"Unleash the power of the Web Audio API by releasing

Currently, I am utilizing the WEB Audio API within a Webapp to render an Audio Signal. However, I have encountered an issue where Chrome's RAM usage gradually increases as it loads an audio file every second. Unfortunately, I am unsure of how to release buffers/sounds that are no longer needed.

Is there a way to address this problem either through my JavaScript program or by adjusting Chrome properties?

Below is the code snippet:

loadSounds(this, {
    buffer: this.url
});

function loadSounds(obj, soundMap, callback) {
    // Convert to arrays
    var names = [];
    var paths = [];

    for (var name in soundMap) {
        var path = soundMap[name];
        names.push(name);
        paths.push(path);
    }

    bufferLoader = new BufferLoader(context, paths, function(bufferList) {
        for (var i = 0; i < bufferList.length; i++) {
            var buffer = bufferList[i];
            var name = names[i];
            obj[name] = buffer;
        }
        if (callback) {
            callback();
        }
    });
    bufferLoader.load();
}
function BufferLoader(context, urlList, callback) {
    this.context = context;
    this.urlList = urlList;
    this.onload = callback;
    this.bufferList = bufferListG;
    this.loadCount = 0;
}
BufferLoader.prototype.load = function() {
    for (var i = 0; i < this.urlList.length; ++i)
        this.loadBuffer(this.urlList[i], i);
};
BufferLoader.prototype.loadBuffer = function(url, index) {
    // Load buffer asynchronously
    var request = new XMLHttpRequest();
    request.open("GET", url, true);
    request.responseType = "arraybuffer";

    var loader = this;

    request.onload = function() {
        // Decode audio file data asynchronously 
        loader.context.decodeAudioData(
            request.response,
            function(buffer) {
                if (!buffer) {
                    alert('error decoding file data: ' + url);
                    return;
                }
                loader.bufferList[index] = buffer;
                if (++loader.loadCount == loader.urlList.length)
                    loader.onload(loader.bufferList);
            },
            function(error) {
                console.error('decodeAudioData error', error);
            }
        );
    }

    request.onerror = function() {
        alert('BufferLoader: XHR error');
    }

    request.send();
};

Answer №1

When decoding audio data in this portion of your code, a new AudioBuffer Object is generated each time. These objects are then added to the array <code>loader.bufferList[index] = buffer;. Subsequently, the buffers are assigned to a Map with the URL serving as the key: obj[name] = buffer;

The sizeable AudioBuffers retained in the array may not be subject to garbage collection, contributing significantly to memory usage due to their storage of decoded audio content.

While the XHR responses in request.response should be automatically managed for garbage collection based on your existing code, they would have minimal impact on memory consumption particularly when dealing with compressed file formats (e.g., mp3).

To ensure proper garbage collection of the AudioBuffer objects, it is advisable to remove them from the sound Map once they are no longer required.

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