Files
Epicnabbo-Catalogus-Updated…/src/app/admin/sounds/trax-player.tsx
T
openhands 41be6835bf Add missing admin action files and navigation links
- Add 11 missing server action files: badges, bulk-users, catalog, catalog-bc, catalog-items, import-badges, import-furni, multi-account-detect, permissions, rooms, soundtracks
- Add missing admin navigation links: tickets, sounds, translations, import, radio sub-pages
- Add translation keys for all new navigation items
2026-07-11 12:01:05 +02:00

242 lines
7.1 KiB
TypeScript

'use client'
/**
* Plays an Arcturus Trax composition by scheduling each sample on the
* Web Audio API timeline.
*
* Format recap (see `@/lib/services/soundtracks`):
* channelN:sample_id,ticks;sample_id,ticks;…:channelM:…
* Each tick = 2 seconds. Channels play in parallel.
*
* We fetch each unique `sound_machine_sample_{id}.mp3`, decode it once,
* then schedule AudioBufferSourceNode instances at `tickOffset * 2`
* seconds relative to the master start time. Samples that end before
* their tick slot simply fall silent until the next event — the slot
* acts as an upper bound, not a forced loop.
*/
import { Loader2, Play, Square } from 'lucide-react'
import { useCallback, useEffect, useRef, useState } from 'react'
import { toast } from 'sonner'
import { Button } from '@/components/ui/button'
import { TRAX_TICK_SECONDS, type TraxChannel } from '@/lib/trax-format'
const TICK_SECONDS = TRAX_TICK_SECONDS
// Module-level registry so only one TraxPlayer plays at a time.
// When a new player starts, the previous one's stop() is invoked.
// `activeOwner` identifies the player via a stable object ref so each
// instance can tell "am I the current one?" without closing over callbacks.
let activeOwner: object | null = null
let activeStop: (() => void) | null = null
interface TraxPlayerProps {
channels: TraxChannel[]
/** URL prefix to prepend to `sound_machine_sample_{id}.mp3`. */
baseUrl: string
/** Expected total length in seconds (used for the progress bar). */
expectedLength: number
}
type Status = 'idle' | 'loading' | 'ready' | 'playing' | 'error'
export function TraxPlayer({ channels, baseUrl, expectedLength }: TraxPlayerProps) {
const [status, setStatus] = useState<Status>('idle')
const [loaded, setLoaded] = useState(0)
const [totalSamples, setTotalSamples] = useState(0)
const [progress, setProgress] = useState(0)
const ctxRef = useRef<AudioContext | null>(null)
const buffersRef = useRef<Map<number, AudioBuffer>>(new Map())
const sourcesRef = useRef<AudioBufferSourceNode[]>([])
const startTimeRef = useRef(0)
const rafRef = useRef<number | null>(null)
// Unique sample IDs referenced by the track (skip silence).
const uniqueIds = Array.from(
new Set(channels.flatMap((c) => c.events.map((e) => e.sampleId))),
).filter((id) => id > 0)
// Stable self-marker used to identify this instance in the module registry.
const selfRef = useRef<object>({})
const stop = useCallback(() => {
for (const src of sourcesRef.current) {
try {
src.stop()
} catch {
/* already stopped */
}
}
sourcesRef.current = []
if (rafRef.current !== null) {
cancelAnimationFrame(rafRef.current)
rafRef.current = null
}
setStatus((prev) => (prev === 'playing' ? 'ready' : prev))
setProgress(0)
if (activeOwner === selfRef.current) {
activeOwner = null
activeStop = null
}
}, [])
useEffect(() => {
return () => {
stop()
ctxRef.current?.close()
ctxRef.current = null
}
}, [stop])
async function loadBuffers(): Promise<void> {
setStatus('loading')
setTotalSamples(uniqueIds.length)
setLoaded(0)
const AudioCtor = window.AudioContext
if (!AudioCtor) {
toast.error('Web Audio API non supportata da questo browser.')
setStatus('error')
return
}
const ctx = ctxRef.current ?? new AudioCtor()
ctxRef.current = ctx
const buffers = buffersRef.current
let done = 0
let failed = 0
await Promise.all(
uniqueIds.map(async (id) => {
if (buffers.has(id)) {
done++
setLoaded(done)
return
}
try {
const url = `${baseUrl}sound_machine_sample_${id}.mp3`
const res = await fetch(url)
if (!res.ok) throw new Error(`HTTP ${res.status}`)
const arr = await res.arrayBuffer()
const buf = await ctx.decodeAudioData(arr)
buffers.set(id, buf)
} catch (err) {
failed++
console.warn(`[trax] failed to load sample ${id}:`, err)
} finally {
done++
setLoaded(done)
}
}),
)
if (failed > 0) {
toast.warning(
`${failed}/${uniqueIds.length} sample non caricati — la riproduzione potrebbe avere buchi.`,
)
}
if (failed === uniqueIds.length) {
setStatus('error')
return
}
setStatus('ready')
}
async function play() {
// Stop any other TraxPlayer currently playing.
if (activeOwner && activeOwner !== selfRef.current) {
activeStop?.()
}
if (status !== 'ready') {
await loadBuffers()
}
const ctx = ctxRef.current
if (!ctx) return
if (ctx.state === 'suspended') await ctx.resume()
stop() // just in case
const buffers = buffersRef.current
const start = ctx.currentTime + 0.05 // tiny head-start
startTimeRef.current = start
const scheduled: AudioBufferSourceNode[] = []
for (const ch of channels) {
let t = 0 // ticks from channel start
for (const ev of ch.events) {
if (ev.sampleId > 0) {
const buf = buffers.get(ev.sampleId)
if (buf) {
const src = ctx.createBufferSource()
src.buffer = buf
src.connect(ctx.destination)
const when = start + t * TICK_SECONDS
const maxDur = ev.ticks * TICK_SECONDS
src.start(when, 0, Math.min(buf.duration, maxDur))
scheduled.push(src)
}
}
t += ev.ticks
}
}
sourcesRef.current = scheduled
setStatus('playing')
activeOwner = selfRef.current
activeStop = stop
// Progress tick.
const totalSec = Math.max(
expectedLength,
...channels.map((c) => c.events.reduce((s, e) => s + e.ticks, 0) * TICK_SECONDS),
)
const tick = () => {
const elapsed = ctxRef.current ? ctxRef.current.currentTime - startTimeRef.current : 0
const pct = totalSec > 0 ? Math.min(100, (elapsed / totalSec) * 100) : 0
setProgress(pct)
if (elapsed >= totalSec) {
stop()
return
}
rafRef.current = requestAnimationFrame(tick)
}
rafRef.current = requestAnimationFrame(tick)
}
const isBusy = status === 'loading'
const isPlaying = status === 'playing'
return (
<div className="flex items-center gap-2 w-full">
{isPlaying ? (
<Button size="sm" variant="outline" onClick={stop}>
<Square className="h-3 w-3 mr-1 fill-current" />
Stop
</Button>
) : (
<Button size="sm" onClick={play} disabled={isBusy || uniqueIds.length === 0}>
{isBusy ? (
<>
<Loader2 className="h-3 w-3 mr-1 animate-spin" />
{loaded}/{totalSamples}
</>
) : (
<>
<Play className="h-3 w-3 mr-1 fill-current" />
Play Trax
</>
)}
</Button>
)}
{isPlaying && (
<div className="flex-1 h-2 rounded bg-muted overflow-hidden">
<div
className="h-full bg-primary transition-[width] duration-100"
style={{ width: `${progress}%` }}
/>
</div>
)}
</div>
)
}