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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"); | |
| } | |
| } |