mmpSearch/assets/js/creations/pattern/pattern_state.js

97 lines
3.3 KiB
JavaScript

// js/pattern_state.js
import { DEFAULT_VOLUME, DEFAULT_PAN } from "../config.js";
import { getAudioContext, getMainGainNode } from "../audio.js";
import { renderPatternEditor } from "./pattern_ui.js";
import { getTotalSteps } from "../utils.js";
const initialState = {
tracks: [],
activeTrackId: null,
activePatternIndex: 0,
};
export let patternState = { ...initialState };
export function initializePatternState() {
Object.assign(patternState, initialState, { tracks: [] });
}
// --- FUNÇÃO CORRIGIDA ---
// Agora, esta função cria e pré-carrega um Tone.Player para a faixa.
export async function loadAudioForTrack(track) {
if (!track.samplePath) return track;
try {
// Se já existir um player antigo, o descartamos para liberar memória.
if (track.player) {
track.player.dispose();
}
// Cria um novo Tone.Player e o conecta à cadeia de áudio da faixa.
// O 'await' garante que o áudio seja totalmente carregado antes de prosseguirmos.
track.player = await new Tone.Player(track.samplePath).toDestination();
track.player.chain(track.gainNode, track.pannerNode, getMainGainNode());
} catch (error) {
console.error(`Falha ao carregar áudio para a trilha ${track.name}:`, error);
track.player = null;
}
return track;
}
export function addTrackToState() {
const mainGainNode = getMainGainNode();
const totalSteps = getTotalSteps();
const referenceTrack = patternState.tracks[0];
const newTrack = {
id: Date.now(),
name: "novo instrumento",
samplePath: null,
player: null, // <-- ADICIONADO: O player começará como nulo
patterns: referenceTrack
? referenceTrack.patterns.map(p => ({ name: p.name, steps: new Array(p.steps.length).fill(false), pos: p.pos }))
: [{ name: "Pattern 1", steps: new Array(totalSteps).fill(false), pos: 0 }],
activePatternIndex: 0,
volume: DEFAULT_VOLUME,
pan: DEFAULT_PAN,
gainNode: new Tone.Gain(Tone.gainToDb(DEFAULT_VOLUME)),
pannerNode: new Tone.Panner(DEFAULT_PAN),
};
newTrack.gainNode.chain(newTrack.pannerNode, mainGainNode);
patternState.tracks.push(newTrack);
renderPatternEditor();
}
export function removeLastTrackFromState() {
if (patternState.tracks.length > 0) {
const trackToRemove = patternState.tracks[patternState.tracks.length - 1];
if (trackToRemove.player) trackToRemove.player.dispose();
if (trackToRemove.pannerNode) trackToRemove.pannerNode.dispose();
if (trackToRemove.gainNode) trackToRemove.gainNode.dispose();
patternState.tracks.pop();
renderPatternEditor();
}
}
export async function updateTrackSample(trackId, samplePath) {
const track = patternState.tracks.find((t) => t.id == trackId);
if (track) {
track.samplePath = samplePath;
track.name = samplePath.split("/").pop();
await loadAudioForTrack(track); // Carrega o novo player
renderPatternEditor();
}
}
export function toggleStepState(trackId, stepIndex) {
const track = patternState.tracks.find((t) => t.id == trackId);
if (track && track.patterns && track.patterns.length > 0) {
const activePattern = track.patterns[track.activePatternIndex];
if (activePattern && activePattern.steps.length > stepIndex) {
activePattern.steps[stepIndex] = !activePattern.steps[stepIndex];
}
}
}