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:
BenStullsBets
2026-07-01 21:55:23 -07:00
parent 6816e4ce75
commit ee7190bb4a
9 changed files with 239 additions and 32 deletions
+8 -1
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@@ -1,4 +1,5 @@
"""Production pass for the 5 per-altitude soundtracks (audio spec §5.3). The audio
"""Production pass for the 5 per-altitude soundtracks + the single Music loop
(audio spec §5.3; Music layer per docs/audio-candidate-pool.md). The audio
analogue of build_pool_manifest.py --media: read the sourced ambience clips
(re-downloadable per docs/audio-candidate-pool.md), and make each a seamless
loudness-normalized loop.
@@ -22,12 +23,18 @@ AUDIO = Path(__file__).parent / "sample_media" / "audio"
# scale -> (sourced raw file, production output file), both under audio/<scale>/.
# Sources per docs/audio-candidate-pool.md (the "✓ KEEP" picks).
#
# The `music` entry is the Audio-dropdown "Music" layer (docs/audio-candidate-pool.md
# § Music): ONE ethereal ambient loop played the same at every altitude — not a
# per-altitude soundtrack. It lands at audio/music/ethereal.loop.mp3, served at
# /media/audio/music/ethereal.loop.mp3 (client fallback: app.js MUSIC_FALLBACK).
SOURCES: dict[str, tuple[str, str]] = {
"cosmos": ("pillars.mp3", "pillars.loop.mp3"),
"orbit": ("spaceamb.mp3", "spaceamb.loop.mp3"),
"coast": ("waves.mp3", "waves.loop.mp3"),
"reef": ("soundscape.mp3", "soundscape.loop.mp3"),
"abyss": ("whale.wav", "whale.loop.mp3"),
"music": ("ethereal.mp3", "ethereal.loop.mp3"),
}
+73
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@@ -0,0 +1,73 @@
import { test, expect, Page } from "@playwright/test";
// The Audio-source feature (docs/superpowers/specs/2026-07-01-audio-music-option-design.md):
// the old 010 "Audio" slider becomes "Volume", and a new Audio <select> chooses the
// source — None / Soundtrack / Music. Music is ONE ethereal loop played the same at
// every altitude (no per-altitude crossfade).
async function enter(page: Page) {
await page.goto("/");
await page.waitForFunction(() => (window as any).__hefReady === true, null, { timeout: 45_000 });
await page.locator("#welcome-launch").click();
await page.waitForSelector("#welcome", { state: "detached", timeout: 10_000 });
}
async function selectSource(page: Page, v: string) {
await page.selectOption("#audio-source", v);
}
// The url the active <audio> element is loaded with (dataset.url is the raw path
// app.js assigns; set regardless of whether play() is allowed to start).
async function audUrls(page: Page): Promise<{ a: string; b: string }> {
return await page.evaluate(() => ({
a: (document.querySelector("#aud") as HTMLAudioElement).dataset.url || "",
b: (document.querySelector("#aud-b") as HTMLAudioElement).dataset.url || "",
}));
}
async function wheelOnStage(page: Page, deltaY: number) {
await page.locator("#stage").dispatchEvent("wheel", { deltaY });
}
test.describe("Audio source dropdown + Volume rename", () => {
test("the level slider is now labelled Volume and the Audio control is a 3-option dropdown", async ({ page }) => {
await enter(page);
await expect(page.locator('.panel label.audio-level span[data-i18n="output.volume"]')).toHaveText("Volume");
await expect(page.locator('.panel label.audio-source span[data-i18n="output.audio"]')).toHaveText("Audio");
const opts = page.locator("#audio-source option");
await expect(opts).toHaveCount(3);
await expect(opts).toHaveText(["None", "Soundtrack", "Music"]);
});
test("selecting None disables the Volume slider; a real source re-enables it", async ({ page }) => {
await enter(page);
await selectSource(page, "none");
await expect(page.locator("#audio")).toBeDisabled();
await selectSource(page, "soundtrack");
await expect(page.locator("#audio")).toBeEnabled();
});
test("Music plays one ethereal loop that persists across an altitude change", async ({ page }) => {
await enter(page);
await selectSource(page, "music");
let urls = await audUrls(page);
expect(urls.a).toContain("music/ethereal.loop.mp3");
// Move the dial: Music is altitude-independent, so #aud stays on the music loop
// (it does NOT switch to a per-altitude soundtrack).
await wheelOnStage(page, 120);
await wheelOnStage(page, 120);
await page.waitForTimeout(300);
urls = await audUrls(page);
expect(urls.a).toContain("music/ethereal.loop.mp3");
});
test("Soundtrack loads a per-altitude ambience, not the music loop", async ({ page }) => {
await enter(page);
await selectSource(page, "soundtrack");
await page.waitForTimeout(200);
const urls = await audUrls(page);
const loaded = urls.a + "|" + urls.b;
expect(loaded).toContain("/audio/");
expect(loaded).not.toContain("music/ethereal.loop.mp3");
});
});
+68 -25
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@@ -1369,6 +1369,18 @@ function updateAudioLevelLabel() {
if (el) el.textContent = String(audioLevel());
}
// The Audio dropdown source: "none" | "soundtrack" | "music". `restAudio`/
// `blendAudio` consult HEFScrub.audioPlan(source, level, frac) for the mode branch.
function audioSource() {
const el = $("audio-source");
return el ? el.value : "soundtrack";
}
// Volume is meaningless when there is no source — grey it out on None.
function syncVolumeDisabled() {
const slider = $("audio");
if (slider) slider.disabled = audioSource() === "none";
}
// The element currently carrying the most signal — for the diagnostic readout,
// which used to assume a single `aud`. With two crossfading elements either may be
// the audible one, so report on whichever is louder (ties → aud).
@@ -1377,12 +1389,14 @@ function activeAudEl() { return audB.volume > aud.volume ? audB : aud; }
// --- Live audio status readout (diagnostic) — so a "no sound" report is legible ---
const AUD_ERR = ["", "aborted", "network", "decode", "format-not-supported"];
function audioStatusText() {
if (audioLevel() === 0) return "audio: off (level 0)";
const src = audioSource();
if (src === "none") return "audio: off (source None)";
if (audioLevel() === 0) return "audio: off (volume 0)";
const s = ring && ring.scales[ringIndex];
const url = soundtrackUrl();
const url = currentAudioUrl();
const el = activeAudEl();
const head = `L${audioLevel()}/10 · scale=${s ? s.id : "?"} · ring=${serverRing ? "server" : "SYNTH"} · url=${url || "NONE"}`;
if (!url) return "audio: " + head + " ← no soundtrack URL for this scale";
const head = `${src} · L${audioLevel()}/10 · scale=${s ? s.id : "?"} · ring=${serverRing ? "server" : "SYNTH"} · url=${url || "NONE"}`;
if (!url) return "audio: " + head + " ← no URL for this source/scale";
if (el.error) return `audio: ${head} · MEDIA ERROR ${el.error.code} (${AUD_ERR[el.error.code] || "?"})`;
if (audLastErr) return `audio: ${head} · ${audLastErr}`;
if (el.paused) return `audio: ${head} · PAUSED rs=${el.readyState}`;
@@ -1393,10 +1407,11 @@ function updateAudioStatus() {
if (!el) return;
el.textContent = audioStatusText();
const a = activeAudEl();
const on = audioLevel() > 0;
const playing = on && !!soundtrackUrl() && !a.paused && !a.error && !audLastErr;
const on = audioSource() !== "none" && audioLevel() > 0;
const url = currentAudioUrl();
const playing = on && !!url && !a.paused && !a.error && !audLastErr;
el.classList.toggle("playing", playing);
el.classList.toggle("blocked", on && (!soundtrackUrl() || !!a.error || !!audLastErr));
el.classList.toggle("blocked", on && (!url || !!a.error || !!audLastErr));
}
aud.addEventListener("error", updateAudioStatus);
audB.addEventListener("error", updateAudioStatus);
@@ -1455,6 +1470,16 @@ function scaleAudioUrl(index) {
// The current resting altitude's soundtrack url (kept for the status readout).
function soundtrackUrl() { return scaleAudioUrl(ringIndex); }
// The single continuous "Music" loop — one ethereal ambient track, played the
// same at every altitude. Fallback constant mirrors SCALE_AUDIO_FALLBACK so it
// works even against a server predating the manifest's music entry; routed through
// mediaBase() for R2 (static) / local /media (dev), like scaleAudioUrl.
const MUSIC_FALLBACK = "music/ethereal.loop.mp3";
function musicUrl() { return mediaBase() + "audio/" + MUSIC_FALLBACK; }
// The url the active source would play right now (for the diagnostic readout).
function currentAudioUrl() { return audioSource() === "music" ? musicUrl() : soundtrackUrl(); }
// Start (once) and set the volume of one element to a url. Safari needs the first
// play() inside a user gesture; later programmatic plays reuse the unlocked element.
// Only (re)loads `src` when the url actually changes (so a same-url call is a no-op
@@ -1486,31 +1511,45 @@ function assignElements(urlLo, urlHi) {
return { elLo: aud, elHi: audB };
}
// Mid-segment: crossfade scale `loIndex` (gain 1-frac) against loIndex+1 (gain frac),
// both scaled by the master audio level. No-op when the level is 0.
function blendAudio(loIndex, frac) {
const lvl = audioVol();
if (lvl === 0) return;
const urlLo = scaleAudioUrl(loIndex), urlHi = scaleAudioUrl(loIndex + 1);
const g = HEFScrub.crossfadeGains(frac);
const { elLo, elHi } = assignElements(urlLo, urlHi);
ensurePlaying(elLo, urlLo, g.from * lvl);
ensurePlaying(elHi, urlHi, g.to * lvl);
// Both elements fade to silence (None, or Volume 0).
function silenceAll() {
fadeVolume(aud, 0, FADE_MS, () => aud.pause());
fadeVolume(audB, 0, FADE_MS, () => audB.pause());
}
// Play the single continuous Music loop on `aud` at `vol`; fade the other out. No
// altitude crossfade — the same track plays the same at every altitude.
function playMusic(vol) {
ensurePlaying(aud, musicUrl(), vol);
fadeVolume(audB, 0, FADE_MS);
updateAudioStatus();
}
// At rest on a single altitude: the element holding it plays at the master level, the
// other fades out. Level 0 → both fade to silence.
// Mid-segment scrub. Soundtrack: crossfade scale `loIndex` (gain 1-frac) against
// loIndex+1 (gain frac), scaled by the master volume. Music: hold the single loop.
// Silent (None / Volume 0): leave the elements be — restAudio fades them on landing.
function blendAudio(loIndex, frac) {
const plan = HEFScrub.audioPlan(audioSource(), audioVol(), frac);
if (plan.mode === "silent") return;
if (plan.mode === "music") { playMusic(plan.vol); return; }
const urlLo = scaleAudioUrl(loIndex), urlHi = scaleAudioUrl(loIndex + 1);
const { elLo, elHi } = assignElements(urlLo, urlHi);
ensurePlaying(elLo, urlLo, plan.lo);
ensurePlaying(elHi, urlHi, plan.hi);
updateAudioStatus();
}
// At rest on a single altitude. Silent → both fade out. Music → the single loop at
// the master volume. Soundtrack → the element holding this altitude plays at the
// master volume (frac 0 → lo = level), the other fades out.
function restAudio(index) {
if (audioLevel() === 0) {
fadeVolume(aud, 0, FADE_MS, () => aud.pause());
fadeVolume(audB, 0, FADE_MS, () => audB.pause());
return;
}
const plan = HEFScrub.audioPlan(audioSource(), audioVol(), 0);
if (plan.mode === "silent") { silenceAll(); return; }
if (plan.mode === "music") { playMusic(plan.vol); return; }
const url = scaleAudioUrl(index);
const active = (audB.dataset.url === url) ? audB : aud;
const idle = active === audB ? aud : audB;
ensurePlaying(active, url, audioVol());
ensurePlaying(active, url, plan.lo);
fadeVolume(idle, 0, FADE_MS);
updateAudioStatus();
}
@@ -1608,6 +1647,10 @@ async function main() {
// play() outside a user gesture).
$("audio").addEventListener("input", () => { updateAudioLevelLabel(); applyAudio(); debounced(); });
updateAudioLevelLabel();
// Audio source dropdown: reconcile SYNCHRONOUSLY in this change gesture so
// switching to Soundtrack/Music unlocks + plays on Safari; None greys Volume.
$("audio-source").addEventListener("change", () => { syncVolumeDisabled(); applyAudio(); debounced(); });
syncVolumeDisabled();
// Video toggle (panel): the FIRST time video turns on without having entered via
// Launch, begin the experience too — couple audio in. (Normally Launch entered
// first, so videoEverOn is already true and this is a no-op beyond re-render.)
+1
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@@ -55,6 +55,7 @@
<li><strong>NOAA</strong> SanctSound &amp; PMEL hydrophone recordings — reef/abyss biological layers (public domain).</li>
<li><strong>freesound.org</strong> contributors — Sonicfreak (station room-tone) and DCSFX (underwater bed) (CC0).</li>
<li><strong>BigSoundBank</strong> — sea waves &amp; gull calls (CC0).</li>
<li><strong>deadrobotmusic</strong> (freesound.org) — “Ambient F Sharp Minor Ethereal Choir Pad” (the <em>Music</em> option) (CC0).</li>
</ul>
</section>
</main>
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@@ -24,6 +24,10 @@
"output.legend": { en: "Output", es: "Salida", fr: "Sortie", ja: "出力" },
"output.video": { en: "Video", es: "Vídeo", fr: "Vidéo", ja: "映像" },
"output.audio": { en: "Audio", es: "Audio", fr: "Audio", ja: "音声" },
"output.audio.none": { en: "None", es: "Ninguno", fr: "Aucun", ja: "なし" },
"output.audio.soundtrack": { en: "Soundtrack", es: "Banda sonora", fr: "Bande-son", ja: "サウンドトラック" },
"output.audio.music": { en: "Music", es: "Música", fr: "Musique", ja: "音楽" },
"output.volume": { en: "Volume", es: "Volumen", fr: "Volume", ja: "音量" },
"altitude.legend":{ en: "Altitude", es: "Altitud", fr: "Altitude", ja: "高度" },
"knobs.legend": { en: "Experience knobs", es: "Mandos de experiencia", fr: "Boutons dexpérience", ja: "体験つまみ" },
"knobs.think": { en: "Think", es: "Pensar", fr: "Penser", ja: "考える" },
+9 -2
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@@ -26,7 +26,7 @@
list="play-speed-ticks" aria-describedby="welcome-play-speed-val" />
<span id="welcome-play-speed-val">1.00×</span>
</label>
<label class="audio-level"><span data-i18n="output.audio">Audio</span>
<label class="audio-level"><span data-i18n="output.volume">Volume</span>
<input type="range" id="welcome-audio" min="0" max="10" value="2" step="1" />
<span id="welcome-audio-val">2</span>/10
</label>
@@ -82,7 +82,14 @@
<span class="dev-switch-track"><span class="dev-switch-thumb"></span></span>
<span class="dev-switch-label" data-i18n="output.video">Video</span>
</label>
<label class="audio-level"><span data-i18n="output.audio">Audio</span>
<label class="audio-source"><span data-i18n="output.audio">Audio</span>
<select id="audio-source" aria-label="Audio source">
<option value="none" data-i18n="output.audio.none">None</option>
<option value="soundtrack" data-i18n="output.audio.soundtrack" selected>Soundtrack</option>
<option value="music" data-i18n="output.audio.music">Music</option>
</select>
</label>
<label class="audio-level"><span data-i18n="output.volume">Volume</span>
<input type="range" id="audio" min="0" max="10" value="0" step="1" />
<span id="audio-level-val">0</span>/10
</label>
+16 -1
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@@ -29,6 +29,21 @@
return { from: 1 - f, to: f };
}
// Pure audio-source routing: given the Audio dropdown source ("none" |
// "soundtrack" | "music"), the master volume `level` (0..1), and the altitude
// crossfade fraction `frac`, decide what the audio layer should do. app.js's
// restAudio/blendAudio consult this for the mode branch; the physical <audio>
// element assignment (which element carries which url) stays in app.js.
// - silent: play nothing (None, or level 0 — a hard mute in every mode)
// - music : ONE continuous track at the master level, altitude-independent
// - blend : the per-altitude soundtrack crossfade (lo = frac 0 scale, hi = next)
function audioPlan(source, level, frac) {
if (!(level > 0) || source === "none") return { mode: "silent" };
if (source === "music") return { mode: "music", vol: level };
const g = crossfadeGains(frac);
return { mode: "blend", lo: g.from * level, hi: g.to * level };
}
// The base-loop frame a landing must continue from so the steady loop picks up
// the EXACT frame the morph last showed — no jump. A morph spans src@0 (frac 0)
// -> dst@loopTailS (frac 1), scrubbed bidirectionally. Descending (dir>0) lands
@@ -53,5 +68,5 @@
return out;
}
return { clamp01, wrapIndex, segmentOf, accumToPos, fracToTime, crossfadeGains, loopLandFrame, integerCrossings };
return { clamp01, wrapIndex, segmentOf, accumToPos, fracToTime, crossfadeGains, audioPlan, loopLandFrame, integerCrossings };
});
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@@ -0,0 +1,36 @@
"use strict";
const test = require("node:test");
const assert = require("node:assert/strict");
const S = require("../static/scrub.js");
// audioPlan decides, purely, what the audio layer should do for a given source
// mode + master level + crossfade fraction. app.js's restAudio/blendAudio consult
// it for the mode branch; the physical <audio> element assignment stays in app.js.
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);
});