mirror of
https://github.com/algerkong/AlgerMusicPlayer.git
synced 2026-04-24 08:07:23 +08:00
✨ feat: 增强音频播放状态管理和进度恢复功能
- 实现全局进度动画管理,优化歌词进度更新机制 - 新增音频播放进度本地存储和恢复功能 - 优化音频服务初始化和播放状态控制 - 改进音频上下文和 Howler 初始化逻辑 - 增加播放状态和进度的本地持久化支持
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@@ -1,12 +1,14 @@
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import { Howl } from 'howler';
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import { Howl, Howler } from 'howler';
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import type { SongResult } from '@/type/music';
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interface Window {
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// 使用下划线前缀表示允许未使用的变量
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interface _Window {
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webkitAudioContext: typeof AudioContext;
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}
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interface HowlSound {
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// 使用下划线前缀表示允许未使用的变量
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interface _HowlSound {
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node: HTMLMediaElement & {
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audioSource?: MediaElementAudioSourceNode;
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};
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@@ -247,6 +249,7 @@ class AudioService {
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private async setupEQ(sound: Howl) {
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try {
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const howl = sound as any;
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// eslint-disable-next-line no-underscore-dangle
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const audioNode = howl._sounds?.[0]?._node;
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if (!audioNode || !(audioNode instanceof HTMLMediaElement)) {
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@@ -355,7 +358,7 @@ class AudioService {
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}
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// 播放控制相关
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play(url?: string, track?: SongResult): Promise<Howl> {
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play(url?: string, track?: SongResult, isPlay: boolean = true): Promise<Howl> {
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// 如果没有提供新的 URL 和 track,且当前有音频实例,则继续播放
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if (this.currentSound && !url && !track) {
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this.currentSound.play();
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@@ -373,9 +376,18 @@ class AudioService {
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const tryPlay = async () => {
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try {
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console.log('audioService: 开始创建音频对象');
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// 确保 Howler 上下文已初始化
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if (!Howler.ctx) {
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console.log('audioService: 初始化 Howler 上下文');
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Howler.ctx = new (window.AudioContext || (window as any).webkitAudioContext)();
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}
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// 确保使用同一个音频上下文
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if (!Howler.ctx || Howler.ctx.state === 'closed') {
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Howler.ctx = new AudioContext();
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if (Howler.ctx.state === 'closed') {
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console.log('audioService: 重新创建音频上下文');
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Howler.ctx = new (window.AudioContext || (window as any).webkitAudioContext)();
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this.context = Howler.ctx;
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Howler.masterGain = this.context.createGain();
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Howler.masterGain.connect(this.context.destination);
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@@ -383,24 +395,28 @@ class AudioService {
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// 恢复上下文状态
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if (Howler.ctx.state === 'suspended') {
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console.log('audioService: 恢复暂停的音频上下文');
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await Howler.ctx.resume();
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}
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// 先停止并清理现有的音频实例
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if (this.currentSound) {
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console.log('audioService: 停止并清理现有的音频实例');
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this.currentSound.stop();
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this.currentSound.unload();
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this.currentSound = null;
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}
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// 清理 EQ 但保持上下文
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console.log('audioService: 清理 EQ');
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await this.disposeEQ(true);
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this.currentTrack = track;
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console.log('audioService: 创建新的 Howl 对象');
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this.currentSound = new Howl({
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src: [url],
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html5: true,
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autoplay: true,
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autoplay: false, // 修改为 false,不自动播放,等待完全初始化后手动播放
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volume: localStorage.getItem('volume')
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? parseFloat(localStorage.getItem('volume') as string)
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: 1,
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@@ -429,14 +445,26 @@ class AudioService {
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// 音频加载成功后设置 EQ 和更新媒体会话
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if (this.currentSound) {
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try {
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console.log('audioService: 音频加载成功,设置 EQ');
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await this.setupEQ(this.currentSound);
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this.updateMediaSessionMetadata(track);
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this.updateMediaSessionPositionState();
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this.emit('load');
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// 此时音频已完全初始化,根据 isPlay 参数决定是否播放
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console.log('audioService: 音频完全初始化,isPlay =', isPlay);
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if (isPlay) {
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console.log('audioService: 开始播放');
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this.currentSound.play();
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}
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resolve(this.currentSound);
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} catch (error) {
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console.error('设置 EQ 失败:', error);
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// 即使 EQ 设置失败,也继续播放
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// 即使 EQ 设置失败,也继续播放(如果需要)
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if (isPlay) {
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this.currentSound.play();
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}
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resolve(this.currentSound);
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}
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}
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