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