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// (ambient / sfx / voice). Plain functions and maps, no classes, matching
// the imperative game core. The voice bus carries the existing quack and
// wheee (the stars of the mix); sfx carries footsteps / ball thumps / UI
// clicks / the entrance sweep; ambient carries the arcade-room hum bed.
//
// Samples (CC0, Kenney.nl): footsteps and ball thumps from "Impact Sounds",
// UI clicks from "Interface Sounds" - trimmed to mono 22.05 kHz wav in
// public/assets/sfx/. The CRT entrance sweep, the ambient hum and the
// roller rumble are synthesized (oscillators + filtered noise): zero
// payload and a better fit for the retro DA.
//
// Spatialization is plain Web Audio: the context listener follows the
// camera every frame and cheap equalpower PannerNodes act as emitters on
// the duck and the ball (footsteps, thumps and the roller rumble pan and
// attenuate with the chase cam). Voice and UI stay non-spatial.
import { signed } from "./signed.js";
// ββ Master kill switch ββββββββββββββββββββββββββββββββββββββββββββββββ
// Kill switch: flip to true to silence the whole mix (every public entry
// point early-returns, master gain pinned to 0, context never resumed).
// Node-returning helpers (busNode, createEmitter) keep building their
// graph either way so callers stay untouched.
const SOUND_DISABLED = false;
// ββ Context, master, buses ββββββββββββββββββββββββββββββββββββββββββββ
const MASTER_LEVEL = 0.9;
const BUS_LEVELS = { ambient: 1, sfx: 0.9, voice: 1 };
const MUTE_KEY = "microduck-muted";
let ctx = null;
let master = null;
const buses = {}; // name -> GainNode
let muted = false;
try { muted = localStorage.getItem(MUTE_KEY) === "1"; } catch { /* private mode */ }
function unlockOnce() {
if (ctx?.state === "suspended") ctx.resume().catch(() => {});
}
export function audioCtx() {
if (ctx) return ctx;
ctx = new (window.AudioContext ?? window.webkitAudioContext)();
master = ctx.createGain();
master.gain.value = SOUND_DISABLED || muted ? 0 : MASTER_LEVEL;
master.connect(ctx.destination);
// Expose a monitor stream for recordings. It mirrors the master mix while
// leaving the normal speaker output unchanged.
try {
const capture = ctx.createMediaStreamDestination();
master.connect(capture);
window.__audioCaptureStream = capture.stream;
} catch { /* MediaStreamDestination is unavailable in a few browsers. */ }
for (const [name, level] of Object.entries(BUS_LEVELS)) {
const g = ctx.createGain();
g.gain.value = level;
g.connect(master);
buses[name] = g;
}
// Autoplay policy: resume on the first user gesture (the Waddle-in
// click normally lands here; keyboard covers the ?boot=1 test path).
// While sound is disabled the context is never resumed, so the
// suspended-state guards below keep every one-shot silent too.
if (!SOUND_DISABLED) {
window.addEventListener("pointerdown", unlockOnce, { passive: true });
window.addEventListener("keydown", unlockOnce);
}
return ctx;
}
export function busNode(name) {
audioCtx();
return buses[name];
}
// ββ Master mute (HUD toggle, persisted) βββββββββββββββββββββββββββββββ
// Ramped over ~50 ms instead of a hard cut; the sources keep running so
// unmuting picks the mix back up exactly where it was.
export const isMuted = () => muted;
export function setMuted(next) {
if (SOUND_DISABLED) return;
muted = !!next;
try { localStorage.setItem(MUTE_KEY, muted ? "1" : "0"); } catch { /* private mode */ }
if (!ctx) return;
master.gain.setTargetAtTime(muted ? 0 : MASTER_LEVEL, ctx.currentTime, 0.017);
}
// ββ Sample bank (decode-once cache, random takes per name) ββββββββββββ
const SFX_TAKES = { step: 5, thump: 3, click: 2 };
const bufCache = new Map(); // url -> Promise<AudioBuffer>
function bufferFor(url) {
let p = bufCache.get(url);
if (!p) {
p = fetch(url)
.then((r) => r.arrayBuffer())
.then((ab) => audioCtx().decodeAudioData(ab));
bufCache.set(url, p);
}
return p;
}
const takeUrl = (name, i) => signed(`./assets/sfx/${name}_${"abcde"[i]}.wav`);
export function preloadSfx() {
if (SOUND_DISABLED) return;
for (const [name, n] of Object.entries(SFX_TAKES)) {
for (let i = 0; i < n; i++) bufferFor(takeUrl(name, i)).catch(() => {});
}
}
// Fire-and-forget one-shot. `out` routes to an emitter panner (spatial);
// otherwise the sound lands on the flat sfx bus.
export function playSfx(name, { gain = 1, rate = 1, out = null } = {}) {
if (SOUND_DISABLED) return;
const c = audioCtx();
if (c.state === "suspended") return; // pre-gesture: stay silent, don't queue
const take = (Math.random() * SFX_TAKES[name]) | 0;
bufferFor(takeUrl(name, take)).then((buf) => {
const src = c.createBufferSource();
src.buffer = buf;
src.playbackRate.value = rate;
const g = c.createGain();
g.gain.value = gain;
src.connect(g);
g.connect(out ?? buses.sfx);
src.onended = () => g.disconnect();
src.start();
}).catch(() => {});
}
// Decoded playback for arbitrary URLs (the colourway voice banks): same
// cache, routed to a bus - replaces the old HTMLAudio chirp path so the
// quack sits behind the master gain like everything else.
export function playUrl(url, { bus = "voice", gain = 1, rate = 1 } = {}) {
if (SOUND_DISABLED) return;
const c = audioCtx();
if (c.state === "suspended") return;
bufferFor(url).then((buf) => {
const src = c.createBufferSource();
src.buffer = buf;
src.playbackRate.value = rate;
const g = c.createGain();
g.gain.value = gain;
src.connect(g);
g.connect(buses[bus]);
src.onended = () => g.disconnect();
src.start();
}).catch(() => {});
}
export function uiClick() {
playSfx("click", { gain: 0.16, rate: 0.95 + Math.random() * 0.1 });
}
// ββ Spatial listener + emitters βββββββββββββββββββββββββββββββββββββββ
// Listener follows the three.js camera (three world coords). Emitters are
// equalpower panners: cheap, and plenty for "the duck is over there".
const _fwd = { x: 0, y: 0, z: -1 };
export function updateListener(camera) {
if (!ctx || ctx.state === "suspended") return;
const l = ctx.listener;
const e = camera.matrixWorld.elements;
// Camera forward = -Z column of the world matrix, up = +Y column.
_fwd.x = -e[8]; _fwd.y = -e[9]; _fwd.z = -e[10];
const t = ctx.currentTime;
if (l.positionX) {
l.positionX.setTargetAtTime(e[12], t, 0.02);
l.positionY.setTargetAtTime(e[13], t, 0.02);
l.positionZ.setTargetAtTime(e[14], t, 0.02);
l.forwardX.setTargetAtTime(_fwd.x, t, 0.02);
l.forwardY.setTargetAtTime(_fwd.y, t, 0.02);
l.forwardZ.setTargetAtTime(_fwd.z, t, 0.02);
l.upX.setTargetAtTime(e[4], t, 0.02);
l.upY.setTargetAtTime(e[5], t, 0.02);
l.upZ.setTargetAtTime(e[6], t, 0.02);
} else {
l.setPosition(e[12], e[13], e[14]);
l.setOrientation(_fwd.x, _fwd.y, _fwd.z, e[4], e[5], e[6]);
}
}
export function createEmitter({ refDistance = 0.6 } = {}) {
const c = audioCtx();
const panner = c.createPanner();
panner.panningModel = "equalpower";
panner.distanceModel = "inverse";
panner.refDistance = refDistance;
panner.rolloffFactor = 1.1;
panner.connect(buses.sfx);
return {
node: panner,
setPosition(x, y, z) {
if (panner.positionX) {
const t = c.currentTime;
panner.positionX.setTargetAtTime(x, t, 0.03);
panner.positionY.setTargetAtTime(y, t, 0.03);
panner.positionZ.setTargetAtTime(z, t, 0.03);
} else {
panner.setPosition(x, y, z);
}
},
};
}
// ββ Ambient bed (synthesized arcade-room hum) βββββββββββββββββββββββββ
// Mains hum (60 Hz + weak 120 Hz octave) plus a slow-breathing bed of
// lowpassed noise. Sits VERY low in the mix. The whole bed runs through a
// duck filter + duck gain automated when the pause/title overlay opens.
const AMBIENT_LEVEL = 0.05;
const AMBIENT_DUCKED = 0.018;
let ambient = null; // { duckGain, duckFilter }
export function startAmbient() {
if (SOUND_DISABLED || ambient) return;
const c = audioCtx();
const duckFilter = c.createBiquadFilter();
duckFilter.type = "lowpass";
duckFilter.frequency.value = 18000;
const duckGain = c.createGain();
duckGain.gain.value = 0; // fade in below
duckFilter.connect(duckGain);
duckGain.connect(buses.ambient);
const hum = c.createOscillator();
hum.type = "sine";
hum.frequency.value = 60;
const humG = c.createGain();
humG.gain.value = 0.5;
hum.connect(humG);
humG.connect(duckFilter);
const hum2 = c.createOscillator();
hum2.type = "triangle";
hum2.frequency.value = 120;
const hum2G = c.createGain();
hum2G.gain.value = 0.14;
hum2.connect(hum2G);
hum2G.connect(duckFilter);
const noise = c.createBufferSource();
noise.buffer = noiseBuffer(c, 2.0);
noise.loop = true;
const noiseF = c.createBiquadFilter();
noiseF.type = "lowpass";
noiseF.frequency.value = 260;
const noiseG = c.createGain();
noiseG.gain.value = 0.5;
noise.connect(noiseF);
noiseF.connect(noiseG);
noiseG.connect(duckFilter);
// Slow breathing on the noise bed (~0.08 Hz) so the room feels alive.
const lfo = c.createOscillator();
lfo.frequency.value = 0.08;
const lfoG = c.createGain();
lfoG.gain.value = 0.15;
lfo.connect(lfoG);
lfoG.connect(noiseG.gain);
hum.start();
hum2.start();
noise.start();
lfo.start();
duckGain.gain.setTargetAtTime(AMBIENT_LEVEL, c.currentTime, 1.2);
ambient = { duckGain, duckFilter };
}
export function setAmbientDucked(ducked) {
if (!ambient) return;
const t = ctx.currentTime;
ambient.duckGain.gain.setTargetAtTime(ducked ? AMBIENT_DUCKED : AMBIENT_LEVEL, t, 0.25);
ambient.duckFilter.frequency.setTargetAtTime(ducked ? 300 : 18000, t, 0.25);
}
function noiseBuffer(c, seconds) {
const n = (c.sampleRate * seconds) | 0;
const buf = c.createBuffer(1, n, c.sampleRate);
const d = buf.getChannelData(0);
for (let i = 0; i < n; i++) d[i] = Math.random() * 2 - 1;
return buf;
}
// ββ Materialize sweeps (phase-locked to the wireframe FX) βββββββββββββ
// fx-wireframe.js runs two overlapping passes over totalS seconds (duck:
// 0.9 s): a wireframe scan line over the first 2/3 and a trailing
// solidify line over the last 2/3, BOTH driven by the same ease-out
// (1 - (1-x)^2): the line launches at full speed and decelerates into
// the top. The pitch of each layer follows that exact curve (sampled
// into setValueCurveAtTime), so the sweep rushes then settles exactly
// like the line the player watches - not a straight climb through it.
//
// scan [0 .. 2/3 T] square, 150 -> 1500 Hz along the fx ease
// solid [1/3 T .. T] triangle an octave down, same curve, trailing
// T resolve: sine drop thunk + soft high ping
//
// Props reuse the same voice via playPropSweep: their fx stretches the
// timeline by sqrt(size) (see fx-wireframe REF_SPAN), so the duration
// itself encodes the target's size - the sweep divides its pitch by
// that stretch, and big objects (arcade cabinet) materialize DEEPER
// and longer while small ones chirp through quickly.
const FX_EASE = (x) => 1 - (1 - x) * (1 - x); // fx-wireframe's ease()
const FX_BASE_S = 0.9; // fx TOTAL_S before size stretch
function easedPitchCurve(f0, f1, n = 48) {
const arr = new Float32Array(n);
for (let i = 0; i < n; i++) arr[i] = f0 * (f1 / f0) ** FX_EASE(i / (n - 1));
return arr;
}
// One materialize voice. level scales every layer; pitchK divides the
// whole sweep's register (bigger target = lower); shimmer + ping are the
// duck's hero garnish, props skip them.
function materializeSweep(c, { totalS, level = 1, pitchK = 1, hero = true }) {
const T = Math.max(0.3, totalS);
const t0 = c.currentTime + 0.01;
const scanEnd = t0 + T * (2 / 3);
const solidStart = t0 + T * (1 / 3);
const tEnd = t0 + T;
const k = 1 / pitchK;
const out = c.createGain();
out.gain.value = level;
const tone = c.createBiquadFilter();
tone.type = "lowpass";
tone.frequency.value = 5200; // tame the squares' buzz, keep the bite
tone.connect(out);
out.connect(buses.sfx);
// Static tick right as the scan cues.
const tick = c.createBufferSource();
tick.buffer = noiseBuffer(c, 0.06);
const tickF = c.createBiquadFilter();
tickF.type = "highpass";
tickF.frequency.value = 2500;
const tickG = c.createGain();
tickG.gain.setValueAtTime(0.1, t0);
tickG.gain.exponentialRampToValueAtTime(0.001, t0 + 0.06);
tick.connect(tickF);
tickF.connect(tickG);
tickG.connect(out);
tick.start(t0);
// Scan pass: rising square riding the scan line's exact ease-out.
const scan = c.createOscillator();
scan.type = "square";
scan.frequency.setValueCurveAtTime(
easedPitchCurve(150 * k, 1500 * k), t0, T * (2 / 3),
);
const scanG = c.createGain();
scanG.gain.setValueAtTime(0, t0);
scanG.gain.linearRampToValueAtTime(0.14, t0 + 0.03);
scanG.gain.setValueAtTime(0.14, scanEnd - 0.05);
scanG.gain.exponentialRampToValueAtTime(0.001, scanEnd + 0.08);
scan.connect(scanG);
scanG.connect(tone);
scan.start(t0);
scan.stop(scanEnd + 0.1);
// Solidify pass: same eased climb an octave down, trailing like the
// second line, swelling as the target fills in solid.
const solid = c.createOscillator();
solid.type = "triangle";
solid.frequency.setValueCurveAtTime(
easedPitchCurve(85 * k, 760 * k), solidStart, T * (2 / 3),
);
const solidG = c.createGain();
solidG.gain.setValueAtTime(0, solidStart);
solidG.gain.linearRampToValueAtTime(0.08, solidStart + 0.06);
solidG.gain.linearRampToValueAtTime(0.16, tEnd - 0.05);
solidG.gain.exponentialRampToValueAtTime(0.001, tEnd + 0.06);
solid.connect(solidG);
solidG.connect(tone);
solid.start(solidStart);
solid.stop(tEnd + 0.1);
if (hero) {
// Hologram shimmer: airy bandpassed noise, centre frequency easing
// up with the reveal like everything else.
const shimmer = c.createBufferSource();
shimmer.buffer = noiseBuffer(c, T);
const shimF = c.createBiquadFilter();
shimF.type = "bandpass";
shimF.frequency.setValueCurveAtTime(
easedPitchCurve(1800 * k, 5200 * k), t0, T,
);
shimF.Q.value = 1.2;
const shimG = c.createGain();
shimG.gain.setValueAtTime(0, t0);
shimG.gain.linearRampToValueAtTime(0.05, t0 + 0.1);
shimG.gain.setValueAtTime(0.05, tEnd - 0.15);
shimG.gain.linearRampToValueAtTime(0, tEnd);
shimmer.connect(shimF);
shimF.connect(shimG);
shimG.connect(out);
shimmer.start(t0);
}
// Resolve: pitch-drop thunk right when the solidify line clears the
// top and the real materials land. Deeper for bigger targets.
const thunk = c.createOscillator();
thunk.type = "sine";
thunk.frequency.setValueAtTime(170 * k, tEnd);
thunk.frequency.exponentialRampToValueAtTime(62 * k, tEnd + 0.13);
const thunkG = c.createGain();
thunkG.gain.setValueAtTime(hero ? 0.3 : 0.22, tEnd);
thunkG.gain.exponentialRampToValueAtTime(0.001, tEnd + 0.22);
thunk.connect(thunkG);
thunkG.connect(out);
thunk.start(tEnd);
thunk.stop(tEnd + 0.25);
if (hero) {
const ping = c.createOscillator();
ping.type = "sine";
ping.frequency.value = 1320;
const pingG = c.createGain();
pingG.gain.setValueAtTime(0.07, tEnd);
pingG.gain.exponentialRampToValueAtTime(0.001, tEnd + 0.3);
ping.connect(pingG);
pingG.connect(out);
ping.start(tEnd);
ping.stop(tEnd + 0.32);
ping.onended = () => out.disconnect();
} else {
thunk.onended = () => out.disconnect();
}
}
// The duck's hero sweep (entrance and every respawn scan-up).
export function playEntranceSweep(totalS = 0.9) {
if (SOUND_DISABLED) return;
const c = audioCtx();
if (c.state === "suspended") return;
materializeSweep(c, { totalS, level: 1, pitchK: 1, hero: true });
}
// One prop materializing (arcade cabinet, boombox...). The fx stretches
// its timeline by sqrt(size), so recover that stretch from the duration
// and drop the register by it: a 2.2 s cabinet sweeps ~2.5x deeper than
// the duck, a duck-sized prop sounds like a quieter duck. A tiny random
// detune keeps staggered props from phasing into one thick chord.
export function playPropSweep(totalS = 0.9) {
if (SOUND_DISABLED) return;
const c = audioCtx();
if (c.state === "suspended") return;
const durK = Math.max(1, totalS / FX_BASE_S);
const detune = 2 ** ((Math.random() - 0.5) * 0.16);
materializeSweep(c, {
totalS,
level: 0.4,
pitchK: durK * detune,
hero: false,
});
}
// ββ BIOS / menu one-shots (synthesized, retro POST language) ββββββββββ
// All guarded on a suspended context: the BIOS replay only starts after
// the enter click (the unlock gesture), but a gamepad-only entry can
// leave the context locked - then these simply stay silent.
// Single POST beep, the classic "one beep = all good".
export function playBiosBeep() {
if (SOUND_DISABLED) return;
const c = audioCtx();
if (c.state === "suspended") return;
const t0 = c.currentTime + 0.01;
const osc = c.createOscillator();
osc.type = "square";
osc.frequency.value = 940;
const g = c.createGain();
g.gain.setValueAtTime(0, t0);
g.gain.linearRampToValueAtTime(0.08, t0 + 0.008);
g.gain.setValueAtTime(0.08, t0 + 0.1);
g.gain.exponentialRampToValueAtTime(0.001, t0 + 0.16);
osc.connect(g);
g.connect(buses.sfx);
osc.start(t0);
osc.stop(t0 + 0.18);
osc.onended = () => g.disconnect();
}
// Teletype tick, one per printed POST line. Whisper-level.
export function playBiosTick() {
if (SOUND_DISABLED) return;
const c = audioCtx();
if (c.state === "suspended") return;
const t0 = c.currentTime;
const osc = c.createOscillator();
osc.type = "square";
osc.frequency.value = 1750 + Math.random() * 350;
const g = c.createGain();
g.gain.setValueAtTime(0.02, t0);
g.gain.exponentialRampToValueAtTime(0.001, t0 + 0.018);
osc.connect(g);
g.connect(buses.sfx);
osc.start(t0);
osc.stop(t0 + 0.02);
osc.onended = () => g.disconnect();
}
// Menu-confirm bloop (Waddle in / Resume / pad A): two rising square
// notes, C5 -> G5. This rides the very gesture that unlocks the context,
// so a suspended context gets one resume-then-play attempt.
export function playConfirmBloop() {
if (SOUND_DISABLED) return;
const c = audioCtx();
if (c.state === "suspended") {
c.resume().then(() => confirmNow(c)).catch(() => {});
return;
}
confirmNow(c);
}
function confirmNow(c) {
const t0 = c.currentTime + 0.01;
const tone = c.createBiquadFilter();
tone.type = "lowpass";
tone.frequency.value = 4200;
tone.connect(buses.sfx);
const osc = c.createOscillator();
osc.type = "square";
osc.frequency.setValueAtTime(523, t0);
osc.frequency.setValueAtTime(784, t0 + 0.07);
const g = c.createGain();
g.gain.setValueAtTime(0, t0);
g.gain.linearRampToValueAtTime(0.13, t0 + 0.01);
g.gain.setValueAtTime(0.13, t0 + 0.12);
g.gain.exponentialRampToValueAtTime(0.001, t0 + 0.2);
osc.connect(g);
g.connect(tone);
osc.start(t0);
osc.stop(t0 + 0.22);
osc.onended = () => tone.disconnect();
}
// ββ Entrance line blips βββββββββββββββββββββββββββββββββββββββββββββββ
// One tiny tick per grid/wall section line as it starts drawing in. `u`
// is the line's own draw jitter (0..1), reused as pitch variation so the
// flurry chirps instead of machine-gunning. Very low in the mix.
export function playLineBlip(u = 0.5) {
if (SOUND_DISABLED) return;
const c = audioCtx();
if (c.state === "suspended") return;
const t0 = c.currentTime;
const osc = c.createOscillator();
osc.type = "triangle";
osc.frequency.value = 1400 * 2 ** (u * 0.9); // ~1.4-2.6 kHz across lines
const g = c.createGain();
g.gain.setValueAtTime(0.05, t0);
g.gain.exponentialRampToValueAtTime(0.001, t0 + 0.05);
osc.connect(g);
g.connect(buses.sfx);
osc.start(t0);
osc.stop(t0 + 0.06);
osc.onended = () => g.disconnect();
}
// ββ Roller rumble (synthesized rolling-noise loop) ββββββββββββββββββββ
// Bandpassed noise on the duck emitter; gain and a slight pitch follow
// ground speed, silent at rest. Built lazily on first use.
let rumble = null; // { gain, src }
export function setRumble(level, out = null) {
if (SOUND_DISABLED) return;
const c = audioCtx();
if (!rumble) {
if (level <= 0) return;
const src = c.createBufferSource();
src.buffer = noiseBuffer(c, 1.5);
src.loop = true;
const f = c.createBiquadFilter();
f.type = "bandpass";
f.frequency.value = 110;
f.Q.value = 0.8;
const g = c.createGain();
g.gain.value = 0;
src.connect(f);
f.connect(g);
g.connect(out?.node ?? buses.sfx);
src.start();
rumble = { gain: g, src };
}
const t = c.currentTime;
rumble.gain.gain.setTargetAtTime(Math.min(1, level) * 0.22, t, 0.08);
rumble.src.playbackRate.setTargetAtTime(0.85 + 0.5 * Math.min(1, level), t, 0.12);
}
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