mirror of
https://github.com/jeffvli/feishin.git
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479 lines
16 KiB
TypeScript
479 lines
16 KiB
TypeScript
import type { Dispatch } from 'react';
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import type ReactPlayer from 'react-player';
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import { useCallback, useEffect, useRef, useState } from 'react';
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import {
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WebPlayerEngine,
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WebPlayerEngineHandle,
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} from '/@/renderer/features/player/audio-player/engine/web-player-engine';
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import { useMainPlayerListener } from '/@/renderer/features/player/audio-player/hooks/use-main-player-listener';
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import { usePlayerEvents } from '/@/renderer/features/player/audio-player/hooks/use-player-events';
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import { PlayerOnProgressProps } from '/@/renderer/features/player/audio-player/types';
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import {
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usePlayerActions,
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usePlayerData,
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usePlayerMuted,
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usePlayerProperties,
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usePlayerVolume,
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} from '/@/renderer/store';
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import { CrossfadeStyle, PlayerStatus, PlayerStyle } from '/@/shared/types/types';
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const PLAY_PAUSE_FADE_DURATION = 300;
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const PLAY_PAUSE_FADE_INTERVAL = 10;
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export function WebPlayer() {
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const playerRef = useRef<null | WebPlayerEngineHandle>(null);
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const { num, player1, player2, status } = usePlayerData();
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const { mediaAutoNext, setTimestamp } = usePlayerActions();
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const { crossfadeDuration, crossfadeStyle, speed, transitionType } = usePlayerProperties();
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const isMuted = usePlayerMuted();
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const volume = usePlayerVolume();
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const [localPlayerStatus, setLocalPlayerStatus] = useState<PlayerStatus>(status);
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const [isTransitioning, setIsTransitioning] = useState<boolean | string>(false);
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const fadeAndSetStatus = useCallback(
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async (startVolume: number, endVolume: number, duration: number, status: PlayerStatus) => {
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if (isTransitioning) {
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return setLocalPlayerStatus(status);
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}
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const steps = duration / PLAY_PAUSE_FADE_INTERVAL;
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const volumeStep = (endVolume - startVolume) / steps;
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let currentStep = 0;
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const promise = new Promise((resolve) => {
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const interval = setInterval(() => {
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currentStep++;
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const newVolume = startVolume + volumeStep * currentStep;
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playerRef.current?.setVolume(newVolume);
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if (currentStep >= steps) {
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clearInterval(interval);
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setIsTransitioning(false);
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resolve(true);
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}
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}, PLAY_PAUSE_FADE_INTERVAL);
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});
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if (status === PlayerStatus.PAUSED) {
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await promise;
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setLocalPlayerStatus(status);
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} else if (status === PlayerStatus.PLAYING) {
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setLocalPlayerStatus(status);
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await promise;
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}
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},
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[isTransitioning],
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);
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const onProgressPlayer1 = useCallback(
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(e: PlayerOnProgressProps) => {
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if (!playerRef.current?.player1()) {
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return;
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}
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switch (transitionType) {
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case PlayerStyle.CROSSFADE:
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crossfadeHandler({
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crossfadeDuration: crossfadeDuration,
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crossfadeStyle,
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currentPlayer: playerRef.current.player1(),
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currentPlayerNum: num,
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currentTime: e.playedSeconds,
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duration: getDuration(playerRef.current.player1().ref),
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isTransitioning,
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nextPlayer: playerRef.current.player2(),
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playerNum: 1,
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setIsTransitioning,
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volume,
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});
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break;
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case PlayerStyle.GAPLESS:
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gaplessHandler({
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currentTime: e.playedSeconds,
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duration: getDuration(playerRef.current.player1().ref),
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isFlac: false,
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isTransitioning,
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nextPlayer: playerRef.current.player2(),
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setIsTransitioning,
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});
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break;
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}
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},
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[crossfadeDuration, crossfadeStyle, isTransitioning, num, transitionType, volume],
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);
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const onProgressPlayer2 = useCallback(
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(e: PlayerOnProgressProps) => {
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if (!playerRef.current?.player2()) {
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return;
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}
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switch (transitionType) {
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case PlayerStyle.CROSSFADE:
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crossfadeHandler({
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crossfadeDuration: crossfadeDuration,
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crossfadeStyle,
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currentPlayer: playerRef.current.player2(),
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currentPlayerNum: num,
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currentTime: e.playedSeconds,
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duration: getDuration(playerRef.current.player2().ref),
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isTransitioning,
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nextPlayer: playerRef.current.player1(),
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playerNum: 2,
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setIsTransitioning,
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volume,
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});
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break;
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case PlayerStyle.GAPLESS:
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gaplessHandler({
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currentTime: e.playedSeconds,
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duration: getDuration(playerRef.current.player2().ref),
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isFlac: false,
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isTransitioning,
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nextPlayer: playerRef.current.player1(),
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setIsTransitioning,
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});
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break;
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}
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},
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[crossfadeDuration, crossfadeStyle, isTransitioning, num, transitionType, volume],
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);
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const handleOnEndedPlayer1 = useCallback(() => {
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const promise = new Promise((resolve) => {
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mediaAutoNext();
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resolve(true);
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});
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promise.then(() => {
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playerRef.current?.player1()?.ref?.getInternalPlayer().pause();
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playerRef.current?.setVolume(volume);
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setIsTransitioning(false);
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});
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}, [mediaAutoNext, volume]);
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const handleOnEndedPlayer2 = useCallback(() => {
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const promise = new Promise((resolve) => {
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mediaAutoNext();
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resolve(true);
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});
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promise.then(() => {
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playerRef.current?.player2()?.ref?.getInternalPlayer().pause();
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playerRef.current?.setVolume(volume);
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setIsTransitioning(false);
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});
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}, [mediaAutoNext, volume]);
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usePlayerEvents(
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{
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onPlayerSeekToTimestamp: (properties) => {
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const timestamp = properties.timestamp;
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// Reset transition state if seeking during a crossfade transition
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if (isTransitioning && transitionType === PlayerStyle.CROSSFADE) {
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setIsTransitioning(false);
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if (num === 1) {
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playerRef.current?.player1()?.setVolume(volume);
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playerRef.current?.player2()?.setVolume(0);
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playerRef.current?.player2()?.ref?.getInternalPlayer()?.pause();
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} else {
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playerRef.current?.player2()?.setVolume(volume);
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playerRef.current?.player1()?.setVolume(0);
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playerRef.current?.player1()?.ref?.getInternalPlayer()?.pause();
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}
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}
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if (num === 1) {
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playerRef.current?.player1()?.ref?.seekTo(timestamp);
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} else {
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playerRef.current?.player2()?.ref?.seekTo(timestamp);
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}
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},
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onPlayerStatus: async (properties) => {
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const status = properties.status;
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// Reset crossfade transition if paused during a crossfade transition
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if (
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status === PlayerStatus.PAUSED &&
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isTransitioning &&
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transitionType === PlayerStyle.CROSSFADE
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) {
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setIsTransitioning(false);
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if (num === 1) {
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playerRef.current?.player1()?.setVolume(volume);
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playerRef.current?.player2()?.setVolume(0);
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playerRef.current?.player2()?.ref?.getInternalPlayer()?.pause();
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} else {
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playerRef.current?.player2()?.setVolume(volume);
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playerRef.current?.player1()?.setVolume(0);
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playerRef.current?.player1()?.ref?.getInternalPlayer()?.pause();
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}
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}
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if (status === PlayerStatus.PAUSED) {
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fadeAndSetStatus(volume, 0, PLAY_PAUSE_FADE_DURATION, PlayerStatus.PAUSED);
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} else if (status === PlayerStatus.PLAYING) {
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fadeAndSetStatus(0, volume, PLAY_PAUSE_FADE_DURATION, PlayerStatus.PLAYING);
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}
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},
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onPlayerVolume: (properties) => {
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const volume = properties.volume;
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playerRef.current?.setVolume(volume);
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},
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},
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[volume, num, isTransitioning, transitionType],
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);
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useEffect(() => {
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if (localPlayerStatus !== PlayerStatus.PLAYING) {
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return;
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}
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const interval = setInterval(() => {
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const activePlayer =
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num === 1 ? playerRef.current?.player1() : playerRef.current?.player2();
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const internalPlayer =
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activePlayer?.ref?.getInternalPlayer() as HTMLAudioElement | null;
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if (!internalPlayer) {
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return;
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}
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const currentTime = internalPlayer.currentTime;
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if (
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transitionType === PlayerStyle.CROSSFADE ||
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transitionType === PlayerStyle.GAPLESS
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) {
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setTimestamp(Number(currentTime.toFixed(0)));
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}
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}, 500);
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return () => clearInterval(interval);
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}, [localPlayerStatus, num, setTimestamp, transitionType]);
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useMainPlayerListener();
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return (
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<WebPlayerEngine
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isMuted={isMuted}
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isTransitioning={Boolean(isTransitioning)}
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onEndedPlayer1={handleOnEndedPlayer1}
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onEndedPlayer2={handleOnEndedPlayer2}
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onProgressPlayer1={onProgressPlayer1}
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onProgressPlayer2={onProgressPlayer2}
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playerNum={num}
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playerRef={playerRef}
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playerStatus={localPlayerStatus}
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speed={speed}
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src1={player1?.streamUrl}
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src2={player2?.streamUrl}
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volume={volume}
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/>
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);
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}
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function crossfadeHandler(args: {
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crossfadeDuration: number;
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crossfadeStyle: CrossfadeStyle;
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currentPlayer: {
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ref: null | ReactPlayer;
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setVolume: (volume: number) => void;
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};
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currentPlayerNum: number;
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currentTime: number;
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duration: number;
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isTransitioning: boolean | string;
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nextPlayer: {
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ref: null | ReactPlayer;
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setVolume: (volume: number) => void;
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};
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playerNum: number;
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setIsTransitioning: Dispatch<boolean | string>;
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volume: number;
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}) {
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const {
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crossfadeDuration,
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crossfadeStyle,
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currentPlayer,
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currentPlayerNum,
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currentTime,
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duration,
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isTransitioning,
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nextPlayer,
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playerNum,
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setIsTransitioning,
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volume,
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} = args;
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const player = `player${playerNum}`;
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if (!isTransitioning) {
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if (currentTime > duration - crossfadeDuration) {
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nextPlayer.setVolume(0);
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nextPlayer.ref?.getInternalPlayer().play();
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return setIsTransitioning(player);
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}
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return;
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}
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if (isTransitioning !== player && currentPlayerNum !== playerNum) {
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return;
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}
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const timeLeft = duration - currentTime;
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const progress = (crossfadeDuration - timeLeft) / crossfadeDuration;
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const { easeIn, easeOut } = getCrossfadeEasing(crossfadeStyle);
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const easedProgressOut = easeOut(progress);
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const easedProgressIn = easeIn(progress);
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const currentPlayerVolume = (1 - easedProgressOut) * volume;
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const nextPlayerVolume = easedProgressIn * volume;
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// Set volumes for both players
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currentPlayer.setVolume(currentPlayerVolume);
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nextPlayer.setVolume(nextPlayerVolume);
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}
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/**
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* Equal power easing - maintains constant power during crossfade
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* Fade in: sin(π/2 * t)
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* Fade out: 1 - cos(π/2 * t) so that (1 - result) = cos(π/2 * t)
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*/
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function equalPowerEaseIn(t: number): number {
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const clampedT = Math.max(0, Math.min(1, t));
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return Math.sin((Math.PI / 2) * clampedT);
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}
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function equalPowerEaseOut(t: number): number {
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const clampedT = Math.max(0, Math.min(1, t));
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return 1 - Math.cos((Math.PI / 2) * clampedT);
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}
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/**
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* Exponential easing - natural exponential decay/rise
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* Fade in: 1 - exp(-k * t) where k controls the curve steepness
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* Fade out: exp(-k * t) normalized to go from 1 to 0
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*/
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function exponentialEaseIn(t: number): number {
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const clampedT = Math.max(0, Math.min(1, t));
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const k = 5;
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return 1 - Math.exp(-k * clampedT);
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}
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function exponentialEaseOut(t: number): number {
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const clampedT = Math.max(0, Math.min(1, t));
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const k = 5;
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// Exponential decay: exp(-k * t) goes from 1 (at t=0) to exp(-k) (at t=1)
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// Normalize to go from 1 to 0
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const startValue = Math.exp(0); // = 1
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const endValue = Math.exp(-k);
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return (Math.exp(-k * clampedT) - endValue) / (startValue - endValue);
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}
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function gaplessHandler(args: {
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currentTime: number;
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duration: number;
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isFlac: boolean;
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isTransitioning: boolean | string;
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nextPlayer: {
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ref: null | ReactPlayer;
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setVolume: (volume: number) => void;
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};
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setIsTransitioning: Dispatch<boolean | string>;
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}) {
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const { currentTime, duration, isFlac, isTransitioning, nextPlayer, setIsTransitioning } = args;
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if (!isTransitioning) {
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if (currentTime > duration - 2) {
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return setIsTransitioning(true);
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}
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return null;
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}
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const durationPadding = getDurationPadding(isFlac);
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if (currentTime + durationPadding >= duration) {
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return nextPlayer.ref
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?.getInternalPlayer()
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?.play()
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.catch(() => {});
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}
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return null;
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}
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function getCrossfadeEasing(style: CrossfadeStyle): {
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easeIn: (t: number) => number;
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easeOut: (t: number) => number;
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} {
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switch (style) {
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case CrossfadeStyle.EQUAL_POWER:
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return {
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easeIn: equalPowerEaseIn,
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easeOut: equalPowerEaseOut,
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};
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case CrossfadeStyle.EXPONENTIAL:
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return {
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easeIn: exponentialEaseIn,
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easeOut: exponentialEaseOut,
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};
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case CrossfadeStyle.LINEAR:
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return {
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easeIn: linearEase,
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easeOut: linearEase,
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};
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case CrossfadeStyle.S_CURVE:
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return {
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easeIn: sCurveEase,
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easeOut: sCurveEase,
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};
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// Default to equal power for other styles
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default:
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return {
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easeIn: equalPowerEaseIn,
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easeOut: equalPowerEaseOut,
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};
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}
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}
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function getDuration(ref: null | ReactPlayer | undefined) {
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return ref?.getInternalPlayer()?.duration || 0;
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}
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function getDurationPadding(isFlac: boolean) {
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switch (isFlac) {
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case false:
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return 0.116;
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case true:
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return 0.065;
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}
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}
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/**
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* Linear easing - simple linear interpolation
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*/
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function linearEase(t: number): number {
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return Math.max(0, Math.min(1, t));
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}
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/**
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* S-Curve easing (smoothstep) - smooth S-shaped curve
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* Uses smoothstep function: t²(3 - 2t)
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*/
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function sCurveEase(t: number): number {
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const clampedT = Math.max(0, Math.min(1, t));
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return clampedT * clampedT * (3 - 2 * clampedT);
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}
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