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Build and deploy of version 29030872
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10 changed files with 2827 additions and 6487 deletions
342
src/sounds.ts
342
src/sounds.ts
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@ -1,223 +1,235 @@
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import {gameZoneWidthRoundedUp, isSettingOn, offsetX, offsetXRoundedDown} from "./game";
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import {
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gameZoneWidthRoundedUp,
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isSettingOn,
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offsetX,
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offsetXRoundedDown,
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} from "./game";
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export const sounds = {
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wallBeep: (pan: number) => {
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if (!isSettingOn("sound")) return;
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createSingleBounceSound(800, pixelsToPan(pan));
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},
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wallBeep: (pan: number) => {
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if (!isSettingOn("sound")) return;
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createSingleBounceSound(800, pixelsToPan(pan));
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},
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comboIncreaseMaybe: (combo: number, x: number, volume: number) => {
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if (!isSettingOn("sound")) return;
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let delta = 0;
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if (!isNaN(lastComboPlayed)) {
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if (lastComboPlayed < combo) delta = 1;
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if (lastComboPlayed > combo) delta = -1;
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}
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playShepard(delta, pixelsToPan(x), volume);
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lastComboPlayed = combo;
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},
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comboIncreaseMaybe: (combo: number, x: number, volume: number) => {
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if (!isSettingOn("sound")) return;
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let delta = 0;
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if (!isNaN(lastComboPlayed)) {
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if (lastComboPlayed < combo) delta = 1;
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if (lastComboPlayed > combo) delta = -1;
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}
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playShepard(delta, pixelsToPan(x), volume);
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lastComboPlayed = combo;
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},
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comboDecrease() {
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if (!isSettingOn("sound")) return;
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playShepard(-1, 0.5, 0.5);
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},
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coinBounce: (pan: number, volume: number) => {
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if (!isSettingOn("sound")) return;
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createSingleBounceSound(1200, pixelsToPan(pan), volume, 0.1, "triangle");
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},
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explode: (pan: number) => {
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if (!isSettingOn("sound")) return;
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createExplosionSound(pixelsToPan(pan));
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},
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lifeLost(pan:number){
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if (!isSettingOn("sound")) return;
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createShatteredGlassSound(pixelsToPan(pan))
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},
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comboDecrease() {
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if (!isSettingOn("sound")) return;
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playShepard(-1, 0.5, 0.5);
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},
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coinBounce: (pan: number, volume: number) => {
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if (!isSettingOn("sound")) return;
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createSingleBounceSound(1200, pixelsToPan(pan), volume, 0.1, "triangle");
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},
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explode: (pan: number) => {
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if (!isSettingOn("sound")) return;
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createExplosionSound(pixelsToPan(pan));
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},
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lifeLost(pan: number) {
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if (!isSettingOn("sound")) return;
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createShatteredGlassSound(pixelsToPan(pan));
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},
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coinCatch(pan: number) {
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if (!isSettingOn("sound")) return;
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createSingleBounceSound(900, pixelsToPan(pan), 0.8, 0.1, "triangle");
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},
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coinCatch(pan: number) {
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if (!isSettingOn("sound")) return;
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createSingleBounceSound(900, pixelsToPan(pan), 0.8, 0.1, "triangle");
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},
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};
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// How to play the code on the leftconst context = new window.AudioContext();
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let audioContext: AudioContext, audioRecordingTrack: MediaStreamAudioDestinationNode;
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let audioContext: AudioContext,
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audioRecordingTrack: MediaStreamAudioDestinationNode;
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export function getAudioContext() {
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if (!audioContext) {
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if (!isSettingOn('sound')) return null
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audioContext = new (window.AudioContext || window.webkitAudioContext)();
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audioRecordingTrack = audioContext.createMediaStreamDestination();
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}
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return audioContext;
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if (!audioContext) {
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if (!isSettingOn("sound")) return null;
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audioContext = new (window.AudioContext || window.webkitAudioContext)();
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audioRecordingTrack = audioContext.createMediaStreamDestination();
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}
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return audioContext;
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}
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export function getAudioRecordingTrack() {
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getAudioContext()
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return audioRecordingTrack
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getAudioContext();
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return audioRecordingTrack;
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}
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function createSingleBounceSound(
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baseFreq = 800,
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pan = 0.5,
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volume = 1,
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duration = 0.1,
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type: OscillatorType = "sine",
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baseFreq = 800,
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pan = 0.5,
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volume = 1,
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duration = 0.1,
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type: OscillatorType = "sine",
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) {
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const context = getAudioContext();
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if (!context) return
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const oscillator = createOscillator(context, baseFreq, type);
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const context = getAudioContext();
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if (!context) return;
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const oscillator = createOscillator(context, baseFreq, type);
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// Create a gain node to control the volume
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const gainNode = context.createGain();
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oscillator.connect(gainNode);
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// Create a gain node to control the volume
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const gainNode = context.createGain();
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oscillator.connect(gainNode);
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// Create a stereo panner node for left-right panning
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const panner = context.createStereoPanner();
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panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime);
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gainNode.connect(panner);
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panner.connect(context.destination);
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panner.connect(audioRecordingTrack);
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// Create a stereo panner node for left-right panning
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const panner = context.createStereoPanner();
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panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime);
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gainNode.connect(panner);
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panner.connect(context.destination);
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panner.connect(audioRecordingTrack);
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// Set up the gain envelope to simulate the impact and quick decay
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gainNode.gain.setValueAtTime(0.8 * volume, context.currentTime); // Initial impact
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gainNode.gain.exponentialRampToValueAtTime(
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0.001,
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context.currentTime + duration,
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); // Quick decay
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// Set up the gain envelope to simulate the impact and quick decay
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gainNode.gain.setValueAtTime(0.8 * volume, context.currentTime); // Initial impact
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gainNode.gain.exponentialRampToValueAtTime(
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0.001,
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context.currentTime + duration,
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); // Quick decay
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// Start the oscillator
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oscillator.start(context.currentTime);
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// Start the oscillator
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oscillator.start(context.currentTime);
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// Stop the oscillator after the decay
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oscillator.stop(context.currentTime + duration);
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// Stop the oscillator after the decay
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oscillator.stop(context.currentTime + duration);
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}
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let noiseBuffer: AudioBuffer;
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function getNoiseBuffer(context:AudioContext) {
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function getNoiseBuffer(context: AudioContext) {
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if (!noiseBuffer) {
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const bufferSize = context.sampleRate * 2; // 2 seconds
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noiseBuffer = context.createBuffer(1, bufferSize, context.sampleRate);
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const output = noiseBuffer.getChannelData(0);
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if (!noiseBuffer) {
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const bufferSize = context.sampleRate * 2; // 2 seconds
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noiseBuffer = context.createBuffer(1, bufferSize, context.sampleRate);
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const output = noiseBuffer.getChannelData(0);
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// Fill the buffer with random noise
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for (let i = 0; i < bufferSize; i++) {
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output[i] = Math.random() * 2 - 1;
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}
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// Fill the buffer with random noise
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for (let i = 0; i < bufferSize; i++) {
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output[i] = Math.random() * 2 - 1;
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}
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return noiseBuffer
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}
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return noiseBuffer;
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}
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function createExplosionSound(pan = 0.5) {
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const context = getAudioContext();
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if (!context) return
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// Create an audio buffer
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const context = getAudioContext();
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if (!context) return;
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// Create an audio buffer
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// Create a noise source
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const noiseSource = context.createBufferSource();
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noiseSource.buffer = getNoiseBuffer(context);
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// Create a noise source
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const noiseSource = context.createBufferSource();
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noiseSource.buffer = getNoiseBuffer(context);
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// Create a gain node to control the volume
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const gainNode = context.createGain();
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noiseSource.connect(gainNode);
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// Create a gain node to control the volume
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const gainNode = context.createGain();
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noiseSource.connect(gainNode);
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// Create a filter to shape the explosion sound
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const filter = context.createBiquadFilter();
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filter.type = "lowpass";
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filter.frequency.setValueAtTime(1000, context.currentTime); // Set the initial frequency
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gainNode.connect(filter);
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// Create a filter to shape the explosion sound
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const filter = context.createBiquadFilter();
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filter.type = "lowpass";
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filter.frequency.setValueAtTime(1000, context.currentTime); // Set the initial frequency
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gainNode.connect(filter);
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// Create a stereo panner node for left-right panning
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const panner = context.createStereoPanner();
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panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime); // pan 0 to 1 maps to -1 to 1
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// Create a stereo panner node for left-right panning
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const panner = context.createStereoPanner();
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panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime); // pan 0 to 1 maps to -1 to 1
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// Connect filter to panner and then to the destination (speakers)
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filter.connect(panner);
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panner.connect(context.destination);
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panner.connect(audioRecordingTrack);
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// Connect filter to panner and then to the destination (speakers)
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filter.connect(panner);
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panner.connect(context.destination);
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panner.connect(audioRecordingTrack);
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// Ramp down the gain to simulate the explosion's fade-out
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gainNode.gain.setValueAtTime(1, context.currentTime);
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gainNode.gain.exponentialRampToValueAtTime(0.01, context.currentTime + 1);
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// Ramp down the gain to simulate the explosion's fade-out
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gainNode.gain.setValueAtTime(1, context.currentTime);
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gainNode.gain.exponentialRampToValueAtTime(0.01, context.currentTime + 1);
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// Lower the filter frequency over time to create the "explosive" effect
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filter.frequency.exponentialRampToValueAtTime(60, context.currentTime + 1);
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// Lower the filter frequency over time to create the "explosive" effect
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filter.frequency.exponentialRampToValueAtTime(60, context.currentTime + 1);
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// Start the noise source
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noiseSource.start(context.currentTime);
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// Start the noise source
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noiseSource.start(context.currentTime);
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// Stop the noise source after the sound has played
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noiseSource.stop(context.currentTime + 1);
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// Stop the noise source after the sound has played
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noiseSource.stop(context.currentTime + 1);
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}
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function pixelsToPan(pan: number) {
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return Math.max(0, Math.min(1, (pan - offsetXRoundedDown) / gameZoneWidthRoundedUp));
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return Math.max(
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0,
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Math.min(1, (pan - offsetXRoundedDown) / gameZoneWidthRoundedUp),
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);
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}
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let lastComboPlayed = NaN,
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shepard = 6;
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shepard = 6;
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function playShepard(delta: number, pan: number, volume: number) {
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const shepardMax = 11,
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factor = 1.05945594920268,
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baseNote = 392;
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shepard += delta;
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if (shepard > shepardMax) shepard = 0;
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if (shepard < 0) shepard = shepardMax;
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const shepardMax = 11,
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factor = 1.05945594920268,
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baseNote = 392;
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shepard += delta;
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if (shepard > shepardMax) shepard = 0;
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if (shepard < 0) shepard = shepardMax;
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const play = (note: number) => {
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const freq = baseNote * Math.pow(factor, note);
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const diff = Math.abs(note - shepardMax * 0.5);
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const maxDistanceToIdeal = 1.5 * shepardMax;
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const vol = Math.max(0, volume * (1 - diff / maxDistanceToIdeal));
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createSingleBounceSound(freq, pan, vol);
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return freq.toFixed(2) + " at " + Math.floor(vol * 100) + "% diff " + diff;
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};
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const play = (note: number) => {
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const freq = baseNote * Math.pow(factor, note);
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const diff = Math.abs(note - shepardMax * 0.5);
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const maxDistanceToIdeal = 1.5 * shepardMax;
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const vol = Math.max(0, volume * (1 - diff / maxDistanceToIdeal));
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createSingleBounceSound(freq, pan, vol);
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return freq.toFixed(2) + " at " + Math.floor(vol * 100) + "% diff " + diff;
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};
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play(1 + shepardMax + shepard);
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play(shepard);
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play(-1 - shepardMax + shepard);
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play(1 + shepardMax + shepard);
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play(shepard);
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play(-1 - shepardMax + shepard);
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}
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function createShatteredGlassSound(pan:number) {
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const context = getAudioContext();
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if (!context) return
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const oscillators = [
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createOscillator(context, 3000, 'square'),
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createOscillator(context, 4500, 'square'),
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createOscillator(context, 6000, 'square')
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];
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const gainNode = context.createGain();
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const noiseSource = context.createBufferSource();
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noiseSource.buffer = getNoiseBuffer(context);
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function createShatteredGlassSound(pan: number) {
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const context = getAudioContext();
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if (!context) return;
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const oscillators = [
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createOscillator(context, 3000, "square"),
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createOscillator(context, 4500, "square"),
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createOscillator(context, 6000, "square"),
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];
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const gainNode = context.createGain();
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const noiseSource = context.createBufferSource();
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noiseSource.buffer = getNoiseBuffer(context);
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oscillators.forEach(oscillator => oscillator.connect(gainNode));
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noiseSource.connect(gainNode);
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gainNode.gain.setValueAtTime(0.2, context.currentTime);
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oscillators.forEach(oscillator => oscillator.start());
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noiseSource.start();
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oscillators.forEach(oscillator => oscillator.stop(context.currentTime + 0.2));
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noiseSource.stop(context.currentTime + 0.2);
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gainNode.gain.exponentialRampToValueAtTime(0.001, context.currentTime + 0.2);
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oscillators.forEach((oscillator) => oscillator.connect(gainNode));
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noiseSource.connect(gainNode);
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gainNode.gain.setValueAtTime(0.2, context.currentTime);
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oscillators.forEach((oscillator) => oscillator.start());
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noiseSource.start();
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oscillators.forEach((oscillator) =>
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oscillator.stop(context.currentTime + 0.2),
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);
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noiseSource.stop(context.currentTime + 0.2);
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gainNode.gain.exponentialRampToValueAtTime(0.001, context.currentTime + 0.2);
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// Create a stereo panner node for left-right panning
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const panner = context.createStereoPanner();
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panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime);
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gainNode.connect(panner);
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panner.connect(context.destination);
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panner.connect(audioRecordingTrack);
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// Create a stereo panner node for left-right panning
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const panner = context.createStereoPanner();
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panner.pan.setValueAtTime(pan * 2 - 1, context.currentTime);
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gainNode.connect(panner);
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panner.connect(context.destination);
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panner.connect(audioRecordingTrack);
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gainNode.connect(panner);
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gainNode.connect(panner);
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}
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// Helper function to create an oscillator with a specific frequency
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function createOscillator(context:AudioContext, frequency:number, type:OscillatorType) {
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const oscillator = context.createOscillator();
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oscillator.type =type
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oscillator.frequency.setValueAtTime(frequency, context.currentTime);
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return oscillator;
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}
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function createOscillator(
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context: AudioContext,
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frequency: number,
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type: OscillatorType,
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) {
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const oscillator = context.createOscillator();
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oscillator.type = type;
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oscillator.frequency.setValueAtTime(frequency, context.currentTime);
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return oscillator;
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}
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