retour sensi -
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@ -1,210 +1,176 @@
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// Récupération des éléments
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const audioForward = document.getElementById('audio');
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const reverseSrc = audioForward.getAttribute('data-reverse-src');
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const audioReverse = new Audio(reverseSrc);
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const progress = document.getElementById('progress');
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const currentTimeElem = document.getElementById('currentTime');
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const durationElem = document.getElementById('duration');
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// 1. Sélection des éléments du DOM
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const vinyl = document.getElementById('vinyl');
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const audio = document.getElementById('audio');
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const progress = document.getElementById('progress');
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const currentTimeEl = document.getElementById('currentTime');
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const durationEl = document.getElementById('duration');
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const backwardBtn = document.getElementById('backward');
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const forwardBtn = document.getElementById('forward');
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const loopBtn = document.getElementById('loop');
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const btnForward = document.getElementById('forward');
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const btnBackward = document.getElementById('backward');
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const btnLoop = document.getElementById('loop');
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let lastPosition = 0;
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// 2. Variables utiles
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let isPlaying = false;
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let currentDirection = 1; // 1 = forward, -1 = reverse
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let isLooping = false;
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let idleTimeout = null;
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let reverseInterval = null;
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// Variables pour arrêter le son si pas de mouvement
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let stopTimeout = null;
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const STOP_DELAY = 1000; // ms sans mouvement avant arrêt
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// 3. Variables pour calculer la vitesse de rotation
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let lastPosition = null;
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let lastTime = null;
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// Une fois les métadonnées chargées, on met la durée
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audioForward.addEventListener('loadedmetadata', () => {
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durationElem.textContent = formatTime(audioForward.duration);
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progress.max = 100;
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});
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// 4. Connexion Socket.io
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const socket = io();
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// Formatage temps en mm:ss
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function formatTime(seconds) {
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const m = Math.floor(seconds / 60);
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const s = Math.floor(seconds % 60);
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return `${m}:${s < 10 ? '0' + s : s}`;
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}
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socket.on('position', (position) => {
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const now = Date.now();
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// Fonction pour arrêter les audios
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function stopAudio() {
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audioForward.pause();
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audioReverse.pause();
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isPlaying = false;
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vinyl.style.animationPlayState = 'paused';
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}
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if (lastPosition !== null && lastTime !== null) {
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const deltaPos = position - lastPosition;
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const deltaTime = (now - lastTime) / 1000;
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// Met à jour la barre de progression et le timer courant
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function updateProgress(currentTime, duration) {
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const percent = (currentTime / duration) * 100;
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progress.value = percent;
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currentTimeElem.textContent = formatTime(currentTime);
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}
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const speed = deltaPos / deltaTime;
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console.log('instant speed:', speed);
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// Fonction pour synchroniser la position de reverse sur la base de forward
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function syncReversePosition() {
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audioReverse.currentTime = audioForward.duration - audioForward.currentTime;
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}
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clearTimeout(idleTimeout);
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// Fonction pour synchroniser la position de forward sur la base de reverse
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function syncForwardPosition() {
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audioForward.currentTime = audioReverse.duration - audioReverse.currentTime;
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}
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// Gestion du slider pour contrôle manuel
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progress.addEventListener('input', () => {
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const seekTime = (progress.value / 100) * audioForward.duration;
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audioForward.currentTime = seekTime;
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audioReverse.currentTime = audioForward.duration - seekTime;
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// Si pause, on reste en pause
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if (!isPlaying) {
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updateProgress(seekTime, audioForward.duration);
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}
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});
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// Fonction principale pour gérer la lecture en fonction de la position de l'encodeur
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function handlePosition(position) {
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const speedFactor = 0.1; // ajuster la vitesse de lecture ici
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const delta = position - lastPosition;
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// Si pas de mouvement détecté (delta petit), on stoppe après un délai
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if (Math.abs(delta) < 0.01) {
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if (stopTimeout === null) {
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stopTimeout = setTimeout(() => {
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stopAudio();
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stopTimeout = null;
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}, STOP_DELAY);
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}
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if (Math.abs(speed) < 15) {
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stopPlayback();
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return;
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}
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const isReverse = speed < 0;
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// Simuler reverse
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if (isReverse) {
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simulateReverse(Math.abs(speed));
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} else {
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// Mouvement détecté => clear timeout arrêt
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if (stopTimeout !== null) {
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clearTimeout(stopTimeout);
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stopTimeout = null;
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}
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stopReverse();
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let playbackSpeed = 1 + speed * 0.0003;
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playbackSpeed = Math.max(0.5, Math.min(1.5, playbackSpeed));
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controlPlayback(playbackSpeed);
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}
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// Calcul vitesse lecture
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let playbackRate = Math.min(Math.abs(delta) * speedFactor, 2); // max 2x vitesse
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if (delta > 0) {
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// Lecture forward
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if (currentDirection !== 1) {
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// Switch direction: garder la position
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audioForward.currentTime = audioReverse.duration - audioReverse.currentTime;
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audioReverse.pause();
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currentDirection = 1;
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}
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if (audioForward.paused) audioForward.play();
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audioForward.playbackRate = playbackRate;
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audioReverse.pause();
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// Avance le temps
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audioForward.currentTime += delta * speedFactor;
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// Clamp currentTime
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if (audioForward.currentTime > audioForward.duration) {
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audioForward.currentTime = audioForward.duration;
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stopAudio();
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}
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updateProgress(audioForward.currentTime, audioForward.duration);
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} else if (delta < 0) {
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// Lecture reverse
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if (currentDirection !== -1) {
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// Switch direction: garder la position
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audioReverse.currentTime = audioForward.duration - audioForward.currentTime;
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audioForward.pause();
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currentDirection = -1;
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}
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if (audioReverse.paused) audioReverse.play();
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audioReverse.playbackRate = playbackRate;
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audioForward.pause();
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// Recul temps (en tenant compte que currentTime augmente dans les deux)
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audioReverse.currentTime += -delta * speedFactor;
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// Clamp currentTime
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if (audioReverse.currentTime > audioReverse.duration) {
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audioReverse.currentTime = audioReverse.duration;
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stopAudio();
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}
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// Mise à jour progress en miroir
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const forwardTime = audioReverse.duration - audioReverse.currentTime;
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updateProgress(forwardTime, audioReverse.duration);
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}
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// Animation vinyle
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if (!isPlaying) {
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vinyl.style.animationPlayState = 'running';
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isPlaying = true;
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}
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lastPosition = position;
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lastTime = now;
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// Détecter l'inactivité : si pas de mise à jour pendant 300ms → stop
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idleTimeout = setTimeout(() => {
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stopPlayback();
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}, 300);
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});
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// 5. Fonctions
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function togglePlay() {
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if (isPlaying) {
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audio.pause();
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vinyl.style.animationPlayState = 'paused';
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} else {
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audio.play();
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vinyl.style.animationPlayState = 'running';
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}
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isPlaying = !isPlaying;
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}
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// Gestion boutons +10s, -10s
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btnForward.addEventListener('click', () => {
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if (currentDirection === 1) {
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audioForward.currentTime = Math.min(audioForward.duration, audioForward.currentTime + 10);
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updateProgress(audioForward.currentTime, audioForward.duration);
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syncReversePosition();
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} else {
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audioReverse.currentTime = Math.min(audioReverse.duration, audioReverse.currentTime + 10);
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updateProgress(audioReverse.duration - audioReverse.currentTime, audioReverse.duration);
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syncForwardPosition();
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function updateProgress() {
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const progressPercent = (audio.currentTime / audio.duration) * 100;
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progress.value = progressPercent;
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currentTimeEl.textContent = formatTime(audio.currentTime);
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}
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function formatTime(time) {
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const minutes = Math.floor(time / 60);
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const seconds = Math.floor(time % 60);
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return `${minutes}:${seconds < 10 ? '0' : ''}${seconds}`;
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}
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function setProgress(e) {
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const width = progress.clientWidth;
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const clickX = e.offsetX;
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const duration = audio.duration;
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audio.currentTime = (clickX / width) * duration;
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}
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// Fonction pour régler la lecture selon la vitesse
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function controlPlayback(speed) {
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stopReverse(); // On stoppe le reverse si actif
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if (speed > 0) {
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if (!isPlaying) {
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if (currentDirection === 1) audioForward.play();
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else audioReverse.play();
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audio.play();
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vinyl.style.animationPlayState = 'running';
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isPlaying = true;
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}
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});
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btnBackward.addEventListener('click', () => {
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if (currentDirection === 1) {
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audioForward.currentTime = Math.max(0, audioForward.currentTime - 10);
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updateProgress(audioForward.currentTime, audioForward.duration);
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syncReversePosition();
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} else {
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audioReverse.currentTime = Math.max(0, audioReverse.currentTime - 10);
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updateProgress(audioReverse.duration - audioReverse.currentTime, audioReverse.duration);
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syncForwardPosition();
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audio.playbackRate = speed;
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}
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if (!isPlaying) {
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if (currentDirection === 1) audioForward.play();
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else audioReverse.play();
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}
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function stopPlayback() {
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audio.pause();
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vinyl.style.animationPlayState = 'paused';
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isPlaying = false;
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}
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function simulateReverse(speed) {
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// vitesse = ticks/sec → convertir en vitesse de recul
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const reverseSpeed = Math.min(speed * 0.01, 2); // seconds per step
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if (!reverseInterval) {
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reverseInterval = setInterval(() => {
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if (audio.currentTime > 0.05) {
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audio.currentTime -= reverseSpeed * 0.1;
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vinyl.style.animationPlayState = 'running';
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isPlaying = true;
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} else {
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stopPlayback();
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}
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});
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// Toggle loop
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btnLoop.addEventListener('click', () => {
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const newLoop = !audioForward.loop;
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audioForward.loop = newLoop;
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audioReverse.loop = newLoop;
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btnLoop.textContent = newLoop ? 'LOOP ON' : 'LOOP';
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});
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// Exemple : simulateur de position venant de l'encodeur (juste pour test)
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// Remplace cette fonction par ta vraie récupération de la position de l'encodeur
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let testPosition = 0;
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setInterval(() => {
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// Simule un mouvement avec des valeurs entre -20 et 20
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// Ici, rien ne bouge (position stable) pour test arrêt
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handlePosition(testPosition);
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}, 100);
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// Tu peux appeler handlePosition(positionEncoder) quand tu as la position réelle
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if (!isPlaying) {
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isPlaying = true;
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}
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}
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audio.pause(); // on met en pause le vrai son pour éviter conflit
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}
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function stopReverse() {
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if (reverseInterval) {
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clearInterval(reverseInterval);
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reverseInterval = null;
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}
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}
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// 6. Événements
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vinyl.addEventListener('click', togglePlay);
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audio.addEventListener('timeupdate', updateProgress);
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audio.addEventListener('loadedmetadata', () => {
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durationEl.textContent = formatTime(audio.duration);
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});
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progress.addEventListener('click', setProgress);
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backwardBtn.addEventListener('click', () => {
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audio.currentTime = Math.max(0, audio.currentTime - 10);
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});
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forwardBtn.addEventListener('click', () => {
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audio.currentTime = Math.min(audio.duration, audio.currentTime + 10);
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});
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loopBtn.addEventListener('click', () => {
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isLooping = !isLooping;
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loopBtn.style.backgroundColor = isLooping ? 'white' : 'transparent';
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loopBtn.style.color = isLooping ? '#18344b' : 'white';
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});
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audio.addEventListener('ended', () => {
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if (isLooping) {
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audio.currentTime = 0;
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audio.play();
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} else {
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vinyl.style.animationPlayState = 'paused';
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isPlaying = false;
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}
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});
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