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* AudioPool - Object pooling for audio instances
* Reduces memory allocation overhead for frequently played sounds
*/
export interface PoolStatistics {
readonly available: number;
readonly inUse: number;
readonly total: number;
readonly acquisitions: number;
readonly releases: number;
readonly created: number;
}
export interface PoolConfig {
readonly initialSize?: number;
readonly maxSize?: number;
readonly autoExpand?: boolean;
}
/**
* Generic object pool implementation
*/
export class ObjectPool<T> {
private available: T[] = [];
private inUse = new Set<T>();
private acquisitionCount = 0;
private releaseCount = 0;
private createdCount = 0;
constructor(
private readonly factory: () => T,
private readonly reset: (obj: T) => void,
private readonly config: Required<PoolConfig> = {
initialSize: 10,
maxSize: 100,
autoExpand: true,
}
) {
// Pre-populate pool
for (let i = 0; i < config.initialSize; i++) {
this.available.push(this.createObject());
}
}
/**
* Acquire an object from the pool
*/
acquire(): T | null {
this.acquisitionCount++;
let obj = this.available.pop();
if (!obj) {
// Pool is empty
if (this.config.autoExpand && this.canExpand()) {
obj = this.createObject();
} else {
console.warn("Pool exhausted and cannot expand");
return null;
}
}
this.inUse.add(obj);
return obj;
}
/**
* Release an object back to the pool
*/
release(obj: T): void {
if (!this.inUse.has(obj)) {
console.warn("Attempted to release object not in use");
return;
}
this.releaseCount++;
this.reset(obj);
this.inUse.delete(obj);
this.available.push(obj);
}
/**
* Release all objects back to the pool
* Resets all in-use objects and returns them to the available pool
*/
releaseAll(): void {
this.inUse.forEach((obj) => {
this.releaseCount++;
this.reset(obj);
this.available.push(obj);
});
this.inUse.clear();
}
/**
* Get pool statistics
*/
getStatistics(): PoolStatistics {
return {
available: this.available.length,
inUse: this.inUse.size,
total: this.available.length + this.inUse.size,
acquisitions: this.acquisitionCount,
releases: this.releaseCount,
created: this.createdCount,
};
}
/**
* Clear the pool and dispose all objects
*/
clear(): void {
this.available = [];
this.inUse.clear();
}
private createObject(): T {
this.createdCount++;
return this.factory();
}
private canExpand(): boolean {
const total = this.available.length + this.inUse.size;
return total < this.config.maxSize;
}
}
/**
* Specialized audio pool for HTMLAudioElement instances
*/
export class AudioElementPool {
private pools: Map<string, ObjectPool<HTMLAudioElement>> = new Map();
private defaultConfig: Required<PoolConfig> = {
initialSize: 5,
maxSize: 20,
autoExpand: true,
};
/**
* Create a pool for a specific audio asset
*/
createPool(
assetId: string,
audioSrc: string,
config?: PoolConfig
): ObjectPool<HTMLAudioElement> {
const existingPool = this.pools.get(assetId);
if (existingPool) {
return existingPool;
}
const poolConfig = { ...this.defaultConfig, ...config };
const pool = new ObjectPool<HTMLAudioElement>(
() => {
const audio = new Audio(audioSrc);
audio.preload = "auto";
audio.load();
return audio;
},
(audio) => {
audio.pause();
audio.currentTime = 0;
},
poolConfig
);
this.pools.set(assetId, pool);
return pool;
}
/**
* Get pool for an asset (creates if doesn't exist)
*/
getPool(assetId: string): ObjectPool<HTMLAudioElement> | undefined {
return this.pools.get(assetId);
}
/**
* Acquire audio element from pool
*/
acquire(assetId: string): HTMLAudioElement | null {
const pool = this.pools.get(assetId);
if (!pool) {
console.warn(`No pool exists for asset: ${assetId}`);
return null;
}
return pool.acquire();
}
/**
* Release audio element back to pool
*/
release(assetId: string, audio: HTMLAudioElement): void {
const pool = this.pools.get(assetId);
if (!pool) {
console.warn(`No pool exists for asset: ${assetId}`);
return;
}
pool.release(audio);
}
/**
* Release all audio elements in all pools
*/
releaseAll(): void {
this.pools.forEach((pool) => pool.releaseAll());
}
/**
* Get statistics for a specific pool
*/
getPoolStatistics(assetId: string): PoolStatistics | undefined {
const pool = this.pools.get(assetId);
return pool?.getStatistics();
}
/**
* Get statistics for all pools
*/
getAllStatistics(): Map<string, PoolStatistics> {
const stats = new Map<string, PoolStatistics>();
this.pools.forEach((pool, assetId) => {
stats.set(assetId, pool.getStatistics());
});
return stats;
}
/**
* Remove a pool and dispose its resources
* @param assetId - The ID of the asset whose pool should be removed
* @returns true if the pool existed and was removed, false if no pool was found for the asset
*/
removePool(assetId: string): boolean {
const pool = this.pools.get(assetId);
if (pool) {
pool.clear();
this.pools.delete(assetId);
return true;
}
return false;
}
/**
* Clear all pools
*/
clearAll(): void {
this.pools.forEach((pool) => pool.clear());
this.pools.clear();
}
/**
* Check if pool exists for asset
*/
hasPool(assetId: string): boolean {
return this.pools.has(assetId);
}
/**
* Get total number of pools
*/
getPoolCount(): number {
return this.pools.size;
}
}
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