'use client' import { useEffect, useRef } from 'react' import { audioState } from '@/lib/audioState' import { useBgStore } from '@/store/bgStore' type Pt = { x: number; y: number; vx: number; vy: number; r: number; a: number } type Ring = { r: number; alpha: number; speed: number } type Star = { x: number; y: number; r: number; ba: number; ph: number; sp: number } type Drop = { x: number; y: number; speed: number; len: number; alpha: number } export default function AudioBackground() { const canvasRef = useRef(null) const { bgMode, fxConfigs } = useBgStore() const fxRef = useRef(fxConfigs) // Sync config changes without restarting the animation loop useEffect(() => { fxRef.current = fxConfigs }, [fxConfigs]) useEffect(() => { if (bgMode === 'none') return const canvas = canvasRef.current if (!canvas) return const ctx = canvas.getContext('2d') if (!ctx) return let rafId: number let smoothBass = 0 let smoothMid = 0 let fastBass = 0 let dataBuf: Uint8Array | null = null const resize = () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight } resize() window.addEventListener('resize', resize) const tick = () => { let rB = 0, rM = 0 if (audioState.analyser && audioState.isPlaying) { const n = audioState.analyser.frequencyBinCount if (!dataBuf || dataBuf.length !== n) dataBuf = new Uint8Array(new ArrayBuffer(n)) audioState.analyser.getByteFrequencyData(dataBuf) const bEnd = Math.max(1, Math.ceil(n * 0.1)) for (let i = 0; i < bEnd; i++) rB = Math.max(rB, dataBuf[i] / 255) const mEnd = Math.ceil(n * 0.4); let mSum = 0 for (let i = bEnd; i < mEnd; i++) mSum += dataBuf[i] / 255 rM = mSum / Math.max(1, mEnd - bEnd) } fastBass += (rB - fastBass) * 0.45 smoothBass += (rB - smoothBass) * 0.1 smoothMid += (rM - smoothMid) * 0.07 } const ac = () => document.documentElement.style.getPropertyValue('--accent-rgb') || '200,255,0' const clear = (W: number, H: number, trail: number) => { if (trail > 0.005) { ctx.fillStyle = `rgba(10,10,15,${(1 - trail).toFixed(3)})` ctx.fillRect(0, 0, W, H) } else { ctx.clearRect(0, 0, W, H) ctx.fillStyle = '#0a0a0f' ctx.fillRect(0, 0, W, H) } } // ── ORBS ───────────────────────────────────────────────────────────────── const drawOrbs = () => { const W = canvas.width, H = canvas.height, a = ac() const cfg = fxRef.current.orbs const t = Date.now() / (5000 / cfg.speed) const br = Math.sin(t) * 0.04 + Math.cos(t * 0.7) * 0.02 const diag = Math.hypot(W, H), base = diag * 0.62 const bri = cfg.brightness clear(W, H, cfg.trail) const r1 = base * (0.78 + smoothBass * 0.45 + br) const a1 = (0.07 + smoothBass * 0.08) * bri const g1 = ctx.createRadialGradient(W * 0.12, H * 0.06, 0, W * 0.12, H * 0.06, r1) g1.addColorStop(0, `rgba(${a},${a1})`); g1.addColorStop(0.42, `rgba(${a},${a1 * 0.25})`); g1.addColorStop(1, `rgba(${a},0)`) ctx.fillStyle = g1; ctx.fillRect(0, 0, W, H) const r2 = base * (0.70 + smoothMid * 0.40 - br * 0.5) const a2 = (0.06 + smoothMid * 0.07) * bri const g2 = ctx.createRadialGradient(W * 0.88, H * 0.94, 0, W * 0.88, H * 0.94, r2) g2.addColorStop(0, `rgba(255,60,172,${a2})`); g2.addColorStop(0.42, `rgba(255,60,172,${a2 * 0.25})`); g2.addColorStop(1, 'rgba(255,60,172,0)') ctx.fillStyle = g2; ctx.fillRect(0, 0, W, H) const c = smoothBass * 0.5 + smoothMid * 0.5 if (c > 0.008) { const r3 = base * (0.40 + c * 0.35) const g3 = ctx.createRadialGradient(W * 0.5, H * 0.5, 0, W * 0.5, H * 0.5, r3) g3.addColorStop(0, `rgba(140,100,255,${(0.035 + c * 0.06) * bri})`); g3.addColorStop(1, 'rgba(140,100,255,0)') ctx.fillStyle = g3; ctx.fillRect(0, 0, W, H) } } // ── WAVES ───────────────────────────────────────────────────────────────── const drawWaves = () => { const W = canvas.width, H = canvas.height, a = ac() const cfg = fxRef.current.waves const t = (Date.now() / 1000) * cfg.speed const amp = cfg.amplitude clear(W, H, cfg.trail) const layers = [ { y: 0.70, amp: (20 + smoothBass * 60) * amp, freq: 0.007, ph: t * 0.35, al: 0.12, c: `rgba(${a},` }, { y: 0.76, amp: (16 + smoothMid * 45) * amp, freq: 0.011, ph: -t * 0.5, al: 0.09, c: 'rgba(255,60,172,' }, { y: 0.81, amp: (24 + smoothBass * 75) * amp, freq: 0.005, ph: t * 0.28, al: 0.14, c: `rgba(${a},` }, { y: 0.87, amp: (12 + smoothMid * 35) * amp, freq: 0.013, ph: -t * 0.62, al: 0.08, c: 'rgba(140,100,255,' }, { y: 0.93, amp: (30 + smoothBass * 90) * amp, freq: 0.004, ph: t * 0.18, al: 0.18, c: `rgba(${a},` }, ] for (const l of layers) { const baseY = H * l.y ctx.beginPath(); ctx.moveTo(-2, baseY) for (let x = 0; x <= W + 3; x += 3) ctx.lineTo(x, baseY + Math.sin(x * l.freq + l.ph) * l.amp + Math.sin(x * l.freq * 2.4 + l.ph * 1.6) * l.amp * 0.25) ctx.lineTo(W + 2, H + 2); ctx.lineTo(-2, H + 2); ctx.closePath() const g = ctx.createLinearGradient(0, baseY - l.amp * 1.5, 0, H) g.addColorStop(0, `${l.c}${l.al})`); g.addColorStop(1, `${l.c}0)`) ctx.fillStyle = g; ctx.fill() } } // ── PARTICLES ───────────────────────────────────────────────────────────── const PTS: Pt[] = Array.from({ length: 55 }, () => ({ x: Math.random(), y: Math.random(), vx: (Math.random() - 0.5) * 0.00025, vy: (Math.random() - 0.5) * 0.00025, r: Math.random() * 1.5 + 0.6, a: Math.random() * 0.35 + 0.1, })) const drawParticles = () => { const W = canvas.width, H = canvas.height, a = ac() const cfg = fxRef.current.particles clear(W, H, cfg.trail) const spd = (1 + smoothBass * 3) * cfg.speed for (const p of PTS) { p.x += p.vx * spd; p.y += p.vy * spd if (p.x < 0) p.x += 1; if (p.x > 1) p.x -= 1 if (p.y < 0) p.y += 1; if (p.y > 1) p.y -= 1 if (smoothBass > 0.35 && Math.random() < 0.07) { p.vx += (Math.random() - 0.5) * 0.0006; p.vy += (Math.random() - 0.5) * 0.0006 const mv = 0.0012 p.vx = Math.max(-mv, Math.min(mv, p.vx)); p.vy = Math.max(-mv, Math.min(mv, p.vy)) } ctx.beginPath(); ctx.arc(p.x * W, p.y * H, p.r * (1 + smoothBass * 1.2), 0, Math.PI * 2) ctx.fillStyle = `rgba(${a},${p.a * (0.7 + smoothMid * 0.3)})`; ctx.fill() } const maxD = Math.min(W, H) * 0.12 * cfg.linkDist; ctx.lineWidth = 0.5 for (let i = 0; i < PTS.length; i++) for (let j = i + 1; j < PTS.length; j++) { const dx = (PTS[i].x - PTS[j].x) * W, dy = (PTS[i].y - PTS[j].y) * H const d = Math.sqrt(dx * dx + dy * dy) if (d < maxD) { ctx.beginPath(); ctx.moveTo(PTS[i].x * W, PTS[i].y * H); ctx.lineTo(PTS[j].x * W, PTS[j].y * H) ctx.strokeStyle = `rgba(${a},${(1 - d / maxD) * 0.07 * (1 + smoothMid)})`; ctx.stroke() } } } // ── AURORA ──────────────────────────────────────────────────────────────── const drawAurora = () => { const W = canvas.width, H = canvas.height, a = ac() const cfg = fxRef.current.aurora const t = (Date.now() / 3500) * cfg.speed const bri = cfg.brightness clear(W, H, cfg.trail) const bands = [ { cx: 0.10, cy: 0.16, w: 0.72, h: 0.22, ph: t * 0.7, al: (0.10 + smoothBass * 0.08) * bri, c: a }, { cx: 0.58, cy: 0.09, w: 0.88, h: 0.18, ph: -t * 0.5, al: (0.08 + smoothMid * 0.07) * bri, c: '140,100,255' }, { cx: 0.85, cy: 0.30, w: 0.62, h: 0.20, ph: t * 0.6, al: (0.09 + smoothBass * 0.07) * bri, c: '255,60,172' }, { cx: 0.30, cy: 0.50, w: 0.78, h: 0.16, ph: -t * 0.8, al: (0.07 + smoothMid * 0.06) * bri, c: a }, { cx: 0.70, cy: 0.64, w: 0.58, h: 0.18, ph: t * 0.5, al: (0.06 + smoothBass * 0.05) * bri, c: '140,100,255' }, { cx: 0.18, cy: 0.78, w: 0.68, h: 0.16, ph: -t * 0.65,al: (0.05 + smoothMid * 0.05) * bri, c: '255,60,172' }, ] for (const band of bands) { const cx = band.cx * W, cy = (band.cy + Math.sin(band.ph) * 0.07) * H const rw = band.w * W, rh = band.h * H * (1 + smoothBass * 0.3) ctx.save(); ctx.translate(cx, cy); ctx.scale(1, rh / rw) const g = ctx.createRadialGradient(0, 0, 0, 0, 0, rw) g.addColorStop(0, `rgba(${band.c},${band.al})`); g.addColorStop(0.45, `rgba(${band.c},${band.al * 0.4})`); g.addColorStop(1, `rgba(${band.c},0)`) ctx.fillStyle = g; ctx.beginPath(); ctx.arc(0, 0, rw, 0, Math.PI * 2); ctx.fill(); ctx.restore() } } // ── PULSE — expanding ring waves ────────────────────────────────────────── const RINGS: Ring[] = [] let lastRingMs = 0 let lastAmbMs = 0 const drawPulse = () => { const W = canvas.width, H = canvas.height, a = ac() const cfg = fxRef.current.pulse const cx = W * 0.5, cy = H * 0.5 const maxR = Math.hypot(W, H) * 0.72 clear(W, H, cfg.trail) const now = Date.now() // Beat-triggered ring const threshold = 0.45 - cfg.sensitivity * 0.3 if (fastBass > threshold && fastBass > smoothBass + 0.05 && now - lastRingMs > 200) { RINGS.push({ r: 4, alpha: 1.0, speed: (5 + fastBass * 12) * cfg.ringSpeed }) lastRingMs = now } // Ambient ring on timer so it always looks alive even without audio if (now - lastAmbMs > 1800) { RINGS.push({ r: 4, alpha: 0.7, speed: 5 * cfg.ringSpeed }) lastAmbMs = now } for (let i = RINGS.length - 1; i >= 0; i--) { const ring = RINGS[i] ring.r += ring.speed ring.alpha *= 0.982 // exponential fade — stays bright longer, fades smoothly if (ring.alpha < 0.015 || ring.r > maxR) { RINGS.splice(i, 1); continue } const lw = 2 + ring.alpha * 5 // Outer glow ctx.beginPath(); ctx.arc(cx, cy, ring.r, 0, Math.PI * 2) ctx.strokeStyle = `rgba(${a},${ring.alpha * 0.2})` ctx.lineWidth = lw * 5; ctx.stroke() // Main ring ctx.beginPath(); ctx.arc(cx, cy, ring.r, 0, Math.PI * 2) ctx.strokeStyle = `rgba(${a},${ring.alpha})` ctx.lineWidth = lw; ctx.stroke() // Pink echo if (ring.r > 30 && ring.alpha > 0.08) { ctx.beginPath(); ctx.arc(cx, cy, ring.r * 0.85, 0, Math.PI * 2) ctx.strokeStyle = `rgba(255,60,172,${ring.alpha * 0.35})` ctx.lineWidth = lw * 0.55; ctx.stroke() } } // Center dot — pulses with bass, small footprint so it doesn't drown rings const dotR = 14 + smoothBass * 55 const cg = ctx.createRadialGradient(cx, cy, 0, cx, cy, dotR) cg.addColorStop(0, `rgba(${a},${0.85 + smoothBass * 0.15})`) cg.addColorStop(0.45,`rgba(${a},0.25)`) cg.addColorStop(1, `rgba(${a},0)`) ctx.fillStyle = cg ctx.beginPath(); ctx.arc(cx, cy, dotR, 0, Math.PI * 2); ctx.fill() } // ── STARS ───────────────────────────────────────────────────────────────── const STARS: Star[] = Array.from({ length: 180 }, () => ({ x: Math.random(), y: Math.random(), r: Math.random() * 1.4 + 0.3, ba: Math.random() * 0.55 + 0.15, ph: Math.random() * Math.PI * 2, sp: Math.random() * 1.5 + 0.4, })) const drawStars = () => { const W = canvas.width, H = canvas.height, a = ac() const cfg = fxRef.current.stars const t = Date.now() / 1000 const bri = cfg.brightness clear(W, H, cfg.trail) const n1 = ctx.createRadialGradient(W*0.30, H*0.35, 0, W*0.30, H*0.35, W*0.55) n1.addColorStop(0, `rgba(${a},${(0.04+smoothMid*0.04)*bri})`); n1.addColorStop(1, `rgba(${a},0)`) ctx.fillStyle = n1; ctx.fillRect(0, 0, W, H) for (const s of STARS) { const tw = (Math.sin(t * s.sp * cfg.twinkle + s.ph) + 1) * 0.5 const alpha = s.ba * (0.35 + tw * 0.65) * (1 + smoothMid * 0.4) * bri const r = s.r * (1 + smoothBass * tw * 1.0) if (s.r > 1.1) { ctx.beginPath(); ctx.arc(s.x*W, s.y*H, r*2.8, 0, Math.PI*2); ctx.fillStyle = `rgba(${a},${alpha*0.18})`; ctx.fill() } ctx.beginPath(); ctx.arc(s.x*W, s.y*H, r, 0, Math.PI*2); ctx.fillStyle = `rgba(${a},${alpha})`; ctx.fill() } } // ── RAIN ────────────────────────────────────────────────────────────────── const DROPS: Drop[] = Array.from({ length: 60 }, () => ({ x: Math.random(), y: Math.random(), speed: Math.random() * 0.0015 + 0.0008, len: Math.random() * 0.055 + 0.03, alpha: Math.random() * 0.35 + 0.12, })) const drawRain = () => { const W = canvas.width, H = canvas.height, a = ac() const cfg = fxRef.current.rain const count = Math.round(cfg.drops) clear(W, H, cfg.trail) const spd = (1 + smoothBass * 2.5) * cfg.speed for (let i = 0; i < count && i < DROPS.length; i++) { const d = DROPS[i] d.y += d.speed * spd if (d.y > 1.08) { d.y = -d.len - 0.02; d.x = Math.random() } const x = d.x * W, y = d.y * H, len = d.len * H * (1 + smoothBass * 0.4) const g = ctx.createLinearGradient(x, y - len, x, y) g.addColorStop(0, `rgba(${a},0)`); g.addColorStop(0.5, `rgba(${a},${d.alpha * 0.3})`); g.addColorStop(1, `rgba(${a},${d.alpha})`) ctx.fillStyle = g; ctx.fillRect(x - 0.7, y - len, 1.4, len) ctx.beginPath(); ctx.arc(x, y, 1.4, 0, Math.PI * 2); ctx.fillStyle = `rgba(${a},${d.alpha})`; ctx.fill() } } // ── RAYS ────────────────────────────────────────────────────────────────── const drawRays = () => { const W = canvas.width, H = canvas.height, a = ac() const cfg = fxRef.current.rays const t = (Date.now() / 1000) * cfg.speed * 0.08 const cx = W * 0.5, cy = H * 0.55 const maxR = Math.hypot(W, H) * 1.1 const br = cfg.brightness const sp = cfg.spread clear(W, H, cfg.trail) const count = cfg.count for (let i = 0; i < count; i++) { const angle = (i / count) * Math.PI * 2 + t const isMain = i % 2 === 0 const hw = Math.tan((0.055 + smoothBass * 0.035) * sp) * maxR const al = ((isMain ? 0.12 : 0.07) + smoothBass * 0.10 + smoothMid * 0.03) * br const ex = cx + Math.cos(angle) * maxR, ey = cy + Math.sin(angle) * maxR const px = -Math.sin(angle) * hw, py = Math.cos(angle) * hw ctx.beginPath(); ctx.moveTo(cx, cy); ctx.lineTo(ex + px, ey + py); ctx.lineTo(ex - px, ey - py); ctx.closePath() const grad = ctx.createLinearGradient(cx, cy, ex, ey) grad.addColorStop(0, `rgba(${a},${al * 2.5})`) grad.addColorStop(0.12, `rgba(${a},${al})`) grad.addColorStop(0.55, `rgba(${a},${al * 0.35})`) grad.addColorStop(1, `rgba(${a},0)`) ctx.fillStyle = grad; ctx.fill() } const cnt2 = Math.max(2, Math.floor(count / 2)) for (let i = 0; i < cnt2; i++) { const angle = (i / cnt2) * Math.PI * 2 - t * 0.65 + Math.PI / count const hw = Math.tan(0.035 * sp) * maxR const al = (0.05 + smoothMid * 0.06) * br const ex = cx + Math.cos(angle) * maxR, ey = cy + Math.sin(angle) * maxR const px = -Math.sin(angle) * hw, py = Math.cos(angle) * hw ctx.beginPath(); ctx.moveTo(cx, cy); ctx.lineTo(ex + px, ey + py); ctx.lineTo(ex - px, ey - py); ctx.closePath() const grad = ctx.createLinearGradient(cx, cy, ex, ey) grad.addColorStop(0, `rgba(255,60,172,${al * 2.5})`) grad.addColorStop(0.15, `rgba(255,60,172,${al})`) grad.addColorStop(1, 'rgba(255,60,172,0)') ctx.fillStyle = grad; ctx.fill() } const cg = ctx.createRadialGradient(cx, cy, 0, cx, cy, 100 + smoothBass * 140) cg.addColorStop(0, `rgba(${a},${(0.14 + smoothBass * 0.18) * br})`); cg.addColorStop(1, `rgba(${a},0)`) ctx.fillStyle = cg; ctx.fillRect(0, 0, W, H) } // ── LOOP ────────────────────────────────────────────────────────────────── const drawFn = ({ orbs: drawOrbs, waves: drawWaves, particles: drawParticles, aurora: drawAurora, pulse: drawPulse, stars: drawStars, rain: drawRain, rays: drawRays, } as Record void>)[bgMode] ?? drawOrbs ctx.clearRect(0, 0, canvas.width, canvas.height) const loop = () => { tick(); drawFn(); rafId = requestAnimationFrame(loop) } loop() return () => { cancelAnimationFrame(rafId); window.removeEventListener('resize', resize) } }, [bgMode]) if (bgMode === 'none') return null return ( ) }