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@@ -1,97 +1,148 @@
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// js/pattern_state.js
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import * as Tone from "https://esm.sh/tone";
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import { appState } from "../state.js";
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import { DEFAULT_VOLUME, DEFAULT_PAN } from "../config.js";
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import { getAudioContext, getMainGainNode } from "../audio.js";
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import { renderPatternEditor } from "./pattern_ui.js";
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import { getMainGainNode } from "../audio.js";
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import { getTotalSteps } from "../utils.js";
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const initialState = {
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tracks: [],
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activeTrackId: null,
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activePatternIndex: 0,
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};
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export let patternState = { ...initialState };
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export function initializePatternState() {
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Object.assign(patternState, initialState, { tracks: [] });
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// Limpa players/buffers existentes
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appState.pattern.tracks.forEach(track => {
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try { track.player?.dispose(); } catch {}
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try { track.buffer?.dispose?.(); } catch {}
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});
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// Reseta estado do editor de pattern
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appState.pattern.tracks = [];
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appState.pattern.activeTrackId = null;
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appState.pattern.activePatternIndex = 0;
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}
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// --- FUNÇÃO CORRIGIDA ---
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// Agora, esta função cria e pré-carrega um Tone.Player para a faixa.
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export async function loadAudioForTrack(track) {
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if (!track.samplePath) return track;
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try {
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// Se já existir um player antigo, o descartamos para liberar memória.
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if (track.player) {
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track.player.dispose();
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}
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// Cria um novo Tone.Player e o conecta à cadeia de áudio da faixa.
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// O 'await' garante que o áudio seja totalmente carregado antes de prosseguirmos.
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track.player = await new Tone.Player(track.samplePath).toDestination();
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track.player.chain(track.gainNode, track.pannerNode, getMainGainNode());
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} catch (error) {
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console.error(`Falha ao carregar áudio para a trilha ${track.name}:`, error);
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// Descartar player/buffer anteriores com segurança
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try { track.player?.dispose(); } catch {}
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track.player = null;
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try { track.buffer?.dispose?.(); } catch {}
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track.buffer = null;
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// Garante nós de volume/pan (Opção B: Volume em dB)
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if (!track.volumeNode) {
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track.volumeNode = new Tone.Volume(
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track.volume === 0 ? -Infinity : Tone.gainToDb(track.volume)
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);
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} else {
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track.volumeNode.volume.value =
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track.volume === 0 ? -Infinity : Tone.gainToDb(track.volume);
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}
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if (!track.pannerNode) {
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track.pannerNode = new Tone.Panner(track.pan ?? 0);
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} else {
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track.pannerNode.pan.value = track.pan ?? 0;
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}
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// Encadeia: Volume(dB) -> Panner -> Master
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try { track.volumeNode.disconnect(); } catch {}
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try { track.pannerNode.disconnect(); } catch {}
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track.volumeNode.connect(track.pannerNode);
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track.pannerNode.connect(getMainGainNode());
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// Cria e carrega o Player
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const player = new Tone.Player({ url: track.samplePath, autostart: false });
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await player.load(track.samplePath); // garante buffer carregado
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// Conecta o player ao volumeNode
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player.connect(track.volumeNode);
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// Buffer separado (se você usar waveform em outro lugar)
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const buffer = new Tone.Buffer();
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await buffer.load(track.samplePath);
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// Atribuições finais
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track.player = player;
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track.buffer = buffer;
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} catch (error) {
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console.error('Erro ao carregar sample:', track.samplePath);
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console.error(`Falha ao carregar áudio para a trilha "${track.name}":`, error);
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try { track.player?.dispose(); } catch {}
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try { track.buffer?.dispose?.(); } catch {}
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track.player = null;
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track.buffer = null;
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}
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return track;
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}
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export function addTrackToState() {
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const mainGainNode = getMainGainNode();
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const totalSteps = getTotalSteps();
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const referenceTrack = patternState.tracks[0];
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const referenceTrack = appState.pattern.tracks[0];
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const newTrack = {
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id: Date.now(),
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id: Date.now() + Math.random(),
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name: "novo instrumento",
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samplePath: null,
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player: null, // <-- ADICIONADO: O player começará como nulo
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patterns: referenceTrack
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? referenceTrack.patterns.map(p => ({ name: p.name, steps: new Array(p.steps.length).fill(false), pos: p.pos }))
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player: null,
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buffer: null,
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patterns: referenceTrack
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? referenceTrack.patterns.map(p => ({
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name: p.name,
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steps: new Array(p.steps.length).fill(false),
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pos: p.pos
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}))
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: [{ name: "Pattern 1", steps: new Array(totalSteps).fill(false), pos: 0 }],
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activePatternIndex: 0,
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volume: DEFAULT_VOLUME,
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pan: DEFAULT_PAN,
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gainNode: new Tone.Gain(Tone.gainToDb(DEFAULT_VOLUME)),
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// Opção B: controlar volume em dB
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volumeNode: new Tone.Volume(Tone.gainToDb(DEFAULT_VOLUME)),
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pannerNode: new Tone.Panner(DEFAULT_PAN),
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};
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newTrack.gainNode.chain(newTrack.pannerNode, mainGainNode);
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// Cadeia de áudio nova
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newTrack.volumeNode.connect(newTrack.pannerNode);
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newTrack.pannerNode.connect(getMainGainNode());
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patternState.tracks.push(newTrack);
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renderPatternEditor();
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appState.pattern.tracks.push(newTrack);
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appState.pattern.activeTrackId = newTrack.id;
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}
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export function removeLastTrackFromState() {
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if (patternState.tracks.length > 0) {
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const trackToRemove = patternState.tracks[patternState.tracks.length - 1];
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if (trackToRemove.player) trackToRemove.player.dispose();
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if (trackToRemove.pannerNode) trackToRemove.pannerNode.dispose();
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if (trackToRemove.gainNode) trackToRemove.gainNode.dispose();
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patternState.tracks.pop();
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renderPatternEditor();
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if (appState.pattern.tracks.length > 0) {
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const trackToRemove = appState.pattern.tracks[appState.pattern.tracks.length - 1];
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try { trackToRemove.player?.dispose(); } catch {}
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try { trackToRemove.buffer?.dispose?.(); } catch {}
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try { trackToRemove.pannerNode?.disconnect(); } catch {}
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try { trackToRemove.volumeNode?.disconnect(); } catch {}
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appState.pattern.tracks.pop();
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if (appState.pattern.activeTrackId === trackToRemove.id) {
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appState.pattern.activeTrackId = appState.pattern.tracks[0]?.id ?? null;
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}
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}
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}
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export async function updateTrackSample(trackId, samplePath) {
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const track = patternState.tracks.find((t) => t.id == trackId);
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export async function updateTrackSample(trackIndex, samplePath) {
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const track = appState.pattern.tracks[trackIndex];
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if (track) {
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track.samplePath = samplePath;
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track.name = samplePath.split("/").pop();
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await loadAudioForTrack(track); // Carrega o novo player
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renderPatternEditor();
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// (re)carrega e reconecta corretamente o player nesta trilha
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await loadAudioForTrack(track);
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}
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}
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export function toggleStepState(trackId, stepIndex) {
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const track = patternState.tracks.find((t) => t.id == trackId);
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export function toggleStepState(trackIndex, stepIndex) {
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const track = appState.pattern.tracks[trackIndex];
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if (track && track.patterns && track.patterns.length > 0) {
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const activePattern = track.patterns[track.activePatternIndex];
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if (activePattern && activePattern.steps.length > stepIndex) {
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activePattern.steps[stepIndex] = !activePattern.steps[stepIndex];
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}
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}
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}
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}
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