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:
Xin Wang
2026-06-10 09:17:14 +08:00
parent 6e83396d64
commit df7ce493f1
4 changed files with 313 additions and 69 deletions

View File

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