Files
psysonic/src/utils/playback/playAlbum.ts
T
ImAsra ae2e123a14 feat: add long press to shuffle with a wave animation (#888)
* feat: add long press to shuffle with a wave animation to singnify how long to press

* refactor: long-press shuffle cleanup

Follow-up on the long-press shuffle PR: shared hook/overlay, playback parity,
pointer events, broader surface coverage, locales, and tests.

* docs: credit ImAsra for long-press album shuffle (PR #888)

Add CHANGELOG entry and Settings credits for the hold-to-shuffle play
interaction shipped in Psychotoxical/psysonic#888.

* fix: restore playAlbumShuffled and long-press hook wiring

The follow-up merge dropped playAlbumShuffled and reverted the shared
long-press hook in album play buttons, breaking tsc and vitest on PR #888.

---------

Co-authored-by: cucadmuh <49571317+cucadmuh@users.noreply.github.com>
2026-05-28 23:59:49 +03:00

54 lines
2.1 KiB
TypeScript

import { getAlbum } from '../../api/subsonicLibrary';
import { usePlayerStore } from '../../store/playerStore';
import { songToTrack } from './songToTrack';
import { useOrbitStore } from '../../store/orbitStore';
import { fadeOut } from './fadeOut';
import type { Track } from '../../store/playerStoreTypes';
import { shuffleArray } from './shuffleArray';
async function fetchAlbumTracks(albumId: string): Promise<Track[]> {
const albumData = await getAlbum(albumId);
const albumGenre = albumData.album.genre;
return albumData.songs.map(s => {
const track = songToTrack(s);
if (!track.genre && albumGenre) track.genre = albumGenre;
return track;
});
}
async function startAlbumPlayback(tracks: Track[]): Promise<void> {
if (!tracks.length) return;
// In Orbit sessions, playAlbum is effectively an append operation (the
// playerStore bulk-gate also routes replaces into enqueue). Skip the
// fadeOut entirely — the current track keeps playing, the album goes
// onto the end of the queue after the user confirms the bulk dialog.
const orbitRole = useOrbitStore.getState().role;
if (orbitRole === 'host' || orbitRole === 'guest') {
usePlayerStore.getState().enqueue(tracks);
return;
}
const store = usePlayerStore.getState();
const { isPlaying, volume } = store;
if (isPlaying) {
await fadeOut(store.setVolume, volume, 700);
// Restore volume only in the Zustand store — do NOT call audio_set_volume here,
// otherwise the old track glitches back to full volume before playTrack stops it.
// playTrack reads state.volume and passes it to audio_play, so the new track
// starts at the correct volume without the Rust engine ever hearing a restore.
usePlayerStore.setState({ volume });
}
usePlayerStore.getState().playTrack(tracks[0], tracks);
}
export async function playAlbum(albumId: string): Promise<void> {
await startAlbumPlayback(await fetchAlbumTracks(albumId));
}
export async function playAlbumShuffled(albumId: string): Promise<void> {
await startAlbumPlayback(shuffleArray(await fetchAlbumTracks(albumId)));
}