863136aeec
Phase 2 (call detection): CallDetector using CoreAudio per-process mic attribution (anarlog technique) — robust start+stop for Zoom/Teams/Signal/Meet, ignoring our own recording; auto-record toggle. Built; pending live multi-app confirmation by the user. Phase 3 (visual timeline foundation): AppAdapter protocol + SpeakerObservation, TimelineBuilder (hysteresis/overlap/self-merge/aliases), VisualTimeline (schema 1.1), TextRecognizer (Vision OCR), FrameSampler + GridCallAnalyzer (name OCR + saturated-highlight active-speaker attribution), SignalAdapter, VisualObserver (window capture; frames released, never saved; minimized->visual_gap, idle != gap). Synthetic-frame tested; adapter geometry pending real Signal fixtures + live VisualObserver validation. Phase 5 (backend hand-off): SparkControlClient (multipart label-merge, sequential, TLS-skip, 503 Retry-After/413), SessionPackager (chunk plan + WAV slice + timeline slice/rebase), TranscriptAssembler + SpeakersFile, TranscriptPipeline. Validated END-TO-END against the live backend (chunk -> label-merge -> speakers.json). Phase 6 (voiceprints): VoiceprintStore (known_voiceprints, persist named fingerprints, skip Unknown). Wired: 'Send to backend' button + transcript status, auto-send toggle (default off) + self-name setting. All adversarial-review findings fixed. App + XCTest suite build; tests pass.
83 lines
3.7 KiB
Swift
83 lines
3.7 KiB
Swift
import Foundation
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import CoreGraphics
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/// Renders a CGImage to an RGBA8 buffer once, then answers cheap colour queries
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/// over pixel regions. Used to score the active-speaker highlight (a saturated
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/// coloured border/ring) around participant tiles.
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struct FrameSampler {
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let width: Int
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let height: Int
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private let pixels: [UInt8] // RGBA8, row-major, top-left origin
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init?(cgImage: CGImage) {
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let w = cgImage.width, h = cgImage.height
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guard w > 0, h > 0 else { return nil }
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var buffer = [UInt8](repeating: 0, count: w * h * 4)
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let colorSpace = CGColorSpaceCreateDeviceRGB()
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let info = CGImageAlphaInfo.premultipliedLast.rawValue
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guard let ctx = buffer.withUnsafeMutableBytes({ raw -> CGContext? in
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CGContext(data: raw.baseAddress, width: w, height: h, bitsPerComponent: 8,
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bytesPerRow: w * 4, space: colorSpace, bitmapInfo: info)
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}) else { return nil }
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ctx.draw(cgImage, in: CGRect(x: 0, y: 0, width: w, height: h))
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self.width = w
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self.height = h
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self.pixels = buffer
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}
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/// Mean HSV saturation (0…1) over a pixel rect (top-left origin), sampled on a grid.
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func meanSaturation(inPixelRect rect: CGRect, samples: Int = 24) -> Double {
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let x0 = max(0, Int(rect.minX)), x1 = min(width, Int(rect.maxX))
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let y0 = max(0, Int(rect.minY)), y1 = min(height, Int(rect.maxY))
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guard x1 > x0, y1 > y0 else { return 0 }
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let stepX = max(1, (x1 - x0) / samples)
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let stepY = max(1, (y1 - y0) / samples)
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var sum = 0.0, count = 0
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var y = y0
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while y < y1 {
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var x = x0
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while x < x1 {
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let i = (y * width + x) * 4
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let r = Double(pixels[i]), g = Double(pixels[i + 1]), b = Double(pixels[i + 2])
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let mx = max(r, g, b), mn = min(r, g, b)
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sum += mx > 0 ? (mx - mn) / mx : 0
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count += 1
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x += stepX
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}
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y += stepY
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}
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return count > 0 ? sum / Double(count) : 0
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}
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/// Mean saturation of a ring just inside `rect`'s edges (the tile border),
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/// excluding the interior — that's where the speaking highlight lives.
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func borderSaturation(inPixelRect rect: CGRect, thicknessFraction: Double = 0.12) -> Double {
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let t = max(2.0, min(rect.width, rect.height) * thicknessFraction)
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let top = CGRect(x: rect.minX, y: rect.minY, width: rect.width, height: t)
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let bottom = CGRect(x: rect.minX, y: rect.maxY - t, width: rect.width, height: t)
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let left = CGRect(x: rect.minX, y: rect.minY, width: t, height: rect.height)
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let right = CGRect(x: rect.maxX - t, y: rect.minY, width: t, height: rect.height)
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return [top, bottom, left, right].map { meanSaturation(inPixelRect: $0) }.max() ?? 0
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}
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/// Grid-sampled pixel positions (top-left origin) that are strongly saturated
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/// AND bright enough to be a UI highlight — i.e. the speaking ring/border.
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func saturatedPoints(threshold: Double = 0.5, minBrightness: Double = 60, gridStep: Int = 6) -> [CGPoint] {
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var points: [CGPoint] = []
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var y = 0
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while y < height {
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var x = 0
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while x < width {
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let i = (y * width + x) * 4
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let r = Double(pixels[i]), g = Double(pixels[i + 1]), b = Double(pixels[i + 2])
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let mx = max(r, g, b), mn = min(r, g, b)
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let sat = mx > 0 ? (mx - mn) / mx : 0
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if sat > threshold && mx > minBrightness { points.append(CGPoint(x: x, y: y)) }
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x += gridStep
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}
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y += gridStep
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}
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return points
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}
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}
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