fix(ebike): force-stop narrator audio + clear subtitle when leaving ebike state
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@@ -5,6 +5,7 @@ import {
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EBIKE_SCAN_HINT_DIALOGUE_ID,
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} from "@/data/ebike/ebikeConfig";
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import { useGameStore } from "@/managers/stores/useGameStore";
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import { useSubtitleStore } from "@/managers/stores/useSubtitleStore";
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import type { MissionStep } from "@/types/gameplay/repairMission";
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import { loadDialogueManifest } from "@/utils/dialogues/loadDialogueManifest";
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import { playDialogueById } from "@/utils/dialogues/playDialogue";
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@@ -18,6 +19,11 @@ import { playDialogueById } from "@/utils/dialogues/playDialogue";
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* Each cue is one-shot per mission run; the played-set resets when the
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* mission state rolls back to `locked`/`waiting` so debug-panel replays
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* still trigger the narration.
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*
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* Audio AND subtitles are strictly scoped to `mainState === "ebike"`. If
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* the player leaves the ebike main state mid-line (debug panel jump,
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* mission transition, etc.), the active audio is paused and the
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* subtitle is force-cleared so nothing bleeds into pylon/farm/outro.
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*/
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const STEP_TO_DIALOGUE_ID: Partial<Record<MissionStep, string>> = {
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fragmented: EBIKE_SCAN_HINT_DIALOGUE_ID,
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@@ -25,10 +31,19 @@ const STEP_TO_DIALOGUE_ID: Partial<Record<MissionStep, string>> = {
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done: EBIKE_REPAIRED_DIALOGUE_ID,
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};
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function stopAudio(audio: HTMLAudioElement | null): void {
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if (!audio) return;
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if (!audio.paused) {
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audio.pause();
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audio.currentTime = 0;
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}
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}
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export function EbikeRepairNarrator(): null {
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const mainState = useGameStore((state) => state.mainState);
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const ebikeStep = useGameStore((state) => state.ebike.currentStep);
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const playedRef = useRef<Set<MissionStep>>(new Set());
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const activeAudioRef = useRef<HTMLAudioElement | null>(null);
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useEffect(() => {
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if (ebikeStep === "locked" || ebikeStep === "waiting") {
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@@ -36,6 +51,18 @@ export function EbikeRepairNarrator(): null {
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}
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}, [ebikeStep]);
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// Belt-and-suspenders: any time we are NOT in the ebike main state,
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// make sure no narrator audio or subtitle from this component is
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// lingering. This catches races where the audio started a tick before
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// the main state flipped and the per-step cleanup hadn't propagated
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// yet (subtitle event still queued, etc.).
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useEffect(() => {
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if (mainState === "ebike") return;
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stopAudio(activeAudioRef.current);
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activeAudioRef.current = null;
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useSubtitleStore.getState().clearActiveSubtitle();
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}, [mainState]);
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useEffect(() => {
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if (mainState !== "ebike") return;
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@@ -46,28 +73,24 @@ export function EbikeRepairNarrator(): null {
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playedRef.current.add(ebikeStep);
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let cancelled = false;
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let activeAudio: HTMLAudioElement | null = null;
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void (async () => {
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const manifest = await loadDialogueManifest();
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if (cancelled || !manifest) return;
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const audio = await playDialogueById(manifest, dialogueId);
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if (cancelled) {
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if (audio && !audio.paused) {
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audio.pause();
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audio.currentTime = 0;
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}
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stopAudio(audio);
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useSubtitleStore.getState().clearActiveSubtitle();
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return;
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}
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activeAudio = audio;
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activeAudioRef.current = audio;
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})();
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return () => {
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cancelled = true;
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if (activeAudio && !activeAudio.paused) {
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activeAudio.pause();
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activeAudio.currentTime = 0;
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}
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stopAudio(activeAudioRef.current);
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activeAudioRef.current = null;
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useSubtitleStore.getState().clearActiveSubtitle();
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};
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}, [mainState, ebikeStep]);
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