// 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 { startSongPatternPlaybackOnTransport, stopSongPatternPlaybackOnTransport, } from "../pattern/pattern_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, overrideOffsetSec) { if (!clip.buffer) { console.warn(`Clip ${clip.id} não possui áudio buffer carregado.`); return; } const toneBuf = _toToneBuffer(clip.buffer); if (!toneBuf) return; 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); try { gain.disconnect(); } catch {} try { pan.disconnect(); } catch {} gain.connect(pan).connect(getMainGainNode()); const player = new Tone.Player(toneBuf).sync().connect(gain); const rate = clip.pitch && clip.pitch !== 0 ? Math.pow(2, clip.pitch / 12) : 1; player.playbackRate = rate; // tempo no Transport (em segundos) const occurrenceInTransportSec = absolutePlayTime - startTime + (appState.audio.audioEditorSeekTime || 0); const baseOffset = clip.offsetInSeconds ?? clip.offset ?? 0; const offset = overrideOffsetSec ?? baseOffset; const dur = durationSec ?? clip.durationInSeconds ?? toneBuf.duration; const safeOccurrence = Math.max(0, occurrenceInTransportSec); const safeOffset = Math.max(0, offset); const safeDur = dur == null ? undefined : Math.max(0, dur); // ✅ USE O POSICIONAMENTO ATUAL (já atualizado pelo seu código) const transportNow = Tone.Transport.seconds; // folga pequena pra não “perder” start const EPS = 0.005; const startAt = Math.max(safeOccurrence, transportNow + EPS); player.start(startAt, safeOffset, safeDur); const eventId = nextEventId++; scheduledNodes.set(eventId, { player, clipId: clip.id }); if (callbacks.onClipScheduled) callbacks.onClipScheduled(clip); 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 ?? clip.buffer?.duration; if (typeof clipStartTimeSec === "undefined") continue; if (typeof clipDurationSec === "undefined") continue; // ✅ Em modo loop: NÃO “trazer” starts de antes do loopStart pra dentro do loop. // Esses casos são tratados por overlap (clip atravessando loopStart). if (isLoopActive) { const loopDuration = loopEndTimeSec - loopStartTimeSec; if (loopDuration <= 0) continue; // start fora da janela do loop -> não agenda (senão toca errado e pode “matar” o resto) if (clipStartTimeSec < loopStartTimeSec || clipStartTimeSec >= loopEndTimeSec) { continue; } } const occurrenceStartTimeSec = clipStartTimeSec; 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); } } } /** * ✅ Se a agulha está no meio de um clip (clip começou antes e ainda não acabou), * precisamos iniciar o Player “agora”, com offset adequado. * Isso resolve: seek no meio + reinício do loop + play sem stop em certos casos. */ function _scheduleOverlappingClipsAtTime(playheadSec) { if (!audioCtx) return; const t = Number(playheadSec); if (!isFinite(t) || t < 0) return; for (const clip of appState.audio.clips) { if (!clip?.buffer) continue; const s = Number(clip.startTimeInSeconds); if (!isFinite(s)) continue; const d = Number(clip.durationInSeconds) || clip.buffer?.duration || 0; if (!(d > 0)) continue; const e = s + d; // clip já começou e ainda estaria tocando nesse playhead if (!(s < t && e > t)) continue; // já foi agendado nessa “volta”? const clipRuntime = runtimeClipState.get(clip.id) || { isScheduled: false }; if (clipRuntime.isScheduled) continue; const baseOffset = clip.offsetInSeconds ?? clip.offset ?? 0; // quanto “dentro” do clip estamos const delta = t - s; const offset = Math.max(0, baseOffset + delta); const remaining = Math.max(0, e - t); // agenda para tocar imediatamente (em termos de AudioContext), // mas sincronizado ao Transport via _scheduleClip() _scheduleClip(clip, audioCtx.currentTime, remaining, offset); clipRuntime.isScheduled = true; runtimeClipState.set(clip.id, clipRuntime); } } function _scheduleOverlappingClipsAtLoopStart(loopStartSec, loopEndSec) { const loopLen = loopEndSec - loopStartSec; if (loopLen <= 0) return; for (const clip of appState.audio.clips) { if (!clip?.buffer) continue; const s = Number(clip.startTimeInSeconds) || 0; const d = Number(clip.durationInSeconds) || clip.buffer?.duration || 0; if (d <= 0) continue; const e = s + d; // clip atravessa o loopStart (começou antes e ainda estaria tocando no loopStart) if (!(s < loopStartSec && e > loopStartSec)) continue; // offset interno = offsetDoClip + (loopStart - startDoClip) const baseOffset = clip.offsetInSeconds ?? clip.offset ?? 0; const offset = Math.max(0, baseOffset + (loopStartSec - s)); // duração restante, mas não deixa vazar além do loopEnd const remainingToClipEnd = e - loopStartSec; const remainingToLoopEnd = loopEndSec - loopStartSec; const dur = Math.max(0, Math.min(remainingToClipEnd, remainingToLoopEnd)); // neste instante do loop, startTime foi resetado para "agora" e seekTime virou loopStart // então absolutePlayTime = startTime dispara exatamente no retorno. _scheduleClip(clip, startTime, dur, offset); // marca como agendado pra não duplicar no tick seguinte runtimeClipState.set(clip.id, { isScheduled: true }); } } function _animationLoop() { if (!isPlaying) { animationFrameId = null; return; } const now = audioCtx.currentTime; let newLogicalTime = now - startTime + (appState.audio.audioEditorSeekTime || 0); if (isLoopActive) { if (newLogicalTime >= loopEndTimeSec) { // ✅ volta exatamente pro início do loop (sem remainder/jitter) newLogicalTime = loopStartTimeSec; // realinha relógio interno do seu scheduler startTime = now; appState.audio.audioEditorSeekTime = newLogicalTime; // limpa players/estado pra permitir reagendamento limpo runtimeClipState.clear(); scheduledNodes.forEach(({ player }) => { try { player.unsync(); } catch {} try { player.stop(); } catch {} try { player.dispose(); } catch {} }); scheduledNodes.clear(); // ✅ reinicia patterns e Transport de forma confiável try { stopSongPatternPlaybackOnTransport(); } catch {} try { const bpm = parseFloat(document.getElementById("bpm-input")?.value) || 120; Tone.Transport.stop(); Tone.Transport.bpm.value = bpm; // posiciona exatamente no loopStart Tone.Transport.seconds = newLogicalTime; Tone.Transport.start(); } catch {} try { startSongPatternPlaybackOnTransport(); } catch {} // ✅ recomeça clips que atravessam o loopStart (mais preciso que AtTime) _scheduleOverlappingClipsAtLoopStart(loopStartTimeSec, loopEndTimeSec); // agenda os próximos inícios sem esperar o próximo interval tick _schedulerTick(); } } appState.audio.audioEditorLogicalTime = newLogicalTime; // fim do song sem loop 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); 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; // 1. Determine o tempo de início: let timeToStart = seekTime !== null && seekTime !== undefined && !isNaN(seekTime) ? seekTime : appState.audio.audioEditorSeekTime || 0; // 👈 Usa sua variável de estado // 2. Clampa o valor (parte da correção do RangeError) timeToStart = Math.max(0, timeToStart); // 3. Atualize o estado global (para a agulha pular) appState.audio.audioEditorSeekTime = timeToStart; // 4. Alinhe o Tone.Transport a esse tempo try { Tone.Transport.seconds = timeToStart; // 👈 Usa o tempo sincronizado } catch {} updateTransportLoop(); console.log("%cIniciando Playback...", "color: #3498db;"); // inicia o Transport (para disparar os Players .sync()) try { startSongPatternPlaybackOnTransport(); // garante que o Transport está no BPM do projeto (impacta scheduleRepeat("16n")) const bpm = parseFloat(document.getElementById("bpm-input")?.value) || 120; Tone.Transport.bpm.value = bpm; Tone.Transport.start(); // ✅ se começou no meio de algum clip, inicia com offset correto _scheduleOverlappingClipsAtTime(timeToStart); } 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 { stopSongPatternPlaybackOnTransport(); 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 } // Clampa o novo tempo newTime = Math.max(0, newTime); appState.audio.audioEditorSeekTime = newTime; appState.audio.audioEditorLogicalTime = newTime; try { Tone.Transport.seconds = newTime; const bpm = parseFloat(document.getElementById("bpm-input")?.value) || 120; Tone.Transport.bpm.value = bpm; } 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; } }