Implement Phase 3: MusicManager Integration with Custom Audio
Complete integration of custom audio files with existing music player: ## Core Integration Features: 1. **Extended Track System:** - Built-in tracks marked with isBuiltIn: true - Custom tracks marked with isCustom: true - MusicManager now loads custom background music from storage - Automatic filtering of enabled custom tracks 2. **Dynamic Track Loading:** - loadCustomTracks(): Loads enabled background music into MusicManager - refreshCustomTracks(): Updates track list when audio files change - Auto-refresh when audio gallery is loaded/updated - Maintains backwards compatibility with built-in tracks 3. **Enhanced Track Selector:** - updateTrackSelector(): Rebuilds dropdown with all available tracks - Custom tracks labeled as '(Custom)' in selector - Handles track list changes without breaking current playback - Auto-resets to first track if current track becomes unavailable 4. **Seamless Integration:** - Custom background music appears alongside built-in tracks - All existing music controls work with custom tracks (play/pause, loop, shuffle, volume) - Track selector automatically updates when importing/deleting audio - No changes needed to existing playback logic ## User Experience: Import background music Automatically appears in music player dropdown Enable/disable audio Updates music player track list immediately Delete audio Safely removes from player and resets if needed All music controls work seamlessly with custom tracks Visual distinction between built-in and custom tracks ## Technical Implementation: - MusicManager.tracks array now includes custom audio files - Automatic synchronization between audio management and music player - Smart track indexing that survives add/remove operations - Integrated with existing storage system and settings persistence **Custom background music now fully integrated with the header music player!**
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game.js
78
game.js
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@ -1979,6 +1979,11 @@ ${usagePercent > 85 ? '⚠️ Storage getting full - consider deleting some imag
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// Setup initial gallery controls for the active tab
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this.updateAudioGalleryControls('background');
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// Refresh the music manager to include new custom tracks
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if (this.musicManager) {
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this.musicManager.refreshCustomTracks();
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}
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}
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loadAudioCategory(category, gallery, audioFiles) {
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@ -3178,12 +3183,15 @@ class MusicManager {
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this.playHistory = [];
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this.tracks = [
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{ name: 'Colorful Flowers', file: 'audio/Colorful-Flowers(chosic.com).mp3' },
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{ name: 'New Beginnings', file: 'audio/New-Beginnings-chosic.com_.mp3' },
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{ name: 'Storm Clouds', file: 'audio/storm-clouds-purpple-cat(chosic.com).mp3' },
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{ name: 'Brunch For Two', file: 'audio/Tokyo-Music-Walker-Brunch-For-Two-chosic.com_.mp3' }
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{ name: 'Colorful Flowers', file: 'audio/Colorful-Flowers(chosic.com).mp3', isBuiltIn: true },
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{ name: 'New Beginnings', file: 'audio/New-Beginnings-chosic.com_.mp3', isBuiltIn: true },
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{ name: 'Storm Clouds', file: 'audio/storm-clouds-purpple-cat(chosic.com).mp3', isBuiltIn: true },
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{ name: 'Brunch For Two', file: 'audio/Tokyo-Music-Walker-Brunch-For-Two-chosic.com_.mp3', isBuiltIn: true }
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];
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// Load and add custom background music
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this.loadCustomTracks();
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this.updateUI();
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this.initializeVolumeUI();
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}
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@ -3195,6 +3203,45 @@ class MusicManager {
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this.dataManager.setSetting('music.shuffle', this.shuffleMode);
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}
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loadCustomTracks() {
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// Get custom background music from storage
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const customAudio = this.dataManager.get('customAudio') || { background: [], ambient: [], effects: [] };
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const backgroundMusic = customAudio.background || [];
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// Add enabled custom background music to tracks
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backgroundMusic.forEach(audio => {
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if (audio.enabled !== false) { // Include if not explicitly disabled
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this.tracks.push({
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name: audio.title || audio.name,
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file: audio.path,
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isBuiltIn: false,
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isCustom: true
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});
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}
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});
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console.log(`MusicManager: Loaded ${backgroundMusic.length} custom background tracks`);
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}
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refreshCustomTracks() {
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// Remove existing custom tracks
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this.tracks = this.tracks.filter(track => track.isBuiltIn);
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// Reload custom tracks
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this.loadCustomTracks();
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// Update the UI to reflect new tracks
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this.updateTrackSelector();
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// If current track was custom and no longer exists, reset to first track
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if (this.currentTrackIndex >= this.tracks.length) {
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this.currentTrackIndex = 0;
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this.saveSettings();
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}
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console.log(`MusicManager: Refreshed tracks, now have ${this.tracks.length} total tracks`);
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}
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initializeVolumeUI() {
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const volumeSlider = document.getElementById('volume-slider');
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const volumePercent = document.getElementById('volume-percent');
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@ -3202,7 +3249,9 @@ class MusicManager {
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volumeSlider.value = this.volume;
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volumePercent.textContent = `${this.volume}%`;
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trackSelector.value = this.currentTrackIndex;
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// Build track selector with all tracks
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this.updateTrackSelector();
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this.updateLoopButton();
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this.updateShuffleButton();
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@ -3465,6 +3514,25 @@ class MusicManager {
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statusSpan.textContent = 'Music: Off';
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}
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}
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updateTrackSelector() {
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const trackSelector = document.getElementById('track-selector');
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if (!trackSelector) return;
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// Clear existing options
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trackSelector.innerHTML = '';
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// Add all tracks (built-in and custom)
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this.tracks.forEach((track, index) => {
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const option = document.createElement('option');
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option.value = index;
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option.textContent = track.isCustom ? `${track.name} (Custom)` : track.name;
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trackSelector.appendChild(option);
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});
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// Set current selection
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trackSelector.value = this.currentTrackIndex;
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}
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}
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// Initialize game when page loads
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