feat(audio): Audio source dropdown (None/Soundtrack/Music) + Volume rename
Split the single 0–10 'Audio' slider into two controls: - Audio — a dropdown selecting the source: None / Soundtrack / Music - Volume — the renamed 0–10 slider (master gain for the active source) Music is one ethereal, relaxing ambient loop played the same at every altitude (no per-altitude crossfade), per the innerflo.me brief. Sourced CC0: deadrobotmusic 'Ambient F Sharp Minor Ethereal Choir Pad' (freesound #808032); added to build_audio_media.py, the candidate-pool doc, and the public credits colophon. Media stays gitignored; run build_audio_media.py. Routing lives in a pure, node-tested HEFScrub.audioPlan(source, level, frac); app.js's restAudio/blendAudio consult it. None greys out Volume. The welcome screen's mirror level slider is relabeled Volume too. i18n for all 4 langs. Spec: docs/superpowers/specs/2026-07-01-audio-music-option-design.md Tests: +5 node unit (audioPlan), +4 e2e (audio-source.spec.ts); 32 related e2e green, 38 node unit green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -1,4 +1,5 @@
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"""Production pass for the 5 per-altitude soundtracks (audio spec §5.3). The audio
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"""Production pass for the 5 per-altitude soundtracks + the single Music loop
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(audio spec §5.3; Music layer per docs/audio-candidate-pool.md). The audio
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analogue of build_pool_manifest.py --media: read the sourced ambience clips
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(re-downloadable per docs/audio-candidate-pool.md), and make each a seamless
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loudness-normalized loop.
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@@ -22,12 +23,18 @@ AUDIO = Path(__file__).parent / "sample_media" / "audio"
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# scale -> (sourced raw file, production output file), both under audio/<scale>/.
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# Sources per docs/audio-candidate-pool.md (the "✓ KEEP" picks).
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#
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# The `music` entry is the Audio-dropdown "Music" layer (docs/audio-candidate-pool.md
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# § Music): ONE ethereal ambient loop played the same at every altitude — not a
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# per-altitude soundtrack. It lands at audio/music/ethereal.loop.mp3, served at
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# /media/audio/music/ethereal.loop.mp3 (client fallback: app.js MUSIC_FALLBACK).
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SOURCES: dict[str, tuple[str, str]] = {
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"cosmos": ("pillars.mp3", "pillars.loop.mp3"),
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"orbit": ("spaceamb.mp3", "spaceamb.loop.mp3"),
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"coast": ("waves.mp3", "waves.loop.mp3"),
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"reef": ("soundscape.mp3", "soundscape.loop.mp3"),
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"abyss": ("whale.wav", "whale.loop.mp3"),
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"music": ("ethereal.mp3", "ethereal.loop.mp3"),
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}
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@@ -0,0 +1,73 @@
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import { test, expect, Page } from "@playwright/test";
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// The Audio-source feature (docs/superpowers/specs/2026-07-01-audio-music-option-design.md):
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// the old 0–10 "Audio" slider becomes "Volume", and a new Audio <select> chooses the
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// source — None / Soundtrack / Music. Music is ONE ethereal loop played the same at
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// every altitude (no per-altitude crossfade).
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async function enter(page: Page) {
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await page.goto("/");
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await page.waitForFunction(() => (window as any).__hefReady === true, null, { timeout: 45_000 });
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await page.locator("#welcome-launch").click();
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await page.waitForSelector("#welcome", { state: "detached", timeout: 10_000 });
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}
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async function selectSource(page: Page, v: string) {
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await page.selectOption("#audio-source", v);
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}
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// The url the active <audio> element is loaded with (dataset.url is the raw path
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// app.js assigns; set regardless of whether play() is allowed to start).
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async function audUrls(page: Page): Promise<{ a: string; b: string }> {
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return await page.evaluate(() => ({
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a: (document.querySelector("#aud") as HTMLAudioElement).dataset.url || "",
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b: (document.querySelector("#aud-b") as HTMLAudioElement).dataset.url || "",
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}));
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}
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async function wheelOnStage(page: Page, deltaY: number) {
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await page.locator("#stage").dispatchEvent("wheel", { deltaY });
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}
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test.describe("Audio source dropdown + Volume rename", () => {
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test("the level slider is now labelled Volume and the Audio control is a 3-option dropdown", async ({ page }) => {
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await enter(page);
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await expect(page.locator('.panel label.audio-level span[data-i18n="output.volume"]')).toHaveText("Volume");
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await expect(page.locator('.panel label.audio-source span[data-i18n="output.audio"]')).toHaveText("Audio");
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const opts = page.locator("#audio-source option");
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await expect(opts).toHaveCount(3);
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await expect(opts).toHaveText(["None", "Soundtrack", "Music"]);
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});
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test("selecting None disables the Volume slider; a real source re-enables it", async ({ page }) => {
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await enter(page);
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await selectSource(page, "none");
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await expect(page.locator("#audio")).toBeDisabled();
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await selectSource(page, "soundtrack");
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await expect(page.locator("#audio")).toBeEnabled();
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});
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test("Music plays one ethereal loop that persists across an altitude change", async ({ page }) => {
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await enter(page);
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await selectSource(page, "music");
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let urls = await audUrls(page);
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expect(urls.a).toContain("music/ethereal.loop.mp3");
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// Move the dial: Music is altitude-independent, so #aud stays on the music loop
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// (it does NOT switch to a per-altitude soundtrack).
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await wheelOnStage(page, 120);
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await wheelOnStage(page, 120);
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await page.waitForTimeout(300);
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urls = await audUrls(page);
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expect(urls.a).toContain("music/ethereal.loop.mp3");
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});
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test("Soundtrack loads a per-altitude ambience, not the music loop", async ({ page }) => {
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await enter(page);
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await selectSource(page, "soundtrack");
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await page.waitForTimeout(200);
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const urls = await audUrls(page);
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const loaded = urls.a + "|" + urls.b;
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expect(loaded).toContain("/audio/");
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expect(loaded).not.toContain("music/ethereal.loop.mp3");
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});
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});
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+68
-25
@@ -1369,6 +1369,18 @@ function updateAudioLevelLabel() {
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if (el) el.textContent = String(audioLevel());
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}
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// The Audio dropdown source: "none" | "soundtrack" | "music". `restAudio`/
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// `blendAudio` consult HEFScrub.audioPlan(source, level, frac) for the mode branch.
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function audioSource() {
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const el = $("audio-source");
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return el ? el.value : "soundtrack";
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}
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// Volume is meaningless when there is no source — grey it out on None.
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function syncVolumeDisabled() {
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const slider = $("audio");
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if (slider) slider.disabled = audioSource() === "none";
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}
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// The element currently carrying the most signal — for the diagnostic readout,
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// which used to assume a single `aud`. With two crossfading elements either may be
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// the audible one, so report on whichever is louder (ties → aud).
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@@ -1377,12 +1389,14 @@ function activeAudEl() { return audB.volume > aud.volume ? audB : aud; }
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// --- Live audio status readout (diagnostic) — so a "no sound" report is legible ---
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const AUD_ERR = ["", "aborted", "network", "decode", "format-not-supported"];
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function audioStatusText() {
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if (audioLevel() === 0) return "audio: off (level 0)";
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const src = audioSource();
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if (src === "none") return "audio: off (source None)";
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if (audioLevel() === 0) return "audio: off (volume 0)";
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const s = ring && ring.scales[ringIndex];
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const url = soundtrackUrl();
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const url = currentAudioUrl();
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const el = activeAudEl();
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const head = `L${audioLevel()}/10 · scale=${s ? s.id : "?"} · ring=${serverRing ? "server" : "SYNTH"} · url=${url || "NONE"}`;
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if (!url) return "audio: " + head + " ← no soundtrack URL for this scale";
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const head = `${src} · L${audioLevel()}/10 · scale=${s ? s.id : "?"} · ring=${serverRing ? "server" : "SYNTH"} · url=${url || "NONE"}`;
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if (!url) return "audio: " + head + " ← no URL for this source/scale";
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if (el.error) return `audio: ${head} · MEDIA ERROR ${el.error.code} (${AUD_ERR[el.error.code] || "?"})`;
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if (audLastErr) return `audio: ${head} · ${audLastErr}`;
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if (el.paused) return `audio: ${head} · PAUSED rs=${el.readyState}`;
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@@ -1393,10 +1407,11 @@ function updateAudioStatus() {
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if (!el) return;
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el.textContent = audioStatusText();
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const a = activeAudEl();
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const on = audioLevel() > 0;
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const playing = on && !!soundtrackUrl() && !a.paused && !a.error && !audLastErr;
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const on = audioSource() !== "none" && audioLevel() > 0;
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const url = currentAudioUrl();
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const playing = on && !!url && !a.paused && !a.error && !audLastErr;
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el.classList.toggle("playing", playing);
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el.classList.toggle("blocked", on && (!soundtrackUrl() || !!a.error || !!audLastErr));
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el.classList.toggle("blocked", on && (!url || !!a.error || !!audLastErr));
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}
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aud.addEventListener("error", updateAudioStatus);
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audB.addEventListener("error", updateAudioStatus);
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@@ -1455,6 +1470,16 @@ function scaleAudioUrl(index) {
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// The current resting altitude's soundtrack url (kept for the status readout).
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function soundtrackUrl() { return scaleAudioUrl(ringIndex); }
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// The single continuous "Music" loop — one ethereal ambient track, played the
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// same at every altitude. Fallback constant mirrors SCALE_AUDIO_FALLBACK so it
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// works even against a server predating the manifest's music entry; routed through
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// mediaBase() for R2 (static) / local /media (dev), like scaleAudioUrl.
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const MUSIC_FALLBACK = "music/ethereal.loop.mp3";
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function musicUrl() { return mediaBase() + "audio/" + MUSIC_FALLBACK; }
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// The url the active source would play right now (for the diagnostic readout).
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function currentAudioUrl() { return audioSource() === "music" ? musicUrl() : soundtrackUrl(); }
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// Start (once) and set the volume of one element to a url. Safari needs the first
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// play() inside a user gesture; later programmatic plays reuse the unlocked element.
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// Only (re)loads `src` when the url actually changes (so a same-url call is a no-op
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@@ -1486,31 +1511,45 @@ function assignElements(urlLo, urlHi) {
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return { elLo: aud, elHi: audB };
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}
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// Mid-segment: crossfade scale `loIndex` (gain 1-frac) against loIndex+1 (gain frac),
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// both scaled by the master audio level. No-op when the level is 0.
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function blendAudio(loIndex, frac) {
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const lvl = audioVol();
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if (lvl === 0) return;
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const urlLo = scaleAudioUrl(loIndex), urlHi = scaleAudioUrl(loIndex + 1);
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const g = HEFScrub.crossfadeGains(frac);
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const { elLo, elHi } = assignElements(urlLo, urlHi);
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ensurePlaying(elLo, urlLo, g.from * lvl);
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ensurePlaying(elHi, urlHi, g.to * lvl);
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// Both elements fade to silence (None, or Volume 0).
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function silenceAll() {
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fadeVolume(aud, 0, FADE_MS, () => aud.pause());
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fadeVolume(audB, 0, FADE_MS, () => audB.pause());
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}
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// Play the single continuous Music loop on `aud` at `vol`; fade the other out. No
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// altitude crossfade — the same track plays the same at every altitude.
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function playMusic(vol) {
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ensurePlaying(aud, musicUrl(), vol);
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fadeVolume(audB, 0, FADE_MS);
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updateAudioStatus();
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}
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// At rest on a single altitude: the element holding it plays at the master level, the
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// other fades out. Level 0 → both fade to silence.
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// Mid-segment scrub. Soundtrack: crossfade scale `loIndex` (gain 1-frac) against
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// loIndex+1 (gain frac), scaled by the master volume. Music: hold the single loop.
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// Silent (None / Volume 0): leave the elements be — restAudio fades them on landing.
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function blendAudio(loIndex, frac) {
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const plan = HEFScrub.audioPlan(audioSource(), audioVol(), frac);
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if (plan.mode === "silent") return;
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if (plan.mode === "music") { playMusic(plan.vol); return; }
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const urlLo = scaleAudioUrl(loIndex), urlHi = scaleAudioUrl(loIndex + 1);
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const { elLo, elHi } = assignElements(urlLo, urlHi);
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ensurePlaying(elLo, urlLo, plan.lo);
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ensurePlaying(elHi, urlHi, plan.hi);
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updateAudioStatus();
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}
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// At rest on a single altitude. Silent → both fade out. Music → the single loop at
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// the master volume. Soundtrack → the element holding this altitude plays at the
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// master volume (frac 0 → lo = level), the other fades out.
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function restAudio(index) {
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if (audioLevel() === 0) {
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fadeVolume(aud, 0, FADE_MS, () => aud.pause());
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fadeVolume(audB, 0, FADE_MS, () => audB.pause());
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return;
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}
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const plan = HEFScrub.audioPlan(audioSource(), audioVol(), 0);
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if (plan.mode === "silent") { silenceAll(); return; }
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if (plan.mode === "music") { playMusic(plan.vol); return; }
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const url = scaleAudioUrl(index);
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const active = (audB.dataset.url === url) ? audB : aud;
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const idle = active === audB ? aud : audB;
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ensurePlaying(active, url, audioVol());
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ensurePlaying(active, url, plan.lo);
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fadeVolume(idle, 0, FADE_MS);
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updateAudioStatus();
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}
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@@ -1608,6 +1647,10 @@ async function main() {
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// play() outside a user gesture).
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$("audio").addEventListener("input", () => { updateAudioLevelLabel(); applyAudio(); debounced(); });
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updateAudioLevelLabel();
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// Audio source dropdown: reconcile SYNCHRONOUSLY in this change gesture so
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// switching to Soundtrack/Music unlocks + plays on Safari; None greys Volume.
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$("audio-source").addEventListener("change", () => { syncVolumeDisabled(); applyAudio(); debounced(); });
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syncVolumeDisabled();
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// Video toggle (panel): the FIRST time video turns on without having entered via
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// Launch, begin the experience too — couple audio in. (Normally Launch entered
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// first, so videoEverOn is already true and this is a no-op beyond re-render.)
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@@ -55,6 +55,7 @@
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<li><strong>NOAA</strong> SanctSound & PMEL hydrophone recordings — reef/abyss biological layers (public domain).</li>
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<li><strong>freesound.org</strong> contributors — Sonicfreak (station room-tone) and DCSFX (underwater bed) (CC0).</li>
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<li><strong>BigSoundBank</strong> — sea waves & gull calls (CC0).</li>
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<li><strong>deadrobotmusic</strong> (freesound.org) — “Ambient F Sharp Minor Ethereal Choir Pad” (the <em>Music</em> option) (CC0).</li>
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</ul>
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</section>
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</main>
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@@ -24,6 +24,10 @@
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"output.legend": { en: "Output", es: "Salida", fr: "Sortie", ja: "出力" },
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"output.video": { en: "Video", es: "Vídeo", fr: "Vidéo", ja: "映像" },
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"output.audio": { en: "Audio", es: "Audio", fr: "Audio", ja: "音声" },
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"output.audio.none": { en: "None", es: "Ninguno", fr: "Aucun", ja: "なし" },
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"output.audio.soundtrack": { en: "Soundtrack", es: "Banda sonora", fr: "Bande-son", ja: "サウンドトラック" },
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"output.audio.music": { en: "Music", es: "Música", fr: "Musique", ja: "音楽" },
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"output.volume": { en: "Volume", es: "Volumen", fr: "Volume", ja: "音量" },
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"altitude.legend":{ en: "Altitude", es: "Altitud", fr: "Altitude", ja: "高度" },
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"knobs.legend": { en: "Experience knobs", es: "Mandos de experiencia", fr: "Boutons d’expérience", ja: "体験つまみ" },
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"knobs.think": { en: "Think", es: "Pensar", fr: "Penser", ja: "考える" },
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@@ -26,7 +26,7 @@
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list="play-speed-ticks" aria-describedby="welcome-play-speed-val" />
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<span id="welcome-play-speed-val">1.00×</span>
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</label>
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<label class="audio-level"><span data-i18n="output.audio">Audio</span>
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<label class="audio-level"><span data-i18n="output.volume">Volume</span>
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<input type="range" id="welcome-audio" min="0" max="10" value="2" step="1" />
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<span id="welcome-audio-val">2</span>/10
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</label>
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@@ -82,7 +82,14 @@
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<span class="dev-switch-track"><span class="dev-switch-thumb"></span></span>
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<span class="dev-switch-label" data-i18n="output.video">Video</span>
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</label>
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<label class="audio-level"><span data-i18n="output.audio">Audio</span>
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<label class="audio-source"><span data-i18n="output.audio">Audio</span>
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<select id="audio-source" aria-label="Audio source">
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<option value="none" data-i18n="output.audio.none">None</option>
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<option value="soundtrack" data-i18n="output.audio.soundtrack" selected>Soundtrack</option>
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<option value="music" data-i18n="output.audio.music">Music</option>
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</select>
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</label>
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<label class="audio-level"><span data-i18n="output.volume">Volume</span>
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<input type="range" id="audio" min="0" max="10" value="0" step="1" />
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<span id="audio-level-val">0</span>/10
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</label>
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@@ -29,6 +29,21 @@
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return { from: 1 - f, to: f };
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}
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// Pure audio-source routing: given the Audio dropdown source ("none" |
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// "soundtrack" | "music"), the master volume `level` (0..1), and the altitude
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// crossfade fraction `frac`, decide what the audio layer should do. app.js's
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// restAudio/blendAudio consult this for the mode branch; the physical <audio>
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// element assignment (which element carries which url) stays in app.js.
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// - silent: play nothing (None, or level 0 — a hard mute in every mode)
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// - music : ONE continuous track at the master level, altitude-independent
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// - blend : the per-altitude soundtrack crossfade (lo = frac 0 scale, hi = next)
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function audioPlan(source, level, frac) {
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if (!(level > 0) || source === "none") return { mode: "silent" };
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if (source === "music") return { mode: "music", vol: level };
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const g = crossfadeGains(frac);
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return { mode: "blend", lo: g.from * level, hi: g.to * level };
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}
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// The base-loop frame a landing must continue from so the steady loop picks up
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// the EXACT frame the morph last showed — no jump. A morph spans src@0 (frac 0)
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// -> dst@loopTailS (frac 1), scrubbed bidirectionally. Descending (dir>0) lands
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@@ -53,5 +68,5 @@
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return out;
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}
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return { clamp01, wrapIndex, segmentOf, accumToPos, fracToTime, crossfadeGains, loopLandFrame, integerCrossings };
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return { clamp01, wrapIndex, segmentOf, accumToPos, fracToTime, crossfadeGains, audioPlan, loopLandFrame, integerCrossings };
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});
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@@ -0,0 +1,36 @@
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"use strict";
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const test = require("node:test");
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const assert = require("node:assert/strict");
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const S = require("../static/scrub.js");
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// audioPlan decides, purely, what the audio layer should do for a given source
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// mode + master level + crossfade fraction. app.js's restAudio/blendAudio consult
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// it for the mode branch; the physical <audio> element assignment stays in app.js.
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test("audioPlan: None source is silent regardless of level", () => {
|
||||
assert.deepEqual(S.audioPlan("none", 1, 0.5), { mode: "silent" });
|
||||
});
|
||||
|
||||
test("audioPlan: level 0 is silent even for soundtrack/music", () => {
|
||||
assert.deepEqual(S.audioPlan("soundtrack", 0, 0.5), { mode: "silent" });
|
||||
assert.deepEqual(S.audioPlan("music", 0, 0), { mode: "silent" });
|
||||
});
|
||||
|
||||
test("audioPlan: Music plays a single track at the master level, no blend", () => {
|
||||
assert.deepEqual(S.audioPlan("music", 0.8, 0.5), { mode: "music", vol: 0.8 });
|
||||
});
|
||||
|
||||
test("audioPlan: Music ignores altitude fraction (constant across the dial)", () => {
|
||||
const a = S.audioPlan("music", 0.6, 0);
|
||||
const b = S.audioPlan("music", 0.6, 0.9);
|
||||
assert.deepEqual(a, b);
|
||||
});
|
||||
|
||||
test("audioPlan: Soundtrack blends lo/hi by fraction, scaled by level", () => {
|
||||
assert.deepEqual(S.audioPlan("soundtrack", 1, 0), { mode: "blend", lo: 1, hi: 0 });
|
||||
assert.deepEqual(S.audioPlan("soundtrack", 1, 1), { mode: "blend", lo: 0, hi: 1 });
|
||||
const mid = S.audioPlan("soundtrack", 0.5, 0.5);
|
||||
assert.equal(mid.mode, "blend");
|
||||
assert.ok(Math.abs(mid.lo - 0.25) < 1e-9);
|
||||
assert.ok(Math.abs(mid.hi - 0.25) < 1e-9);
|
||||
});
|
||||
Reference in New Issue
Block a user