Add a fixed, GPU-driven petal layer that drifts soft blossoms over the page (sparse, translucent, paused when hidden, skipped under prefers-reduced-motion). Add a synthesized cute sound palette — bubble pop, water droplet, soft bell, sparkle, cheer — generated as embedded WAV assets (scripts/gen_sounds.py) and played through a quiet Web Audio bus with soft-clipping and a persisted mute toggle in the status bar. Sounds fire per suggestion type when fresh advice arrives (staggered, old pending advice stays silent) and on companion bubbles by tone. Claude-Session: https://claude.ai/code/session_016Yr6jELuRc7hyzYLccQKZd
175 lines
5.4 KiB
TypeScript
175 lines
5.4 KiB
TypeScript
// Petal's cute sound palette. The actual tones live as tiny WAV assets in
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// ./assets (generated by scripts/gen_sounds.py — warm bubble pops, water drops,
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// and soft bells tuned to match the app's gentle look). Vite fingerprints and
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// bundles them into dist, so they ride along inside the single Go binary; here
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// we just fetch + decode them once and play them through a Web Audio bus with a
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// soft master volume. The whole thing is opt-out-able and the mute choice
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// persists in localStorage so it survives reloads.
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import popUrl from '../assets/sounds/pop.wav'
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import dropletUrl from '../assets/sounds/droplet.wav'
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import chimeUrl from '../assets/sounds/chime.wav'
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import shimmerUrl from '../assets/sounds/shimmer.wav'
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import cheerUrl from '../assets/sounds/cheer.wav'
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const STORAGE_KEY = 'petal.sound'
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// Master volume — deliberately gentle. These are background delights, not alerts.
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const MASTER_GAIN = 0.5
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export type SoundName =
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| 'pop' // a soft bubble pop — the signature "something arrived"
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| 'droplet' // a single rounded water-drop ping
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| 'chime' // a gentle two-note bell
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| 'shimmer' // three quick ascending sparkles
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| 'cheer' // a happy little major arpeggio (accepts, milestones)
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const SOURCES: Record<SoundName, string> = {
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pop: popUrl,
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droplet: dropletUrl,
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chime: chimeUrl,
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shimmer: shimmerUrl,
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cheer: cheerUrl,
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}
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let ctx: AudioContext | null = null
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let master: GainNode | null = null
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const buffers = new Map<SoundName, AudioBuffer>()
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let enabled = readEnabled()
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const listeners = new Set<(on: boolean) => void>()
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function readEnabled(): boolean {
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try {
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return localStorage.getItem(STORAGE_KEY) !== 'off'
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} catch {
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return true
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}
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}
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export function isSoundEnabled(): boolean {
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return enabled
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}
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export function setSoundEnabled(on: boolean): void {
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enabled = on
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try {
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localStorage.setItem(STORAGE_KEY, on ? 'on' : 'off')
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} catch {
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/* private mode — choice just won't persist */
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}
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listeners.forEach((fn) => fn(on))
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// Touching the context on enable doubles as a user-gesture unlock + warm-up.
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if (on) void ensureContext()
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}
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export function onSoundEnabledChange(fn: (on: boolean) => void): () => void {
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listeners.add(fn)
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return () => listeners.delete(fn)
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}
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// Lazily create the AudioContext (browsers require a user gesture before audio
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// can play; the first play() after a click will succeed, earlier ones resume).
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async function ensureContext(): Promise<AudioContext | null> {
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if (typeof window === 'undefined') return null
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const AC: typeof AudioContext | undefined =
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window.AudioContext ??
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(window as unknown as { webkitAudioContext?: typeof AudioContext }).webkitAudioContext
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if (!AC) return null
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if (!ctx) {
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ctx = new AC()
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master = ctx.createGain()
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master.gain.value = MASTER_GAIN
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// A gentle soft-clip so stacked sounds never crackle.
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const shaper = ctx.createWaveShaper()
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shaper.curve = softClipCurve()
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master.connect(shaper)
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shaper.connect(ctx.destination)
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}
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if (ctx.state === 'suspended') {
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try {
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await ctx.resume()
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} catch {
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/* will retry on the next gesture */
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}
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}
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return ctx
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}
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function softClipCurve(): Float32Array<ArrayBuffer> {
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const n = 1024
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const curve = new Float32Array(new ArrayBuffer(n * 4))
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for (let i = 0; i < n; i++) {
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const x = (i / (n - 1)) * 2 - 1
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curve[i] = Math.tanh(x * 1.2)
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}
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return curve
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}
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// Fetch + decode one sound, caching the decoded buffer for instant replay.
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async function load(name: SoundName, audio: AudioContext): Promise<AudioBuffer | null> {
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const cached = buffers.get(name)
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if (cached) return cached
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try {
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const res = await fetch(SOURCES[name])
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const bytes = await res.arrayBuffer()
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const buf = await audio.decodeAudioData(bytes)
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buffers.set(name, buf)
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return buf
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} catch {
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return null // asset missing / decode failed — sound just won't play
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}
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}
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// Warm the cache so the first real play is instant.
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async function prime(): Promise<void> {
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const audio = await ensureContext()
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if (!audio) return
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await Promise.all((Object.keys(SOURCES) as SoundName[]).map((n) => load(n, audio)))
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}
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// Fire a sound. No-op when muted or audio is unavailable. Never throws — a
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// delight that fails should fail silently.
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export function playSound(name: SoundName): void {
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if (!enabled) return
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void (async () => {
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const audio = await ensureContext()
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if (!audio || !master || audio.state !== 'running') return
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const buf = await load(name, audio)
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if (!buf) return
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try {
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const src = audio.createBufferSource()
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src.buffer = buf
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src.connect(master)
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src.start()
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} catch {
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/* audio glitch — ignore */
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}
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})()
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}
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// Map an editor suggestion type to its sound, so each kind of help has its own
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// little voice (grammar pops like a bubble, idioms chime, etc.).
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const SUGGESTION_SOUND: Record<string, SoundName> = {
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grammar: 'pop',
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phrasing: 'droplet',
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idiom: 'chime',
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clarity: 'shimmer',
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voice: 'droplet',
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}
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export function playSuggestionSound(type: string): void {
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playSound(SUGGESTION_SOUND[type] ?? 'pop')
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}
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// Unlock + warm audio on the first user gesture so the very first sound isn't
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// dropped by the browser's autoplay policy. Self-removing.
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if (typeof window !== 'undefined') {
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const unlock = () => {
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void prime()
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window.removeEventListener('pointerdown', unlock)
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window.removeEventListener('keydown', unlock)
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}
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window.addEventListener('pointerdown', unlock)
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window.addEventListener('keydown', unlock)
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}
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