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