Amostras de áudio funcionais até o momento. Agulha de tempo, mute/solo e ajustado com a velocidade de reprodução

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JotaChina committed 2025-10-12 09:23:27 -03:00
1 parent 8c391412e1
commit 602df1db6d
10 files changed
+942 -689

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+103 -2
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@@ -1,7 +1,8 @@
// js/audio.js
import { appState } from "./state.js";
import { highlightStep } from "./ui.js";
import { highlightStep, updateAudioEditorUI, updatePlayheadVisual, resetPlayheadVisual } from "./ui.js";
import { getTotalSteps } from "./utils.js";
import { PIXELS_PER_STEP } from "./config.js";
let audioContext;
let mainGainNode;
@@ -30,6 +31,7 @@ export function initializeAudioContext() {
}
}
// ... (funções de master volume/pan, formatTime, metronome, sample player, tick, etc. permanecem iguais)...
export function updateMasterVolume(volume) {
if (mainGainNode) {
mainGainNode.gain.setValueAtTime(volume, audioContext.currentTime);
@@ -120,7 +122,6 @@ function tick() {
appState.tracks.forEach((track) => {
if (!track.patterns || track.patterns.length === 0) return;
// Usa o índice GLOBAL para saber qual pattern tocar, sincronizando com a UI.
const activePattern = track.patterns[appState.activePatternIndex];
if (activePattern && activePattern.steps[appState.currentStep] && track.samplePath) {
@@ -190,4 +191,104 @@ export function togglePlayback() {
appState.currentStep = 0;
startPlayback();
}
}
function animationLoop() {
if (!appState.isAudioEditorPlaying || !audioContext) return;
const bpm = parseInt(document.getElementById("bpm-input").value, 10) || 120;
const stepsPerSecond = (bpm / 60) * 4;
const pixelsPerSecond = stepsPerSecond * PIXELS_PER_STEP;
const totalElapsedTime = (audioContext.currentTime - appState.audioEditorStartTime) + appState.audioEditorPlaybackTime;
const newPositionPx = totalElapsedTime * pixelsPerSecond;
const maxDuration = appState.audioTracks.reduce((max, track) => (track.audioBuffer && track.audioBuffer.duration > max) ? track.audioBuffer.duration : max, 0);
if (totalElapsedTime >= maxDuration && maxDuration > 0) {
stopAudioEditorPlayback();
appState.audioEditorPlaybackTime = 0;
resetPlayheadVisual();
return;
}
updatePlayheadVisual(newPositionPx);
appState.audioEditorAnimationId = requestAnimationFrame(animationLoop);
}
// --- LÓGICA DE REPRODUÇÃO ATUALIZADA ---
export function startAudioEditorPlayback() {
if (appState.isAudioEditorPlaying || appState.audioTracks.length === 0) return;
initializeAudioContext();
appState.isAudioEditorPlaying = true;
appState.activeAudioSources = [];
updateAudioEditorUI();
const startTime = audioContext.currentTime;
appState.audioEditorStartTime = startTime;
// Verifica se existe alguma faixa no modo "solo"
const isAnyTrackSoloed = appState.audioTracks.some(t => t.isSoloed);
appState.audioTracks.forEach(track => {
// Condições para tocar:
// 1. A faixa deve ter um buffer de áudio.
// 2. A faixa não pode estar mutada.
const canPlay = track.audioBuffer && !track.isMuted;
// 3. Lógica de solo:
// - Se houver alguma faixa solada, esta faixa TAMBÉM deve estar solada.
// - Se NENHUMA faixa estiver solada, todas podem tocar.
const shouldPlay = isAnyTrackSoloed ? track.isSoloed : true;
if (canPlay && shouldPlay) {
if (appState.audioEditorPlaybackTime >= track.audioBuffer.duration) return;
const source = audioContext.createBufferSource();
source.buffer = track.audioBuffer;
source.connect(track.gainNode);
source.start(startTime, appState.audioEditorPlaybackTime);
appState.activeAudioSources.push(source);
}
});
if (appState.activeAudioSources.length > 0) {
if (appState.audioEditorAnimationId) {
cancelAnimationFrame(appState.audioEditorAnimationId);
}
animationLoop();
} else {
appState.isAudioEditorPlaying = false;
updateAudioEditorUI();
}
}
export function stopAudioEditorPlayback() {
if (!appState.isAudioEditorPlaying) return;
const elapsedTime = (audioContext.currentTime - appState.audioEditorStartTime);
appState.audioEditorPlaybackTime += elapsedTime;
if (appState.audioEditorAnimationId) {
cancelAnimationFrame(appState.audioEditorAnimationId);
appState.audioEditorAnimationId = null;
}
appState.activeAudioSources.forEach(source => {
try {
source.stop(0);
} catch (e) { /* Ignora erros */ }
});
appState.activeAudioSources = [];
appState.isAudioEditorPlaying = false;
updateAudioEditorUI();
}
export function seekAudioEditor(newTime) {
const wasPlaying = appState.isAudioEditorPlaying;
if (wasPlaying) {
stopAudioEditorPlayback();
}
appState.audioEditorPlaybackTime = newTime;
const bpm = parseInt(document.getElementById("bpm-input").value, 10) || 120;
const stepsPerSecond = (bpm / 60) * 4;
const pixelsPerSecond = stepsPerSecond * PIXELS_PER_STEP;
const newPositionPx = newTime * pixelsPerSecond;
updatePlayheadVisual(newPositionPx);
if (wasPlaying) {
startAudioEditorPlayback();
}
}