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.
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@@ -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
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// attached to window. Read via DeepDrftAudio.isReady().
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let ready = false;
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// .NET interop type
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interface DotNetObjectReference {
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invokeMethodAsync(methodName: string, ...args: unknown[]): Promise<unknown>;
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@@ -204,18 +208,12 @@ const DeepDrftAudio = {
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return { success: false, error: 'Player not found' };
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},
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// Legacy compatibility - these may not be needed but kept for safety
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initializeBufferedPlayer: (_playerId: string): AudioResult => {
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return { success: true }; // No-op for streaming mode
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},
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appendAudioBlock: (_playerId: string, _audioBlock: Uint8Array): AudioResult => {
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return { success: true }; // No-op - use processStreamingChunk instead
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},
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finalizeAudioBuffer: async (_playerId: string): Promise<AudioResult & { duration?: number }> => {
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return { success: true }; // No-op for streaming mode
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}
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// Readiness probe — true once this module has finished executing and the API
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// is attached to window. Blazor polls this before the first interop call so a
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// slow WASM boot / cache miss does not surface as a generic init failure.
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// Exposed as a method because Blazor JS interop invokes functions, not bare
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// properties.
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isReady: (): boolean => ready
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};
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// Expose to window
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@@ -226,5 +224,8 @@ declare global {
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}
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window.DeepDrftAudio = DeepDrftAudio;
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// Flip ready last so a poller that sees isReady() === true is guaranteed the
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// whole surface is attached and callable.
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ready = true;
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export { DeepDrftAudio };
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@@ -1,250 +0,0 @@
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/**
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* AudioBufferManager - Encapsulates all audio buffer storage and scheduling logic.
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*
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* Responsibilities:
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* - Store decoded AudioBuffers (retained for pause/resume/seek)
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* - Track playback position
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* - Schedule buffers for playback from any position
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* - Handle pause/resume without losing audio data
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*/
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export interface ScheduledBuffer {
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source: AudioBufferSourceNode;
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startTime: number; // AudioContext time when this buffer starts
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duration: number; // Duration of this buffer
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bufferIndex: number; // Index in decodedBuffers array
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}
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export class AudioBufferManager {
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private decodedBuffers: AudioBuffer[] = [];
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private scheduledSources: ScheduledBuffer[] = [];
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private audioContext: AudioContext;
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private gainNode: GainNode;
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// Playback state
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private playbackStartTime: number = 0; // AudioContext.currentTime when playback started
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private playbackStartPosition: number = 0; // Position in audio (seconds) where playback started
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private nextScheduleIndex: number = 0; // Next buffer index to schedule during streaming
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private nextScheduleTime: number = 0; // AudioContext time for next buffer
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// Callbacks
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public onBufferEnded: (() => void) | null = null;
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public onAllBuffersPlayed: (() => void) | null = null;
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constructor(audioContext: AudioContext, gainNode: GainNode) {
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this.audioContext = audioContext;
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this.gainNode = gainNode;
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}
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/**
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* Add a newly decoded buffer to storage
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*/
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addBuffer(buffer: AudioBuffer): void {
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this.decodedBuffers.push(buffer);
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console.log(`📦 Buffer added: index=${this.decodedBuffers.length - 1}, duration=${buffer.duration.toFixed(3)}s, total=${this.getTotalDuration().toFixed(3)}s`);
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}
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/**
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* Get total duration of all stored buffers
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*/
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getTotalDuration(): number {
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return this.decodedBuffers.reduce((sum, b) => sum + b.duration, 0);
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}
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/**
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* Get number of stored buffers
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*/
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getBufferCount(): number {
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return this.decodedBuffers.length;
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}
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/**
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* Get current playback position in seconds
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*/
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getCurrentPosition(): number {
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if (this.playbackStartTime === 0) {
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return this.playbackStartPosition;
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}
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const elapsed = this.audioContext.currentTime - this.playbackStartTime;
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return this.playbackStartPosition + elapsed;
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}
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/**
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* Schedule playback from a specific position (used for play, resume, seek)
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*/
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scheduleFromPosition(position: number): void {
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// Stop any currently scheduled sources
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this.stopAllScheduled();
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// Find which buffer contains this position
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let accumulatedTime = 0;
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let startBufferIndex = 0;
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let offsetInBuffer = 0;
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for (let i = 0; i < this.decodedBuffers.length; i++) {
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const bufferDuration = this.decodedBuffers[i].duration;
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if (accumulatedTime + bufferDuration > position) {
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startBufferIndex = i;
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offsetInBuffer = position - accumulatedTime;
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break;
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}
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accumulatedTime += bufferDuration;
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startBufferIndex = i + 1;
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}
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console.log(`🎯 Scheduling from position ${position.toFixed(3)}s: buffer[${startBufferIndex}] offset=${offsetInBuffer.toFixed(3)}s`);
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// Record playback start reference
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this.playbackStartPosition = position;
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this.playbackStartTime = this.audioContext.currentTime;
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this.nextScheduleTime = this.audioContext.currentTime + 0.01; // Small lookahead
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// Schedule buffers starting from the found position
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this.scheduleBuffersFrom(startBufferIndex, offsetInBuffer);
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}
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/**
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* Schedule pending buffers during live streaming (called when new buffers arrive)
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*/
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schedulePendingBuffers(): void {
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if (this.nextScheduleIndex >= this.decodedBuffers.length) {
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return; // No new buffers to schedule
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}
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// If this is the first scheduling, initialize timing
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if (this.nextScheduleTime === 0) {
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this.nextScheduleTime = this.audioContext.currentTime + 0.01;
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}
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this.scheduleBuffersFrom(this.nextScheduleIndex, 0);
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}
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/**
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* Internal: Schedule buffers starting from a specific index
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*/
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private scheduleBuffersFrom(startIndex: number, offsetInFirstBuffer: number): void {
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const lookaheadTarget = 0.5; // Schedule up to 500ms ahead
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for (let i = startIndex; i < this.decodedBuffers.length; i++) {
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const buffer = this.decodedBuffers[i];
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const isFirstBuffer = (i === startIndex && offsetInFirstBuffer > 0);
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const offset = isFirstBuffer ? offsetInFirstBuffer : 0;
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const duration = buffer.duration - offset;
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// Create and configure source
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const source = this.audioContext.createBufferSource();
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source.buffer = buffer;
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source.connect(this.gainNode);
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// Set up ended callback
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const bufferIndex = i;
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source.onended = () => this.handleBufferEnded(bufferIndex);
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// Schedule the source
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source.start(this.nextScheduleTime, offset);
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// Track the scheduled source
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this.scheduledSources.push({
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source,
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startTime: this.nextScheduleTime,
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duration,
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bufferIndex: i
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});
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console.log(`🎵 Scheduled buffer[${i}]: start=${this.nextScheduleTime.toFixed(3)}s, offset=${offset.toFixed(3)}s, duration=${duration.toFixed(3)}s`);
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// Update timing for next buffer
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this.nextScheduleTime += duration;
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this.nextScheduleIndex = i + 1;
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// Check if we have enough lookahead
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const lookahead = this.nextScheduleTime - this.audioContext.currentTime;
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if (lookahead > lookaheadTarget) {
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console.log(`📋 Sufficient lookahead: ${(lookahead * 1000).toFixed(0)}ms`);
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break;
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}
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}
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}
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/**
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* Handle a buffer finishing playback
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*/
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private handleBufferEnded(bufferIndex: number): void {
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// Remove from scheduled list
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this.scheduledSources = this.scheduledSources.filter(s => s.bufferIndex !== bufferIndex);
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this.onBufferEnded?.();
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// Check if all buffers have finished
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if (this.scheduledSources.length === 0 && this.nextScheduleIndex >= this.decodedBuffers.length) {
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console.log(`✓ All buffers played`);
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this.onAllBuffersPlayed?.();
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}
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}
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/**
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* Stop all scheduled sources (for pause/stop)
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*/
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stopAllScheduled(): void {
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for (const scheduled of this.scheduledSources) {
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try {
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scheduled.source.stop();
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} catch (e) {
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// Source may already be stopped
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}
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}
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this.scheduledSources = [];
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console.log(`⏹️ Stopped all scheduled sources`);
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}
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/**
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* Pause playback - saves position and stops sources
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*/
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pause(): number {
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const position = this.getCurrentPosition();
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this.stopAllScheduled();
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this.playbackStartPosition = position;
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this.playbackStartTime = 0;
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console.log(`⏸️ Paused at ${position.toFixed(3)}s`);
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return position;
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}
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/**
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* Reset to beginning (for stop)
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*/
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resetToStart(): void {
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this.stopAllScheduled();
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this.playbackStartPosition = 0;
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this.playbackStartTime = 0;
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this.nextScheduleIndex = 0;
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this.nextScheduleTime = 0;
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console.log(`⏮️ Reset to start`);
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}
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/**
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* Full reset - clears all buffers (for unload/new track)
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*/
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clear(): void {
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this.stopAllScheduled();
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this.decodedBuffers = [];
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this.playbackStartPosition = 0;
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this.playbackStartTime = 0;
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this.nextScheduleIndex = 0;
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this.nextScheduleTime = 0;
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console.log(`🗑️ Buffer manager cleared`);
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}
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/**
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* Check if we have any buffers
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*/
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hasBuffers(): boolean {
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return this.decodedBuffers.length > 0;
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}
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/**
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* Check if we have enough buffers to start playback
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*/
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hasMinimumBuffers(minCount: number): boolean {
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return this.decodedBuffers.length >= minCount;
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}
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}
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@@ -1,14 +0,0 @@
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/**
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* webaudio.ts - Legacy entry point for Blazor Audio Interop
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*
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* This file now delegates to the SOLID audio architecture in ./audio/
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* All functionality is provided by the new modular classes:
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* - AudioContextManager: Web Audio API context and routing
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* - StreamDecoder: WAV parsing and decoding
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* - PlaybackScheduler: Buffer storage and playback scheduling
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* - AudioPlayer: Main orchestrator
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*/
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// Re-export from the new SOLID architecture
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export { DeepDrftAudio } from './audio/index.js';
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export { AudioPlayer, AudioResult, StreamingResult, AudioState } from './audio/AudioPlayer.js';
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