drift correction 逻辑写反了: drift = now - nextTickAt (此时为负数,下一拍还在未来) nextDelay = intervalMs - drift ❌ = 2 × intervalMs 正确做法直接计算"目标时刻距现在还有多久": nextDelay = nextTickAt - now ✅ 现象:点击开始,第一拍立即响,但第二拍要等两倍拍间隔才响。 现在第一拍响完就立刻按 BPM 节奏进入第二拍。 Co-authored-by: Cursor <cursoragent@cursor.com>
205 lines
5.1 KiB
TypeScript
205 lines
5.1 KiB
TypeScript
import { ref, computed, onUnmounted } from 'vue'
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export interface MetronomeOptions {
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initialBpm?: number
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bpmMin?: number
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bpmMax?: number
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clickSrc?: string
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accentSrc?: string
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accentEvery?: number
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poolSize?: number
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onBeat?: (beatIndex: number, isAccent: boolean) => void
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}
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/**
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* 音频实例池:每个 click 用一个独立 InnerAudioContext,循环复用。
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* 解决两个问题:
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* 1. seek+play 模式在某些设备上首拍冷启动延迟(100-300ms)
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* 2. BPM 偏快时上一拍音频还没播完,下一拍 play 会被阻塞或丢失
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*/
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class AudioPool {
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private list: UniApp.InnerAudioContext[] = []
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private cursor = 0
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private warmedUp = false
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constructor(
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private src: string,
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private size: number,
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) {}
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private create() {
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for (let i = 0; i < this.size; i++) {
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const ctx = uni.createInnerAudioContext()
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ctx.src = this.src
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ctx.obeyMuteSwitch = false
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ctx.autoplay = false
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this.list.push(ctx)
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}
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}
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/**
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* 预热:静音播放一次每个实例,让音频解码完成
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* 这样后续 play() 时就是热启动,没有冷启动延迟
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*/
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warmUp() {
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if (this.warmedUp) return
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if (this.list.length === 0) this.create()
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this.list.forEach((ctx) => {
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const originalVolume = ctx.volume
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ctx.volume = 0
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try {
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ctx.play()
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setTimeout(() => {
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try {
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ctx.stop()
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ctx.volume = originalVolume === 0 ? 1 : originalVolume
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} catch (_) {}
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}, 80)
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} catch (_) {}
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})
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this.warmedUp = true
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}
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play() {
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if (this.list.length === 0) {
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this.create()
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this.warmUp()
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}
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const ctx = this.list[this.cursor]
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this.cursor = (this.cursor + 1) % this.list.length
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try {
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ctx.seek(0)
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ctx.play()
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} catch (_) {
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ctx.play()
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}
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}
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destroy() {
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this.list.forEach((ctx) => {
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try {
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ctx.destroy?.()
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} catch (_) {}
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})
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this.list = []
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this.warmedUp = false
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}
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}
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export function useMetronome(options: MetronomeOptions = {}) {
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const {
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initialBpm = 80,
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bpmMin = 40,
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bpmMax = 240,
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clickSrc = '/static/training/audio/click.mp3',
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accentSrc,
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poolSize = 4,
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onBeat,
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} = options
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const bpm = ref<number>(initialBpm)
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const isPlaying = ref<boolean>(false)
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const beatIndex = ref<number>(0)
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const isAccent = ref<boolean>(false)
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const accentEveryRef = ref<number>(options.accentEvery ?? 4)
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const intervalMs = computed(() => 60000 / bpm.value)
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let clickPool: AudioPool | null = null
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let accentPool: AudioPool | null = null
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let timer: ReturnType<typeof setTimeout> | null = null
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let nextTickAt = 0
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const ensureAudio = () => {
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if (!clickPool) {
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clickPool = new AudioPool(clickSrc, poolSize)
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clickPool.warmUp()
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}
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if (accentSrc && !accentPool) {
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accentPool = new AudioPool(accentSrc, Math.max(2, Math.ceil(poolSize / 2)))
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accentPool.warmUp()
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}
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}
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const playSound = (accent: boolean) => {
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if (accent && accentPool) {
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accentPool.play()
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} else if (clickPool) {
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clickPool.play()
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}
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}
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const tick = () => {
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if (!isPlaying.value) return
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const every = Math.max(1, accentEveryRef.value)
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const accent = beatIndex.value % every === 0
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isAccent.value = accent
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playSound(accent)
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onBeat?.(beatIndex.value, accent)
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beatIndex.value++
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nextTickAt += intervalMs.value
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const nextDelay = Math.max(0, nextTickAt - Date.now())
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timer = setTimeout(tick, nextDelay)
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}
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const start = () => {
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if (isPlaying.value) return
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ensureAudio()
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isPlaying.value = true
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beatIndex.value = 0
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nextTickAt = Date.now()
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tick()
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}
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const stop = () => {
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isPlaying.value = false
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if (timer) {
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clearTimeout(timer)
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timer = null
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}
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}
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const setBpm = (val: number) => {
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bpm.value = Math.max(bpmMin, Math.min(bpmMax, Math.round(val)))
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}
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const setAccentEvery = (n: number) => {
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accentEveryRef.value = Math.max(1, Math.min(16, Math.round(n)))
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beatIndex.value = 0
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}
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/**
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* 主动预加载(推荐在页面 onShow 时调用,让用户进页面就完成预热)
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*/
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const preload = () => {
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ensureAudio()
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}
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onUnmounted(() => {
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stop()
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clickPool?.destroy()
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accentPool?.destroy()
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clickPool = null
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accentPool = null
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})
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return {
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bpm,
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isPlaying,
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beatIndex,
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isAccent,
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intervalMs,
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accentEvery: accentEveryRef,
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start,
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stop,
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setBpm,
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setAccentEvery,
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preload,
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}
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}
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