Implement audio channel management features

- Added new components for managing audio channels, including creation, updating, and deletion of channels.
- Introduced a new AudioTab for channel management and integrated it into the main application layout.
- Updated the API client to support audio channel operations and added corresponding backend endpoints.
- Enhanced the player store to handle audio playback routing through assigned channels.
- Refactored existing components to accommodate the new audio channel functionality, including updates to the HistoryTable and GenerationForm for profile-channel associations.
- Improved sidebar navigation to include new tabs for Voices and Audio management.
This commit is contained in:
Jamie Pine
2026-01-26 19:20:20 -08:00
parent cd77b80b4f
commit 30ea627ae8
18 changed files with 1857 additions and 42 deletions
+21 -1
View File
@@ -2,6 +2,7 @@
#![cfg_attr(not(debug_assertions), windows_subsystem = "windows")]
mod audio_capture;
mod audio_output;
use std::sync::Mutex;
use tauri::{command, State, Manager, WindowEvent, Emitter, Listener, RunEvent};
@@ -368,6 +369,22 @@ fn is_system_audio_supported() -> bool {
audio_capture::is_supported()
}
#[command]
fn list_audio_output_devices(
state: State<'_, audio_output::AudioOutputState>,
) -> Result<Vec<audio_output::AudioOutputDevice>, String> {
state.list_output_devices()
}
#[command]
async fn play_audio_to_devices(
state: State<'_, audio_output::AudioOutputState>,
audio_data: Vec<u8>,
device_ids: Vec<String>,
) -> Result<(), String> {
state.play_audio_to_devices(audio_data, device_ids).await
}
#[cfg_attr(mobile, tauri::mobile_entry_point)]
pub fn run() {
tauri::Builder::default()
@@ -380,6 +397,7 @@ pub fn run() {
keep_running_on_close: Mutex::new(false),
})
.manage(audio_capture::AudioCaptureState::new())
.manage(audio_output::AudioOutputState::new())
.setup(|app| {
#[cfg(desktop)]
app.handle().plugin(tauri_plugin_updater::Builder::new().build())?;
@@ -420,7 +438,9 @@ pub fn run() {
set_keep_server_running,
start_system_audio_capture,
stop_system_audio_capture,
is_system_audio_supported
is_system_audio_supported,
list_audio_output_devices,
play_audio_to_devices
])
.on_window_event(|window, event| {
if let WindowEvent::CloseRequested { api, .. } = event {