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.
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@@ -3,7 +3,13 @@
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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 { cyclicColor, readPalette, rgba } from "@/lib/visualizer-palette";
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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 SpectrumVisualizerProps = {
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/** 是否激活:true 时采集麦克风并随音量律动,false 时显示静态呼吸态 */
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@@ -22,15 +28,16 @@ export type SpectrumVisualizerProps = {
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};
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/**
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* 径向频谱:一圈围绕中心柔光的细长光柱,随频谱起伏。
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* 克制、对称,与光环模式共用同一套调色与柔光语言。
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* 径向频谱:左右镜像对称的一圈光柱,从基准环向内外双向伸展,
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* 低频在顶部、高频在底部。静态时沿圆周泛起呼吸涟漪,
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* 激活后随频谱起伏。与其他可视化共用同一套调色与柔光语言。
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*/
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export function SpectrumVisualizer({
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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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barCount = 64,
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barCount = 96,
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onError,
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className,
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}: SpectrumVisualizerProps) {
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@@ -56,64 +63,84 @@ export function SpectrumVisualizer({
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const cx = size / 2;
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const cy = size / 2;
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const innerR = size * 0.22;
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const maxBar = size * 0.2;
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const baseR = size * 0.3;
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const outLen = size * 0.16;
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const inLen = size * 0.055;
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const half = Math.floor(barCount / 2);
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const freq = new Uint8Array(256);
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const TAU = Math.PI * 2;
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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 += 0.016;
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const palette = readPalette(canvas);
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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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if (node) node.getByteFrequencyData(freq);
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let energy = 0;
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const breathe = 0.5 + 0.5 * Math.sin(t * 1.1);
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let sum = 0;
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for (let i = 0; i < barCount; i++) {
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// 左右镜像:m 从顶部 0 到底部 1,再原路返回
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const m = (i < half ? i : barCount - i) / half;
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let target: number;
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if (node) {
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// 取低中频段(人声主能量),映射到一圈
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const bin = Math.floor((i / barCount) * (freq.length * 0.62));
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target = freq[bin] / 255;
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// 低频朝上、高频朝下,幂映射拉开低频细节
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const bin = Math.floor(Math.pow(m, 1.6) * freq.length * 0.7);
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target = Math.pow(freq[bin] / 255, 1.25);
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} else {
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// 静态呼吸态
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target = 0.08 + 0.05 * (0.5 + 0.5 * Math.sin(t * 1.5 + i * 0.4));
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// 静态呼吸 + 沿圆周缓慢游走的涟漪
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target =
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0.07 +
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0.05 * breathe +
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0.05 * (0.5 + 0.5 * Math.sin(m * 8.0 - t * 1.8));
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}
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smooth[i] += (target - smooth[i]) * 0.22;
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energy += smooth[i];
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const k = target > smooth[i] ? 0.35 : 0.12;
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smooth[i] += (target - smooth[i]) * k;
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sum += smooth[i];
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}
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energy /= barCount;
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energy += (sum / barCount - energy) * 0.1;
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ctx.clearRect(0, 0, size, size);
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// 中心柔光:和光环模式一致的呼吸光晕
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const breathe = 0.5 + 0.5 * Math.sin(t * 1.3);
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const glowR = innerR * (1 + energy * 0.4) + size * 0.04 * breathe;
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const glow = ctx.createRadialGradient(cx, cy, 0, cx, cy, glowR + maxBar);
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glow.addColorStop(0, rgba(sky, 0.32 + energy * 0.4));
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glow.addColorStop(0.5, rgba(lav, 0.12 + energy * 0.18));
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// 中心柔光:与其他模式一致的呼吸光晕
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const glowR = baseR * (0.9 + energy * 0.5) + size * 0.03 * breathe;
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const glow = ctx.createRadialGradient(cx, cy, 0, cx, cy, glowR + outLen);
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glow.addColorStop(0, rgba(sky, (dark ? 0.3 : 0.2) + energy * 0.35));
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glow.addColorStop(0.55, rgba(lav, 0.1 + energy * 0.15));
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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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// 径向光柱:圆头、细、带柔光,缓慢旋转
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const rotation = t * 0.08;
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// 基准环:一条贯穿所有光柱的发丝细环
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ctx.beginPath();
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ctx.arc(cx, cy, baseR, 0, TAU);
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ctx.lineWidth = 1;
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ctx.strokeStyle = rgba(lav, dark ? 0.28 : 0.32);
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ctx.stroke();
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// 镜像光柱:从基准环向内外双向伸展,圆头、细、带柔光
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const rotation = -Math.PI / 2 + Math.sin(t * 0.11) * 0.06;
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ctx.lineCap = "round";
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ctx.lineWidth = Math.max(1.5, size * 0.008);
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ctx.lineWidth = Math.max(1.3, size * 0.007);
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for (let i = 0; i < barCount; i++) {
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const angle = (i / barCount) * Math.PI * 2 + rotation;
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const p = i / barCount;
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const angle = p * TAU + rotation;
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const v = smooth[i];
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const r0 = innerR + size * 0.012;
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const r1 = r0 + maxBar * (0.12 + v);
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const r0 = baseR - 1.5 - inLen * v;
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const r1 = baseR + 1.5 + outLen * (0.08 + 0.92 * v);
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const cos = Math.cos(angle);
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const sin = Math.sin(angle);
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const color = cyclicColor(palette, i / barCount);
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ctx.strokeStyle = rgba(color, 0.35 + v * 0.5);
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ctx.shadowColor = rgba(color, 0.7);
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ctx.shadowBlur = 6 + v * 14;
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const color = cyclicColor(palette, p + t * 0.015);
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ctx.strokeStyle = rgba(color, (dark ? 0.35 : 0.45) + v * 0.5);
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ctx.shadowColor = rgba(color, 0.6);
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ctx.shadowBlur = 4 + v * 16;
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ctx.beginPath();
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ctx.moveTo(cx + cos * r0, cy + sin * r0);
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ctx.lineTo(cx + cos * r1, cy + sin * r1);
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