.reset();
      });

      function base64ToFloat32AudioData(base64String) {
        const byteCharacters = atob(base64String);
        const byteArray = [];

        for (let i = 0; i < byteCharacters.length; i++) {
          byteArray.push(byteCharacters.charCodeAt(i));
        }

        const audioChunks = new Uint8Array(byteArray);

        // Convert Uint8Array (which contains 16-bit PCM) to Float32Array
        const length = audioChunks.length / 2; // 16-bit audio, so 2 bytes per sample
        cons