Enhance audio visualizers with new NebulaVisualizer and refactor existing components
- Introduce the NebulaVisualizer component, featuring particles that respond to audio input, enhancing the visual experience. - Refactor AuraVisualizer, SpectrumVisualizer, and WaveVisualizer to utilize the adaptPalette function for improved theme handling. - Update visualizer logic to enhance responsiveness and visual effects based on audio analysis, ensuring a cohesive user experience across components.
This commit is contained in:
181
frontend/src/components/ui/nebula-visualizer.tsx
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181
frontend/src/components/ui/nebula-visualizer.tsx
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"use client";
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import * as React from "react";
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import { cn } from "@/lib/utils";
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import { useAudioAnalyser } from "@/hooks/use-audio-analyser";
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import {
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adaptPalette,
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cyclicColor,
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isDarkTheme,
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readPalette,
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rgba,
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} from "@/lib/visualizer-palette";
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export type NebulaVisualizerProps = {
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/** 是否激活:true 时采集麦克风并随音频律动,false 时显示静态呼吸态 */
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active?: boolean;
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/** 外部分析器;提供后组件不再自行申请麦克风 */
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analyser?: AnalyserNode | null;
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/** 外部音频流;提供后用它构建分析器,而不调用 getUserMedia */
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stream?: MediaStream | null;
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/** 画布直径(px) */
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size?: number;
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/** 粒子数量 */
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particleCount?: number;
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/** 申请麦克风失败时回调 */
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onError?: (error: unknown) => void;
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className?: string;
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};
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type Particle = {
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/** 当前角度(rad) */
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ang: number;
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/** 角速度(rad/s,带方向) */
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vel: number;
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/** 基础轨道半径(占画布尺寸比例) */
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baseR: number;
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/** 呼吸相位偏移 */
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phase: number;
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/** 基础粒径(px @220 画布) */
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sz: number;
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/** 在调色板上的取色位置 */
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hue: number;
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/** 平滑后的所在频段能量 */
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v: number;
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};
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/**
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* 星云:一群沿环形轨道缓慢漂移的发光粒子,带运动拖尾。
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* 静态时如星环般缓慢呼吸流转;激活后粒子按所在方位
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* 对应的频段能量加速、外扩、增亮。
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*/
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export function NebulaVisualizer({
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active = false,
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analyser = null,
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stream = null,
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size = 220,
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particleCount = 140,
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onError,
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className,
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}: NebulaVisualizerProps) {
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const canvasRef = React.useRef<HTMLCanvasElement>(null);
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const particlesRef = React.useRef<Particle[]>([]);
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const analyserRef = useAudioAnalyser({ active, analyser, stream, onError });
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React.useEffect(() => {
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const canvas = canvasRef.current;
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if (!canvas) return;
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const ctx = canvas.getContext("2d");
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if (!ctx) return;
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const dpr = Math.min(window.devicePixelRatio || 1, 2);
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canvas.width = size * dpr;
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canvas.height = size * dpr;
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ctx.scale(dpr, dpr);
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const TAU = Math.PI * 2;
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if (particlesRef.current.length !== particleCount) {
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particlesRef.current = Array.from({ length: particleCount }, () => ({
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ang: Math.random() * TAU,
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vel: (0.08 + Math.random() * 0.22) * (Math.random() < 0.5 ? -1 : 1),
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baseR: 0.27 + Math.random() * 0.15,
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phase: Math.random() * TAU,
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sz: 0.7 + Math.random() * 1.5,
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hue: Math.random(),
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v: 0,
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}));
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}
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const particles = particlesRef.current;
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const cx = size / 2;
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const cy = size / 2;
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const scale = size / 220;
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const freq = new Uint8Array(256);
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const dt = 0.016;
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let raf = 0;
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let t = 0;
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let energy = 0;
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const draw = () => {
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t += dt;
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const dark = isDarkTheme();
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const palette = adaptPalette(readPalette(canvas), dark);
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const { sky, lav } = palette;
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const node = analyserRef.current;
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let level = 0;
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if (node) {
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node.getByteFrequencyData(freq);
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const bins = Math.floor(freq.length * 0.6);
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let sum = 0;
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for (let i = 0; i < bins; i++) sum += freq[i];
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level = sum / bins / 255;
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}
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energy += (level - energy) * (level > energy ? 0.3 : 0.08);
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const breathe = 0.5 + 0.5 * Math.sin(t * 0.8);
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// 用 destination-out 让上一帧整体淡出,留下运动拖尾
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ctx.globalCompositeOperation = "destination-out";
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ctx.fillStyle = "rgba(0, 0, 0, 0.16)";
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ctx.fillRect(0, 0, size, size);
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ctx.globalCompositeOperation = "source-over";
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// 中心柔光逐帧低强度补画,与淡出达到稳态平衡
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const glowR = size * (0.16 + 0.02 * breathe) * (1 + energy * 0.6);
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const glow = ctx.createRadialGradient(cx, cy, 0, cx, cy, glowR * 2);
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glow.addColorStop(0, rgba(sky, 0.045 + energy * 0.09));
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glow.addColorStop(0.6, rgba(lav, 0.02 + energy * 0.04));
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glow.addColorStop(1, rgba(lav, 0));
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ctx.fillStyle = glow;
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ctx.fillRect(0, 0, size, size);
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for (const p of particles) {
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p.ang += p.vel * dt * (1 + energy * 2.2);
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// 粒子方位映射到频段(左右镜像,低频在顶部)
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const a01 = (((p.ang + Math.PI / 2) % TAU) + TAU) % TAU / TAU;
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const m = a01 < 0.5 ? a01 * 2 : (1 - a01) * 2;
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let target = 0;
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if (node) {
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const bin = Math.floor(Math.pow(m, 1.5) * freq.length * 0.6);
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target = Math.pow(freq[bin] / 255, 1.3);
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}
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p.v += (target - p.v) * (target > p.v ? 0.3 : 0.1);
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const wobble =
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0.016 * Math.sin(t * 0.9 + p.phase) + 0.014 * (breathe - 0.5);
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const rad = (p.baseR + wobble + p.v * 0.1) * size;
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const x = cx + Math.cos(p.ang) * rad;
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const y = cy + Math.sin(p.ang) * rad;
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const color = cyclicColor(palette, p.hue + t * 0.02);
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const lum =
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0.3 + 0.2 * (0.5 + 0.5 * Math.sin(t * 1.3 + p.phase)) + 0.55 * p.v;
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ctx.fillStyle = rgba(color, Math.min(1, lum + (dark ? 0 : 0.12)));
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ctx.shadowColor = rgba(color, 0.7);
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ctx.shadowBlur = 3 + p.v * 12;
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ctx.beginPath();
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ctx.arc(x, y, p.sz * scale * (1 + p.v * 1.4), 0, TAU);
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ctx.fill();
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}
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ctx.shadowBlur = 0;
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raf = requestAnimationFrame(draw);
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};
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raf = requestAnimationFrame(draw);
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return () => cancelAnimationFrame(raf);
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}, [size, particleCount, analyserRef]);
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return (
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<canvas
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ref={canvasRef}
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role="img"
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aria-label="麦克风音频可视化(星云)"
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style={{ width: size, height: size }}
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className={cn("select-none", className)}
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/>
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);
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}
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