feat: add Web Audio API sound effects system with 16 sound types
Implement useSoundEffects hook with programmatically generated retro 90s arcade sounds: - correct, incorrect, timeout - answer feedback - countdown, race_start - game flow - celebration, lap_celebration, gameOver - major events - ai_turbo, milestone, streak, combo - performance feedback - whoosh - fast responses - train_chuff, train_whistle, coal_spill, steam_hiss - Sprint mode train sounds Features: - play90sSound helper for multi-note sequences with waveform control - Custom oscillators for complex sounds (whoosh, train effects) - Classic 90s arcade envelope (quick attack, moderate decay) - Vibrato effects for sawtooth/square waves - Low-pass filtering for retro sound quality - Audio context tracking for proper cleanup - stopAllSounds() for immediate silence when needed Based on original Python implementation (lines 14218-14490) 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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import { useCallback, useRef } from 'react'
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/**
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* Web Audio API sound effects system
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* Generates retro 90s-style arcade sounds programmatically
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*
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* Based on original implementation from web_generator.py lines 14218-14490
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*/
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interface Note {
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freq: number
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time: number
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duration: number
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}
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export function useSoundEffects() {
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const audioContextsRef = useRef<AudioContext[]>([])
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/**
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* Helper function to play multi-note 90s arcade sounds
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*/
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const play90sSound = useCallback((
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audioContext: AudioContext,
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notes: Note[],
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volume: number = 0.15,
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waveType: OscillatorType = 'sine'
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) => {
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notes.forEach(note => {
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const oscillator = audioContext.createOscillator()
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const gainNode = audioContext.createGain()
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const filterNode = audioContext.createBiquadFilter()
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// Create that classic 90s arcade sound chain
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oscillator.connect(filterNode)
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filterNode.connect(gainNode)
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gainNode.connect(audioContext.destination)
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// Set wave type for that retro flavor
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oscillator.type = waveType
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// Add some 90s-style filtering
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filterNode.type = 'lowpass'
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filterNode.frequency.setValueAtTime(2000, audioContext.currentTime + note.time)
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filterNode.Q.setValueAtTime(1, audioContext.currentTime + note.time)
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// Set frequency and add vibrato for that classic arcade wobble
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oscillator.frequency.setValueAtTime(note.freq, audioContext.currentTime + note.time)
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if (waveType === 'sawtooth' || waveType === 'square') {
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// Add slight vibrato for extra 90s flavor
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oscillator.frequency.exponentialRampToValueAtTime(
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note.freq * 1.02,
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audioContext.currentTime + note.time + note.duration * 0.5
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)
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oscillator.frequency.exponentialRampToValueAtTime(
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note.freq,
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audioContext.currentTime + note.time + note.duration
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)
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}
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// Classic arcade envelope - quick attack, moderate decay
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gainNode.gain.setValueAtTime(0, audioContext.currentTime + note.time)
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gainNode.gain.exponentialRampToValueAtTime(volume, audioContext.currentTime + note.time + 0.01)
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gainNode.gain.exponentialRampToValueAtTime(volume * 0.7, audioContext.currentTime + note.time + note.duration * 0.7)
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gainNode.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + note.time + note.duration)
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oscillator.start(audioContext.currentTime + note.time)
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oscillator.stop(audioContext.currentTime + note.time + note.duration)
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})
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}, [])
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/**
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* Play a sound effect
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* @param type - Sound type (correct, incorrect, countdown, etc.)
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* @param volume - Volume level (0-1), default 0.15
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*/
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const playSound = useCallback((
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type: 'correct' | 'incorrect' | 'timeout' | 'countdown' | 'race_start' | 'celebration' |
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'lap_celebration' | 'gameOver' | 'ai_turbo' | 'milestone' | 'streak' | 'combo' |
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'whoosh' | 'train_chuff' | 'train_whistle' | 'coal_spill' | 'steam_hiss',
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volume: number = 0.15
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) => {
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try {
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const audioContext = new (window.AudioContext || (window as any).webkitAudioContext)()
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// Track audio contexts for cleanup
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audioContextsRef.current.push(audioContext)
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switch (type) {
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case 'correct':
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// Classic 90s "power-up" sound - ascending beeps
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play90sSound(audioContext, [
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{ freq: 523, time: 0, duration: 0.08 }, // C5
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{ freq: 659, time: 0.08, duration: 0.08 }, // E5
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{ freq: 784, time: 0.16, duration: 0.12 } // G5
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], volume, 'sawtooth')
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break
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case 'incorrect':
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// Classic arcade "error" sound - descending buzz
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play90sSound(audioContext, [
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{ freq: 400, time: 0, duration: 0.15 },
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{ freq: 300, time: 0.05, duration: 0.15 },
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{ freq: 200, time: 0.1, duration: 0.2 }
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], volume * 0.8, 'square')
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break
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case 'timeout':
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// Classic "time's up" alarm
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play90sSound(audioContext, [
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{ freq: 800, time: 0, duration: 0.1 },
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{ freq: 600, time: 0.1, duration: 0.1 },
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{ freq: 800, time: 0.2, duration: 0.1 },
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{ freq: 600, time: 0.3, duration: 0.15 }
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], volume, 'square')
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break
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case 'countdown':
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// Classic arcade countdown beep
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play90sSound(audioContext, [
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{ freq: 800, time: 0, duration: 0.15 }
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], volume * 0.6, 'sine')
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break
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case 'race_start':
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// Epic race start fanfare
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play90sSound(audioContext, [
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{ freq: 523, time: 0, duration: 0.1 }, // C5
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{ freq: 659, time: 0.1, duration: 0.1 }, // E5
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{ freq: 784, time: 0.2, duration: 0.1 }, // G5
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{ freq: 1046, time: 0.3, duration: 0.3 } // C6 - triumphant!
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], volume * 1.2, 'sawtooth')
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break
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case 'celebration':
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// Classic victory fanfare - like completing a level
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play90sSound(audioContext, [
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{ freq: 523, time: 0, duration: 0.12 }, // C5
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{ freq: 659, time: 0.12, duration: 0.12 }, // E5
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{ freq: 784, time: 0.24, duration: 0.12 }, // G5
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{ freq: 1046, time: 0.36, duration: 0.24 }, // C6
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{ freq: 1318, time: 0.6, duration: 0.3 } // E6 - epic finish!
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], volume * 1.5, 'sawtooth')
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break
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case 'lap_celebration':
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// Radical "bonus achieved" sound
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play90sSound(audioContext, [
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{ freq: 1046, time: 0, duration: 0.08 }, // C6
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{ freq: 1318, time: 0.08, duration: 0.08 }, // E6
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{ freq: 1568, time: 0.16, duration: 0.08 }, // G6
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{ freq: 2093, time: 0.24, duration: 0.15 } // C7 - totally rad!
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], volume * 1.3, 'sawtooth')
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break
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case 'gameOver':
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// Classic "game over" descending tones
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play90sSound(audioContext, [
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{ freq: 400, time: 0, duration: 0.2 },
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{ freq: 350, time: 0.2, duration: 0.2 },
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{ freq: 300, time: 0.4, duration: 0.2 },
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{ freq: 250, time: 0.6, duration: 0.3 },
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{ freq: 200, time: 0.9, duration: 0.4 }
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], volume, 'triangle')
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break
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case 'ai_turbo':
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// Sound when AI goes into turbo mode
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play90sSound(audioContext, [
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{ freq: 200, time: 0, duration: 0.05 },
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{ freq: 400, time: 0.05, duration: 0.05 },
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{ freq: 600, time: 0.1, duration: 0.05 },
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{ freq: 800, time: 0.15, duration: 0.1 }
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], volume * 0.7, 'sawtooth')
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break
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case 'milestone':
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// Rad milestone sound - like collecting a power-up
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play90sSound(audioContext, [
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{ freq: 659, time: 0, duration: 0.1 }, // E5
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{ freq: 784, time: 0.1, duration: 0.1 }, // G5
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{ freq: 880, time: 0.2, duration: 0.1 }, // A5
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{ freq: 1046, time: 0.3, duration: 0.15 } // C6 - awesome!
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], volume * 1.1, 'sawtooth')
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break
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case 'streak':
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// Epic streak sound - getting hot!
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play90sSound(audioContext, [
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{ freq: 880, time: 0, duration: 0.06 }, // A5
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{ freq: 1046, time: 0.06, duration: 0.06 }, // C6
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{ freq: 1318, time: 0.12, duration: 0.08 }, // E6
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{ freq: 1760, time: 0.2, duration: 0.1 } // A6 - on fire!
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], volume * 1.2, 'sawtooth')
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break
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case 'combo':
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// Gnarly combo sound - for rapid correct answers
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play90sSound(audioContext, [
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{ freq: 1046, time: 0, duration: 0.04 }, // C6
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{ freq: 1175, time: 0.04, duration: 0.04 }, // D6
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{ freq: 1318, time: 0.08, duration: 0.04 }, // E6
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{ freq: 1480, time: 0.12, duration: 0.06 } // F#6
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], volume * 0.9, 'square')
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break
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case 'whoosh': {
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// Cool whoosh sound for fast responses
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const whooshOsc = audioContext.createOscillator()
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const whooshGain = audioContext.createGain()
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const whooshFilter = audioContext.createBiquadFilter()
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whooshOsc.connect(whooshFilter)
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whooshFilter.connect(whooshGain)
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whooshGain.connect(audioContext.destination)
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whooshOsc.type = 'sawtooth'
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whooshFilter.type = 'highpass'
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whooshFilter.frequency.setValueAtTime(1000, audioContext.currentTime)
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whooshFilter.frequency.exponentialRampToValueAtTime(100, audioContext.currentTime + 0.3)
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whooshOsc.frequency.setValueAtTime(400, audioContext.currentTime)
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whooshOsc.frequency.exponentialRampToValueAtTime(800, audioContext.currentTime + 0.15)
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whooshOsc.frequency.exponentialRampToValueAtTime(200, audioContext.currentTime + 0.3)
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whooshGain.gain.setValueAtTime(0, audioContext.currentTime)
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whooshGain.gain.exponentialRampToValueAtTime(volume * 0.6, audioContext.currentTime + 0.02)
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whooshGain.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + 0.3)
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whooshOsc.start(audioContext.currentTime)
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whooshOsc.stop(audioContext.currentTime + 0.3)
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break
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}
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case 'train_chuff': {
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// Realistic steam train chuffing sound
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const chuffOsc = audioContext.createOscillator()
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const chuffGain = audioContext.createGain()
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const chuffFilter = audioContext.createBiquadFilter()
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chuffOsc.connect(chuffFilter)
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chuffFilter.connect(chuffGain)
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chuffGain.connect(audioContext.destination)
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chuffOsc.type = 'sawtooth'
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chuffFilter.type = 'bandpass'
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chuffFilter.frequency.setValueAtTime(150, audioContext.currentTime)
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chuffFilter.Q.setValueAtTime(5, audioContext.currentTime)
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chuffOsc.frequency.setValueAtTime(80, audioContext.currentTime)
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chuffOsc.frequency.exponentialRampToValueAtTime(120, audioContext.currentTime + 0.05)
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chuffOsc.frequency.exponentialRampToValueAtTime(60, audioContext.currentTime + 0.2)
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chuffGain.gain.setValueAtTime(0, audioContext.currentTime)
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chuffGain.gain.exponentialRampToValueAtTime(volume * 0.8, audioContext.currentTime + 0.01)
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chuffGain.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + 0.2)
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chuffOsc.start(audioContext.currentTime)
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chuffOsc.stop(audioContext.currentTime + 0.2)
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break
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}
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case 'train_whistle':
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// Classic steam train whistle
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play90sSound(audioContext, [
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{ freq: 523, time: 0, duration: 0.3 }, // C5 - long whistle
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{ freq: 659, time: 0.1, duration: 0.4 }, // E5 - harmony
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{ freq: 523, time: 0.3, duration: 0.2 } // C5 - fade out
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], volume * 1.2, 'sine')
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break
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case 'coal_spill': {
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// Coal chunks spilling sound effect
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const coalOsc = audioContext.createOscillator()
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const coalGain = audioContext.createGain()
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const coalFilter = audioContext.createBiquadFilter()
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coalOsc.connect(coalFilter)
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coalFilter.connect(coalGain)
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coalGain.connect(audioContext.destination)
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coalOsc.type = 'square'
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coalFilter.type = 'lowpass'
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coalFilter.frequency.setValueAtTime(300, audioContext.currentTime)
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// Simulate coal chunks falling with random frequency bursts
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coalOsc.frequency.setValueAtTime(200 + Math.random() * 100, audioContext.currentTime)
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coalOsc.frequency.exponentialRampToValueAtTime(100 + Math.random() * 50, audioContext.currentTime + 0.1)
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coalOsc.frequency.exponentialRampToValueAtTime(80 + Math.random() * 40, audioContext.currentTime + 0.3)
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coalGain.gain.setValueAtTime(0, audioContext.currentTime)
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coalGain.gain.exponentialRampToValueAtTime(volume * 0.6, audioContext.currentTime + 0.01)
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coalGain.gain.exponentialRampToValueAtTime(volume * 0.3, audioContext.currentTime + 0.15)
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coalGain.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + 0.4)
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coalOsc.start(audioContext.currentTime)
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coalOsc.stop(audioContext.currentTime + 0.4)
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break
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}
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case 'steam_hiss': {
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// Steam hissing sound for locomotive
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const steamOsc = audioContext.createOscillator()
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const steamGain = audioContext.createGain()
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const steamFilter = audioContext.createBiquadFilter()
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steamOsc.connect(steamFilter)
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steamFilter.connect(steamGain)
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steamGain.connect(audioContext.destination)
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steamOsc.type = 'triangle'
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steamFilter.type = 'highpass'
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steamFilter.frequency.setValueAtTime(2000, audioContext.currentTime)
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steamOsc.frequency.setValueAtTime(4000 + Math.random() * 1000, audioContext.currentTime)
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steamGain.gain.setValueAtTime(0, audioContext.currentTime)
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steamGain.gain.exponentialRampToValueAtTime(volume * 0.4, audioContext.currentTime + 0.02)
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steamGain.gain.exponentialRampToValueAtTime(0.001, audioContext.currentTime + 0.6)
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steamOsc.start(audioContext.currentTime)
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steamOsc.stop(audioContext.currentTime + 0.6)
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break
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}
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}
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} catch (e) {
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console.log('🎵 Web Audio not supported - missing out on rad 90s sounds!')
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}
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}, [play90sSound])
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/**
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* Stop all currently playing sounds
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*/
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const stopAllSounds = useCallback(() => {
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try {
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if (audioContextsRef.current.length > 0) {
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audioContextsRef.current.forEach((context) => {
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try {
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context.close()
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} catch (e) {
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// Ignore errors
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}
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})
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audioContextsRef.current = []
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}
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} catch (e) {
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console.log('🔇 Sound cleanup error:', e)
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}
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}, [])
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return {
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playSound,
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stopAllSounds
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}
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}
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