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Diffstat (limited to 'web/src/keySounds.js')
| -rw-r--r-- | web/src/keySounds.js | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/web/src/keySounds.js b/web/src/keySounds.js new file mode 100644 index 0000000..1a20087 --- /dev/null +++ b/web/src/keySounds.js @@ -0,0 +1,42 @@ +import { getSettings } from './settings.js'; + +// Synthesized rather than sampled - a couple of short tones via the Web +// Audio API instead of shipping/loading actual click-sample audio files, +// so the feature has zero asset dependencies. +const THEMES = { + click: { freq: 1800, duration: 0.03, type: 'square' }, + mech: { freq: 180, duration: 0.05, type: 'triangle' }, +}; + +let audioCtx = null; +function getContext() { + if (!audioCtx) { + const AudioContextClass = window.AudioContext || window.webkitAudioContext; + audioCtx = new AudioContextClass(); + } + return audioCtx; +} + +// Browsers refuse to start an AudioContext before a user gesture - the +// first keystroke that reaches here always follows one (focusing/typing +// into the input), so resuming inline rather than requiring a separate +// "enable sound" click. +export function playKeySound() { + const { soundTheme } = getSettings(); + const theme = THEMES[soundTheme]; + if (!theme) return; + + const ctx = getContext(); + if (ctx.state === 'suspended') ctx.resume(); + + const osc = ctx.createOscillator(); + const gain = ctx.createGain(); + osc.type = theme.type; + osc.frequency.value = theme.freq; + gain.gain.setValueAtTime(0.12, ctx.currentTime); + gain.gain.exponentialRampToValueAtTime(0.0001, ctx.currentTime + theme.duration); + osc.connect(gain); + gain.connect(ctx.destination); + osc.start(); + osc.stop(ctx.currentTime + theme.duration); +} |