Add timeout to pause player
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@ -50,8 +50,14 @@ export default function Home() {
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// Settings
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const [denoising, setDenoising] = useState(0.75);
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const [seedImageId, setSeedImageId] = useState(initialSeeds[Math.floor(Math.random() * initialSeeds.length)]);
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const [seed, setSeed] = useState(initialSeedImageMap[seedImageId][Math.floor(Math.random() * initialSeedImageMap[seedImageId].length)]);
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const [seedImageId, setSeedImageId] = useState(
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initialSeeds[Math.floor(Math.random() * initialSeeds.length)]
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);
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const [seed, setSeed] = useState(
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initialSeedImageMap[seedImageId][
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Math.floor(Math.random() * initialSeedImageMap[seedImageId].length)
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]
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);
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// Prompts shown on screen and maintained by the prompt panel
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const [promptInputs, setPromptInputs] = useState<PromptInput[]>([]);
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@ -195,40 +201,66 @@ export default function Home() {
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[alpha, alphaVelocity]
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);
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const nowPlayingCallback = (result: InferenceResult, playerTime: number) => {
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console.log(
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"Now playing result ",
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result.counter,
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", player time is ",
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playerTime
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);
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// State to handle the timeout for the player to not hog GPU forever. If you are
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// in SAME_PROMPT for this long, it will pause the player and bring up an alert.
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const timeoutIncrement = 600.0;
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const [timeoutPlayerTime, setTimeoutPlayerTime] = useState(timeoutIncrement);
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setNowPlayingResult(result);
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// find the first promptInput that matches the result.input.end.prompt and set it's transitionCounter to the result.counter if not already set
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setPromptInputs((prevPromptInputs) => {
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const newPromptInputs = [...prevPromptInputs];
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const promptInputIndex = newPromptInputs.findIndex(
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(p) => p.prompt == result.input.end.prompt
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const nowPlayingCallback = useCallback(
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(result: InferenceResult, playerTime: number) => {
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console.log(
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"Now playing result ",
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result.counter,
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", player time is ",
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playerTime
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);
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if (promptInputIndex >= 0) {
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if (newPromptInputs[promptInputIndex].transitionCounter == null) {
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newPromptInputs[promptInputIndex].transitionCounter = result.counter;
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}
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}
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return newPromptInputs;
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});
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// set played state for the result to true
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setInferenceResults((prevResults: InferenceResult[]) => {
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return prevResults.map((r) => {
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if (r.counter == result.counter) {
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r.played = true;
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setNowPlayingResult(result);
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// find the first promptInput that matches the result.input.end.prompt and set it's transitionCounter to the result.counter if not already set
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setPromptInputs((prevPromptInputs) => {
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const newPromptInputs = [...prevPromptInputs];
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const promptInputIndex = newPromptInputs.findIndex(
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(p) => p.prompt == result.input.end.prompt
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);
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if (promptInputIndex >= 0) {
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if (newPromptInputs[promptInputIndex].transitionCounter == null) {
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newPromptInputs[promptInputIndex].transitionCounter =
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result.counter;
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}
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}
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return r;
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return newPromptInputs;
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});
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});
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};
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// set played state for the result to true
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setInferenceResults((prevResults: InferenceResult[]) => {
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return prevResults.map((r) => {
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if (r.counter == result.counter) {
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r.played = true;
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}
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return r;
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});
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});
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// Extend the timeout if we're transitioning
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if (appState == AppState.TRANSITION) {
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setTimeoutPlayerTime(playerTime + timeoutIncrement);
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}
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// If we've hit the timeout, pause and increment the timeout
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if (playerTime > timeoutPlayerTime) {
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setTimeoutPlayerTime(playerTime + timeoutIncrement);
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setPaused(true);
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setTimeout(() => {
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if (confirm("Are you still riffing?")) {
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setPaused(false);
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}
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}, 100);
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}
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},
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[timeoutPlayerTime, appState]
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);
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// Track from the audio player whether we're behind on having new inference results,
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// in order to display an alert.
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@ -330,10 +362,7 @@ export default function Home() {
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resetCallback={resetCallback}
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/>
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<Pause
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paused={paused}
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setPaused={setPaused}
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/>
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<Pause paused={paused} setPaused={setPaused} />
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<Share
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inferenceResults={inferenceResults}
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