fix: enable player controls on load, clear track selection on stop and end-of-track
Add StateChanged multicast event to IPlayerService so AudioPlayerBar and TracksView re-render themselves without relying on the IsFixed cascade re-render path. Clear _selectedTrack in TracksView when IsLoaded drops (stop, unload, end-of-track). Set IsLoaded=false in OnPlaybackEndCallback so end-of-track triggers the same clear path. Add JS-module readiness probe in AudioInteropService; delete dead TS and buffered C# path; consolidate GetPlayIcon/FormatTime helpers; fix misleading minimize dock icon.
This commit is contained in:
@@ -2,8 +2,8 @@
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{
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<div class="minimized-dock d-flex align-center justify-center"
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@onclick="@ToggleMinimized">
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<MudIconButton Icon="@GetPlayIcon()"
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Color="Color.Primary"
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<MudIconButton Icon="@Icons.Material.Filled.ExpandLess"
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Color="Color.Primary"
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Size="Size.Large"
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Class="minimized-button"
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OnClick="@ToggleMinimized"/>
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@@ -15,6 +15,7 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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private double _seekPosition = 0;
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private bool _isDesktop = true;
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private Guid _viewportSubscriptionId;
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private IStreamingPlayerService? _subscribedService;
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private bool IsLoaded => PlayerService?.IsLoaded ?? false;
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private bool IsLoading => PlayerService?.IsLoading ?? false;
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@@ -42,14 +43,23 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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{
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// PlayerService is cascaded by AudioPlayerProvider; once it arrives,
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// wire our track-selection handler. The provider owns OnStateChanged —
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// we intentionally do NOT wrap or replace it. Re-renders propagate
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// from the provider via the standard Blazor child render path.
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if (PlayerService != null)
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// we intentionally do NOT wrap or replace it. Because the cascade is
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// IsFixed, the provider's re-render does NOT reliably re-render this bar
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// (it has no incoming parameters that change), so we subscribe to the
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// multicast StateChanged side-channel to re-render ourselves.
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if (PlayerService != null && !ReferenceEquals(PlayerService, _subscribedService))
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{
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if (_subscribedService != null)
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_subscribedService.StateChanged -= OnPlayerStateChanged;
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PlayerService.OnTrackSelected = new EventCallback(this, Expand);
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PlayerService.StateChanged += OnPlayerStateChanged;
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_subscribedService = PlayerService;
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}
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}
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private void OnPlayerStateChanged() => InvokeAsync(StateHasChanged);
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private async Task Expand()
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{
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if (_isMinimized)
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@@ -58,11 +68,6 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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StateHasChanged();
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}
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}
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private static string FormatTime(double seconds)
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{
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var timeSpan = TimeSpan.FromSeconds(seconds);
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return timeSpan.ToString(timeSpan.TotalHours >= 1 ? @"h\:mm\:ss" : @"m\:ss");
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}
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private async Task TogglePlayPause()
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{
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@@ -127,11 +132,6 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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}
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}
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private string GetPlayIcon()
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{
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return IsPlaying ? Icons.Material.Filled.Pause : Icons.Material.Filled.PlayArrow;
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}
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protected override async Task OnAfterRenderAsync(bool firstRender)
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{
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if (firstRender)
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@@ -156,6 +156,11 @@ public partial class AudioPlayerBar : ComponentBase, IAsyncDisposable
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public async ValueTask DisposeAsync()
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{
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if (_subscribedService != null)
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{
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_subscribedService.StateChanged -= OnPlayerStateChanged;
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_subscribedService = null;
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}
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await BrowserViewportService.UnsubscribeAsync(_viewportSubscriptionId);
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}
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}
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@@ -6,21 +6,51 @@ using Models.Common;
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namespace DeepDrftPublic.Client.Pages;
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public partial class TracksView : ComponentBase
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public partial class TracksView : ComponentBase, IDisposable
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{
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[Inject] public required TracksViewModel ViewModel { get; set; }
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[CascadingParameter] public required IStreamingPlayerService PlayerService { get; set; }
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private TrackDto? _selectedTrack = null;
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private int _clickCount = 0;
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private string _lifecycleStatus = "Not initialized";
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private IStreamingPlayerService? _subscribedService;
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protected override async Task OnInitializedAsync()
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{
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_lifecycleStatus = "OnInitializedAsync called";
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await SetPage(1);
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}
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protected override void OnParametersSet()
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{
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// The Stop/Close buttons on the player bar reset the player directly,
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// bypassing PlayTrack — so the gallery's selection must follow player
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// state rather than only its own clicks. Subscribe to the multicast
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// side-channel (the cascade is IsFixed, so provider re-renders don't
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// reach us) and clear the highlight when nothing is loaded.
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if (PlayerService != null && !ReferenceEquals(PlayerService, _subscribedService))
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{
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if (_subscribedService != null)
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_subscribedService.StateChanged -= OnPlayerStateChanged;
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PlayerService.StateChanged += OnPlayerStateChanged;
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_subscribedService = PlayerService;
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}
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}
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private void OnPlayerStateChanged()
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{
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// Sync the gallery selection to the player. When the player is no longer
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// loaded (stopped/closed/ended) drop the highlight; guard against a
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// redundant re-render when nothing actually changed.
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if (!PlayerService.IsLoaded && _selectedTrack != null)
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{
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_selectedTrack = null;
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InvokeAsync(StateHasChanged);
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}
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}
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protected override async Task OnAfterRenderAsync(bool firstRender)
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{
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if (firstRender)
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@@ -62,4 +92,13 @@ public partial class TracksView : ComponentBase
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_selectedTrack = track;
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}
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public void Dispose()
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{
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if (_subscribedService != null)
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{
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_subscribedService.StateChanged -= OnPlayerStateChanged;
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_subscribedService = null;
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}
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}
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}
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@@ -16,6 +16,15 @@ public class AudioInteropService : IAsyncDisposable
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{
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try
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{
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if (!await WaitForModuleReadyAsync())
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{
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return new AudioOperationResult
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{
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Success = false,
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Error = "Audio engine failed to load (timed out waiting for DeepDrftAudio module)."
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};
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}
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var result = await _jsRuntime.InvokeAsync<AudioOperationResult>("DeepDrftAudio.createPlayer", playerId);
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return result;
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}
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@@ -25,19 +34,34 @@ public class AudioInteropService : IAsyncDisposable
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}
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}
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public async Task<AudioOperationResult> InitializeBufferedPlayerAsync(string playerId)
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// The audio engine is loaded as an ES module via a deferred `import(...)` in
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// App.razor, so on a slow WASM boot or cache miss it may not have executed by
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// the time the first track is selected. Poll its readiness probe (tolerating
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// the window before `window.DeepDrftAudio` even exists, when the call throws)
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// up to a short timeout before the first interop call.
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private async Task<bool> WaitForModuleReadyAsync()
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{
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return await InvokeJsAsync<AudioOperationResult>("DeepDrftAudio.initializeBufferedPlayer", playerId);
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}
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const int timeoutMs = 5000;
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const int pollIntervalMs = 50;
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var elapsed = 0;
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public async Task<AudioOperationResult> AppendAudioBlockAsync(string playerId, byte[] audioBlock)
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{
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return await InvokeJsAsync<AudioOperationResult>("DeepDrftAudio.appendAudioBlock", playerId, audioBlock);
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}
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while (elapsed < timeoutMs)
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{
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try
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{
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if (await _jsRuntime.InvokeAsync<bool>("DeepDrftAudio.isReady"))
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return true;
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}
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catch
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{
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// window.DeepDrftAudio not attached yet — keep polling until timeout.
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}
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public async Task<AudioLoadResult> FinalizeAudioBufferAsync(string playerId)
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{
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return await InvokeJsAsync<AudioLoadResult>("DeepDrftAudio.finalizeAudioBuffer", playerId);
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await Task.Delay(pollIntervalMs);
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elapsed += pollIntervalMs;
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}
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return false;
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}
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// Streaming methods
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@@ -238,8 +262,6 @@ public class AudioInteropService : IAsyncDisposable
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{
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if (typeof(T) == typeof(AudioOperationResult))
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return (T)(object)new AudioOperationResult { Success = false, Error = ex.Message };
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if (typeof(T) == typeof(AudioLoadResult))
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return (T)(object)new AudioLoadResult { Success = false, Error = ex.Message };
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if (typeof(T) == typeof(StreamingResult))
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return (T)(object)new StreamingResult { Success = false, Error = ex.Message };
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if (typeof(T) == typeof(SeekResult))
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@@ -331,14 +353,6 @@ public class SeekResult : AudioOperationResult
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public long ByteOffset { get; set; }
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}
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public class AudioLoadResult : AudioOperationResult
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{
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public double Duration { get; set; }
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public int SampleRate { get; set; }
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public int NumberOfChannels { get; set; }
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public double LoadProgress { get; set; }
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}
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public class StreamingResult : AudioOperationResult
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{
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public bool CanStartStreaming { get; set; }
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@@ -2,7 +2,6 @@ using DeepDrftModels.DTOs;
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using DeepDrftPublic.Client.Clients;
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using Microsoft.AspNetCore.Components;
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using NetBlocks.Models;
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using System.Buffers;
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namespace DeepDrftPublic.Client.Services;
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@@ -38,6 +37,9 @@ public abstract class AudioPlayerService : IPlayerService, IAsyncDisposable
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public EventCallback? OnStateChanged { get; set; }
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public EventCallback? OnTrackSelected { get; set; }
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/// <inheritdoc />
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public event Action? StateChanged;
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protected AudioPlayerService(AudioInteropService audioInterop, TrackMediaClient trackMediaClient)
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{
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_audioInterop = audioInterop;
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@@ -74,134 +76,16 @@ public abstract class AudioPlayerService : IPlayerService, IAsyncDisposable
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}
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}
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public virtual async Task SelectTrack(TrackDto track)
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{
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await EnsureInitializedAsync();
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await NotifyStateChanged();
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if (OnTrackSelected.HasValue)
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await OnTrackSelected.Value.InvokeAsync();
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await LoadTrack(track);
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await NotifyStateChanged();
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}
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private async Task LoadTrack(TrackDto track)
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{
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try
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{
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if (IsLoading) return;
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if (IsPlaying || IsPaused)
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{
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await Unload();
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}
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// Reset state to indicate loading has started
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ErrorMessage = null;
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LoadProgress = 0;
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IsLoaded = false;
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IsLoading = true;
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Duration = null;
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CurrentTime = 0;
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await NotifyStateChanged();
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var loadResult = await _audioInterop.InitializeBufferedPlayerAsync(PlayerId);
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if (loadResult?.Success != true)
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{
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ErrorMessage = $"Failed to initialize audio buffer: {loadResult?.Error ?? "Unknown error"}";
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return;
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}
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var mediaResult = await _trackMediaClient.GetTrackMedia(track.EntryKey);
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if (!mediaResult.Success)
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{
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ErrorMessage = mediaResult.GetMessage();
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return;
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}
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if (mediaResult.Value == null)
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{
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ErrorMessage = "No audio returned from server";
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return;
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}
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TrackMediaResponse audio = mediaResult.Value;
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await StreamAudio(audio);
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}
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catch (Exception ex)
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{
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ErrorMessage = $"Error loading audio: {ex.Message}";
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LoadProgress = 0;
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IsLoaded = false;
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}
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finally
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{
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IsLoading = false;
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await NotifyStateChanged();
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}
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}
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private async Task StreamAudio(TrackMediaResponse audio)
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{
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const int bufferSize = 32 * 1024;
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var rentedBuffer = ArrayPool<byte>.Shared.Rent(bufferSize);
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try
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{
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long totalBytesRead = 0;
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int currentBytes;
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do
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{
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currentBytes = await audio.Stream.ReadAsync(rentedBuffer, 0, bufferSize);
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if (currentBytes > 0)
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{
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totalBytesRead += currentBytes;
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// Slice to actual bytes read before sending to interop
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var chunk = rentedBuffer[..currentBytes];
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var appendResult = await _audioInterop.AppendAudioBlockAsync(PlayerId, chunk);
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if (!appendResult.Success)
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{
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throw new Exception($"Failed to append audio block: {appendResult.Error}");
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}
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if (audio.ContentLength > 0)
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{
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LoadProgress = Math.Min(1.0, (double)totalBytesRead / audio.ContentLength);
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await NotifyStateChanged();
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}
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}
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} while (currentBytes > 0);
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var finalizeResult = await _audioInterop.FinalizeAudioBufferAsync(PlayerId);
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if (!finalizeResult.Success)
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{
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throw new Exception($"Failed to finalize audio buffer: {finalizeResult.Error}");
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}
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Duration = finalizeResult.Duration;
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LoadProgress = 1.0;
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IsLoaded = true;
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ErrorMessage = null;
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await NotifyStateChanged();
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}
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catch (Exception ex)
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{
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ErrorMessage = $"Error streaming audio: {ex.Message}";
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LoadProgress = 0;
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IsLoaded = false;
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await NotifyStateChanged();
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throw;
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}
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finally
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{
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ArrayPool<byte>.Shared.Return(rentedBuffer);
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}
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}
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/// <summary>
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/// Selecting a track is only supported through the streaming path. The former
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/// base buffered implementation drove JS no-ops (<c>initializeBufferedPlayer</c> /
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/// <c>appendAudioBlock</c> / <c>finalizeAudioBuffer</c>) and silently played
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/// silence. Subclasses must override with a real load path (see
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/// <see cref="StreamingAudioPlayerService.SelectTrack"/>).
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/// </summary>
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public virtual Task SelectTrack(TrackDto track) =>
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throw new NotSupportedException(
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"The base buffered player path is not implemented. Use a streaming player (SelectTrackStreaming).");
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|
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public async Task TogglePlayPause()
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{
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@@ -377,7 +261,9 @@ public abstract class AudioPlayerService : IPlayerService, IAsyncDisposable
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{
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IsPlaying = false;
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IsPaused = false;
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IsLoaded = false;
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CurrentTime = 0;
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Duration = null;
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await NotifyStateChanged();
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}
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@@ -394,6 +280,7 @@ public abstract class AudioPlayerService : IPlayerService, IAsyncDisposable
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{
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if (OnStateChanged.HasValue)
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await OnStateChanged.Value.InvokeAsync();
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StateChanged?.Invoke();
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}
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protected async Task NotifyTrackSelected()
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|
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@@ -22,6 +22,16 @@ public interface IPlayerService
|
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// Events for UI updates
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EventCallback? OnStateChanged { get; set; }
|
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EventCallback? OnTrackSelected { get; set; }
|
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|
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/// <summary>
|
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/// Multicast side-channel for state changes. The provider owns the single
|
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/// <see cref="OnStateChanged"/> EventCallback (it drives the provider re-render);
|
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/// cascade consumers that read state directly off this service — and so are not
|
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/// re-rendered by the provider's render when the cascade is <c>IsFixed</c> —
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/// subscribe here to re-render themselves. Fires on the same cadence as
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||||
/// <see cref="OnStateChanged"/> (throttled to ~10/s during streaming).
|
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/// </summary>
|
||||
event Action? StateChanged;
|
||||
|
||||
// Control methods
|
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Task InitializeAsync();
|
||||
|
||||
@@ -7,6 +7,10 @@ import { AudioPlayer, AudioResult, StreamingResult, AudioState } from './AudioPl
|
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// Player instances by ID
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const audioPlayers = new Map<string, AudioPlayer>();
|
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|
||||
// Readiness state, flipped true at the end of module execution once the API is
|
||||
// attached to window. Read via DeepDrftAudio.isReady().
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let ready = false;
|
||||
|
||||
// .NET interop type
|
||||
interface DotNetObjectReference {
|
||||
invokeMethodAsync(methodName: string, ...args: unknown[]): Promise<unknown>;
|
||||
@@ -204,18 +208,12 @@ const DeepDrftAudio = {
|
||||
return { success: false, error: 'Player not found' };
|
||||
},
|
||||
|
||||
// Legacy compatibility - these may not be needed but kept for safety
|
||||
initializeBufferedPlayer: (_playerId: string): AudioResult => {
|
||||
return { success: true }; // No-op for streaming mode
|
||||
},
|
||||
|
||||
appendAudioBlock: (_playerId: string, _audioBlock: Uint8Array): AudioResult => {
|
||||
return { success: true }; // No-op - use processStreamingChunk instead
|
||||
},
|
||||
|
||||
finalizeAudioBuffer: async (_playerId: string): Promise<AudioResult & { duration?: number }> => {
|
||||
return { success: true }; // No-op for streaming mode
|
||||
}
|
||||
// Readiness probe — true once this module has finished executing and the API
|
||||
// is attached to window. Blazor polls this before the first interop call so a
|
||||
// slow WASM boot / cache miss does not surface as a generic init failure.
|
||||
// Exposed as a method because Blazor JS interop invokes functions, not bare
|
||||
// properties.
|
||||
isReady: (): boolean => ready
|
||||
};
|
||||
|
||||
// Expose to window
|
||||
@@ -226,5 +224,8 @@ declare global {
|
||||
}
|
||||
|
||||
window.DeepDrftAudio = DeepDrftAudio;
|
||||
// Flip ready last so a poller that sees isReady() === true is guaranteed the
|
||||
// whole surface is attached and callable.
|
||||
ready = true;
|
||||
|
||||
export { DeepDrftAudio };
|
||||
|
||||
@@ -1,250 +0,0 @@
|
||||
/**
|
||||
* AudioBufferManager - Encapsulates all audio buffer storage and scheduling logic.
|
||||
*
|
||||
* Responsibilities:
|
||||
* - Store decoded AudioBuffers (retained for pause/resume/seek)
|
||||
* - Track playback position
|
||||
* - Schedule buffers for playback from any position
|
||||
* - Handle pause/resume without losing audio data
|
||||
*/
|
||||
|
||||
export interface ScheduledBuffer {
|
||||
source: AudioBufferSourceNode;
|
||||
startTime: number; // AudioContext time when this buffer starts
|
||||
duration: number; // Duration of this buffer
|
||||
bufferIndex: number; // Index in decodedBuffers array
|
||||
}
|
||||
|
||||
export class AudioBufferManager {
|
||||
private decodedBuffers: AudioBuffer[] = [];
|
||||
private scheduledSources: ScheduledBuffer[] = [];
|
||||
private audioContext: AudioContext;
|
||||
private gainNode: GainNode;
|
||||
|
||||
// Playback state
|
||||
private playbackStartTime: number = 0; // AudioContext.currentTime when playback started
|
||||
private playbackStartPosition: number = 0; // Position in audio (seconds) where playback started
|
||||
private nextScheduleIndex: number = 0; // Next buffer index to schedule during streaming
|
||||
private nextScheduleTime: number = 0; // AudioContext time for next buffer
|
||||
|
||||
// Callbacks
|
||||
public onBufferEnded: (() => void) | null = null;
|
||||
public onAllBuffersPlayed: (() => void) | null = null;
|
||||
|
||||
constructor(audioContext: AudioContext, gainNode: GainNode) {
|
||||
this.audioContext = audioContext;
|
||||
this.gainNode = gainNode;
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a newly decoded buffer to storage
|
||||
*/
|
||||
addBuffer(buffer: AudioBuffer): void {
|
||||
this.decodedBuffers.push(buffer);
|
||||
console.log(`📦 Buffer added: index=${this.decodedBuffers.length - 1}, duration=${buffer.duration.toFixed(3)}s, total=${this.getTotalDuration().toFixed(3)}s`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get total duration of all stored buffers
|
||||
*/
|
||||
getTotalDuration(): number {
|
||||
return this.decodedBuffers.reduce((sum, b) => sum + b.duration, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get number of stored buffers
|
||||
*/
|
||||
getBufferCount(): number {
|
||||
return this.decodedBuffers.length;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get current playback position in seconds
|
||||
*/
|
||||
getCurrentPosition(): number {
|
||||
if (this.playbackStartTime === 0) {
|
||||
return this.playbackStartPosition;
|
||||
}
|
||||
const elapsed = this.audioContext.currentTime - this.playbackStartTime;
|
||||
return this.playbackStartPosition + elapsed;
|
||||
}
|
||||
|
||||
/**
|
||||
* Schedule playback from a specific position (used for play, resume, seek)
|
||||
*/
|
||||
scheduleFromPosition(position: number): void {
|
||||
// Stop any currently scheduled sources
|
||||
this.stopAllScheduled();
|
||||
|
||||
// Find which buffer contains this position
|
||||
let accumulatedTime = 0;
|
||||
let startBufferIndex = 0;
|
||||
let offsetInBuffer = 0;
|
||||
|
||||
for (let i = 0; i < this.decodedBuffers.length; i++) {
|
||||
const bufferDuration = this.decodedBuffers[i].duration;
|
||||
if (accumulatedTime + bufferDuration > position) {
|
||||
startBufferIndex = i;
|
||||
offsetInBuffer = position - accumulatedTime;
|
||||
break;
|
||||
}
|
||||
accumulatedTime += bufferDuration;
|
||||
startBufferIndex = i + 1;
|
||||
}
|
||||
|
||||
console.log(`🎯 Scheduling from position ${position.toFixed(3)}s: buffer[${startBufferIndex}] offset=${offsetInBuffer.toFixed(3)}s`);
|
||||
|
||||
// Record playback start reference
|
||||
this.playbackStartPosition = position;
|
||||
this.playbackStartTime = this.audioContext.currentTime;
|
||||
this.nextScheduleTime = this.audioContext.currentTime + 0.01; // Small lookahead
|
||||
|
||||
// Schedule buffers starting from the found position
|
||||
this.scheduleBuffersFrom(startBufferIndex, offsetInBuffer);
|
||||
}
|
||||
|
||||
/**
|
||||
* Schedule pending buffers during live streaming (called when new buffers arrive)
|
||||
*/
|
||||
schedulePendingBuffers(): void {
|
||||
if (this.nextScheduleIndex >= this.decodedBuffers.length) {
|
||||
return; // No new buffers to schedule
|
||||
}
|
||||
|
||||
// If this is the first scheduling, initialize timing
|
||||
if (this.nextScheduleTime === 0) {
|
||||
this.nextScheduleTime = this.audioContext.currentTime + 0.01;
|
||||
}
|
||||
|
||||
this.scheduleBuffersFrom(this.nextScheduleIndex, 0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Internal: Schedule buffers starting from a specific index
|
||||
*/
|
||||
private scheduleBuffersFrom(startIndex: number, offsetInFirstBuffer: number): void {
|
||||
const lookaheadTarget = 0.5; // Schedule up to 500ms ahead
|
||||
|
||||
for (let i = startIndex; i < this.decodedBuffers.length; i++) {
|
||||
const buffer = this.decodedBuffers[i];
|
||||
const isFirstBuffer = (i === startIndex && offsetInFirstBuffer > 0);
|
||||
const offset = isFirstBuffer ? offsetInFirstBuffer : 0;
|
||||
const duration = buffer.duration - offset;
|
||||
|
||||
// Create and configure source
|
||||
const source = this.audioContext.createBufferSource();
|
||||
source.buffer = buffer;
|
||||
source.connect(this.gainNode);
|
||||
|
||||
// Set up ended callback
|
||||
const bufferIndex = i;
|
||||
source.onended = () => this.handleBufferEnded(bufferIndex);
|
||||
|
||||
// Schedule the source
|
||||
source.start(this.nextScheduleTime, offset);
|
||||
|
||||
// Track the scheduled source
|
||||
this.scheduledSources.push({
|
||||
source,
|
||||
startTime: this.nextScheduleTime,
|
||||
duration,
|
||||
bufferIndex: i
|
||||
});
|
||||
|
||||
console.log(`🎵 Scheduled buffer[${i}]: start=${this.nextScheduleTime.toFixed(3)}s, offset=${offset.toFixed(3)}s, duration=${duration.toFixed(3)}s`);
|
||||
|
||||
// Update timing for next buffer
|
||||
this.nextScheduleTime += duration;
|
||||
this.nextScheduleIndex = i + 1;
|
||||
|
||||
// Check if we have enough lookahead
|
||||
const lookahead = this.nextScheduleTime - this.audioContext.currentTime;
|
||||
if (lookahead > lookaheadTarget) {
|
||||
console.log(`📋 Sufficient lookahead: ${(lookahead * 1000).toFixed(0)}ms`);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle a buffer finishing playback
|
||||
*/
|
||||
private handleBufferEnded(bufferIndex: number): void {
|
||||
// Remove from scheduled list
|
||||
this.scheduledSources = this.scheduledSources.filter(s => s.bufferIndex !== bufferIndex);
|
||||
|
||||
this.onBufferEnded?.();
|
||||
|
||||
// Check if all buffers have finished
|
||||
if (this.scheduledSources.length === 0 && this.nextScheduleIndex >= this.decodedBuffers.length) {
|
||||
console.log(`✓ All buffers played`);
|
||||
this.onAllBuffersPlayed?.();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Stop all scheduled sources (for pause/stop)
|
||||
*/
|
||||
stopAllScheduled(): void {
|
||||
for (const scheduled of this.scheduledSources) {
|
||||
try {
|
||||
scheduled.source.stop();
|
||||
} catch (e) {
|
||||
// Source may already be stopped
|
||||
}
|
||||
}
|
||||
this.scheduledSources = [];
|
||||
console.log(`⏹️ Stopped all scheduled sources`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Pause playback - saves position and stops sources
|
||||
*/
|
||||
pause(): number {
|
||||
const position = this.getCurrentPosition();
|
||||
this.stopAllScheduled();
|
||||
this.playbackStartPosition = position;
|
||||
this.playbackStartTime = 0;
|
||||
console.log(`⏸️ Paused at ${position.toFixed(3)}s`);
|
||||
return position;
|
||||
}
|
||||
|
||||
/**
|
||||
* Reset to beginning (for stop)
|
||||
*/
|
||||
resetToStart(): void {
|
||||
this.stopAllScheduled();
|
||||
this.playbackStartPosition = 0;
|
||||
this.playbackStartTime = 0;
|
||||
this.nextScheduleIndex = 0;
|
||||
this.nextScheduleTime = 0;
|
||||
console.log(`⏮️ Reset to start`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Full reset - clears all buffers (for unload/new track)
|
||||
*/
|
||||
clear(): void {
|
||||
this.stopAllScheduled();
|
||||
this.decodedBuffers = [];
|
||||
this.playbackStartPosition = 0;
|
||||
this.playbackStartTime = 0;
|
||||
this.nextScheduleIndex = 0;
|
||||
this.nextScheduleTime = 0;
|
||||
console.log(`🗑️ Buffer manager cleared`);
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if we have any buffers
|
||||
*/
|
||||
hasBuffers(): boolean {
|
||||
return this.decodedBuffers.length > 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if we have enough buffers to start playback
|
||||
*/
|
||||
hasMinimumBuffers(minCount: number): boolean {
|
||||
return this.decodedBuffers.length >= minCount;
|
||||
}
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
/**
|
||||
* webaudio.ts - Legacy entry point for Blazor Audio Interop
|
||||
*
|
||||
* This file now delegates to the SOLID audio architecture in ./audio/
|
||||
* All functionality is provided by the new modular classes:
|
||||
* - AudioContextManager: Web Audio API context and routing
|
||||
* - StreamDecoder: WAV parsing and decoding
|
||||
* - PlaybackScheduler: Buffer storage and playback scheduling
|
||||
* - AudioPlayer: Main orchestrator
|
||||
*/
|
||||
|
||||
// Re-export from the new SOLID architecture
|
||||
export { DeepDrftAudio } from './audio/index.js';
|
||||
export { AudioPlayer, AudioResult, StreamingResult, AudioState } from './audio/AudioPlayer.js';
|
||||
Reference in New Issue
Block a user