Files
game-timer/audio.js

315 lines
10 KiB
JavaScript

// Audio Manager using Web Audio API
const audioManager = {
audioContext: null,
muted: false,
sounds: {},
lowTimeThreshold: 10, // Seconds threshold for low time warning
lastTickTime: 0, // Track when we started continuous ticking
tickFadeoutTime: 3, // Seconds after which tick sound fades out
// Initialize the audio context
init() {
try {
// Create AudioContext (with fallback for older browsers)
this.audioContext = new (window.AudioContext || window.webkitAudioContext)();
// Check for saved mute preference
const savedMute = localStorage.getItem('gameTimerMuted');
this.muted = savedMute === 'true';
// Create all the sounds
this.createSounds();
console.log('Web Audio API initialized successfully');
return true;
} catch (error) {
console.error('Web Audio API initialization failed:', error);
return false;
}
},
// Create all the sound generators
createSounds() {
// Game sounds
this.sounds.tick = this.createTickSound();
this.sounds.lowTime = this.createLowTimeSound();
this.sounds.timeUp = this.createTimeUpSound();
this.sounds.gameStart = this.createGameStartSound();
this.sounds.gamePause = this.createGamePauseSound();
this.sounds.gameResume = this.createGameResumeSound();
this.sounds.gameOver = this.createGameOverSound();
this.sounds.playerSwitch = this.createPlayerSwitchSound();
// UI sounds
this.sounds.buttonClick = this.createButtonClickSound();
this.sounds.modalOpen = this.createModalOpenSound();
this.sounds.modalClose = this.createModalCloseSound();
this.sounds.playerAdded = this.createPlayerAddedSound();
this.sounds.playerEdited = this.createPlayerEditedSound();
this.sounds.playerDeleted = this.createPlayerDeletedSound();
},
// Helper function to create an oscillator
createOscillator(type, frequency, startTime, duration, gain = 1.0, ramp = false) {
if (this.audioContext === null) this.init();
const oscillator = this.audioContext.createOscillator();
const gainNode = this.audioContext.createGain();
oscillator.type = type;
oscillator.frequency.value = frequency;
gainNode.gain.value = gain;
oscillator.connect(gainNode);
gainNode.connect(this.audioContext.destination);
oscillator.start(startTime);
if (ramp) {
gainNode.gain.exponentialRampToValueAtTime(0.001, startTime + duration);
}
oscillator.stop(startTime + duration);
return { oscillator, gainNode };
},
// Sound creators
createTickSound() {
return () => {
const now = this.audioContext.currentTime;
const currentTime = Date.now() / 1000;
// Initialize lastTickTime if it's not set
if (this.lastTickTime === 0) {
this.lastTickTime = currentTime;
}
// Calculate how long we've been ticking continuously
const tickDuration = currentTime - this.lastTickTime;
// Determine volume based on duration
let volume = 0.1; // Default/initial volume
if (tickDuration <= this.tickFadeoutTime) {
// Linear fade from 0.1 to 0 over tickFadeoutTime seconds
volume = 0.1 * (1 - (tickDuration / this.tickFadeoutTime));
} else {
// After tickFadeoutTime, don't play any sound
return; // Exit without playing sound
}
// Only play if volume is significant
if (volume > 0.001) {
this.createOscillator('sine', 800, now, 0.03, volume);
}
};
},
createLowTimeSound() {
return () => {
const now = this.audioContext.currentTime;
// Low time warning is always audible
this.createOscillator('triangle', 660, now, 0.1, 0.2);
// Reset tick fade timer on low time warning
this.lastTickTime = 0;
};
},
createTimeUpSound() {
return () => {
const now = this.audioContext.currentTime;
// First note
this.createOscillator('sawtooth', 440, now, 0.2, 0.3);
// Second note (lower)
this.createOscillator('sawtooth', 220, now + 0.25, 0.3, 0.4);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createGameStartSound() {
return () => {
const now = this.audioContext.currentTime;
// Rising sequence
this.createOscillator('sine', 440, now, 0.1, 0.3);
this.createOscillator('sine', 554, now + 0.1, 0.1, 0.3);
this.createOscillator('sine', 659, now + 0.2, 0.3, 0.3, true);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createGamePauseSound() {
return () => {
const now = this.audioContext.currentTime;
// Two notes pause sound
this.createOscillator('sine', 659, now, 0.1, 0.3);
this.createOscillator('sine', 523, now + 0.15, 0.2, 0.3, true);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createGameResumeSound() {
return () => {
const now = this.audioContext.currentTime;
// Rising sequence (opposite of pause)
this.createOscillator('sine', 523, now, 0.1, 0.3);
this.createOscillator('sine', 659, now + 0.15, 0.2, 0.3, true);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createGameOverSound() {
return () => {
const now = this.audioContext.currentTime;
// Fanfare
this.createOscillator('square', 440, now, 0.1, 0.3);
this.createOscillator('square', 554, now + 0.1, 0.1, 0.3);
this.createOscillator('square', 659, now + 0.2, 0.1, 0.3);
this.createOscillator('square', 880, now + 0.3, 0.4, 0.3, true);
// Reset tick fade timer
this.lastTickTime = 0;
};
},
createPlayerSwitchSound() {
return () => {
const now = this.audioContext.currentTime;
this.createOscillator('sine', 1200, now, 0.05, 0.2);
// Reset tick fade timer on player switch
this.lastTickTime = 0;
};
},
createButtonClickSound() {
return () => {
const now = this.audioContext.currentTime;
this.createOscillator('sine', 700, now, 0.04, 0.1);
};
},
createModalOpenSound() {
return () => {
const now = this.audioContext.currentTime;
// Ascending sound
this.createOscillator('sine', 400, now, 0.1, 0.2);
this.createOscillator('sine', 600, now + 0.1, 0.1, 0.2);
};
},
createModalCloseSound() {
return () => {
const now = this.audioContext.currentTime;
// Descending sound
this.createOscillator('sine', 600, now, 0.1, 0.2);
this.createOscillator('sine', 400, now + 0.1, 0.1, 0.2);
};
},
createPlayerAddedSound() {
return () => {
const now = this.audioContext.currentTime;
// Positive ascending notes
this.createOscillator('sine', 440, now, 0.1, 0.2);
this.createOscillator('sine', 523, now + 0.1, 0.1, 0.2);
this.createOscillator('sine', 659, now + 0.2, 0.2, 0.2, true);
};
},
createPlayerEditedSound() {
return () => {
const now = this.audioContext.currentTime;
// Two note confirmation
this.createOscillator('sine', 440, now, 0.1, 0.2);
this.createOscillator('sine', 523, now + 0.15, 0.15, 0.2);
};
},
createPlayerDeletedSound() {
return () => {
const now = this.audioContext.currentTime;
// Descending notes
this.createOscillator('sine', 659, now, 0.1, 0.2);
this.createOscillator('sine', 523, now + 0.1, 0.1, 0.2);
this.createOscillator('sine', 392, now + 0.2, 0.2, 0.2, true);
};
},
// Play a sound if not muted
play(soundName) {
if (this.muted || !this.sounds[soundName]) return;
// Resume audio context if it's suspended (needed for newer browsers)
if (this.audioContext.state === 'suspended') {
this.audioContext.resume();
}
this.sounds[soundName]();
},
// Toggle mute state
toggleMute() {
this.muted = !this.muted;
localStorage.setItem('gameTimerMuted', this.muted);
return this.muted;
},
// Play timer sounds based on remaining time
playTimerSound(remainingSeconds) {
if (remainingSeconds <= 0) {
// Reset tick fade timer when timer stops
this.lastTickTime = 0;
return; // Don't play sounds for zero time
}
if (remainingSeconds <= this.lowTimeThreshold) {
// Play low time warning sound (this resets the tick fade timer)
this.play('lowTime');
} else if (remainingSeconds % 1 === 0) {
// Normal tick sound on every second
this.play('tick');
}
},
// Play timer expired sound
playTimerExpired() {
this.play('timeUp');
},
// Stop all sounds and reset the tick fading
stopAllSounds() {
// Reset tick fade timer when stopping sounds
this.lastTickTime = 0;
},
// Reset the tick fading (call this when timer is paused or player changes)
resetTickFade() {
this.lastTickTime = 0;
}
};
// Initialize audio on module load
audioManager.init();
// Export the audio manager
export default audioManager;