Files
audio-ui/lib/audio/player.ts
Sebastian Krüger ebfb4d3fff feat: implement Phase 2 - Web Audio API engine and waveform visualization
Phase 2 Complete Features:
- Web Audio API context management with browser compatibility
- Audio file upload with drag-and-drop support
- Audio decoding for multiple formats (WAV, MP3, OGG, FLAC, AAC, M4A)
- AudioPlayer class with full playback control
- Waveform visualization using Canvas API
- Real-time waveform rendering with progress indicator
- Playback controls (play, pause, stop, seek)
- Volume control with mute/unmute
- Timeline scrubbing
- Audio file information display

Components:
- AudioEditor: Main editor container
- FileUpload: Drag-and-drop file upload component
- AudioInfo: Display audio file metadata
- Waveform: Canvas-based waveform visualization
- PlaybackControls: Transport controls with volume slider

Audio Engine:
- lib/audio/context.ts: AudioContext management
- lib/audio/decoder.ts: Audio file decoding utilities
- lib/audio/player.ts: AudioPlayer class for playback
- lib/waveform/peaks.ts: Waveform peak generation

Hooks:
- useAudioPlayer: Complete audio player state management

Types:
- types/audio.ts: TypeScript definitions for audio types

Features Working:
✓ Load audio files via drag-and-drop or file picker
✓ Display waveform with real-time progress
✓ Play/pause/stop controls
✓ Seek by clicking on waveform or using timeline slider
✓ Volume control with visual feedback
✓ Audio file metadata display (duration, sample rate, channels)
✓ Toast notifications for user feedback
✓ SSR-safe audio context initialization
✓ Dark/light theme support

Tech Stack:
- Web Audio API for playback
- Canvas API for waveform rendering
- React 19 hooks for state management
- TypeScript for type safety

Build verified and working ✓

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-17 15:32:00 +01:00

188 lines
4.0 KiB
TypeScript

/**
* Audio playback controller
*/
import { getAudioContext, resumeAudioContext } from './context';
export class AudioPlayer {
private audioContext: AudioContext;
private audioBuffer: AudioBuffer | null = null;
private sourceNode: AudioBufferSourceNode | null = null;
private gainNode: GainNode;
private startTime: number = 0;
private pauseTime: number = 0;
private isPlaying: boolean = false;
private isPaused: boolean = false;
constructor() {
this.audioContext = getAudioContext();
this.gainNode = this.audioContext.createGain();
this.gainNode.connect(this.audioContext.destination);
}
/**
* Load an audio buffer for playback
*/
loadBuffer(buffer: AudioBuffer): void {
this.stop();
this.audioBuffer = buffer;
this.pauseTime = 0;
}
/**
* Start playback from current position
*/
async play(startOffset: number = 0): Promise<void> {
if (!this.audioBuffer) {
throw new Error('No audio buffer loaded');
}
// Resume audio context if needed
await resumeAudioContext();
// Stop any existing playback
this.stop();
// Create new source node
this.sourceNode = this.audioContext.createBufferSource();
this.sourceNode.buffer = this.audioBuffer;
this.sourceNode.connect(this.gainNode);
// Calculate start offset
const offset = this.isPaused ? this.pauseTime : startOffset;
this.startTime = this.audioContext.currentTime - offset;
// Start playback
this.sourceNode.start(0, offset);
this.isPlaying = true;
this.isPaused = false;
// Handle playback end
this.sourceNode.onended = () => {
if (this.isPlaying) {
this.isPlaying = false;
this.isPaused = false;
this.pauseTime = 0;
}
};
}
/**
* Pause playback
*/
pause(): void {
if (!this.isPlaying) return;
this.pauseTime = this.getCurrentTime();
this.stop();
this.isPaused = true;
}
/**
* Stop playback
*/
stop(): void {
if (this.sourceNode) {
try {
this.sourceNode.stop();
} catch (error) {
// Ignore errors if already stopped
}
this.sourceNode.disconnect();
this.sourceNode = null;
}
this.isPlaying = false;
this.isPaused = false;
this.pauseTime = 0;
this.startTime = 0;
}
/**
* Get current playback time in seconds
*/
getCurrentTime(): number {
if (!this.audioBuffer) return 0;
if (this.isPlaying) {
const currentTime = this.audioContext.currentTime - this.startTime;
return Math.min(currentTime, this.audioBuffer.duration);
}
return this.pauseTime;
}
/**
* Seek to a specific time
*/
async seek(time: number): Promise<void> {
if (!this.audioBuffer) return;
const wasPlaying = this.isPlaying;
const clampedTime = Math.max(0, Math.min(time, this.audioBuffer.duration));
this.stop();
this.pauseTime = clampedTime;
if (wasPlaying) {
await this.play(clampedTime);
} else {
this.isPaused = true;
}
}
/**
* Set playback volume (0 to 1)
*/
setVolume(volume: number): void {
const clampedVolume = Math.max(0, Math.min(1, volume));
this.gainNode.gain.setValueAtTime(clampedVolume, this.audioContext.currentTime);
}
/**
* Get current volume
*/
getVolume(): number {
return this.gainNode.gain.value;
}
/**
* Get playback state
*/
getState(): {
isPlaying: boolean;
isPaused: boolean;
currentTime: number;
duration: number;
} {
return {
isPlaying: this.isPlaying,
isPaused: this.isPaused,
currentTime: this.getCurrentTime(),
duration: this.audioBuffer?.duration ?? 0,
};
}
/**
* Get audio buffer
*/
getBuffer(): AudioBuffer | null {
return this.audioBuffer;
}
/**
* Check if audio is loaded
*/
hasBuffer(): boolean {
return this.audioBuffer !== null;
}
/**
* Cleanup resources
*/
dispose(): void {
this.stop();
this.gainNode.disconnect();
this.audioBuffer = null;
}
}