fix: Music autoplay auf Desktop – saubere fadeIn/startPlayback Logik

Refs statt State für started/audible Tracking, fadeIn als eigene
stabile Callback-Funktion, kein verschachteltes Promise-Handling mehr.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
denshooter
2026-02-16 04:02:03 +01:00
parent 6363d1327b
commit 41604e8314
+53 -74
View File
@@ -18,6 +18,7 @@ export default function MusicPlayer({ tracks }: { tracks: MediaItem[] }) {
const activeRef = useRef<'A' | 'B'>('A')
const fadingRef = useRef(false)
const startedRef = useRef(false)
const audibleRef = useRef(false)
const [userMuted, setUserMuted] = useState(false)
const [playing, setPlaying] = useState(false)
@@ -31,7 +32,7 @@ export default function MusicPlayer({ tracks }: { tracks: MediaItem[] }) {
[],
)
// ── Crossfade loop ──────────────────────────────────────────────────────
// ── Crossfade loop ────────────────────────────────────────────
const crossfade = useCallback(() => {
if (fadingRef.current) return
fadingRef.current = true
@@ -63,15 +64,14 @@ export default function MusicPlayer({ tracks }: { tracks: MediaItem[] }) {
requestAnimationFrame(step)
}, [userMuted, getActive, getInactive])
// Monitor for crossfade trigger
// Monitor for crossfade
useEffect(() => {
if (!playing || !src) return
let id: number
const tick = () => {
const a = getActive()
if (a && a.duration) {
const remaining = a.duration - a.currentTime
if (remaining <= TAIL_SKIP && !fadingRef.current) {
if (a.duration - a.currentTime <= TAIL_SKIP && !fadingRef.current) {
crossfade()
}
}
@@ -81,13 +81,10 @@ export default function MusicPlayer({ tracks }: { tracks: MediaItem[] }) {
return () => cancelAnimationFrame(id)
}, [playing, src, getActive, crossfade])
// Fallback if crossfade misses
// Fallback loop
const handleEnded = useCallback(() => {
const a = getActive()
if (a) {
a.currentTime = 0
a.play().catch(() => {})
}
if (a) { a.currentTime = 0; a.play().catch(() => {}) }
}, [getActive])
// Sync volume on mute toggle
@@ -99,74 +96,56 @@ export default function MusicPlayer({ tracks }: { tracks: MediaItem[] }) {
if (b && !fadingRef.current && !b.paused) b.volume = vol
}, [userMuted, getActive, getInactive])
// ── Autoplay strategy ───────────────────────────────────────────────────
// Mobile Safari needs play() called *directly* inside a user gesture.
// Desktop Chrome allows muted autoplay (volume=0).
//
// Strategy:
// 1. Try silent autoplay immediately (desktop)
// 2. On first touch/click, call play() directly in the handler (mobile)
// 3. Then fade volume in over 2s
useEffect(() => {
if (!src) return
const startAndFade = (a: HTMLAudioElement) => {
if (startedRef.current) return
startedRef.current = true
a.volume = 0
a.play().then(() => {
setPlaying(true)
// Fade in
const t0 = performance.now()
const fade = () => {
const t = Math.min((performance.now() - t0) / FADE_IN_MS, 1)
a.volume = VOLUME * t
if (t < 1) requestAnimationFrame(fade)
}
requestAnimationFrame(fade)
}).catch(() => {
startedRef.current = false
})
// ── Fade volume from 0 → VOLUME ──────────────────────────────
const fadeIn = useCallback(() => {
if (audibleRef.current) return
audibleRef.current = true
const active = activeRef.current === 'A' ? audioA.current : audioB.current
if (!active) return
const t0 = performance.now()
const step = () => {
const t = Math.min((performance.now() - t0) / FADE_IN_MS, 1)
if (!fadingRef.current) active.volume = VOLUME * t
if (t < 1) requestAnimationFrame(step)
}
requestAnimationFrame(step)
}, [])
// Attempt 1: silent autoplay (works on desktop)
// ── Start playback (called directly in gesture handler for mobile) ──
const startPlayback = useCallback(() => {
if (startedRef.current) return
const a = audioA.current
if (a) {
a.volume = 0
a.play().then(() => {
startedRef.current = true
setPlaying(true)
// Already playing silently, fade in on first interaction
const fadeIn = () => {
if (!startedRef.current) return
const t0 = performance.now()
const fade = () => {
const active = activeRef.current === 'A' ? audioA.current : audioB.current
if (!active) return
const t = Math.min((performance.now() - t0) / FADE_IN_MS, 1)
if (!fadingRef.current) active.volume = VOLUME * t
if (t < 1) requestAnimationFrame(fade)
}
requestAnimationFrame(fade)
}
const events = ['scroll', 'click', 'touchstart', 'keydown'] as const
events.forEach((e) => window.addEventListener(e, fadeIn, { once: true, passive: true }))
}).catch(() => {
// Attempt 2: autoplay blocked (mobile) → wait for user gesture
// play() MUST be called synchronously inside the handler
const onGesture = () => {
const el = audioA.current
if (el) startAndFade(el)
// Clean up other listeners
gestureEvents.forEach((e) => document.removeEventListener(e, onGesture))
}
const gestureEvents = ['click', 'touchstart', 'touchend', 'keydown'] as const
gestureEvents.forEach((e) =>
document.addEventListener(e, onGesture, { once: true, passive: true })
)
})
}
}, [src])
if (!a) return
startedRef.current = true
a.volume = 0
a.play().then(() => {
setPlaying(true)
fadeIn()
}).catch(() => { startedRef.current = false })
}, [fadeIn])
// ── Autoplay ─────────────────────────────────────────────────
useEffect(() => {
if (!src || startedRef.current) return
const a = audioA.current
if (!a) return
// Try silent autoplay (desktop allows this)
a.volume = 0
a.play().then(() => {
startedRef.current = true
setPlaying(true)
// Playing silently — fade in on first interaction
const onInteract = () => fadeIn()
const events = ['scroll', 'click', 'touchstart', 'keydown'] as const
events.forEach((e) => window.addEventListener(e, onInteract, { once: true, passive: true }))
}).catch(() => {
// Blocked (mobile) — start on first gesture
const onGesture = () => startPlayback()
const events = ['click', 'touchstart', 'touchend', 'keydown'] as const
events.forEach((e) => document.addEventListener(e, onGesture, { once: true, passive: true }))
})
}, [src, fadeIn, startPlayback])
if (!track || !src) return null