"use client";
import { useCallback, useEffect, useImperativeHandle, useRef } from "react";
import type { ComponentProps, Ref } from "react";
import { useAudioConfig } from "@/hooks/use-audio-config";
import { useFrameSource } from "@/hooks/use-frame-source";
import { useReducedMotion } from "@/hooks/use-reduced-motion";
import { useVisibility } from "@/hooks/use-visibility";
import { createBarLevels } from "@/lib/audio/bar-levels";
import type { BarIdle } from "@/lib/audio/bar-levels";
import { clamp } from "@/lib/audio/decibels";
import { subscribeFrame } from "@/lib/audio/frame-loop";
import type { FrameSource, Orientation, VisualFrame } from "@/lib/audio/types";
import {
ELECTRIC_CANVAS_CLASS,
ELECTRIC_GLOW_CLASS,
clearElectricCanvas,
createElectricSparks,
createRandom,
displace,
emitSpark,
fitElectricCanvases,
moveSparks,
readElectricColors,
strokeSparks,
} from "@/lib/electric";
import type {
ElectricCanvasSize,
ElectricColors,
ElectricSparks,
} from "@/lib/electric";
import { cn } from "@/lib/utils";
const DEFAULT_BAR_COUNT = 16;
const DEFAULT_MIN_LEVEL = 0.08;
const DEFAULT_INTENSITY = 0.6;
const DEFAULT_BAR_WIDTH = 6;
const DEFAULT_BAR_GAP = 4;
const REDUCED_MOTION_INTERVAL_MS = 250;
const COLOR_REFRESH_FRAMES = 30;
const MS_PER_SECOND = 1000;
const FRAME_SECONDS = 1 / 60;
const MAX_STEP_SECONDS = 0.05;
/** A filament has 2^4 segments, so every split halves one cleanly. */
const FILAMENT_DEPTH = 4;
const FILAMENT_POINTS = 2 ** FILAMENT_DEPTH + 1;
/** Shortest segment in pixels before a filament drops to fewer points. */
const SEGMENT_PX = 5;
/** How much each finer split bends compared with the one before. */
const ROUGHNESS = 0.72;
/** How far a free tip wanders, relative to the jitter amplitude. */
const FREE_TIP = 0.5;
/** Each jagged shape holds at least this long, so the crackle never strobes. */
const JITTER_MS = 42;
/** Largest bend, relative to the filament's length. */
const MAX_BEND = 0.35;
/** Brightness flicker, at most 12%. */
const FLICKER = 0.12;
/** Tips start to glow above this level. */
const TIP_LEVEL = 0.25;
const MAX_ARCS = 3;
/** Arcs jump to the next bar or the one after. */
const MAX_ARC_REACH = 2;
const ARC_DEPTH = 3;
const ARC_POINTS = 2 ** ARC_DEPTH + 1;
const ARC_ATTEMPTS = 2;
/** Both neighbours must be this loud for an arc to jump between them. */
const ARC_THRESHOLD = 0.45;
const ARC_CHANCE = 0.35;
const ARC_MIN_MS = 70;
const ARC_MAX_MS = 150;
/** How far an arc bends, relative to the distance it spans. */
const ARC_BOW = 0.3;
const MAX_SPARKS = 64;
/** A rise this big in one frame throws sparks. */
const SPARK_RISE = 0.12;
const SPARK_MIN_LEVEL = 0.3;
const SPARK_COOLDOWN_MS = 90;
/** Pixels per second squared. */
const SPARK_GRAVITY = 520;
/** Pixels per second. */
const SPARK_SPEED = 180;
/** Pixels per second, sideways. */
const SPARK_SPREAD = 70;
const SPARK_MIN_MS = 260;
const SPARK_MAX_MS = 560;
const SPARK_TRAIL_SECONDS = 0.03;
type Align = "center" | "start" | "end";
type Tip = "from" | "to";
export interface ElectricBarVisualizerActions {
/** Paint levels (0..1) directly. They are resampled to the bar count. */
paint: (levels: ArrayLike<number>) => void;
}
export interface ElectricBarVisualizerProps extends ComponentProps<"div"> {
/** A visual source; the bars follow its frequency bands. */
source?: FrameSource<VisualFrame> | null;
/** Levels, 0..1, for declarative use. */
levels?: ArrayLike<number>;
/** Number of bars. Bands are resampled to fit. Default 16. */
barCount?: number;
/** Where bars grow from. Default `center`. */
align?: Align;
/** Symmetric around the middle bar. Default false. */
mirrored?: boolean;
/** Resting bar size, 0..1. Default 0.08. */
minLevel?: number;
/** What the bars do with no signal. Default `static`. */
idle?: BarIdle;
/** Runs an arc along the bars, for connecting or thinking states. Default false. */
loading?: boolean;
orientation?: Orientation;
/** How jagged and restless the filaments are, 0..1. Default 0.6. */
intensity?: number;
/** Arcs jump between loud neighbouring bars. Default true. */
arcs?: boolean;
/** Sparks fly off the tips on sudden rises. Default true. */
sparks?: boolean;
/** Widest bar in pixels. Default 6. */
barWidth?: number;
/** Gap between bars in pixels. Default 4. */
barGap?: number;
actionsRef?: Ref<ElectricBarVisualizerActions>;
}
/**
* Where the bars sit, in CSS pixels. `across` runs along the row of bars and
* `along` runs the way they grow, so both orientations share one drawing.
*/
export interface ElectricLayout {
horizontal: boolean;
align: Align;
barWidth: number;
barGap: number;
/** Centre of the first bar, across. */
first: number;
/** Distance between bar centres. */
pitch: number;
/** Where bars grow from, along: the base, or the middle when centred. */
base: number;
/** Length of a bar at level 1. */
span: number;
}
export interface ElectricLayoutOptions {
align: Align;
barCount: number;
barGap: number;
barWidth: number;
orientation: Orientation;
}
/** Fits the bars into a canvas, narrowing bars and gaps when space is short. */
export const layoutElectricBars = (
width: number,
height: number,
{ align, barCount, barGap, barWidth, orientation }: ElectricLayoutOptions
): ElectricLayout => {
const horizontal = orientation === "horizontal";
const count = Math.max(1, barCount);
const acrossLength = horizontal ? width : height;
const alongLength = horizontal ? height : width;
const pitch = Math.min(
barWidth + barGap,
Math.max(0, acrossLength - barWidth * 2) / count
);
const scale = pitch / (barWidth + barGap || 1);
const resolvedWidth = barWidth * scale;
const resolvedGap = barGap * scale;
const inset = Math.min(resolvedWidth, alongLength / 4);
const baseFor = {
center: alongLength / 2,
end: alongLength - inset,
start: inset,
};
return {
align,
barGap: resolvedGap,
barWidth: resolvedWidth,
base: baseFor[align],
first: (acrossLength - count * pitch + resolvedGap + resolvedWidth) / 2,
horizontal,
pitch,
span: Math.max(0, alongLength - inset * 2),
};
};
const barFrom = (layout: ElectricLayout, level: number) =>
layout.align === "center"
? layout.base - (level * layout.span) / 2
: layout.base;
const barTo = (layout: ElectricLayout, level: number) => {
if (layout.align === "center") {
return layout.base + (level * layout.span) / 2;
}
const direction = layout.align === "end" ? -1 : 1;
return layout.base + direction * level * layout.span;
};
/** Which way a tip points, along: sparks fly that way. */
const tipDirection = (layout: ElectricLayout, tip: Tip) => {
const growth = layout.align === "end" ? -1 : 1;
return tip === "to" ? growth : -growth;
};
/**
* How far a filament wanders sideways, in pixels. Louder bars crackle more,
* and short ones never bend more than a third of their length.
*/
const jitterAmplitude = (
layout: ElectricLayout,
intensity: number,
level: number
) =>
Math.min(
intensity * (layout.barWidth + layout.barGap) * 0.6 * (0.3 + 0.7 * level),
level * layout.span * MAX_BEND
);
export interface ElectricArc {
/** The arc joins this bar and the one `reach` bars on. */
index: number;
reach: number;
/** Which end of the bars it joins: `to` is the tip, `from` the base (centred bars only). */
tip: Tip;
bornMs: number;
/** 0 when the arc is gone. */
lifeMs: number;
/** Bend at each point, in units of the arc's bow. */
jitter: Float32Array;
}
export interface ElectricSceneOptions {
barCount: number;
intensity: number;
arcs: boolean;
sparks: boolean;
loading: boolean;
reducedMotion: boolean;
/** Makes the crackle repeatable. Each scene gets its own by default. */
seed?: number;
}
export interface ElectricScene {
/** Sideways offset of each filament point, per bar, in units of its jitter amplitude. */
jitter: Float32Array;
/** Brightness of each bar, 0.88..1. */
flicker: Float32Array;
arcs: ElectricArc[];
sparks: ElectricSparks;
/** Advances the crackle, arcs and sparks to `nowMs`. */
step: (nowMs: number, levels: Float32Array, layout: ElectricLayout) => void;
}
const loudestIndex = (levels: Float32Array) => {
let loudest = 0;
for (const [index, level] of levels.entries()) {
if (level > (levels[loudest] ?? 0)) {
loudest = index;
}
}
return loudest;
};
let sceneCount = 0;
/**
* The moving parts of the electric look, apart from any canvas: jagged
* filaments, arcs between loud neighbours and sparks thrown off sudden rises.
* With reduced motion it stays straight and still.
*/
export const createElectricScene = ({
arcs,
barCount,
intensity,
loading,
reducedMotion,
seed,
sparks,
}: ElectricSceneOptions): ElectricScene => {
sceneCount += 1;
const random = createRandom(seed ?? sceneCount);
const signed = () => random() * 2 - 1;
const jitter = new Float32Array(barCount * FILAMENT_POINTS);
const flicker = new Float32Array(barCount).fill(1);
const arcList: ElectricArc[] = Array.from({ length: MAX_ARCS }, () => ({
bornMs: 0,
index: 0,
jitter: new Float32Array(ARC_POINTS),
lifeMs: 0,
reach: 1,
tip: "to" as Tip,
}));
const pool = createElectricSparks(MAX_SPARKS);
const previous = new Float32Array(barCount);
const lastEmitMs = new Float64Array(barCount).fill(-Infinity);
let lastMs = 0;
let lastJitterMs = -Infinity;
let primed = false;
const rerollFilaments = (centered: boolean) => {
for (let index = 0; index < barCount; index += 1) {
const from = centered ? signed() * FREE_TIP : 0;
displace(
jitter,
index * FILAMENT_POINTS,
FILAMENT_POINTS,
[from, signed() * FREE_TIP],
random,
ROUGHNESS
);
flicker[index] = 1 - FLICKER * random();
}
};
const startArc = (
arc: ElectricArc,
[index, reach]: [number, number],
tip: Tip,
nowMs: number
) => {
arc.index = index;
arc.reach = reach;
arc.tip = tip;
arc.bornMs = nowMs;
arc.lifeMs = ARC_MIN_MS + random() * (ARC_MAX_MS - ARC_MIN_MS);
};
/** While loading, one arc rides the sweep across the bars. */
const followSweep = (
nowMs: number,
levels: Float32Array,
centered: boolean
) => {
const peak = loudestIndex(levels);
const leansLeft = (levels[peak - 1] ?? 0) > (levels[peak + 1] ?? 0);
const index = clamp(leansLeft ? peak - 1 : peak, 0, barCount - 2);
const [arc] = arcList;
if (arc) {
startArc(arc, [index, 1], centered ? "from" : "to", nowMs);
arc.lifeMs = JITTER_MS * 2;
}
};
const spawnArcs = (
nowMs: number,
levels: Float32Array,
centered: boolean
) => {
for (let attempt = 0; attempt < ARC_ATTEMPTS; attempt += 1) {
const reach = 1 + Math.floor(random() * MAX_ARC_REACH);
const index = Math.floor(random() * Math.max(0, barCount - reach));
const strength = Math.min(levels[index] ?? 0, levels[index + reach] ?? 0);
const charged =
strength >= ARC_THRESHOLD &&
random() < ARC_CHANCE * intensity * strength;
const free = arcList.find((arc) => arc.lifeMs === 0);
const taken = arcList.some(
(arc) => arc.lifeMs > 0 && arc.index === index
);
if (charged && free && !taken) {
startArc(
free,
[index, reach],
centered && random() < 0.5 ? "from" : "to",
nowMs
);
}
}
};
const updateArcs = (
nowMs: number,
levels: Float32Array,
centered: boolean
) => {
if (barCount < 2) {
return;
}
if (loading) {
followSweep(nowMs, levels, centered);
} else {
spawnArcs(nowMs, levels, centered);
}
for (const arc of arcList) {
if (arc.lifeMs > 0) {
displace(arc.jitter, 0, ARC_POINTS, [0, 0], random, ROUGHNESS);
}
}
};
const expireArcs = (nowMs: number) => {
for (const arc of arcList) {
if (arc.lifeMs > 0 && nowMs - arc.bornMs >= arc.lifeMs) {
arc.lifeMs = 0;
}
}
};
const launchSpark = (
index: number,
level: number,
layout: ElectricLayout
) => {
const tip: Tip =
layout.align === "center" && random() < 0.5 ? "from" : "to";
const along = tip === "to" ? barTo(layout, level) : barFrom(layout, level);
const across = layout.first + index * layout.pitch;
const speed = SPARK_SPEED * (0.5 + random()) * (0.5 + intensity);
const alongVelocity = tipDirection(layout, tip) * speed;
const acrossVelocity = signed() * SPARK_SPREAD;
emitSpark(pool, {
lifeMs: SPARK_MIN_MS + random() * (SPARK_MAX_MS - SPARK_MIN_MS),
vx: layout.horizontal ? acrossVelocity : alongVelocity,
vy: layout.horizontal ? alongVelocity : acrossVelocity,
x: layout.horizontal ? across : along,
y: layout.horizontal ? along : across,
});
};
const emitSparks = (
nowMs: number,
levels: Float32Array,
layout: ElectricLayout
) => {
for (const [index, level] of levels.entries()) {
const rise = level - (previous[index] ?? 0);
const rested = nowMs - (lastEmitMs[index] ?? 0) >= SPARK_COOLDOWN_MS;
if (rise >= SPARK_RISE && level >= SPARK_MIN_LEVEL && rested) {
lastEmitMs[index] = nowMs;
const count = 2 + Math.floor(random() * 3);
for (let spark = 0; spark < count; spark += 1) {
launchSpark(index, level, layout);
}
}
}
};
const step = (
nowMs: number,
levels: Float32Array,
layout: ElectricLayout
) => {
const seconds =
lastMs === 0
? FRAME_SECONDS
: clamp((nowMs - lastMs) / MS_PER_SECOND, 0, MAX_STEP_SECONDS);
lastMs = nowMs;
if (reducedMotion) {
return;
}
const centered = layout.align === "center";
if (nowMs - lastJitterMs >= JITTER_MS) {
lastJitterMs = nowMs;
rerollFilaments(centered);
if (arcs) {
updateArcs(nowMs, levels, centered);
}
}
expireArcs(nowMs);
if (sparks) {
if (primed) {
emitSparks(nowMs, levels, layout);
}
moveSparks(pool, seconds, SPARK_GRAVITY);
}
previous.set(levels);
primed = true;
};
return { arcs: arcList, flicker, jitter, sparks: pool, step };
};
interface PaintInput {
scene: ElectricScene;
layout: ElectricLayout;
levels: Float32Array;
colors: ElectricColors;
intensity: number;
nowMs: number;
}
const plot = (
context: CanvasRenderingContext2D,
layout: ElectricLayout,
across: number,
along: number,
move: boolean
) => {
const x = layout.horizontal ? across : along;
const y = layout.horizontal ? along : across;
if (move) {
context.moveTo(x, y);
} else {
context.lineTo(x, y);
}
};
/** Short filaments use fewer points, so they stay a line and not a scribble. */
const strideFor = (length: number) => {
const depth = clamp(
Math.ceil(Math.log2(Math.max(1, length) / SEGMENT_PX)),
1,
FILAMENT_DEPTH
);
return 2 ** (FILAMENT_DEPTH - depth);
};
/** How one pass draws the filaments. */
interface FilamentPass {
/** Line width, relative to the bar width. */
width: number;
/** Least line width in pixels. */
minWidth: number;
/** Share of the jitter the pass follows: the sheath stays close to a bar while the core crackles. */
bend: number;
join: CanvasLineJoin;
alpha: (level: number) => number;
}
const GLOW_PASS: FilamentPass = {
alpha: (level) => 0.1 + 0.35 * level,
bend: 0.35,
join: "round",
minWidth: 2,
width: 1.6,
};
const SHEATH_PASS: FilamentPass = {
alpha: (level) => 0.35 + 0.35 * level,
bend: 0.35,
join: "round",
minWidth: 1,
width: 1,
};
const CORE_PASS: FilamentPass = {
alpha: (level) => 0.8 + 0.2 * level,
bend: 1,
join: "miter",
minWidth: 1.25,
width: 0.3,
};
const traceFilament = (
context: CanvasRenderingContext2D,
{ intensity, layout, scene }: PaintInput,
index: number,
level: number,
bendShare: number
) => {
const across = layout.first + index * layout.pitch;
const amplitude = jitterAmplitude(layout, intensity, level) * bendShare;
const from = barFrom(layout, level);
const to = barTo(layout, level);
const stride = strideFor(Math.abs(to - from));
const offset = index * FILAMENT_POINTS;
context.beginPath();
for (let point = 0; point < FILAMENT_POINTS; point += stride) {
const along = from + ((to - from) * point) / (FILAMENT_POINTS - 1);
const bend = (scene.jitter[offset + point] ?? 0) * amplitude;
plot(context, layout, across + bend, along, point === 0);
}
};
const strokeFilaments = (
context: CanvasRenderingContext2D,
input: PaintInput,
pass: FilamentPass
) => {
context.lineWidth = Math.max(
pass.minWidth,
input.layout.barWidth * pass.width
);
context.lineJoin = pass.join;
for (const [index, level] of input.levels.entries()) {
const flicker = input.scene.flicker[index] ?? 1;
context.globalAlpha = clamp(pass.alpha(level) * flicker, 0, 1);
traceFilament(context, input, index, level, pass.bend);
context.stroke();
}
};
/** Where a bar's tip is, jitter included, as `[across, along]`. */
const tipOf = (
{ intensity, layout, scene }: PaintInput,
index: number,
level: number,
tip: Tip
): [number, number] => {
const point = tip === "to" ? FILAMENT_POINTS - 1 : 0;
const bend =
(scene.jitter[index * FILAMENT_POINTS + point] ?? 0) *
jitterAmplitude(layout, intensity, level);
const along = tip === "to" ? barTo(layout, level) : barFrom(layout, level);
return [layout.first + index * layout.pitch + bend, along];
};
const fillTips = (
context: CanvasRenderingContext2D,
input: PaintInput,
radius: number
) => {
const tips: Tip[] = input.layout.align === "center" ? ["from", "to"] : ["to"];
for (const [index, level] of input.levels.entries()) {
const heat = (level - TIP_LEVEL) / (1 - TIP_LEVEL);
if (heat > 0) {
context.globalAlpha =
clamp(heat, 0, 1) * (input.scene.flicker[index] ?? 1);
context.beginPath();
for (const tip of tips) {
const [across, along] = tipOf(input, index, level, tip);
const x = input.layout.horizontal ? across : along;
const y = input.layout.horizontal ? along : across;
context.moveTo(x + radius, y);
context.arc(x, y, radius, 0, Math.PI * 2);
}
context.fill();
}
}
};
const traceArc = (
context: CanvasRenderingContext2D,
input: PaintInput,
arc: ElectricArc
) => {
const { layout, levels } = input;
const [fromAcross, fromAlong] = tipOf(
input,
arc.index,
levels[arc.index] ?? 0,
arc.tip
);
const [toAcross, toAlong] = tipOf(
input,
arc.index + arc.reach,
levels[arc.index + arc.reach] ?? 0,
arc.tip
);
const acrossSpan = toAcross - fromAcross;
const alongSpan = toAlong - fromAlong;
const length = Math.hypot(acrossSpan, alongSpan) || 1;
const bow = length * ARC_BOW;
context.beginPath();
for (let point = 0; point < ARC_POINTS; point += 1) {
const progress = point / (ARC_POINTS - 1);
const bend = (arc.jitter[point] ?? 0) * bow;
plot(
context,
layout,
fromAcross + acrossSpan * progress - (alongSpan / length) * bend,
fromAlong + alongSpan * progress + (acrossSpan / length) * bend,
point === 0
);
}
};
const strokeArcs = (
context: CanvasRenderingContext2D,
input: PaintInput,
lineWidth: number,
alpha: number
) => {
context.lineWidth = lineWidth;
for (const arc of input.scene.arcs) {
if (arc.lifeMs > 0) {
const age = (input.nowMs - arc.bornMs) / arc.lifeMs;
context.globalAlpha = clamp(alpha * (1 - age * age), 0, 1);
traceArc(context, input, arc);
context.stroke();
}
}
};
/** Wide, soft strokes. The canvas is blurred with CSS, which is far cheaper than `shadowBlur`. */
const paintGlow = (context: CanvasRenderingContext2D, input: PaintInput) => {
const { barWidth } = input.layout;
context.strokeStyle = input.colors.glow;
context.fillStyle = input.colors.glow;
strokeFilaments(context, input, GLOW_PASS);
fillTips(context, input, barWidth * 1.2);
context.lineJoin = "round";
strokeArcs(context, input, barWidth, 0.7);
};
const paintMain = (context: CanvasRenderingContext2D, input: PaintInput) => {
const { barWidth } = input.layout;
context.strokeStyle = input.colors.body;
strokeFilaments(context, input, SHEATH_PASS);
context.lineJoin = "miter";
strokeArcs(context, input, Math.max(1.5, barWidth * 0.45), 0.6);
context.strokeStyle = input.colors.core;
context.fillStyle = input.colors.core;
strokeFilaments(context, input, CORE_PASS);
strokeArcs(context, input, 1, 1);
fillTips(context, input, Math.max(1, barWidth * 0.35));
strokeSparks(
context,
input.scene.sparks,
Math.max(1, barWidth * 0.25),
SPARK_TRAIL_SECONDS
);
};
export const ElectricBarVisualizer = ({
source,
levels,
barCount = DEFAULT_BAR_COUNT,
align = "center",
mirrored = false,
minLevel = DEFAULT_MIN_LEVEL,
idle = "static",
loading = false,
orientation: orientationProp,
intensity = DEFAULT_INTENSITY,
arcs = true,
sparks = true,
barWidth = DEFAULT_BAR_WIDTH,
barGap = DEFAULT_BAR_GAP,
actionsRef,
className,
ref,
...props
}: ElectricBarVisualizerProps) => {
const config = useAudioConfig();
const orientation = orientationProp ?? config.orientation ?? "horizontal";
const reducedMotion = useReducedMotion();
const rootRef = useRef<HTMLDivElement | null>(null);
const visibleRef = useVisibility(rootRef);
const glowRef = useRef<HTMLCanvasElement | null>(null);
const mainRef = useRef<HTMLCanvasElement | null>(null);
const inputRef = useRef<ArrayLike<number> | null>(null);
const paint = useCallback((next: ArrayLike<number>) => {
inputRef.current = next;
}, []);
useFrameSource(source, (frame) => {
inputRef.current = frame.bands;
});
// Clear only when levels go from set to unset, so the bars fall instead of
// freezing, without wiping levels painted through the handle on re-runs.
const hadLevelsRef = useRef(false);
useEffect(() => {
if (levels) {
inputRef.current = levels;
hadLevelsRef.current = true;
} else if (hadLevelsRef.current) {
inputRef.current = null;
hadLevelsRef.current = false;
}
}, [levels]);
useImperativeHandle(actionsRef, () => ({ paint }), [paint]);
useEffect(() => {
const root = rootRef.current;
const main = mainRef.current;
const glow = glowRef.current;
const mainContext = main?.getContext("2d");
const glowContext = glow?.getContext("2d");
if (!(root && main && glow && mainContext && glowContext)) {
return;
}
const strength = clamp(intensity, 0, 1);
const geometry = { align, barCount, barGap, barWidth, orientation };
const barLevels = createBarLevels({
barCount,
idle,
loading,
minLevel,
mirrored,
reducedMotion,
});
const scene = createElectricScene({
arcs,
barCount,
intensity: strength,
loading,
reducedMotion,
sparks,
});
let size: ElectricCanvasSize = {
glowRatio: 1,
height: 0,
ratio: 1,
width: 0,
};
let layout = layoutElectricBars(0, 0, geometry);
let colors = readElectricColors(main, glow);
let framesSinceColor = 0;
let lastPaintMs = 0;
let active = false;
const resize = () => {
size = fitElectricCanvases(main, glow);
layout = layoutElectricBars(size.width, size.height, geometry);
};
resize();
const observer = new ResizeObserver(resize);
observer.observe(main);
const tick = (nowMs: number) => {
if (!visibleRef.current || size.width === 0) {
return;
}
framesSinceColor += 1;
if (framesSinceColor >= COLOR_REFRESH_FRAMES) {
framesSinceColor = 0;
colors = readElectricColors(main, glow);
}
if (reducedMotion && nowMs - lastPaintMs < REDUCED_MOTION_INTERVAL_MS) {
return;
}
lastPaintMs = nowMs;
const nextActive = barLevels.step(nowMs, inputRef.current);
if (nextActive !== active) {
active = nextActive;
root.toggleAttribute("data-active", active);
}
scene.step(nowMs, barLevels.levels, layout);
const input: PaintInput = {
colors,
intensity: reducedMotion ? 0 : strength,
layout,
levels: barLevels.levels,
nowMs,
scene,
};
clearElectricCanvas(glowContext, size, size.glowRatio);
paintGlow(glowContext, input);
clearElectricCanvas(mainContext, size, size.ratio);
paintMain(mainContext, input);
};
const unsubscribe = subscribeFrame(tick);
return () => {
unsubscribe();
observer.disconnect();
delete root.dataset.active;
};
}, [
align,
arcs,
barCount,
barGap,
barWidth,
idle,
intensity,
loading,
minLevel,
mirrored,
orientation,
reducedMotion,
sparks,
visibleRef,
]);
const setRootRef = useCallback(
(node: HTMLDivElement | null) => {
rootRef.current = node;
if (typeof ref === "function") {
ref(node);
} else if (ref) {
ref.current = node;
}
},
[ref]
);
return (
<div
aria-label="Audio visualizer"
className={cn(
"relative",
orientation === "horizontal" ? "h-16 w-full" : "h-full w-16",
className
)}
data-align={align}
data-loading={loading ? "" : undefined}
data-orientation={orientation}
data-slot="electric-bar-visualizer"
role="img"
{...props}
ref={setRootRef}
>
<canvas
aria-hidden
className={ELECTRIC_GLOW_CLASS}
data-slot="electric-bar-visualizer-glow"
ref={glowRef}
/>
<canvas
aria-hidden
className={ELECTRIC_CANVAS_CLASS}
data-slot="electric-bar-visualizer-canvas"
ref={mainRef}
/>
</div>
);
};