retour sensi -

This commit is contained in:
El-yazide MOHAMED 2025-06-07 12:44:45 +02:00
parent 2b54c71eae
commit ac89ce77e6

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