Files
BlockSeasons/lib/services/music_service.dart
T
airkjw 8947221b27 feat(audio): looping per-season background music system
MusicService (looping audioplayers player, independent of SFX) driven by the
active season theme's new 'bgm' key; switches track on season change, pauses on
app background, all failures swallowed. Separate Music on/off toggle in Settings
(persisted, independent of SFX). Season packs carry bgm keys (menu/season_001/
season_002), manifest regenerated. Assets slot assets/audio/bgm/ ready — drop in
menu.mp3/season_001.mp3/season_002.mp3 (CC0) and it plays; silent until then.
180 tests green, analyze clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-14 09:31:10 +09:00

79 lines
2.3 KiB
Dart

import 'package:audioplayers/audioplayers.dart';
/// Looping background music, independent of the SFX pool in [AudioService].
/// One track plays at a time from `assets/audio/bgm/<key>.mp3`. A track change
/// (e.g. switching seasons) restarts; toggling sound off or backgrounding the
/// app pauses/resumes the same track. Every player call is swallowed — music
/// must never break the app, and a missing track asset is silently ignored.
class MusicService {
MusicService({bool enabled = true}) : _enabled = enabled;
/// Background music sits well under the SFX so it never competes.
static const double _volume = 0.45;
final AudioPlayer _player = AudioPlayer();
bool _enabled;
bool _backgrounded = false;
String? _currentKey;
bool get enabled => _enabled;
bool get _shouldPlay => _enabled && !_backgrounded && _currentKey != null;
/// Request a looping track by theme key (e.g. 'menu', 'season_001'). No-op
/// if it is already the current track (avoids restarting on every rebuild).
Future<void> playKey(String key) async {
if (key == _currentKey) {
await _reconcile();
return;
}
_currentKey = key;
await _restart();
}
set enabled(bool value) {
if (_enabled == value) return;
_enabled = value;
_reconcile();
}
/// App lifecycle: pause when backgrounded, resume on return.
void setBackgrounded(bool value) {
if (_backgrounded == value) return;
_backgrounded = value;
_reconcile();
}
Future<void> _restart() async {
try {
await _player.stop();
if (!_shouldPlay) return;
await _player.setReleaseMode(ReleaseMode.loop);
await _player.play(
AssetSource('audio/bgm/$_currentKey.mp3'),
volume: _volume,
);
} catch (_) {
// Missing asset or platform hiccup: stay silent.
}
}
/// Pause/resume the CURRENT track to match [_shouldPlay] without restarting.
Future<void> _reconcile() async {
try {
if (_shouldPlay) {
if (_player.state == PlayerState.paused) {
await _player.resume();
} else if (_player.state != PlayerState.playing) {
await _restart();
}
} else if (_player.state == PlayerState.playing) {
await _player.pause();
}
} catch (_) {
// Never throw from lifecycle/toggle changes.
}
}
void dispose() => _player.dispose();
}