already
// resamples to, so no further rate conversion is needed here.
const WORKLET_SOURCE = `
class LoopbackAudioProcessor extends AudioWorkletProcessor {
constructor() {
super();
// Ring buffer sized for latency, not for "never drop". 300ms hard cap,
// 80ms target — we aim for ~one WASAPI packet of headroom above the
// render quantum and drop excess whenever the producer gets ahead.
// Keeping the target small is the difference between "feels live" and
// "laggy" for screen-share audio.
this.bufferSize = 48000 * 0.3 | 0;
this.targetFrames = 48000 * 0.08 | 0;
this.bufL = new Float32Array(this.bufferSize);
this.bufR = new Float32Array(this.bufferSize);
this.writePos = 0;
this.readPos = 0;
this.available = 0;
this.port.onmessage = (e) => {
const { left, right } = e.data;
const len = left.length;
for (let i = 0; i < len; i++) {
this.bufL[this.writePos] = left[i];
this.bufR[this.writePos] = right[i];
this.writePos = (this.writePos + 1) % this.bufferSize;
if (this.available < this.bufferSize) {
this.available++;
} else {
// Buffer full — advance the read cursor to keep writing.
this.readPos = (this.readPos + 1) % this.bufferSize;
}
}
// Hard cap: if we're this far behind the producer, skip ahead to
// the target latency instead of playing out minutes of stale audio.
// Happens on: AudioContext resume after suspend, tab throttle
// recovery, any hiccup that left samples piling up.
if (this.available > this.targetFrames * 3) {
const drop = this.available - this.targetFrames;
this.readPos = (this.readPos + drop) % this.bufferSize;
this.available -= drop;
}
};
}
process(_inputs, outputs) {
const output = outputs[0];
if (!output || output.length === 0) return true;
const out0 = output[0];
const out1 = output[1] || output[0];
const n = out0.length;
for (let i = 0; i < n; i++) {
if (this.available > 0) {
out0[i] = this.bufL[this.readPos];
if (out1 !== out0) out1[i] = this.bufR[this.readPos];
this.readPos = (this.readPos + 1) % this.bufferSize;
this.available--;
} else {
out0[i] = 0;
if (out1 !== out0) out1[i] = 0;
}
}
return true;
}
}
registerProcessor('screen-audio-loopback', LoopbackAudioProcessor);
`;
let workletModuleUrl: string | null = null;
function getWorkletModuleUrl(): string {
if (workletModuleUrl) return workletModuleUrl;
const blob = new Blob([WORKLET_SOURCE], { type: 'application/javascript' });
workletModuleUrl = URL.createObjectURL(blob);
return workletModuleUrl;
}
export async function startSystemAudioCapture(): Promise<SystemAudioHandle> {
if (!isTauriRuntime()) {
throw new SystemAudioUnavailable('not a tauri runtime');
}
const AudioCtor: typeof AudioContext | undefined =
typeof window !== 'undefined'
? (window.AudioContext ??
(window as unknown as { webkitAudioContext?: typeof AudioContext })
.webkitAudioContext)
: undefined;
if (!AudioCtor) {
throw new SystemAudioUnavailable('WebAudio unavailable');
}
// Pin to 48kHz so the worklet's input rate matches the Rust-side
// output rate. If the OS forces a different rate the constructor
// throws on some browsers; we catch and surface as Unavailable so the
// caller can fall back.
let ctx: AudioContext;
try {
ctx = new AudioCtor({ sampleRate: 48000, latencyHint: 'interactive' });
} catch (err: unknown) {
throw new SystemAudioUnavailable(
err instanceof Error ? err.message : String(err),
);
}
try {
await ctx.audioWorklet.addModule(getWorkletModuleUrl());
} catch (err: unknown) {
await ctx.close().catch(() => undefined);
throw new SystemAudioUnavailable(
'audioWorklet load failed: ' +
(err instanceof Error ? err.message : String(err)),
);
}
const node = new AudioWorkletNode(ctx, 'screen-audio-loopback', {
numberOfInputs: 0,
numberOfOutputs: 1,
outputChannelCount: [2],
});
const dest = ctx.createMediaStreamDestination();
node.connect(dest);
// Kick the AudioContext out of `suspended` before any samples arrive —
// the share is triggered from a user click so autoplay policy allows
// this, and an un-resumed context would buffer everything the Rust
// side produces until the context eventually runs, giving seconds of
// initial latency.
if (ctx.state !== 'running') {
try {
await ctx.resume();
} catch (err: unknown) {
console.warn('system-audio ctx.resume failed', err);
}
}
const { Channel, invoke } = await import('@tauri-apps/api/core');
const channel = new Channel<AudioFramePayload>();
channel.onmessage = (frame: AudioFramePayload) => {
const bytes = base64ToBytes(frame.samplesBase64);
// Re-view the bytes as f32 little-endian. The byteLength is always
// a multiple of 8 (f32 stereo pairs) — if not, drop the trailing
// partial frame rather than risk a truncation artifact.
const sampleCount = Math.floor(bytes.byteLength / 4);
if (sampleCount < 2) return;
const floats = new Float32Array(
bytes.buffer,
bytes.byteOffset,
sampleCount,
);
// Interleaved L/R → deinterleaved for the worklet. Copying out of
// the base64 view also ensures the Float32Arrays we postMessage are
// owned (the underlying buffer is about to be garbage-collected).
const frames = floats.length >> 1;
const left = new Float32Array(frames);
const right = new Float32Array(frames);
for (let i = 0; i < frames; i++) {
left[i] = floats[i * 2] ?? 0;
right[i] = floats[i * 2 + 1] ?? 0;
}
// Transfer the buffers so postMessage is zero-copy.
node.port.postMessage(
{ left, right },
[left.buffer, right.buffer],
);
};
let captureId: number;
try {
captureId = await invoke<number>('start_system_audio_capture', { channel });
} catch (err: unknown) {
node.disconnect();
await ctx.close().catch(() => undefined);
throw new SystemAudioUnavailable(
err instanceof Error ? err.message : String(err),
);
}
const stream = dest.stream;
let stopped = false;
const stop = async (): Promise<void> => {
if (stopped) return;
stopped = true;
try {
await invoke('stop_system_audio_capture', { captureId });
} catch (err: unknown) {
console.warn('stop_system_audio_capture failed', err);
}
try {
node.disconnect();
} catch {
/* already disconnected */
}
for (const track of stream.getTracks()) {
try {
track.stop();
} catch {
/* already stopped */
}
}
await ctx.close().catch(() => undefined);
};
return { captureId, stream, stop };
}
function base64ToBytes(b64: string): Uint8Array {
const bin = atob(b64);
const bytes = new Uint8Array(bin.length);
for (let i = 0; i < bin.length; i++) {
bytes[i] = bin.charCodeAt(i);
}
return bytes;
}