forked from naskya/firefish
fix: sound effects stop music playback in iOS
This also improves the overall sound performance (including Android PWA) Co-authored-by: naskya <m@naskya.net>
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2 changed files with 28 additions and 11 deletions
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@ -38,6 +38,8 @@
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## 細かい変更点
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## 細かい変更点
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- iOS で効果音と音楽の再生が干渉する問題を修正(Misskey から取り込み)
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- 本家にもマージリクエストを出しています ([!10641](https://git.joinfirefish.org/firefish/firefish/-/merge_requests/10641))
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- HTML のコードに入るコメントアートを削除
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- HTML のコードに入るコメントアートを削除
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- 全ページにこんなの入れなくても……
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- 全ページにこんなの入れなくても……
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- デフォルトではバイブレーションを無効に
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- デフォルトではバイブレーションを無効に
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@ -1,16 +1,25 @@
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import { ColdDeviceStorage } from "@/store";
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import { ColdDeviceStorage } from "@/store";
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const ctx = new AudioContext();
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const cache = new Map<string, HTMLAudioElement>();
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const cache = new Map<string, HTMLAudioElement>();
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export function getAudio(file: string, useCache = true): HTMLAudioElement {
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export async function getAudio(
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let audio: HTMLAudioElement;
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file: string,
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useCache = true,
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): HTMLAudioElement {
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if (useCache && cache.has(file)) {
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if (useCache && cache.has(file)) {
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audio = cache.get(file);
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return cache.get(file);
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} else {
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audio = new Audio(`/static-assets/sounds/${file}.mp3`);
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if (useCache) cache.set(file, audio);
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}
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}
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return audio;
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const response = await fetch(`/static-assets/sounds/${file}.mp3`);
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const arrayBuffer = await response.arrayBuffer();
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const audioBuffer = await ctx.decodeAudioData(arrayBuffer);
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if (useCache) {
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cache.set(file, audioBuffer);
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}
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return audioBuffer;
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}
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}
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export function setVolume(
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export function setVolume(
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@ -28,11 +37,17 @@ export function play(type: string) {
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playFile(sound.type, sound.volume);
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playFile(sound.type, sound.volume);
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}
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}
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export function playFile(file: string, volume: number) {
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export async function playFile(file: string, volume: number) {
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const masterVolume = ColdDeviceStorage.get("sound_masterVolume");
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const masterVolume = ColdDeviceStorage.get("sound_masterVolume");
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if (masterVolume === 0 || volume === 0 || file.toLowerCase().includes("none"))
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if (masterVolume === 0 || volume === 0) {
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return;
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return;
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}
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const audio = setVolume(getAudio(file), volume);
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const gainNode = ctx.createGain();
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audio.play();
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gainNode.gain.value = masterVolume * volume;
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const soundSource = ctx.createBufferSource();
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soundSource.buffer = await getAudio(file);
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soundSource.connect(gainNode).connect(ctx.destination);
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soundSource.start();
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}
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}
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