Files
petal/web/src/audio/sounds.ts
prosolis 2487e73551 Ambient WebGL petals + cute notification sounds
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
2026-06-26 07:34:23 -07:00

175 lines
5.4 KiB
TypeScript

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