Improve heart rate device reconnect flow

This commit is contained in:
2026-03-24 17:17:29 +08:00
parent 71ad6c6535
commit 0ccf7daf50
8 changed files with 831 additions and 72 deletions

View File

@@ -13,12 +13,14 @@ export interface AudioCueConfig {
volume: number
loop: boolean
loopGapMs: number
backgroundMode: 'disabled' | 'guidance'
}
export interface GameAudioConfig {
enabled: boolean
masterVolume: number
obeyMuteSwitch: boolean
backgroundAudioEnabled: boolean
approachDistanceMeters: number
cues: Record<AudioCueKey, AudioCueConfig>
}
@@ -28,12 +30,14 @@ export interface PartialAudioCueConfig {
volume?: number
loop?: boolean
loopGapMs?: number
backgroundMode?: 'disabled' | 'guidance'
}
export interface GameAudioConfigOverrides {
enabled?: boolean
masterVolume?: number
obeyMuteSwitch?: boolean
backgroundAudioEnabled?: boolean
approachDistanceMeters?: number
cues?: Partial<Record<AudioCueKey, PartialAudioCueConfig>>
}
@@ -42,6 +46,7 @@ export const DEFAULT_GAME_AUDIO_CONFIG: GameAudioConfig = {
enabled: true,
masterVolume: 1,
obeyMuteSwitch: true,
backgroundAudioEnabled: true,
approachDistanceMeters: 20,
cues: {
session_started: {
@@ -49,48 +54,56 @@ export const DEFAULT_GAME_AUDIO_CONFIG: GameAudioConfig = {
volume: 0.78,
loop: false,
loopGapMs: 0,
backgroundMode: 'disabled',
},
'control_completed:start': {
src: '/assets/sounds/start-complete.wav',
volume: 0.84,
loop: false,
loopGapMs: 0,
backgroundMode: 'disabled',
},
'control_completed:control': {
src: '/assets/sounds/control-complete.wav',
volume: 0.8,
loop: false,
loopGapMs: 0,
backgroundMode: 'disabled',
},
'control_completed:finish': {
src: '/assets/sounds/finish-complete.wav',
volume: 0.92,
loop: false,
loopGapMs: 0,
backgroundMode: 'disabled',
},
'punch_feedback:warning': {
src: '/assets/sounds/warning.wav',
volume: 0.72,
loop: false,
loopGapMs: 0,
backgroundMode: 'disabled',
},
'guidance:searching': {
src: '/assets/sounds/guidance-searching.wav',
volume: 0.48,
loop: true,
loopGapMs: 1800,
backgroundMode: 'guidance',
},
'guidance:approaching': {
src: '/assets/sounds/guidance-approaching.wav',
volume: 0.58,
loop: true,
loopGapMs: 950,
backgroundMode: 'guidance',
},
'guidance:ready': {
src: '/assets/sounds/guidance-ready.wav',
volume: 0.68,
loop: true,
loopGapMs: 650,
backgroundMode: 'guidance',
},
},
}
@@ -143,6 +156,10 @@ export function mergeGameAudioConfig(overrides?: GameAudioConfigOverrides | null
if (cue.loopGapMs !== undefined) {
cues[key].loopGapMs = clampGap(Number(cue.loopGapMs), cues[key].loopGapMs)
}
if (cue.backgroundMode === 'disabled' || cue.backgroundMode === 'guidance') {
cues[key].backgroundMode = cue.backgroundMode
}
}
}
@@ -150,6 +167,9 @@ export function mergeGameAudioConfig(overrides?: GameAudioConfigOverrides | null
enabled: overrides && overrides.enabled !== undefined ? !!overrides.enabled : DEFAULT_GAME_AUDIO_CONFIG.enabled,
masterVolume: clampVolume(Number(overrides && overrides.masterVolume), DEFAULT_GAME_AUDIO_CONFIG.masterVolume),
obeyMuteSwitch: overrides && overrides.obeyMuteSwitch !== undefined ? !!overrides.obeyMuteSwitch : DEFAULT_GAME_AUDIO_CONFIG.obeyMuteSwitch,
backgroundAudioEnabled: overrides && overrides.backgroundAudioEnabled !== undefined
? !!overrides.backgroundAudioEnabled
: true,
approachDistanceMeters: clampDistance(Number(overrides && overrides.approachDistanceMeters), DEFAULT_GAME_AUDIO_CONFIG.approachDistanceMeters),
cues,
}

View File

@@ -6,14 +6,20 @@ export class SoundDirector {
config: GameAudioConfig
contexts: Partial<Record<AudioCueKey, WechatMiniprogram.InnerAudioContext>>
loopTimers: Partial<Record<AudioCueKey, number>>
backgroundLoopTimer: number
activeGuidanceCue: AudioCueKey | null
backgroundManager: WechatMiniprogram.BackgroundAudioManager | null
appAudioMode: 'foreground' | 'background'
constructor(config: GameAudioConfig = DEFAULT_GAME_AUDIO_CONFIG) {
this.enabled = true
this.config = config
this.contexts = {}
this.loopTimers = {}
this.backgroundLoopTimer = 0
this.activeGuidanceCue = null
this.backgroundManager = null
this.appAudioMode = 'foreground'
}
configure(config: GameAudioConfig): void {
@@ -34,6 +40,7 @@ export class SoundDirector {
}
}
this.loopTimers = {}
this.clearBackgroundLoopTimer()
const keys = Object.keys(this.contexts) as AudioCueKey[]
for (const key of keys) {
@@ -46,6 +53,7 @@ export class SoundDirector {
}
this.contexts = {}
this.activeGuidanceCue = null
this.stopBackgroundGuidance()
}
destroy(): void {
@@ -108,7 +116,43 @@ export class SoundDirector {
}
}
setAppAudioMode(mode: 'foreground' | 'background'): void {
if (this.appAudioMode === mode) {
return
}
this.appAudioMode = mode
const activeGuidanceCue = this.activeGuidanceCue
if (!activeGuidanceCue) {
this.stopBackgroundGuidance()
return
}
if (mode === 'background') {
this.stopForegroundCue(activeGuidanceCue)
this.startBackgroundGuidance(activeGuidanceCue)
return
}
this.stopBackgroundGuidance()
this.playForeground(activeGuidanceCue)
}
play(key: AudioCueKey): void {
if (this.appAudioMode === 'background') {
const cue = this.config.cues[key]
if (!cue || cue.backgroundMode !== 'guidance' || !this.isGuidanceCue(key)) {
return
}
this.startBackgroundGuidance(key)
return
}
this.playForeground(key)
}
playForeground(key: AudioCueKey): void {
const cue = this.config.cues[key]
if (!cue || !cue.src) {
return
@@ -132,11 +176,17 @@ export class SoundDirector {
this.stopGuidanceLoop()
this.activeGuidanceCue = key
this.play(key)
if (this.appAudioMode === 'background') {
this.startBackgroundGuidance(key)
return
}
this.playForeground(key)
}
stopGuidanceLoop(): void {
if (!this.activeGuidanceCue) {
this.stopBackgroundGuidance()
return
}
@@ -148,6 +198,7 @@ export class SoundDirector {
context.seek(0)
}
}
this.stopBackgroundGuidance()
this.activeGuidanceCue = null
}
@@ -175,6 +226,105 @@ export class SoundDirector {
}, cue.loopGapMs) as unknown as number
}
handleBackgroundCueEnded(): void {
const key = this.activeGuidanceCue
if (!key || !this.enabled || !this.config.enabled || this.appAudioMode !== 'background') {
return
}
const cue = this.config.cues[key]
if (!cue || !cue.loop) {
return
}
this.clearBackgroundLoopTimer()
this.backgroundLoopTimer = setTimeout(() => {
this.backgroundLoopTimer = 0
if (this.activeGuidanceCue === key && this.appAudioMode === 'background' && this.enabled && this.config.enabled) {
this.playBackgroundCue(key)
}
}, cue.loopGapMs) as unknown as number
}
clearBackgroundLoopTimer(): void {
if (this.backgroundLoopTimer) {
clearTimeout(this.backgroundLoopTimer)
this.backgroundLoopTimer = 0
}
}
stopForegroundCue(key: AudioCueKey): void {
this.clearLoopTimer(key)
const context = this.contexts[key]
if (!context) {
return
}
context.stop()
if (typeof context.seek === 'function') {
context.seek(0)
}
}
isGuidanceCue(key: AudioCueKey): boolean {
return key === 'guidance:searching'
|| key === 'guidance:approaching'
|| key === 'guidance:ready'
}
startBackgroundGuidance(key: AudioCueKey): void {
if (!this.enabled || !this.config.enabled || !this.config.backgroundAudioEnabled) {
return
}
const cue = this.config.cues[key]
if (!cue || cue.backgroundMode !== 'guidance' || !cue.src) {
return
}
this.playBackgroundCue(key)
}
playBackgroundCue(key: AudioCueKey): void {
const cue = this.config.cues[key]
if (!cue || !cue.src) {
return
}
const manager = this.getBackgroundManager()
this.clearBackgroundLoopTimer()
manager.stop()
manager.title = 'ColorMapRun 引导音'
manager.epname = 'ColorMapRun'
manager.singer = 'ColorMapRun'
manager.coverImgUrl = ''
manager.src = cue.src
manager.play()
}
stopBackgroundGuidance(): void {
this.clearBackgroundLoopTimer()
if (!this.backgroundManager) {
return
}
this.backgroundManager.stop()
}
getBackgroundManager(): WechatMiniprogram.BackgroundAudioManager {
if (this.backgroundManager) {
return this.backgroundManager
}
const manager = wx.getBackgroundAudioManager()
if (typeof manager.onEnded === 'function') {
manager.onEnded(() => {
this.handleBackgroundCueEnded()
})
}
this.backgroundManager = manager
return manager
}
getContext(key: AudioCueKey): WechatMiniprogram.InnerAudioContext {
const existing = this.contexts[key]
if (existing) {

View File

@@ -45,6 +45,10 @@ export class FeedbackDirector {
this.uiEffectDirector.destroy()
}
setAppAudioMode(mode: 'foreground' | 'background'): void {
this.soundDirector.setAppAudioMode(mode)
}
handleEffects(effects: GameEffect[]): void {
this.soundDirector.handleEffects(effects)
this.hapticsDirector.handleEffects(effects)