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import * as Tone from 'tone';
/**
* A sample-based audio engine rebuilt for stability and reliability.
* This version uses individual players and a standard loading mechanism to prevent silent failures.
* The togglePlayback function is now corrected to properly mute/unmute all audio.
*/
export class AudioEngine {
constructor() {
// --- Create Individual Players for each sound file ---
this.forestPlayer = new Tone.Player({
url: "/sounds/forest-ambience.mp3",
loop: true,
}).toDestination();
this.riverPlayer = new Tone.Player({
url: "/sounds/river.mp3",
loop: true,
}).toDestination();
this.threatPlayer = new Tone.Player({
url: "/sounds/industrial-hum.mp3",
loop: true,
}).toDestination();
this.birdPlayer = new Tone.Player({
url: "/sounds/bird-call.mp3",
loop: false,
}).toDestination();
// --- Musical Logic: A loop to trigger the non-looping bird sound ---
this.biodiversityLoop = new Tone.Loop(time => {
if (this.birdPlayer.state !== "started") {
this.birdPlayer.start(time);
}
}, "8s").start(0);
this.biodiversityLoop.humanize = true;
this.biodiversityLoop.probability = 0;
}
// --- Public Control Methods ---
async initialize() {
await Tone.start();
await Tone.loaded();
console.log("All audio samples have been loaded.");
this.forestPlayer.start(0);
this.riverPlayer.start(0);
this.threatPlayer.start(0);
// Set initial volumes to silent
this.forestPlayer.volume.value = -Infinity;
this.riverPlayer.volume.value = -Infinity;
this.threatPlayer.volume.value = -Infinity;
this.birdPlayer.volume.value = -Infinity;
// Start the master clock and mute the output initially
Tone.Transport.start();
Tone.Destination.mute = true;
console.log("Audio Engine Initialized and Muted.");
}
// --- THIS IS THE CORRECTED FUNCTION ---
togglePlayback(isPlaying) {
// We mute/unmute the master output. This is the most reliable way to play/pause.
Tone.Destination.mute = !isPlaying;
}
updateForest(value) { // 0-100
const volume = Tone.gainToDb(value / 100);
this.forestPlayer.volume.rampTo(value > 1 ? volume : -Infinity, 0.5);
}
updateBiodiversity(value) { // 0-100
this.biodiversityLoop.probability = value / 100;
const volume = Tone.gainToDb(value / 100);
this.birdPlayer.volume.rampTo(value > 1 ? volume - 8 : -Infinity, 0.5);
}
updateWater(value) { // 0-100
const volume = Tone.gainToDb(value / 100);
this.riverPlayer.volume.rampTo(value > 1 ? volume - 10 : -Infinity, 0.5);
}
updateCO2(value) { // 280-500
const intensity = Math.max(0, (value - 350) / 150);
this.threatPlayer.volume.rampTo(intensity > 0.01 ? Tone.gainToDb(intensity) - 18 : -Infinity, 0.5);
}
dispose() {
if (Tone.Transport.state === 'started') {
Tone.Transport.stop();
Tone.Transport.cancel();
}
this.forestPlayer.dispose();
this.riverPlayer.dispose();
this.threatPlayer.dispose();
this.birdPlayer.dispose();
this.biodiversityLoop.dispose();
console.log("Audio Engine Disposed");
}
} |