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Files changed (3) hide show
  1. MusicManager.js +14 -14
  2. game.js +4 -1
  3. index.html +1 -1
MusicManager.js CHANGED
@@ -30,11 +30,11 @@ export class MusicManager {
30
  ];
31
 
32
  this.padPresets = [
33
- { name: 'Hypnotic Sub', oscillator: { type: 'sine' }, envelope: { attack: 0.4, decay: 0.5, sustain: 0.6, release: 0.5 } },
34
- { name: 'Acid Growl', oscillator: { type: 'sawtooth' }, envelope: { attack: 0.1, decay: 0.3, sustain: 0.5, release: 0.4 } },
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- { name: 'Trance Wash', oscillator: { type: 'triangle' }, envelope: { attack: 0.5, decay: 0.6, sustain: 0.55, release: 0.6 } },
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- { name: 'Detuned Saw', oscillator: { type: 'fatsawtooth', spread: 40, count: 3 }, envelope: { attack: 0.3, decay: 0.4, sustain: 0.7, release: 0.6 } },
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- { name: 'Fat Square', oscillator: { type: 'fatsquare', spread: 30, count: 3 }, envelope: { attack: 0.2, decay: 0.3, sustain: 0.6, release: 0.5 } }
38
  ];
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  this.currentSynthIndex = 0;
40
 
@@ -44,7 +44,7 @@ export class MusicManager {
44
 
45
  this._smoothDist = { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 };
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  this._smoothDrumDist = { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 };
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- this._SMOOTH_ALPHA = 0.4; // higher = more responsive, less smoothing
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  this._frameCount = 0; // throttle heavy updates to every 3rd frame
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  }
50
 
@@ -69,8 +69,8 @@ export class MusicManager {
69
 
70
  // === MASTER EFFECTS CHAIN ===
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  this.limiter = new Tone.Limiter(-3).toDestination();
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- this.reverb = new Tone.Reverb({ decay: 6, preDelay: 0.03, wet: 0.35 }).connect(this.limiter);
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- this.delay = new Tone.PingPongDelay({ delayTime: '8n.', feedback: 0.35, wet: 0.2 }).connect(this.reverb);
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  this.chorus = new Tone.Chorus({ frequency: 2, delayTime: 4, depth: 0.7 }).connect(this.reverb);
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  this.chorus.start();
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  this.filter = new Tone.Filter(16000, 'lowpass').connect(this.chorus);
@@ -404,7 +404,7 @@ export class MusicManager {
404
  }
405
  }
406
  if (this.middleContinuous && doHeavyUpdate) {
407
- this.middleContinuous.volume.rampTo(-30 + d.middle * 18, 0.1);
408
  }
409
 
410
  // === RING (5th): Goa Pluck ===
@@ -427,7 +427,7 @@ export class MusicManager {
427
  this._shimmerReverb.wet.value = 0.2 + d.ring * 0.6;
428
  }
429
  if (this.ringContinuous) {
430
- this.ringContinuous.volume.rampTo(-35 + d.ring * 18, 0.1);
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  }
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  }
433
 
@@ -452,7 +452,7 @@ export class MusicManager {
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  this.distortion.wet.value = d.pinky * 0.5;
453
  }
454
  if (this.pinkyContinuous) {
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- this.pinkyContinuous.volume.rampTo(-35 + d.pinky * 20, 0.1);
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  }
457
  }
458
 
@@ -572,9 +572,9 @@ export class MusicManager {
572
  // Middle=KICK, Ring=HIHAT, Pinky=CLAP
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  // =====================================================================
574
 
575
- const DEAD_ZONE = 0.12;
576
- const MIN_BPM = 50;
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- const MAX_BPM = 200;
578
 
579
  const distToInterval = (dist) => {
580
  if (dist < DEAD_ZONE) return Infinity;
 
30
  ];
31
 
32
  this.padPresets = [
33
+ { name: 'Ambient Sub', oscillator: { type: 'sine' }, envelope: { attack: 0.8, decay: 0.6, sustain: 0.7, release: 1.0 } },
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+ { name: 'Dub Growl', oscillator: { type: 'sawtooth' }, envelope: { attack: 0.3, decay: 0.5, sustain: 0.5, release: 0.8 } },
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+ { name: 'Dream Wash', oscillator: { type: 'triangle' }, envelope: { attack: 1.0, decay: 0.8, sustain: 0.6, release: 1.2 } },
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+ { name: 'Detuned Saw', oscillator: { type: 'fatsawtooth', spread: 40, count: 3 }, envelope: { attack: 0.6, decay: 0.5, sustain: 0.7, release: 1.0 } },
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+ { name: 'Warm Square', oscillator: { type: 'fatsquare', spread: 20, count: 3 }, envelope: { attack: 0.5, decay: 0.4, sustain: 0.6, release: 0.8 } }
38
  ];
39
  this.currentSynthIndex = 0;
40
 
 
44
 
45
  this._smoothDist = { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 };
46
  this._smoothDrumDist = { thumb: 0, index: 0, middle: 0, ring: 0, pinky: 0 };
47
+ this._SMOOTH_ALPHA = 0.3; // balanced: responsive but not jittery
48
  this._frameCount = 0; // throttle heavy updates to every 3rd frame
49
  }
50
 
 
69
 
70
  // === MASTER EFFECTS CHAIN ===
71
  this.limiter = new Tone.Limiter(-3).toDestination();
72
+ this.reverb = new Tone.Reverb({ decay: 8, preDelay: 0.05, wet: 0.45 }).connect(this.limiter);
73
+ this.delay = new Tone.PingPongDelay({ delayTime: '4n', feedback: 0.4, wet: 0.25 }).connect(this.reverb);
74
  this.chorus = new Tone.Chorus({ frequency: 2, delayTime: 4, depth: 0.7 }).connect(this.reverb);
75
  this.chorus.start();
76
  this.filter = new Tone.Filter(16000, 'lowpass').connect(this.chorus);
 
404
  }
405
  }
406
  if (this.middleContinuous && doHeavyUpdate) {
407
+ this.middleContinuous.volume.rampTo(d.middle < 0.1 ? -Infinity : -36 + d.middle * 22, 0.1);
408
  }
409
 
410
  // === RING (5th): Goa Pluck ===
 
427
  this._shimmerReverb.wet.value = 0.2 + d.ring * 0.6;
428
  }
429
  if (this.ringContinuous) {
430
+ this.ringContinuous.volume.rampTo(d.ring < 0.1 ? -Infinity : -40 + d.ring * 22, 0.1);
431
  }
432
  }
433
 
 
452
  this.distortion.wet.value = d.pinky * 0.5;
453
  }
454
  if (this.pinkyContinuous) {
455
+ this.pinkyContinuous.volume.rampTo(d.pinky < 0.1 ? -Infinity : -40 + d.pinky * 22, 0.1);
456
  }
457
  }
458
 
 
572
  // Middle=KICK, Ring=HIHAT, Pinky=CLAP
573
  // =====================================================================
574
 
575
+ const DEAD_ZONE = 0.18; // larger dead zone = cleaner silence
576
+ const MIN_BPM = 30; // slower, more ambient
577
+ const MAX_BPM = 160; // downtempo cap
578
 
579
  const distToInterval = (dist) => {
580
  if (dist < DEAD_ZONE) return Infinity;
game.js CHANGED
@@ -451,6 +451,8 @@ export var Game = /*#__PURE__*/ function() {
451
  this.renderer.domElement.style.left = '0';
452
  this.renderer.domElement.style.zIndex = '1'; // Canvas on top of video
453
  this.renderer.domElement.style.mixBlendMode = 'screen';
 
 
454
  this.renderDiv.appendChild(this.renderer.domElement);
455
  this.displacementFilter = new DisplacementFilter(this.renderer.domElement, this.videoElement);
456
  var gameRef = this;
@@ -1064,7 +1066,8 @@ export var Game = /*#__PURE__*/ function() {
1064
  'C4', 'Eb4', 'F4', 'G4', 'Bb4',
1065
  'C5', 'Eb5', 'F5'
1066
  ];
1067
- for(var i = 0; i < this.hands.length; i++)_this1 = this, _loop(i);
 
1068
  } catch (error) {
1069
  console.error("Error during hand detection:", error);
1070
  }
 
451
  this.renderer.domElement.style.left = '0';
452
  this.renderer.domElement.style.zIndex = '1'; // Canvas on top of video
453
  this.renderer.domElement.style.mixBlendMode = 'screen';
454
+ // Glow/trail effect via CSS β€” lightweight, GPU-composited
455
+ this.renderer.domElement.style.filter = 'blur(0.8px) brightness(1.2) drop-shadow(0 0 8px rgba(255,0,255,0.4)) drop-shadow(0 0 20px rgba(0,255,255,0.2))';
456
  this.renderDiv.appendChild(this.renderer.domElement);
457
  this.displacementFilter = new DisplacementFilter(this.renderer.domElement, this.videoElement);
458
  var gameRef = this;
 
1066
  'C4', 'Eb4', 'F4', 'G4', 'Bb4',
1067
  'C5', 'Eb5', 'F5'
1068
  ];
1069
+ var handLimit = this._multiplayerEnabled ? this.hands.length : 2;
1070
+ for(var i = 0; i < handLimit; i++)_this1 = this, _loop(i);
1071
  } catch (error) {
1072
  console.error("Error during hand detection:", error);
1073
  }
index.html CHANGED
@@ -51,7 +51,7 @@
51
  <span class="hint-icon">πŸ–οΈ</span><span class="hint-desc">Extend fingers = play chord notes</span>
52
  <span class="hint-icon">✊</span><span class="hint-desc">Make fist = cycle synth sound</span>
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  <span class="hint-icon">🀲</span><span class="hint-desc">Tilt wrist = filter sweep + detune</span>
54
- <span class="hint-icon">🀚</span><span class="hint-desc">2nd hand fingers = glitch blip · grain · wash</span>
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  <span class="hint-icon">πŸ“</span><span class="hint-desc">Spread fingers wide = wobble bass</span>
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  <span class="hint-icon">πŸ‘†</span><span class="hint-desc">Touch fingertips together = sparkle sounds</span>
57
  </div>
 
51
  <span class="hint-icon">πŸ–οΈ</span><span class="hint-desc">Extend fingers = play chord notes</span>
52
  <span class="hint-icon">✊</span><span class="hint-desc">Make fist = cycle synth sound</span>
53
  <span class="hint-icon">🀲</span><span class="hint-desc">Tilt wrist = filter sweep + detune</span>
54
+ <span class="hint-icon">🀚</span><span class="hint-desc">2nd hand = kick · hihat · clap (distance = tempo)</span>
55
  <span class="hint-icon">πŸ“</span><span class="hint-desc">Spread fingers wide = wobble bass</span>
56
  <span class="hint-icon">πŸ‘†</span><span class="hint-desc">Touch fingertips together = sparkle sounds</span>
57
  </div>