feat: Adding audio player + music to play
This commit is contained in:
+99
-44
@@ -1,24 +1,63 @@
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// Sound effects, synthesised with the Web Audio API: no audio files. Everything is soft
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// (slow attacks, low levels, filtered noise) so it stays in the background of the desk.
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// Sound effects, synthesised with the Web Audio API: no audio files. Everything is soft: slow
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// attacks, long fades, no deep bass, and a short room reverb under it all so sounds melt away
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// instead of stopping. Each sound belongs to a mixer group the player can turn down on its own.
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// Browsers keep audio locked until the first click or key press; unlock() resumes it.
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export function createAudio({ enabled = () => true, volume = () => 0.6 } = {}) {
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// Mixer groups, in the order the mixer shows them.
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export const MIX_GROUPS = ["stamp", "paper", "page", "sign", "telegram", "alert", "chime", "tick", "countdown", "click", "ending"];
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const GROUP_OF = {
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stampYes: "stamp", stampNo: "stamp", paper: "paper", page: "page", sign: "sign", telegram: "telegram",
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alert: "alert", chime: "chime", tick: "tick", tock: "tick", clockTick: "countdown", clockTock: "countdown",
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click: "click", fall: "ending", fanfare: "ending",
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};
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export function createAudio({ enabled = () => true, volume = () => 0.6, mix = () => ({}) } = {}) {
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let ctx = null;
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let master = null;
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let noiseBuf = null;
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let out = null; // where the sound being built sends its notes (a gain node per play)
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function context() {
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if (!ctx) {
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const AC = globalThis.AudioContext ?? globalThis.webkitAudioContext;
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if (!AC) return null;
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try {
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ctx = new AC();
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} catch {
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return null;
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}
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master = ctx.createGain();
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master.connect(ctx.destination);
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if (ctx) return ctx;
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const AC = globalThis.AudioContext ?? globalThis.webkitAudioContext;
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if (!AC) return null;
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try {
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ctx = new AC();
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} catch {
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return null;
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}
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// master -> no deep bass -> no harsh treble -> gentle limiter -> speakers, plus a soft room send
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master = ctx.createGain();
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const lowCut = ctx.createBiquadFilter();
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lowCut.type = "highpass";
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lowCut.frequency.value = 140;
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const highCut = ctx.createBiquadFilter();
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highCut.type = "lowpass";
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highCut.frequency.value = 4800;
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highCut.Q.value = 0.4;
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const limiter = ctx.createDynamicsCompressor();
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limiter.threshold.value = -22;
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limiter.knee.value = 24;
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limiter.ratio.value = 6;
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limiter.attack.value = 0.01;
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limiter.release.value = 0.35;
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master.connect(lowCut).connect(highCut).connect(limiter).connect(ctx.destination);
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const room = ctx.createConvolver();
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const len = Math.floor(ctx.sampleRate * 1.5);
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const ir = ctx.createBuffer(2, len, ctx.sampleRate);
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for (let ch = 0; ch < 2; ch++) {
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const d = ir.getChannelData(ch);
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for (let i = 0; i < len; i++) d[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / len, 2.6);
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}
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room.buffer = ir;
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const wet = ctx.createGain();
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wet.gain.value = 0.28;
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const roomTone = ctx.createBiquadFilter();
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roomTone.type = "lowpass";
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roomTone.frequency.value = 2600;
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highCut.connect(wet).connect(room).connect(roomTone).connect(limiter);
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return ctx;
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}
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@@ -28,8 +67,8 @@ export function createAudio({ enabled = () => true, volume = () => 0.6 } = {}) {
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}
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for (const ev of ["pointerdown", "keydown"]) document.addEventListener(ev, unlock, { passive: true });
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// One note: a sine (or other) wave with an attack and an exponential fade.
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function tone(c, at, { freq, to, type = "sine", dur = 0.2, gain = 0.2, attack = 0.008 }) {
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// One note: a wave with an attack and an exponential fade.
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function tone(c, at, { freq, to, type = "sine", dur = 0.3, gain = 0.1, attack = 0.02 }) {
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const o = c.createOscillator();
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const g = c.createGain();
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o.type = type;
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@@ -38,13 +77,13 @@ export function createAudio({ enabled = () => true, volume = () => 0.6 } = {}) {
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g.gain.setValueAtTime(0.0001, at);
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g.gain.linearRampToValueAtTime(gain, at + attack);
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g.gain.exponentialRampToValueAtTime(0.0001, at + dur);
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o.connect(g).connect(master);
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o.connect(g).connect(out);
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o.start(at);
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o.stop(at + dur + 0.05);
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}
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// Filtered noise: paper, pages, thumps and clicks.
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function noise(c, at, { dur = 0.15, gain = 0.1, type = "bandpass", freq = 2000, to, q = 0.8, attack = 0.02 }) {
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// Filtered noise: paper, pages, soft impacts and ticks.
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function noise(c, at, { dur = 0.2, gain = 0.06, type = "bandpass", freq = 2000, to, q = 0.6, attack = 0.03 }) {
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noiseBuf ??= (() => {
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const b = c.createBuffer(1, c.sampleRate, c.sampleRate);
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const d = b.getChannelData(0);
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@@ -63,55 +102,66 @@ export function createAudio({ enabled = () => true, volume = () => 0.6 } = {}) {
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g.gain.setValueAtTime(0.0001, at);
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g.gain.linearRampToValueAtTime(gain, at + attack);
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g.gain.exponentialRampToValueAtTime(0.0001, at + dur);
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src.connect(f).connect(g).connect(master);
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src.connect(f).connect(g).connect(out);
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src.start(at);
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src.stop(at + dur + 0.05);
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}
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const SOUNDS = {
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// A padded "thup" rather than a thud: mid-range, slow to start, with a soft paper tail.
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stampYes: (c, t) => {
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tone(c, t, { freq: 150, to: 55, dur: 0.16, gain: 0.5 });
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noise(c, t, { type: "lowpass", freq: 500, dur: 0.07, gain: 0.25, attack: 0.004 });
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noise(c, t, { freq: 2200, dur: 0.04, gain: 0.07, attack: 0.004 });
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tone(c, t, { freq: 230, to: 130, dur: 0.32, gain: 0.2, attack: 0.016 });
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noise(c, t, { type: "lowpass", freq: 1100, dur: 0.18, gain: 0.09, attack: 0.014, q: 0.4 });
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noise(c, t + 0.02, { freq: 2000, to: 1400, dur: 0.32, gain: 0.025, attack: 0.03 });
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},
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stampNo: (c, t) => {
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tone(c, t, { freq: 118, to: 44, dur: 0.18, gain: 0.5 });
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noise(c, t, { type: "lowpass", freq: 420, dur: 0.08, gain: 0.28, attack: 0.004 });
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noise(c, t, { freq: 1800, dur: 0.04, gain: 0.07, attack: 0.004 });
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tone(c, t, { freq: 190, to: 108, dur: 0.34, gain: 0.2, attack: 0.016 });
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noise(c, t, { type: "lowpass", freq: 900, dur: 0.2, gain: 0.09, attack: 0.014, q: 0.4 });
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noise(c, t + 0.02, { freq: 1700, to: 1200, dur: 0.32, gain: 0.025, attack: 0.03 });
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},
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paper: (c, t) => noise(c, t, { freq: 2600, to: 1200, dur: 0.17, gain: 0.1, attack: 0.04 }),
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paper: (c, t) => noise(c, t, { freq: 2400, to: 1100, dur: 0.36, gain: 0.075, attack: 0.09 }),
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page: (c, t) => {
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noise(c, t, { freq: 500, to: 3200, dur: 0.24, gain: 0.11, attack: 0.05 });
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noise(c, t + 0.2, { freq: 2400, dur: 0.06, gain: 0.05, attack: 0.01 });
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noise(c, t, { freq: 450, to: 2800, dur: 0.52, gain: 0.085, attack: 0.13 });
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noise(c, t + 0.4, { freq: 2200, dur: 0.18, gain: 0.035, attack: 0.03 });
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},
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sign: (c, t) => {
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noise(c, t, { freq: 3400, to: 2600, dur: 0.2, gain: 0.05, q: 2, attack: 0.05 });
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tone(c, t + 0.22, { freq: 140, to: 60, dur: 0.14, gain: 0.3 });
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noise(c, t, { freq: 3200, to: 2400, dur: 0.42, gain: 0.04, q: 2, attack: 0.11 });
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tone(c, t + 0.44, { freq: 200, to: 125, dur: 0.28, gain: 0.15, attack: 0.02 });
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noise(c, t + 0.44, { type: "lowpass", freq: 1000, dur: 0.14, gain: 0.06, attack: 0.012, q: 0.4 });
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},
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telegram: (c, t) => {
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for (let i = 0; i < 4; i++) noise(c, t + i * 0.07, { type: "highpass", freq: 3200, dur: 0.02, gain: 0.1, attack: 0.002 });
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tone(c, t + 0.34, { freq: 1320, dur: 0.7, gain: 0.1, attack: 0.01 });
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tone(c, t + 0.34, { freq: 1980, dur: 0.45, gain: 0.04, attack: 0.01 });
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for (let i = 0; i < 4; i++) noise(c, t + i * 0.09, { type: "highpass", freq: 3200, dur: 0.045, gain: 0.05, attack: 0.007 });
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tone(c, t + 0.44, { freq: 1320, dur: 1.6, gain: 0.07, attack: 0.04 });
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tone(c, t + 0.44, { freq: 1980, dur: 1.1, gain: 0.022, attack: 0.04 });
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},
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alert: (c, t) => {
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tone(c, t, { freq: 233, dur: 0.4, gain: 0.2, type: "triangle", attack: 0.03 });
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tone(c, t + 0.24, { freq: 175, dur: 0.55, gain: 0.2, type: "triangle", attack: 0.03 });
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tone(c, t, { freq: 233, dur: 0.95, gain: 0.12, type: "triangle", attack: 0.16 });
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tone(c, t + 0.32, { freq: 175, dur: 1.25, gain: 0.12, type: "triangle", attack: 0.16 });
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},
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chime: (c, t) => {
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tone(c, t, { freq: 659, dur: 0.7, gain: 0.12, attack: 0.02 });
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tone(c, t + 0.16, { freq: 880, dur: 0.9, gain: 0.1, attack: 0.02 });
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tone(c, t, { freq: 659, dur: 1.4, gain: 0.08, attack: 0.06 });
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tone(c, t + 0.22, { freq: 880, dur: 1.8, gain: 0.065, attack: 0.06 });
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},
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tick: (c, t) => tone(c, t, { freq: 1000, to: 850, dur: 0.07, gain: 0.02, attack: 0.007 }),
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tock: (c, t) => tone(c, t, { freq: 760, to: 650, dur: 0.07, gain: 0.02, attack: 0.007 }),
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// The countdown on the day before a new proposal: a small wooden clock.
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clockTick: (c, t) => {
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tone(c, t, { freq: 1500, to: 1150, dur: 0.1, gain: 0.05, attack: 0.005 });
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noise(c, t, { freq: 2800, q: 4, dur: 0.06, gain: 0.025, attack: 0.005 });
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},
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clockTock: (c, t) => {
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tone(c, t, { freq: 1150, to: 880, dur: 0.1, gain: 0.05, attack: 0.005 });
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noise(c, t, { freq: 2200, q: 4, dur: 0.06, gain: 0.025, attack: 0.005 });
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},
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tick: (c, t) => tone(c, t, { freq: 1100, to: 900, dur: 0.035, gain: 0.03, attack: 0.002 }),
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tock: (c, t) => tone(c, t, { freq: 820, to: 700, dur: 0.035, gain: 0.03, attack: 0.002 }),
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click: (c, t) => {
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tone(c, t, { freq: 900, to: 600, dur: 0.04, gain: 0.06, attack: 0.002 });
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noise(c, t, { type: "highpass", freq: 3000, dur: 0.015, gain: 0.04, attack: 0.002 });
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tone(c, t, { freq: 800, to: 600, dur: 0.09, gain: 0.045, attack: 0.007 });
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noise(c, t, { type: "highpass", freq: 3000, dur: 0.035, gain: 0.02, attack: 0.005 });
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},
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fall: (c, t) => {
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[330, 247, 196, 147].forEach((f, i) => tone(c, t + i * 0.45, { freq: f, dur: 0.9, gain: 0.14, attack: 0.04, type: "triangle" }));
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[262, 220, 196, 165].forEach((f, i) => tone(c, t + i * 0.6, { freq: f, dur: 1.9, gain: 0.09, attack: 0.16 }));
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},
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fanfare: (c, t) => {
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[392, 494, 587, 784].forEach((f, i) => tone(c, t + i * 0.14, { freq: f, dur: 1.1, gain: 0.09, attack: 0.03 }));
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[392, 494, 587, 784].forEach((f, i) => tone(c, t + i * 0.2, { freq: f, dur: 1.9, gain: 0.07, attack: 0.07 }));
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},
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};
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@@ -124,7 +174,12 @@ export function createAudio({ enabled = () => true, volume = () => 0.6 } = {}) {
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c.resume?.().catch?.(() => {});
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return; // still locked: nothing to hear yet
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}
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const level = Math.max(0, Math.min(1, mix()[GROUP_OF[name]] ?? 1));
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if (level < 0.005) return;
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master.gain.value = Math.max(0, Math.min(1, volume()));
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out = c.createGain();
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out.gain.value = level;
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out.connect(master);
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try {
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make(c, c.currentTime + 0.005);
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} catch {
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@@ -132,5 +187,5 @@ export function createAudio({ enabled = () => true, volume = () => 0.6 } = {}) {
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}
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}
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return { play, unlock, names: Object.keys(SOUNDS) };
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return { play, unlock, names: Object.keys(SOUNDS), groupOf: (name) => GROUP_OF[name] };
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}
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+33
-5
@@ -8,6 +8,7 @@ import { encodeSave, decodeSave, migrate } from "../save/codec.js";
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import { KEYS, SLOT_COUNT, readSave, writeSave } from "../save/storage.js";
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import { $, esc } from "./desk.js";
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import { renderMarkdown } from "./markdown.js";
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import { MIX_GROUPS } from "./audio.js";
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const ARM_MS = 4000; // how long a "Sure?" button stays armed
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@@ -221,9 +222,7 @@ export function createMenu(root, { content, storage, getState, getSettings, hand
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<input type="checkbox" id="setting-sound" ${s.sound ? "checked" : ""}>
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<span><b>${t("settings.sound")}</b><small>${t("settings.soundHint")}</small></span>
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</label>
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<label class="menu__field">${t("settings.volume")}
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<input type="range" id="setting-volume" min="0" max="1" step="0.05" value="${s.volume}" ${s.sound ? "" : "disabled"}>
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</label>
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<div class="menu__list">${button("mixer", t("settings.mixer"))}</div>
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${storage.persistent ? "" : `<p class="menu__msg menu__msg--error">${t("settings.storage")}</p>`}
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${back()}`;
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}
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@@ -253,7 +252,26 @@ export function createMenu(root, { content, storage, getState, getSettings, hand
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return `<div class="rules" tabindex="0" aria-label="${t("rules.title")}">${html}</div>${back()}`;
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}
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const SCREENS = { home, new: newGame, load, save, export: exportScreen, import: importScreen, settings, credits, rules };
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// One slider per sound group, plus the overall volume and the music. Levels apply as you drag.
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function mixer() {
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const s = getSettings();
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const rows = [["master", s.volume], ["music", s.mix.music], ...MIX_GROUPS.map((g) => [g, s.mix[g]])];
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return `
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<h3>${t("mixer.title")}</h3>
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<p class="menu__sub">${t("mixer.hint")}</p>
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<div class="mixer">
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${rows.map(([key, v]) => `
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<label class="mixer__row ${key === "master" ? "mixer__row--master" : ""}">
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<span>${t("mixer." + key)}</span>
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<input type="range" min="0" max="1" step="0.05" value="${v}" data-mix="${key}" aria-label="${t("mixer." + key)}">
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<output>${Math.round(v * 100)}%</output>
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</label>`).join("")}
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</div>
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<div class="menu__list">${button("mixerReset", t("mixer.reset"))}</div>
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<footer class="menu__foot">${button("settings", t("menu.back"))}</footer>`;
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}
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const SCREENS = { home, new: newGame, load, save, export: exportScreen, import: importScreen, settings, credits, rules, mixer };
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function render() {
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root.innerHTML = `
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@@ -324,6 +342,8 @@ export function createMenu(root, { content, storage, getState, getSettings, hand
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import: () => go("import"),
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settings: () => go("settings"),
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rules: () => go("rules"),
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mixer: () => go("mixer"),
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mixerReset: () => { handlers.onSettings({ resetMix: true }); render(); },
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credits: () => go("credits"),
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back: () => go("home"),
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resume: () => handlers.onResume(),
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@@ -362,10 +382,18 @@ export function createMenu(root, { content, storage, getState, getSettings, hand
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ACTIONS[action](arg);
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});
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root.addEventListener("input", (e) => {
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const key = e.target.dataset?.mix;
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if (!key) return;
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const v = Number(e.target.value);
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e.target.parentElement.querySelector("output").textContent = `${Math.round(v * 100)}%`;
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handlers.onSettings(key === "master" ? { volume: v } : { mix: { [key]: v } });
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});
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root.addEventListener("change", async (e) => {
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if (e.target.dataset?.mix) handlers.onPreview?.(e.target.dataset.mix);
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if (e.target.id === "setting-slow") handlers.onSettings({ slow: e.target.checked });
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if (e.target.id === "setting-sound") { handlers.onSettings({ sound: e.target.checked }); render(); }
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if (e.target.id === "setting-volume") handlers.onSettings({ volume: Number(e.target.value) });
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if (e.target.id === "import-file" && e.target.files[0]) {
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$(root, "#import-text").value = await e.target.files[0].text();
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}
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@@ -0,0 +1,162 @@
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// Background music: plays the .mp3 files of the music folder (listed by the server at music/index.json)
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// in random order, like a shuffled tape. No DOM here: the walkman panel drives it and listens to it.
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//
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// States: "stopped" (nothing loaded), "paused" (track loaded, silent), "playing".
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// Browsers refuse to start audio before the first click or key press; start() then waits for it.
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export const prettyTitle = (file) => {
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const base = file.replace(/\.mp3$/i, "");
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return base.replace(/^\d+[\s._-]*/, "").replace(/_+/g, " ").replace(/\s+/g, " ").trim() || base;
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};
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function shuffled(list) {
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const a = [...list];
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for (let i = a.length - 1; i > 0; i--) {
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const j = Math.floor(Math.random() * (i + 1));
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[a[i], a[j]] = [a[j], a[i]];
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}
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return a;
|
||||
}
|
||||
|
||||
export function createMusic({ getVolume = () => 0.3, onUserChoice = () => {} } = {}) {
|
||||
const el = new Audio();
|
||||
el.preload = "none";
|
||||
|
||||
let tracks = [];
|
||||
let bag = []; // tracks still to come in this shuffle
|
||||
let history = []; // tracks already played, for "previous"
|
||||
let current = null;
|
||||
let state = "stopped";
|
||||
let waitingForGesture = false;
|
||||
let failures = 0;
|
||||
let listener = () => {};
|
||||
|
||||
const notify = () => listener(info());
|
||||
const info = () => ({ available: tracks.length > 0, state, title: current ? prettyTitle(current) : "", waitingForGesture });
|
||||
|
||||
// The next track of the shuffle, never the one that just played (unless it is the only one).
|
||||
function pick() {
|
||||
if (!bag.length) {
|
||||
bag = shuffled(tracks);
|
||||
if (bag.length > 1 && bag[0] === current) bag.push(bag.shift());
|
||||
}
|
||||
return bag.shift();
|
||||
}
|
||||
|
||||
function setTrack(name) {
|
||||
current = name;
|
||||
el.src = `music/${encodeURIComponent(name)}`;
|
||||
}
|
||||
|
||||
function applyVolume() {
|
||||
el.volume = Math.max(0, Math.min(1, getVolume()));
|
||||
}
|
||||
|
||||
async function begin() {
|
||||
applyVolume();
|
||||
try {
|
||||
await el.play();
|
||||
state = "playing";
|
||||
waitingForGesture = false;
|
||||
} catch (err) {
|
||||
// Blocked until the player touches the page, or the file could not be read.
|
||||
if (err?.name === "NotAllowedError") waitingForGesture = true;
|
||||
state = current ? "paused" : "stopped";
|
||||
}
|
||||
notify();
|
||||
}
|
||||
|
||||
el.addEventListener("playing", () => { failures = 0; });
|
||||
el.addEventListener("ended", () => next());
|
||||
el.addEventListener("error", () => {
|
||||
// A broken or unreadable file: try another tape, and give up when none plays.
|
||||
failures++;
|
||||
if (failures > tracks.length) {
|
||||
state = "stopped";
|
||||
notify();
|
||||
return;
|
||||
}
|
||||
if (current) history.pop();
|
||||
skip();
|
||||
});
|
||||
|
||||
function skip() {
|
||||
if (!tracks.length) return;
|
||||
setTrack(pick());
|
||||
void begin();
|
||||
}
|
||||
|
||||
async function load() {
|
||||
try {
|
||||
const r = await fetch("music/index.json", { cache: "no-store" });
|
||||
const data = r.ok ? await r.json() : {};
|
||||
tracks = Array.isArray(data.tracks) ? data.tracks.filter((n) => typeof n === "string") : [];
|
||||
} catch {
|
||||
tracks = [];
|
||||
}
|
||||
notify();
|
||||
return tracks.length;
|
||||
}
|
||||
|
||||
function play() {
|
||||
if (!tracks.length) return;
|
||||
if (state === "paused" && current) {
|
||||
void begin();
|
||||
} else {
|
||||
if (current) history.push(current);
|
||||
skip();
|
||||
}
|
||||
onUserChoice(true);
|
||||
}
|
||||
|
||||
function pause() {
|
||||
if (state !== "playing") return;
|
||||
el.pause();
|
||||
state = "paused";
|
||||
waitingForGesture = false;
|
||||
onUserChoice(false);
|
||||
notify();
|
||||
}
|
||||
|
||||
function stop() {
|
||||
el.pause();
|
||||
el.currentTime = 0;
|
||||
state = "stopped";
|
||||
current = null;
|
||||
waitingForGesture = false;
|
||||
onUserChoice(false);
|
||||
notify();
|
||||
}
|
||||
|
||||
function next() {
|
||||
if (!tracks.length) return;
|
||||
if (current) history.push(current);
|
||||
skip();
|
||||
onUserChoice(true);
|
||||
}
|
||||
|
||||
// Back to the start of the track, or to the one before when it has barely begun.
|
||||
function prev() {
|
||||
if (!tracks.length) return;
|
||||
if (state === "stopped" || el.currentTime > 3 || !history.length) {
|
||||
if (current) el.currentTime = 0;
|
||||
else skip();
|
||||
} else {
|
||||
setTrack(history.pop());
|
||||
void begin();
|
||||
}
|
||||
onUserChoice(true);
|
||||
}
|
||||
|
||||
// Called on the first click or key press: starts the music if the player wants it.
|
||||
function unlockedByGesture(wanted) {
|
||||
if (wanted && state === "stopped" && tracks.length) skip();
|
||||
else if (waitingForGesture && current) void begin();
|
||||
}
|
||||
|
||||
return {
|
||||
load, play, pause, stop, next, prev, applyVolume, unlockedByGesture,
|
||||
info,
|
||||
setListener: (fn) => { listener = fn; fn(info()); },
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
// A small cassette player on the desk: a cassette window with two reels that turn while the music plays,
|
||||
// the track title on the cassette label, and five vintage keys (previous, play, pause, stop, next).
|
||||
|
||||
import { t } from "../i18n/i18n.js";
|
||||
import { $ } from "./desk.js";
|
||||
|
||||
const KEYS = [
|
||||
["prev", `<path d="M12 1v14L3 8zM22 1v14l-9-7z"/>`],
|
||||
["play", `<path d="M7 1v14l11-7z"/>`],
|
||||
["pause", `<path d="M6 1h4v14H6zM14 1h4v14h-4z"/>`],
|
||||
["stop", `<path d="M6 2h12v12H6z"/>`],
|
||||
["next", `<path d="M2 1v14l9-7zM12 1v14l9-7z"/>`],
|
||||
];
|
||||
|
||||
const reel = (side) => `
|
||||
<svg class="walkman__reel walkman__reel--${side}" viewBox="0 0 40 40" aria-hidden="true" focusable="false">
|
||||
<circle class="walkman__tape" cx="20" cy="20" r="17"/>
|
||||
<g class="walkman__spokes">${[0, 60, 120].map((a) => `<line x1="20" y1="9" x2="20" y2="31" transform="rotate(${a} 20 20)"/>`).join("")}</g>
|
||||
<circle class="walkman__hub" cx="20" cy="20" r="6"/>
|
||||
</svg>`;
|
||||
|
||||
export function createWalkman(root, { music, onPress = () => {} }) {
|
||||
root.innerHTML = `
|
||||
<div class="walkman__body">
|
||||
<div class="walkman__badge"><b>VALDOR</b><span>${t("walkman.model")}</span><i class="walkman__led" aria-hidden="true"></i></div>
|
||||
<div class="walkman__window">
|
||||
${reel("left")}
|
||||
<div class="walkman__label"><span class="walkman__title" role="status"></span></div>
|
||||
${reel("right")}
|
||||
</div>
|
||||
<div class="walkman__keys" role="group" aria-label="${t("walkman.title")}">
|
||||
${KEYS.map(([act, icon]) => `
|
||||
<button class="walkman__key walkman__key--${act}" data-act="${act}" aria-label="${t("walkman." + act)}" title="${t("walkman." + act)}">
|
||||
<svg viewBox="0 0 24 16" aria-hidden="true" focusable="false">${icon}</svg>
|
||||
</button>`).join("")}
|
||||
</div>
|
||||
</div>`;
|
||||
|
||||
const title = $(root, ".walkman__title");
|
||||
const label = $(root, ".walkman__label");
|
||||
|
||||
root.addEventListener("click", (e) => {
|
||||
const b = e.target.closest("button[data-act]");
|
||||
if (!b || b.disabled) return;
|
||||
onPress();
|
||||
music[b.dataset.act]();
|
||||
});
|
||||
|
||||
function update() {
|
||||
const m = music.info();
|
||||
const playing = m.state === "playing";
|
||||
root.classList.toggle("is-playing", playing);
|
||||
root.classList.toggle("is-empty", !m.available);
|
||||
root.title = m.available ? "" : t("walkman.hint");
|
||||
|
||||
let text = t("walkman.empty");
|
||||
if (m.available) text = m.waitingForGesture ? t("walkman.tap") : m.state === "stopped" ? t("walkman.stopped") : m.title;
|
||||
if (title.textContent !== text) {
|
||||
title.textContent = text;
|
||||
title.classList.remove("is-scroll");
|
||||
// a long title scrolls across the label while the tape runs
|
||||
requestAnimationFrame(() => title.classList.toggle("is-scroll", title.scrollWidth > label.clientWidth + 2));
|
||||
}
|
||||
|
||||
for (const b of root.querySelectorAll("button[data-act]")) {
|
||||
b.disabled = !m.available;
|
||||
if (b.dataset.act === "play") b.setAttribute("aria-pressed", String(playing));
|
||||
if (b.dataset.act === "pause") b.setAttribute("aria-pressed", String(m.state === "paused"));
|
||||
if (b.dataset.act === "stop") b.setAttribute("aria-pressed", String(m.state === "stopped"));
|
||||
}
|
||||
}
|
||||
|
||||
music.setListener(update);
|
||||
return { update };
|
||||
}
|
||||
Reference in New Issue
Block a user