// js/audio/audio_audio.js import { appState } from "../state.js"; import { updateAudioEditorUI, updatePlayheadVisual, resetPlayheadVisual } from "./audio_ui.js"; import { initializeAudioContext, getAudioContext, getMainGainNode } from "../audio.js"; import { getPixelsPerSecond } from "../utils.js"; // 🔊 ADIÇÃO: usar a MESMA instância do Tone que o projeto usa import * as Tone from "https://esm.sh/tone"; // --- Configurações do Scheduler --- const LOOKAHEAD_INTERVAL_MS = 25.0; const SCHEDULE_AHEAD_TIME_SEC = 0.5; // 500ms // --- Estado Interno do Engine --- let audioCtx = null; let isPlaying = false; let schedulerIntervalId = null; let animationFrameId = null; // Sincronização de Tempo let startTime = 0; // (seek/logical ficam em appState.audio) // Configurações de Loop let isLoopActive = false; let loopStartTimeSec = 0; let loopEndTimeSec = 8; // estado runtime const runtimeClipState = new Map(); // ⚠️ agora armazenamos Tone.Player em vez de BufferSource const scheduledNodes = new Map(); // eventId -> { player, clipId } let nextEventId = 0; const callbacks = { onClipScheduled: null, onClipPlayed: null, }; // --- Funções Auxiliares de Tempo (sem alterações) --- function _getBpm() { const bpmInput = document.getElementById("bpm-input"); return parseFloat(bpmInput.value) || 120; } function _getSecondsPerBeat() { return 60.0 / _getBpm(); } function _convertBeatToSeconds(beat) { return beat * _getSecondsPerBeat(); } function _convertSecondsToBeat(seconds) { return seconds / _getSecondsPerBeat(); } // garante um único contexto — o rawContext do Tone function _initContext() { if (!audioCtx) { initializeAudioContext(); audioCtx = getAudioContext(); // deve ser o rawContext do Tone } } // helper: normaliza AudioBuffer → ToneAudioBuffer (mesmo contexto) function _toToneBuffer(buffer) { if (!buffer) return null; if (buffer._buffer) return buffer; // já é Tone.ToneAudioBuffer const tab = new Tone.ToneAudioBuffer(); tab._buffer = buffer; // injeta o AudioBuffer (já no rawContext do Tone) return tab; } // --- Lógica Principal do Scheduler (mantida) --- function _scheduleClip(clip, absolutePlayTime, durationSec) { if (!clip.buffer) { console.warn(`Clip ${clip.id} não possui áudio buffer carregado.`); return; } // usamos Player .sync() conectando no mesmo grafo do Tone const toneBuf = _toToneBuffer(clip.buffer); if (!toneBuf) return; // cadeia de ganho/pan por clipe (se já tiver no estado, use; aqui garantimos) const gain = clip.gainNode instanceof Tone.Gain ? clip.gainNode : new Tone.Gain(clip.volume ?? 1); const pan = clip.pannerNode instanceof Tone.Panner ? clip.pannerNode : new Tone.Panner(clip.pan ?? 0); // conecta no destino principal (é um ToneAudioNode) try { gain.disconnect(); // evita duplicatas caso exista de execuções anteriores } catch {} try { pan.disconnect(); } catch {} gain.connect(pan).connect(getMainGainNode()); // player sincronizado no Transport const player = new Tone.Player(toneBuf).sync().connect(gain); // aplica pitch como rate (semitons → rate) const rate = (clip.pitch && clip.pitch !== 0) ? Math.pow(2, clip.pitch / 12) : 1; player.playbackRate = rate; // calculamos o "when" no tempo do Transport: // absolutePlayTime é em audioCtx.currentTime; o "zero" lógico foi quando demos play: // logical = (now - startTime) + seek; => occurrence = (absolutePlayTime - startTime) + seek const occurrenceInTransportSec = (absolutePlayTime - startTime) + (appState.audio.audioEditorSeekTime || 0); const offset = clip.offsetInSeconds ?? clip.offset ?? 0; const dur = durationSec ?? toneBuf.duration; // agenda player.start(occurrenceInTransportSec, offset, dur); const eventId = nextEventId++; scheduledNodes.set(eventId, { player, clipId: clip.id }); if (callbacks.onClipScheduled) { callbacks.onClipScheduled(clip); } // quando parar naturalmente, limpamos runtime player.onstop = () => { _handleClipEnd(eventId, clip.id); try { player.unsync(); } catch {} try { player.dispose(); } catch {} }; } function _handleClipEnd(eventId, clipId) { scheduledNodes.delete(eventId); runtimeClipState.delete(clipId); if (callbacks.onClipPlayed) { const clip = appState.audio.clips.find(c => c.id == clipId); if (clip) callbacks.onClipPlayed(clip); } } function _schedulerTick() { if (!isPlaying || !audioCtx) return; const now = audioCtx.currentTime; const logicalTime = (now - startTime) + (appState.audio.audioEditorSeekTime || 0); const scheduleWindowStartSec = logicalTime; const scheduleWindowEndSec = logicalTime + SCHEDULE_AHEAD_TIME_SEC; for (const clip of appState.audio.clips) { const clipRuntime = runtimeClipState.get(clip.id) || { isScheduled: false }; if (clipRuntime.isScheduled) continue; if (!clip.buffer) continue; const clipStartTimeSec = clip.startTimeInSeconds; const clipDurationSec = clip.durationInSeconds; if (typeof clipStartTimeSec === 'undefined' || typeof clipDurationSec === 'undefined') continue; let occurrenceStartTimeSec = clipStartTimeSec; if (isLoopActive) { const loopDuration = loopEndTimeSec - loopStartTimeSec; if (loopDuration <= 0) continue; if (occurrenceStartTimeSec < loopStartTimeSec && logicalTime >= loopStartTimeSec) { const offsetFromLoopStart = (occurrenceStartTimeSec - loopStartTimeSec) % loopDuration; occurrenceStartTimeSec = loopStartTimeSec + (offsetFromLoopStart < 0 ? offsetFromLoopStart + loopDuration : offsetFromLoopStart); } if (occurrenceStartTimeSec < logicalTime) { const loopsMissed = Math.floor((logicalTime - occurrenceStartTimeSec) / loopDuration) + 1; occurrenceStartTimeSec += loopsMissed * loopDuration; } } if ( occurrenceStartTimeSec >= scheduleWindowStartSec && occurrenceStartTimeSec < scheduleWindowEndSec ) { const absolutePlayTime = startTime + (occurrenceStartTimeSec - (appState.audio.audioEditorSeekTime || 0)); _scheduleClip(clip, absolutePlayTime, clipDurationSec); clipRuntime.isScheduled = true; runtimeClipState.set(clip.id, clipRuntime); } } } // --- Loop de Animação (mantido) --- function _animationLoop() { if (!isPlaying) { animationFrameId = null; return; } const now = audioCtx.currentTime; let newLogicalTime = (now - startTime) + (appState.audio.audioEditorSeekTime || 0); if (isLoopActive) { if (newLogicalTime >= loopEndTimeSec) { const loopDuration = loopEndTimeSec - loopStartTimeSec; newLogicalTime = loopStartTimeSec + ((newLogicalTime - loopStartTimeSec) % loopDuration); startTime = now; appState.audio.audioEditorSeekTime = newLogicalTime; } } appState.audio.audioEditorLogicalTime = newLogicalTime; if (!isLoopActive) { let maxTime = 0; appState.audio.clips.forEach(clip => { const clipStartTime = clip.startTimeInSeconds || 0; const clipDuration = clip.durationInSeconds || 0; const endTime = clipStartTime + clipDuration; if (endTime > maxTime) maxTime = endTime; }); if (maxTime > 0 && appState.audio.audioEditorLogicalTime >= maxTime) { stopAudioEditorPlayback(true); // Rebobina no fim resetPlayheadVisual(); return; } } const pixelsPerSecond = getPixelsPerSecond(); const newPositionPx = appState.audio.audioEditorLogicalTime * pixelsPerSecond; updatePlayheadVisual(newPositionPx); animationFrameId = requestAnimationFrame(_animationLoop); } // --- API Pública --- export function updateTransportLoop() { isLoopActive = appState.global.isLoopActive; loopStartTimeSec = appState.global.loopStartTime; loopEndTimeSec = appState.global.loopEndTime; runtimeClipState.clear(); // parar e descartar players agendados scheduledNodes.forEach(({ player }) => { try { player.unsync(); } catch {} try { player.stop(); } catch {} try { player.dispose(); } catch {} }); scheduledNodes.clear(); } export async function startAudioEditorPlayback(seekTime) { // 1. Aceita 'seekTime' como parâmetro if (isPlaying) return; _initContext(); // garante contexto ativo do Tone (gesto do usuário já ocorreu antes) await Tone.start(); if (audioCtx.state === 'suspended') { await audioCtx.resume(); } isPlaying = true; appState.global.isAudioEditorPlaying = true; // alinhamento de relógio próprio (mantido para o seu scheduler) startTime = audioCtx.currentTime; // ================================================================= // 👇 INÍCIO DA CORREÇÃO (Bugs 1 & 2) // ================================================================= // 1. Determine o tempo de início: // Use o 'seekTime' recebido (da ação global) se for um número válido (>= 0). // Caso contrário, use o tempo de seek local atual. const timeToStart = (seekTime !== null && seekTime !== undefined && !isNaN(seekTime)) ? seekTime : (appState.audio.audioEditorSeekTime || 0); // 👈 Usa sua variável de estado // 2. Atualize o estado global (para a agulha pular) // Isso garante que o estado local E o Tone estejam sincronizados. appState.audio.audioEditorSeekTime = timeToStart; // 3. Alinhe o Tone.Transport a esse tempo try { Tone.Transport.seconds = timeToStart; // 👈 Usa o tempo sincronizado } catch {} // ================================================================= // 👆 FIM DA CORREÇÃO // ================================================================= updateTransportLoop(); console.log("%cIniciando Playback...", "color: #3498db;"); // inicia o Transport (para disparar os Players .sync()) try { Tone.Transport.start(); } catch {} // mantém seu scheduler/animador _schedulerTick(); schedulerIntervalId = setInterval(_schedulerTick, LOOKAHEAD_INTERVAL_MS); animationFrameId = requestAnimationFrame(_animationLoop); updateAudioEditorUI(); const playBtn = document.getElementById("audio-editor-play-btn"); if (playBtn) playBtn.className = "fa-solid fa-pause"; } export function stopAudioEditorPlayback(rewind = false) { if (!isPlaying) return; isPlaying = false; appState.global.isAudioEditorPlaying = false; console.log(`%cParando Playback... (Rewind: ${rewind})`, "color: #d9534f;"); // para o Transport (para Players .sync()) try { Tone.Transport.stop(); } catch {} clearInterval(schedulerIntervalId); schedulerIntervalId = null; cancelAnimationFrame(animationFrameId); animationFrameId = null; appState.audio.audioEditorSeekTime = appState.audio.audioEditorLogicalTime || 0; appState.audio.audioEditorLogicalTime = 0; if (rewind) { appState.audio.audioEditorSeekTime = 0; try { Tone.Transport.seconds = 0; } catch {} } // parar e descartar players agendados scheduledNodes.forEach(({ player }) => { try { player.unsync(); } catch {} try { player.stop(); } catch {} try { player.dispose(); } catch {} }); scheduledNodes.clear(); runtimeClipState.clear(); updateAudioEditorUI(); const playBtn = document.getElementById("audio-editor-play-btn"); if (playBtn) playBtn.className = 'fa-solid fa-play'; if (rewind) { resetPlayheadVisual(); } } export function restartAudioEditorIfPlaying() { if (isPlaying) { stopAudioEditorPlayback(false); // Pausa startAudioEditorPlayback(); } } export function seekAudioEditor(newTime) { const wasPlaying = isPlaying; if (wasPlaying) { stopAudioEditorPlayback(false); // Pausa } appState.audio.audioEditorSeekTime = newTime; appState.audio.audioEditorLogicalTime = newTime; try { Tone.Transport.seconds = newTime; } catch {} const pixelsPerSecond = getPixelsPerSecond(); const newPositionPx = newTime * pixelsPerSecond; updatePlayheadVisual(newPositionPx); if (wasPlaying) { startAudioEditorPlayback(); } } export function registerCallbacks(newCallbacks) { if (newCallbacks.onClipScheduled) { callbacks.onClipScheduled = newCallbacks.onClipScheduled; } if (newCallbacks.onClipPlayed) { callbacks.onClipPlayed = newCallbacks.onClipPlayed; } }