Spaces:
Paused
Make the hero spectrum dance with the actual audio (Web Audio AnalyserNode)
Browse filesThe 48 hero EQ bars used to freeze the moment the finished track played - the
CSS only energized them off the play button's label. Now they react to the real
audio: when any CODA player starts we tap its element with a MediaElementSource
+ AnalyserNode and paint each bar from getByteFrequencyData() every frame.
- Wrap HTMLMediaElement.play/pause so we capture WaveSurfer's DETACHED <audio>
element (no DOM parent, so querySelector/closest/capture listeners miss it);
the wrap runs in the click stack so the AudioContext resumes under a gesture.
- Mirrored mapping: center bars track the lows, edges the highs, scaled within
each bar's existing height so the centered silhouette is preserved.
- On pause/stop the bars glide back to idle and hand control to the CSS breathing
animation; reduced-motion and wiring failures fall back to the CSS-only look.
Also folds in the working-tree intro/head fixes: the 2016 story is baked on with
an inline onclick close fallback, and head=HEAD_SCRIPT moves to launch() so the
front-end JS module actually injects on the Space (Gradio 6.16.0 ignores head=
on gr.Blocks()).
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@@ -1013,6 +1013,21 @@ footer{ display:none !important; }
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#coda-eq.coda-eq-playing span{ animation:none !important; transform:none !important; }
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}
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/* ===== FEATURE B — SEAM REVEAL (gold-accented, part of the MASTER reveal) ===== */
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#coda-seam-overlay{
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position:absolute; inset:0; pointer-events:none; z-index:4; display:none;
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@@ -1359,14 +1374,24 @@ AMBIENT = ("<div class='coda-aurora'></div>"
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"<div class='coda-glow'></div>"
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f"<div class='coda-particles'>{_parts}</div>")
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-
# Feature C — cinematic onboarding overlay.
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#
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-
#
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-
#
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INTRO_OVERLAY = (
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"<div id='coda-intro-overlay'
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"aria-label='CODA — the story'>"
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-
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"<div id='coda-intro-card'>"
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"<div class='coda-intro-beat b1'><p class='coda-intro-year'>2016</p></div>"
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"<div class='coda-intro-beat b2'><p class='coda-intro-line'>A song, recorded "
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@@ -1376,7 +1401,7 @@ INTRO_OVERLAY = (
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"<div id='coda-intro-eq'>" + ("<span></span>" * 12) + "</div></div>"
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"<div class='coda-intro-beat b4'>"
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"<p class='coda-intro-fin'>Ten years later, it gets finished.</p>"
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-
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| 1380 |
"</div></div></div>")
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# the only JS, and purely cosmetic: a soft light that follows the cursor. Runs
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@@ -1473,6 +1498,11 @@ CODA_INIT_JS = """
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},
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pauseOthers: function (keep) {
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try {
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var all = doc.querySelectorAll('.coda-player audio, .coda-drop audio');
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for (var i = 0; i < all.length; i++) {
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if (all[i] !== keep && !all[i].paused) { try { all[i].pause(); } catch (e) {} }
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@@ -1517,6 +1547,159 @@ CODA_INIT_JS = """
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W.heroSync = sync;
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}
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| 1520 |
/* ===== FEATURE B — BEFORE/AFTER SEAM REVEAL =====
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| 1521 |
* The before/after split (YOUR PART | CODA + the join marker) is now rendered
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| 1522 |
* SERVER-SIDE as a self-contained ribbon (see _seam_html in app.py) with the
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@@ -1578,6 +1761,9 @@ CODA_INIT_JS = """
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| 1578 |
host.addEventListener('transitionend', finish, { once: true });
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| 1579 |
setTimeout(finish, 750);
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| 1580 |
}
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| 1581 |
if (enter) enter.addEventListener('click', dismiss);
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| 1582 |
if (skip) skip.addEventListener('click', dismiss);
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| 1583 |
host.addEventListener('click', function (ev) { if (ev.target === host) dismiss(); });
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@@ -1661,7 +1847,7 @@ HEAD_SCRIPT = (
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| 1661 |
"</script>"
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| 1662 |
)
|
| 1663 |
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| 1664 |
-
with gr.Blocks(title="CODA"
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| 1665 |
# cinematic onboarding overlay (position:fixed; the JS relocates it to <body>
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| 1666 |
# and never lets it block the tool). First child so it can never affect layout.
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| 1667 |
gr.HTML(INTRO_OVERLAY)
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@@ -1796,14 +1982,18 @@ with gr.Blocks(title="CODA", head=HEAD_SCRIPT) as app:
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| 1796 |
|
| 1797 |
|
| 1798 |
if __name__ == "__main__":
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| 1799 |
-
# Gradio 6 moved theme/css to launch()
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| 1800 |
-
#
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| 1801 |
# queue: one heavy job at a time (single GPU), others wait rather than
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| 1802 |
# contend. show_error surfaces a real error in the UI instead of a silently
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| 1803 |
-
# stuck spinner
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| 1804 |
-
#
|
| 1805 |
-
#
|
| 1806 |
-
# explicitly allowed, which broke the "Try the demo" button on the Space.
|
| 1807 |
app.queue(default_concurrency_limit=1, max_size=10).launch(
|
| 1808 |
-
theme=THEME, css=CSS, show_error=True,
|
| 1809 |
allowed_paths=[os.path.join(os.path.dirname(__file__), "examples")])
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|
| 1013 |
#coda-eq.coda-eq-playing span{ animation:none !important; transform:none !important; }
|
| 1014 |
}
|
| 1015 |
|
| 1016 |
+
/* ===== FEATURE A (LIVE) — real audio-reactive bars =====
|
| 1017 |
+
When a Web Audio AnalyserNode is driving the field, the JS adds .coda-eq-live
|
| 1018 |
+
and writes each bar's scaleY inline from getByteFrequencyData(). A *running*
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| 1019 |
+
CSS animation would override those inline transforms, so we kill it here. This
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| 1020 |
+
rule sits AFTER .coda-eq-playing so its equal-specificity !important wins by
|
| 1021 |
+
source order. On stop the JS removes the class and the CSS breathing resumes. */
|
| 1022 |
+
#coda-eq.coda-eq-live span{
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| 1023 |
+
animation: none !important;
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| 1024 |
+
transition: transform .06s linear, box-shadow .2s ease;
|
| 1025 |
+
box-shadow: 0 0 16px rgba(111,224,245,.7), 0 0 6px rgba(169,139,255,.55);
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| 1026 |
+
}
|
| 1027 |
+
@media (prefers-reduced-motion: reduce){
|
| 1028 |
+
#coda-eq.coda-eq-live span{ transition:none !important; }
|
| 1029 |
+
}
|
| 1030 |
+
|
| 1031 |
/* ===== FEATURE B — SEAM REVEAL (gold-accented, part of the MASTER reveal) ===== */
|
| 1032 |
#coda-seam-overlay{
|
| 1033 |
position:absolute; inset:0; pointer-events:none; z-index:4; display:none;
|
|
|
|
| 1374 |
"<div class='coda-glow'></div>"
|
| 1375 |
f"<div class='coda-particles'>{_parts}</div>")
|
| 1376 |
|
| 1377 |
+
# Feature C — cinematic onboarding overlay. Tony wants the 2016 story to play on
|
| 1378 |
+
# EVERY page load. It is rendered with `coda-intro-on` BAKED IN, so the CSS beats
|
| 1379 |
+
# start immediately on load WITHOUT waiting on (or even needing) JS — bulletproof
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| 1380 |
+
# against the head-injection issue that made it vanish on the Space. The
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| 1381 |
+
# CODA_INIT_JS controller (when present) relocates it to <body>, locks scroll,
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| 1382 |
+
# wires Esc / auto-advance / replay, and hard-removes it on dismiss. Skip / Enter
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| 1383 |
+
# carry an INLINE onclick fallback so the overlay is always dismissable even if
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| 1384 |
+
# the JS module never loads (no lock-out).
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| 1385 |
+
_INTRO_CLOSE = (
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| 1386 |
+
"(window.__codaCloseIntro||function(){"
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| 1387 |
+
"var o=document.getElementById('coda-intro-overlay');"
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| 1388 |
+
"if(o){o.style.opacity=0;o.style.pointerEvents='none';"
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| 1389 |
+
"setTimeout(function(){if(o)o.remove();},620);}"
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| 1390 |
+
"document.body.classList.remove('coda-intro-lock');})()")
|
| 1391 |
INTRO_OVERLAY = (
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| 1392 |
+
"<div id='coda-intro-overlay' class='coda-intro-on' role='dialog' "
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| 1393 |
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"aria-modal='true' aria-label='CODA — the story'>"
|
| 1394 |
+
f'<div id="coda-intro-skip" role="button" tabindex="0" onclick="{_INTRO_CLOSE}">Skip</div>'
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| 1395 |
"<div id='coda-intro-card'>"
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| 1396 |
"<div class='coda-intro-beat b1'><p class='coda-intro-year'>2016</p></div>"
|
| 1397 |
"<div class='coda-intro-beat b2'><p class='coda-intro-line'>A song, recorded "
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| 1401 |
"<div id='coda-intro-eq'>" + ("<span></span>" * 12) + "</div></div>"
|
| 1402 |
"<div class='coda-intro-beat b4'>"
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| 1403 |
"<p class='coda-intro-fin'>Ten years later, it gets finished.</p>"
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| 1404 |
+
f'<button id="coda-intro-enter" type="button" onclick="{_INTRO_CLOSE}">Enter CODA</button>'
|
| 1405 |
"</div></div></div>")
|
| 1406 |
|
| 1407 |
# the only JS, and purely cosmetic: a soft light that follows the cursor. Runs
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|
| 1498 |
},
|
| 1499 |
pauseOthers: function (keep) {
|
| 1500 |
try {
|
| 1501 |
+
/* the registered set covers WaveSurfer's DETACHED <audio> (which
|
| 1502 |
+
* querySelector can't reach); the query covers any in-DOM player. */
|
| 1503 |
+
this.playing.forEach(function (p) {
|
| 1504 |
+
if (p !== keep && !p.paused) { try { p.pause(); } catch (e) {} }
|
| 1505 |
+
});
|
| 1506 |
var all = doc.querySelectorAll('.coda-player audio, .coda-drop audio');
|
| 1507 |
for (var i = 0; i < all.length; i++) {
|
| 1508 |
if (all[i] !== keep && !all[i].paused) { try { all[i].pause(); } catch (e) {} }
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|
| 1547 |
W.heroSync = sync;
|
| 1548 |
}
|
| 1549 |
|
| 1550 |
+
/* ===== FEATURE A (LIVE) — AUDIO-REACTIVE HERO via Web Audio AnalyserNode =====
|
| 1551 |
+
* The CSS class above is the floor; THIS is the real thing Tony asked for.
|
| 1552 |
+
* When any CODA player starts, we tap its element with a MediaElementSource +
|
| 1553 |
+
* AnalyserNode (AUDIO.wire) and paint the 48 hero bars from getByteFrequency-
|
| 1554 |
+
* Data() every animation frame, so they dance with the actual music.
|
| 1555 |
+
*
|
| 1556 |
+
* The hard part: Gradio's WaveSurfer plays through a DETACHED <audio> element
|
| 1557 |
+
* (no DOM parent), so querySelector/closest/capture-phase listeners can't see
|
| 1558 |
+
* it. We solve that by wrapping HTMLMediaElement.prototype.play/pause — that
|
| 1559 |
+
* wrap fires with `this` = the real element the instant WaveSurfer plays it,
|
| 1560 |
+
* and runs inside the click call-stack so ensureCtx() can resume the
|
| 1561 |
+
* AudioContext under a valid user gesture (browsers require that).
|
| 1562 |
+
*
|
| 1563 |
+
* Bars are mirrored: center tracks the lows (bass pumps the middle), edges the
|
| 1564 |
+
* highs — a classic spectrum that keeps the hero's centered silhouette (the
|
| 1565 |
+
* per-bar inline height already encodes that shape; we only scale within it).
|
| 1566 |
+
* On pause/stop the bars decay smoothly to idle and control hands back to the
|
| 1567 |
+
* CSS breathing animation. If wiring ever fails (cross-origin taint, or a
|
| 1568 |
+
* WebAudio-backend Gradio build), we never add .coda-eq-live and the
|
| 1569 |
+
* CSS-energized look stays as a graceful fallback — nothing regresses. */
|
| 1570 |
+
if (!W.liveFFT) {
|
| 1571 |
+
W.liveFFT = true;
|
| 1572 |
+
var EQ = (W.eq = W.eq || {});
|
| 1573 |
+
EQ.idle = 0.16;
|
| 1574 |
+
|
| 1575 |
+
EQ.bars = function () {
|
| 1576 |
+
var eq = doc.getElementById('coda-eq');
|
| 1577 |
+
return eq ? eq.querySelectorAll('span') : [];
|
| 1578 |
+
};
|
| 1579 |
+
|
| 1580 |
+
/* bar i (0..n-1) -> a frequency bin. Distance from center picks the band
|
| 1581 |
+
* (center=low, edge=high), perceptually spread so the lows aren't crammed. */
|
| 1582 |
+
EQ.band = function (data, i, n, bins) {
|
| 1583 |
+
var half = n / 2;
|
| 1584 |
+
var d = Math.abs(i + 0.5 - half) / half; /* 0 center .. ~1 edge */
|
| 1585 |
+
var t = Math.pow(d, 1.35);
|
| 1586 |
+
var top = Math.max(4, Math.floor(bins * 0.80)); /* top bins are ~empty */
|
| 1587 |
+
var idx = 1 + Math.round(t * (top - 2));
|
| 1588 |
+
var a = data[idx];
|
| 1589 |
+
var b = data[idx + 1 < top ? idx + 1 : idx];
|
| 1590 |
+
return (a + b) / 510; /* /255/2 -> 0..1 */
|
| 1591 |
+
};
|
| 1592 |
+
|
| 1593 |
+
EQ.paint = function (data, bins) {
|
| 1594 |
+
var spans = EQ.bars(), n = spans.length;
|
| 1595 |
+
if (!n) return;
|
| 1596 |
+
if (!EQ.state || EQ.state.length !== n) {
|
| 1597 |
+
EQ.state = new Float32Array(n); EQ.state.fill(EQ.idle);
|
| 1598 |
+
}
|
| 1599 |
+
for (var i = 0; i < n; i++) {
|
| 1600 |
+
var amp = EQ.band(data, i, n, bins);
|
| 1601 |
+
var target = clamp(0.12 + amp * 1.18, 0.04, 1.14);
|
| 1602 |
+
var prev = EQ.state[i];
|
| 1603 |
+
var k = target > prev ? 0.55 : 0.20; /* snappy attack, soft release */
|
| 1604 |
+
var v = prev + (target - prev) * k;
|
| 1605 |
+
EQ.state[i] = v;
|
| 1606 |
+
spans[i].style.transform = 'scaleY(' + v.toFixed(3) + ')';
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| 1607 |
+
}
|
| 1608 |
+
};
|
| 1609 |
+
|
| 1610 |
+
EQ.loop = function () {
|
| 1611 |
+
EQ.raf = requestAnimationFrame(EQ.loop);
|
| 1612 |
+
var el = AUDIO.findActive();
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| 1613 |
+
if (!el) { /* small grace before settling */
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| 1614 |
+
EQ.miss = (EQ.miss || 0) + 1;
|
| 1615 |
+
if (EQ.miss > 6) EQ.stop();
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| 1616 |
+
return;
|
| 1617 |
+
}
|
| 1618 |
+
EQ.miss = 0;
|
| 1619 |
+
var g = AUDIO.graphs.get(el);
|
| 1620 |
+
if (!g || !g.analyser) return;
|
| 1621 |
+
g.analyser.getByteFrequencyData(g.data);
|
| 1622 |
+
EQ.paint(g.data, g.analyser.frequencyBinCount);
|
| 1623 |
+
};
|
| 1624 |
+
|
| 1625 |
+
EQ.start = function () {
|
| 1626 |
+
var eq = doc.getElementById('coda-eq');
|
| 1627 |
+
if (!eq || REDUCED) return;
|
| 1628 |
+
eq.classList.add('coda-eq-live');
|
| 1629 |
+
EQ.miss = 0;
|
| 1630 |
+
if (EQ.settleRaf) { cancelAnimationFrame(EQ.settleRaf); EQ.settleRaf = 0; }
|
| 1631 |
+
if (!EQ.raf) EQ.loop();
|
| 1632 |
+
};
|
| 1633 |
+
|
| 1634 |
+
EQ.stop = function () {
|
| 1635 |
+
if (EQ.raf) { cancelAnimationFrame(EQ.raf); EQ.raf = 0; }
|
| 1636 |
+
var spans = EQ.bars(), n = spans.length;
|
| 1637 |
+
var eq = doc.getElementById('coda-eq');
|
| 1638 |
+
if (!n) { if (eq) eq.classList.remove('coda-eq-live'); return; }
|
| 1639 |
+
if (!EQ.state || EQ.state.length !== n) {
|
| 1640 |
+
EQ.state = new Float32Array(n); EQ.state.fill(EQ.idle);
|
| 1641 |
+
}
|
| 1642 |
+
/* glide the bars down to idle, THEN hand back to the CSS breathing anim */
|
| 1643 |
+
function decay() {
|
| 1644 |
+
var moving = false;
|
| 1645 |
+
for (var i = 0; i < n; i++) {
|
| 1646 |
+
EQ.state[i] += (EQ.idle - EQ.state[i]) * 0.22;
|
| 1647 |
+
if (Math.abs(EQ.state[i] - EQ.idle) > 0.012) moving = true;
|
| 1648 |
+
spans[i].style.transform = 'scaleY(' + EQ.state[i].toFixed(3) + ')';
|
| 1649 |
+
}
|
| 1650 |
+
if (moving && !AUDIO.findActive()) {
|
| 1651 |
+
EQ.settleRaf = requestAnimationFrame(decay);
|
| 1652 |
+
} else {
|
| 1653 |
+
EQ.settleRaf = 0;
|
| 1654 |
+
if (eq) eq.classList.remove('coda-eq-live');
|
| 1655 |
+
for (var j = 0; j < n; j++) spans[j].style.transform = ''; /* CSS resumes */
|
| 1656 |
+
}
|
| 1657 |
+
}
|
| 1658 |
+
decay();
|
| 1659 |
+
};
|
| 1660 |
+
|
| 1661 |
+
AUDIO.register = function (el) {
|
| 1662 |
+
if (!el || el.tagName !== 'AUDIO') return;
|
| 1663 |
+
var g = this.wire(el); /* MediaElementSource + analyser (idempotent) */
|
| 1664 |
+
if (!g) return; /* taint / WebAudio backend -> CSS fallback */
|
| 1665 |
+
this.playing.add(el);
|
| 1666 |
+
this.pauseOthers(el);
|
| 1667 |
+
EQ.start();
|
| 1668 |
+
};
|
| 1669 |
+
AUDIO.unregister = function (el) {
|
| 1670 |
+
if (!el) return;
|
| 1671 |
+
this.playing['delete'](el);
|
| 1672 |
+
if (!this.findActive()) EQ.stop();
|
| 1673 |
+
};
|
| 1674 |
+
|
| 1675 |
+
/* 1) Wrap play/pause on the prototype: catches WaveSurfer's DETACHED element
|
| 1676 |
+
* (its play() runs in the click stack, so ensureCtx can resume the ctx).
|
| 1677 |
+
* Guarded so re-fired app.load / HEAD_SCRIPT polls never double-wrap. */
|
| 1678 |
+
try {
|
| 1679 |
+
var MP = window.HTMLMediaElement && HTMLMediaElement.prototype;
|
| 1680 |
+
if (MP && !MP.__codaPatched) {
|
| 1681 |
+
MP.__codaPatched = true;
|
| 1682 |
+
var _play = MP.play, _pause = MP.pause;
|
| 1683 |
+
MP.play = function () {
|
| 1684 |
+
try { AUDIO.register(this); } catch (e) {}
|
| 1685 |
+
return _play.apply(this, arguments);
|
| 1686 |
+
};
|
| 1687 |
+
MP.pause = function () {
|
| 1688 |
+
try { AUDIO.unregister(this); } catch (e) {}
|
| 1689 |
+
return _pause.apply(this, arguments);
|
| 1690 |
+
};
|
| 1691 |
+
}
|
| 1692 |
+
} catch (e) {}
|
| 1693 |
+
|
| 1694 |
+
/* 2) Belt-and-suspenders for any IN-DOM <audio> (media events don't bubble,
|
| 1695 |
+
* but capture still reaches them). 'ended' settles the field back to idle. */
|
| 1696 |
+
try {
|
| 1697 |
+
doc.addEventListener('play', function (e) { try { AUDIO.register(e.target); } catch (x) {} }, true);
|
| 1698 |
+
doc.addEventListener('pause', function (e) { try { AUDIO.unregister(e.target); } catch (x) {} }, true);
|
| 1699 |
+
doc.addEventListener('ended', function (e) { try { AUDIO.unregister(e.target); } catch (x) {} }, true);
|
| 1700 |
+
} catch (e) {}
|
| 1701 |
+
}
|
| 1702 |
+
|
| 1703 |
/* ===== FEATURE B — BEFORE/AFTER SEAM REVEAL =====
|
| 1704 |
* The before/after split (YOUR PART | CODA + the join marker) is now rendered
|
| 1705 |
* SERVER-SIDE as a self-contained ribbon (see _seam_html in app.py) with the
|
|
|
|
| 1761 |
host.addEventListener('transitionend', finish, { once: true });
|
| 1762 |
setTimeout(finish, 750);
|
| 1763 |
}
|
| 1764 |
+
/* expose the graceful close so the overlay's inline onclick fallback
|
| 1765 |
+
routes through it when the JS module is present (else it self-closes) */
|
| 1766 |
+
try { window.__codaCloseIntro = dismiss; } catch (e) {}
|
| 1767 |
if (enter) enter.addEventListener('click', dismiss);
|
| 1768 |
if (skip) skip.addEventListener('click', dismiss);
|
| 1769 |
host.addEventListener('click', function (ev) { if (ev.target === host) dismiss(); });
|
|
|
|
| 1847 |
"</script>"
|
| 1848 |
)
|
| 1849 |
|
| 1850 |
+
with gr.Blocks(title="CODA") as app:
|
| 1851 |
# cinematic onboarding overlay (position:fixed; the JS relocates it to <body>
|
| 1852 |
# and never lets it block the tool). First child so it can never affect layout.
|
| 1853 |
gr.HTML(INTRO_OVERLAY)
|
|
|
|
| 1982 |
|
| 1983 |
|
| 1984 |
if __name__ == "__main__":
|
| 1985 |
+
# Gradio 6 moved theme/css/head to launch(). On the deployed Space (Gradio
|
| 1986 |
+
# 6.16.0) head= on gr.Blocks() is SILENTLY IGNORED, so the whole front-end
|
| 1987 |
+
# JS module (cursor glow + Feature A audio-reactive hero + Feature C intro)
|
| 1988 |
+
# never got injected — which is why the 2016 intro "disappeared" on the
|
| 1989 |
+
# Space. Passing head=HEAD_SCRIPT to launch() is the supported path and
|
| 1990 |
+
# injects it on 6.16.0+. (HEAD_SCRIPT itself is idempotent, so even if a
|
| 1991 |
+
# newer Gradio also honored Blocks(head=) the double-run would be harmless.)
|
| 1992 |
# queue: one heavy job at a time (single GPU), others wait rather than
|
| 1993 |
# contend. show_error surfaces a real error in the UI instead of a silently
|
| 1994 |
+
# stuck spinner. allowed_paths: on HF Spaces, Gradio 6 refuses to serve the
|
| 1995 |
+
# bundled demo clip (gradio_api/file=…/examples/… → 403) unless its
|
| 1996 |
+
# directory is explicitly allowed, which broke "Try the demo" on the Space.
|
|
|
|
| 1997 |
app.queue(default_concurrency_limit=1, max_size=10).launch(
|
| 1998 |
+
theme=THEME, css=CSS, head=HEAD_SCRIPT, show_error=True,
|
| 1999 |
allowed_paths=[os.path.join(os.path.dirname(__file__), "examples")])
|