Spaces:
Sleeping
Sleeping
File size: 5,907 Bytes
100a6dd d086f83 100a6dd d086f83 100a6dd d086f83 100a6dd d086f83 100a6dd | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 | // Sound service for chess UI
// Define sound types
type SoundType = 'move' | 'capture' | 'check' | 'castle' | 'game-end' | 'promote';
// Map of sound files
const SOUND_FILES: Record<SoundType, string> = {
'move': '/assets/sounds/move.mp3',
'capture': '/assets/sounds/capture.mp3',
'check': '/assets/sounds/check.mp3',
'castle': '/assets/sounds/castle.mp3',
'game-end': '/assets/sounds/game-end.mp3',
'promote': '/assets/sounds/move.mp3' // Reusing move sound for promote
};
// Audio objects for preloading
const audioCache: Record<SoundType, HTMLAudioElement> = {} as Record<SoundType, HTMLAudioElement>;
// Sound enabled flag (can be toggled by user)
let soundEnabled = true;
// Create fallback sounds using the Web Audio API if sound files are not available
const audioContext = typeof AudioContext !== 'undefined' ? new AudioContext() : null;
// Function to create a simple beep sound
const createBeepSound = (frequency: number, duration: number): AudioBuffer | null => {
if (!audioContext) return null;
const sampleRate = audioContext.sampleRate;
const buffer = audioContext.createBuffer(1, sampleRate * duration, sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < buffer.length; i++) {
data[i] = Math.sin(2 * Math.PI * frequency * i / sampleRate) *
(i < buffer.length * 0.1 ? i / (buffer.length * 0.1) :
i > buffer.length * 0.9 ? (buffer.length - i) / (buffer.length * 0.1) : 1);
}
return buffer;
};
// Create fallback sounds
const fallbackSounds: Record<SoundType, AudioBuffer | null> = {
'move': audioContext ? createBeepSound(440, 0.1) : null, // A4 note
'capture': audioContext ? createBeepSound(330, 0.2) : null, // E4 note
'check': audioContext ? createBeepSound(587, 0.3) : null, // D5 note
'castle': audioContext ? createBeepSound(261, 0.3) : null, // C4 note
'game-end': audioContext ? createBeepSound(196, 0.5) : null, // G3 note
'promote': audioContext ? createBeepSound(523, 0.2) : null // C5 note
};
/**
* Preload all sound files
*/
export const preloadSounds = (): void => {
Object.entries(SOUND_FILES).forEach(([key, file]) => {
try {
const audio = new Audio();
audio.src = file;
audio.preload = 'auto';
audioCache[key as SoundType] = audio;
} catch (error) {
console.error(`Failed to preload sound: ${file}`, error);
}
});
};
/**
* Play a sound effect
* @param type The type of sound to play
*/
export const playSound = (type: SoundType): void => {
if (!soundEnabled) return;
try {
// Try to play the audio file
const audio = audioCache[type];
if (audio) {
audio.currentTime = 0;
audio.play().catch(err => {
console.warn('Error playing sound file, using fallback:', err);
playFallbackSound(type);
});
} else {
// Try to create a new audio element
const newAudio = new Audio(SOUND_FILES[type]);
newAudio.play().catch(err => {
console.warn('Error playing sound file, using fallback:', err);
playFallbackSound(type);
});
}
} catch (error) {
console.error(`Failed to play sound: ${type}`, error);
playFallbackSound(type);
}
};
/**
* Play a fallback sound using Web Audio API
* @param type The type of sound to play
*/
const playFallbackSound = (type: SoundType): void => {
if (!audioContext) return;
try {
const buffer = fallbackSounds[type];
if (buffer) {
const source = audioContext.createBufferSource();
source.buffer = buffer;
source.connect(audioContext.destination);
source.start();
} else {
// Create a simple beep as last resort
const oscillator = audioContext.createOscillator();
const gainNode = audioContext.createGain();
oscillator.connect(gainNode);
gainNode.connect(audioContext.destination);
// Set properties based on sound type
switch (type) {
case 'move':
oscillator.frequency.value = 440; // A4
gainNode.gain.value = 0.1;
break;
case 'capture':
oscillator.frequency.value = 330; // E4
gainNode.gain.value = 0.2;
break;
case 'check':
oscillator.frequency.value = 587; // D5
gainNode.gain.value = 0.3;
break;
case 'castle':
oscillator.frequency.value = 261; // C4
gainNode.gain.value = 0.2;
break;
case 'game-end':
oscillator.frequency.value = 196; // G3
gainNode.gain.value = 0.3;
break;
case 'promote':
oscillator.frequency.value = 523; // C5
gainNode.gain.value = 0.2;
break;
}
// Start and stop the oscillator
oscillator.start();
oscillator.stop(audioContext.currentTime + 0.2);
}
} catch (error) {
console.error('Failed to play fallback sound:', error);
}
};
/**
* Play a sound if sound is enabled
* @param type The type of sound to play
*/
export const playSoundIfEnabled = (type: SoundType): void => {
if (soundEnabled) {
playSound(type);
}
};
/**
* Toggle sound on/off
* @param enabled Whether sound should be enabled
*/
export const toggleSound = (enabled?: boolean): boolean => {
if (enabled !== undefined) {
soundEnabled = enabled;
} else {
soundEnabled = !soundEnabled;
}
return soundEnabled;
};
/**
* Set sound enabled state
* @param enabled Whether sound should be enabled
*/
export const setSoundEnabled = (enabled: boolean): void => {
soundEnabled = enabled;
};
/**
* Check if sound is enabled
*/
export const isSoundEnabled = (): boolean => {
return soundEnabled;
}; |