| 1 | import type { SoundCue, SoundEvent } from './engine'; |
| 2 | |
| 3 | /** |
| 4 | * Table noise, synthesised rather than sampled — a handful of oscillators is |
| 5 | * smaller than one .wav and needs no loading, which matters when the whole |
| 6 | * point is that the cue lands the instant the tile hits the table. |
| 7 | * |
| 8 | * Nothing here touches the audio hardware until `play` is first called, so the |
| 9 | * module is safe to import in tests and safe to load before the user has |
| 10 | * gestured at the page (browsers refuse to start audio before that). |
| 11 | */ |
| 12 | |
| 13 | let ctx: AudioContext | null = null; |
| 14 | let master: GainNode | null = null; |
| 15 | let noise: AudioBuffer | null = null; |
| 16 | let enabled = false; |
| 17 | let volume = 0.7; |
| 18 | |
| 19 | function audio(): AudioContext | null { |
| 20 | if (typeof window === 'undefined') return null; |
| 21 | if (!ctx) { |
| 22 | const Ctor = window.AudioContext ?? (window as { webkitAudioContext?: typeof AudioContext }).webkitAudioContext; |
| 23 | if (!Ctor) return null; |
| 24 | try { |
| 25 | ctx = new Ctor(); |
| 26 | } catch { |
| 27 | return null; |
| 28 | } |
| 29 | master = ctx.createGain(); |
| 30 | master.gain.value = volume; |
| 31 | master.connect(ctx.destination); |
| 32 | // Whether this device is actually going to make a noise is something the |
| 33 | // room wants to know (see `voiceLive`), and waking is when it changes. |
| 34 | ctx.onstatechange = () => told(); |
| 35 | } |
| 36 | // Chrome parks the context until a gesture, and again when the tab sleeps. |
| 37 | if (ctx.state === 'suspended') void ctx.resume(); |
| 38 | return ctx; |
| 39 | } |
| 40 | |
| 41 | /** One second of white noise, reused by every clack. */ |
| 42 | function noiseBuffer(c: AudioContext): AudioBuffer { |
| 43 | if (!noise) { |
| 44 | noise = c.createBuffer(1, c.sampleRate, c.sampleRate); |
| 45 | const d = noise.getChannelData(0); |
| 46 | for (let i = 0; i < d.length; i++) d[i] = Math.random() * 2 - 1; |
| 47 | } |
| 48 | return noise; |
| 49 | } |
| 50 | |
| 51 | const clamp = (n: number, lo: number, hi: number) => Math.min(hi, Math.max(lo, n)); |
| 52 | |
| 53 | // ---- where it came from -------------------------------------------------- |
| 54 | /** |
| 55 | * 方位音. At a real table you know who called without looking up, because the |
| 56 | * shout came from your left. A screen can do the same: everything a seat does |
| 57 | * is panned to that seat's edge and dulled by how far across the felt it is, |
| 58 | * so 碰 from 上家 and 碰 from 下家 are not the same sound. |
| 59 | * |
| 60 | * `pos` is a position *round this screen*, not a seat number — 0 the near edge |
| 61 | * (yours), 1 the right, 2 across, 3 the left. Turning seats into positions is |
| 62 | * the caller's job, because only it knows which way the table is facing: an |
| 63 | * online table is rotated so your own seat is at the bottom, and the sound has |
| 64 | * to turn with it. |
| 65 | */ |
| 66 | export type Pos = 0 | 1 | 2 | 3; |
| 67 | |
| 68 | export interface Place { |
| 69 | /** Which edge it came from, as this screen has them laid out. */ |
| 70 | pos?: Pos | null; |
| 71 | /** Straight left/right, −1..1, for a tile at a known spot on the felt. */ |
| 72 | pan?: number; |
| 73 | /** 0 right under your nose … 1 the far edge. Quieter and duller with it. */ |
| 74 | far?: number; |
| 75 | } |
| 76 | |
| 77 | /** Pan and distance for each edge, heard from the near one. */ |
| 78 | const EDGE: Record<Pos, { pan: number; far: number }> = { |
| 79 | 0: { pan: 0, far: 0 }, |
| 80 | 1: { pan: 0.72, far: 0.5 }, |
| 81 | 2: { pan: 0, far: 1 }, |
| 82 | 3: { pan: -0.72, far: 0.5 }, |
| 83 | }; |
| 84 | |
| 85 | let spatial = true; |
| 86 | |
| 87 | export function setSpatial(on: boolean) { |
| 88 | spatial = on; |
| 89 | } |
| 90 | |
| 91 | /** A little above the chimes: the chime is a nudge, the call is the message. */ |
| 92 | const VOICE_GAIN = 1.4; |
| 93 | |
| 94 | /** One spot on the table: everything from there goes through the same nodes. */ |
| 95 | interface Bus { |
| 96 | /** Where chimes and clacks from this spot go in. */ |
| 97 | in: AudioNode; |
| 98 | /** Where the voice does — the same place, a touch louder. */ |
| 99 | voice: GainNode; |
| 100 | } |
| 101 | const buses = new Map<string, Bus>(); |
| 102 | |
| 103 | function busAt(c: AudioContext, pan: number, far: number): Bus { |
| 104 | const key = `${pan.toFixed(2)}:${far.toFixed(2)}`; |
| 105 | const had = buses.get(key); |
| 106 | if (had) return had; |
| 107 | // Distance is two things at once: quieter, and with the top taken off it. |
| 108 | // Between you and the far edge there is a metre of air, a wall of tiles, and |
| 109 | // three people's arms, and none of that carries 12 kHz. |
| 110 | const g = c.createGain(); |
| 111 | g.gain.value = 1 - 0.32 * far; |
| 112 | let head: AudioNode = g; |
| 113 | if (far > 0.01) { |
| 114 | const lp = c.createBiquadFilter(); |
| 115 | lp.type = 'lowpass'; |
| 116 | lp.frequency.value = 18000 - 13000 * far; |
| 117 | lp.Q.value = 0.5; |
| 118 | g.connect(lp); |
| 119 | head = lp; |
| 120 | } |
| 121 | // Old Safari has no stereo panner; there it simply plays where it always did. |
| 122 | const p = c.createStereoPanner?.(); |
| 123 | if (p) { |
| 124 | p.pan.value = pan; |
| 125 | head.connect(p).connect(master!); |
| 126 | } else { |
| 127 | head.connect(master!); |
| 128 | } |
| 129 | const voice = c.createGain(); |
| 130 | voice.gain.value = VOICE_GAIN; |
| 131 | voice.connect(g); |
| 132 | const bus = { in: g, voice }; |
| 133 | buses.set(key, bus); |
| 134 | return bus; |
| 135 | } |
| 136 | |
| 137 | function busFor(c: AudioContext, place?: Place | null): Bus { |
| 138 | if (!spatial || !place) return busAt(c, 0, 0); |
| 139 | const e = place.pos === null || place.pos === undefined ? null : EDGE[place.pos]; |
| 140 | const pan = clamp(place.pan ?? e?.pan ?? 0, -1, 1); |
| 141 | const far = clamp(place.far ?? e?.far ?? 0, 0, 1); |
| 142 | // Quantised, so a pool full of skidding tiles reuses a handful of buses |
| 143 | // rather than building a new one for every contact. |
| 144 | return busAt(c, Math.round(pan * 10) / 10, Math.round(far * 4) / 4); |
| 145 | } |
| 146 | |
| 147 | // ---- voice --------------------------------------------------------------- |
| 148 | /** |
| 149 | * 報牌 — the calls said out loud, the way they are shouted at a table: 碰, 吃, |
| 150 | * 槓, 胡了, and the name of every tile as it is discarded (三條, 五萬, 東風…). |
| 151 | * |
| 152 | * A table only ever says about fifty things, so the whole vocabulary is |
| 153 | * rendered ahead of time by `scripts/voice.mjs` into `public/voice/` and |
| 154 | * shipped as audio, rather than left to whatever speech synthesis the browser |
| 155 | * has lying around — which on Linux is usually espeak-ng, and sounds like it. |
| 156 | * Playback then goes through the same Web Audio graph as the chimes: instant, |
| 157 | * identical everywhere, and it can be cut off mid-word when the next call |
| 158 | * lands. |
| 159 | */ |
| 160 | const CALL_CLIP: Partial<Record<SoundEvent, string>> = { |
| 161 | pung: 'pung', |
| 162 | chow: 'chow', |
| 163 | kong: 'kong', |
| 164 | hu: 'hu', |
| 165 | selfDraw: 'selfDraw', |
| 166 | drawGame: 'drawGame', |
| 167 | flower: 'flower', |
| 168 | }; |
| 169 | |
| 170 | const VOICE_DIR = `${import.meta.env.BASE_URL}voice/`; |
| 171 | const encoded = new Map<string, ArrayBuffer>(); |
| 172 | const clips = new Map<string, AudioBuffer>(); |
| 173 | let voiceOn = false; |
| 174 | let fetching: Promise<void> | null = null; |
| 175 | let decoding = false; |
| 176 | let speaking: AudioBufferSourceNode[] = []; |
| 177 | |
| 178 | /** |
| 179 | * Fetching needs no AudioContext, which matters: sound is on from the start, |
| 180 | * but a browser will not let the audio hardware wake until the page has been |
| 181 | * clicked. So the bytes come down straight away and are decoded later, on the |
| 182 | * first gesture — by which time the whole pack (~330 kB) is already in hand. |
| 183 | */ |
| 184 | /** base64 → the bytes decodeAudioData wants. */ |
| 185 | function fromB64(b64: string): ArrayBuffer { |
| 186 | const bin = atob(b64); |
| 187 | const out = new Uint8Array(bin.length); |
| 188 | for (let i = 0; i < bin.length; i++) out[i] = bin.charCodeAt(i); |
| 189 | return out.buffer; |
| 190 | } |
| 191 | |
| 192 | function fetchVoicePack(): Promise<void> { |
| 193 | if (fetching) return fetching; |
| 194 | fetching = (async () => { |
| 195 | // A host that packed the whole voice into one file (voice/pack.json) |
| 196 | // gets it in one request; the loose mp3s below are the normal path. |
| 197 | const packed: Record<string, string> | null = await fetch(`${VOICE_DIR}pack.json`) |
| 198 | .then((r) => (r.ok ? r.json() : null)) |
| 199 | .catch(() => null); |
| 200 | if (packed) { |
| 201 | for (const [name, b64] of Object.entries(packed)) encoded.set(name, fromB64(b64)); |
| 202 | return; |
| 203 | } |
| 204 | const names: string[] = await fetch(`${VOICE_DIR}manifest.json`).then((r) => r.json()); |
| 205 | await Promise.all( |
| 206 | names.map(async (name) => { |
| 207 | try { |
| 208 | encoded.set(name, await fetch(`${VOICE_DIR}${name}.mp3`).then((r) => r.arrayBuffer())); |
| 209 | } catch { |
| 210 | // One missing clip just means that one call stays silent. |
| 211 | } |
| 212 | }), |
| 213 | ); |
| 214 | })().catch(() => { |
| 215 | fetching = null; // let a later toggle try again |
| 216 | }); |
| 217 | return fetching; |
| 218 | } |
| 219 | |
| 220 | /** Decode what was fetched. Runs once, the first time there is a live context. */ |
| 221 | function decodeVoicePack(c: AudioContext) { |
| 222 | if (decoding || clips.size || !encoded.size) return; |
| 223 | decoding = true; |
| 224 | for (const [name, bytes] of encoded) { |
| 225 | c.decodeAudioData(bytes) |
| 226 | .then((buf) => { |
| 227 | clips.set(name, buf); |
| 228 | told(); |
| 229 | }) |
| 230 | .catch(() => {}); |
| 231 | } |
| 232 | encoded.clear(); // decodeAudioData takes ownership of the buffers |
| 233 | } |
| 234 | |
| 235 | export function setVoiceEnabled(on: boolean) { |
| 236 | voiceOn = on; |
| 237 | if (on) void fetchVoicePack(); |
| 238 | told(); |
| 239 | } |
| 240 | |
| 241 | /** |
| 242 | * Speak one or more clips back to back. Calls land on top of each other at |
| 243 | * table pace, so anything still talking is cut off: the newest call is the |
| 244 | * only one that matters. |
| 245 | * |
| 246 | * Returns how long it will be talking for, in seconds — zero if it is not |
| 247 | * going to say anything at all. That is what lets the table hold still while |
| 248 | * somebody is speaking, and only for as long as they are. |
| 249 | */ |
| 250 | function say(place: Place | null, ...names: string[]): number { |
| 251 | const c = audio(); |
| 252 | if (!voiceOn || !enabled || !c || !master) return 0; |
| 253 | if (!clips.size) { |
| 254 | // Nothing to say yet: either still coming down the wire, or waiting for |
| 255 | // this very gesture to be allowed to decode. |
| 256 | decodeVoicePack(c); |
| 257 | void fetchVoicePack(); |
| 258 | return 0; |
| 259 | } |
| 260 | |
| 261 | for (const src of speaking) { |
| 262 | try { |
| 263 | src.stop(); |
| 264 | } catch { |
| 265 | // already finished |
| 266 | } |
| 267 | } |
| 268 | speaking = []; |
| 269 | |
| 270 | const out = busFor(c, place).voice; |
| 271 | const from = c.currentTime + 0.02; |
| 272 | let at = from; |
| 273 | for (const name of names) { |
| 274 | const buf = clips.get(name); |
| 275 | if (!buf) continue; |
| 276 | const src = c.createBufferSource(); |
| 277 | src.buffer = buf; |
| 278 | src.connect(out); |
| 279 | src.start(at); |
| 280 | speaking.push(src); |
| 281 | at += buf.duration + 0.05; |
| 282 | } |
| 283 | return at - from; |
| 284 | } |
| 285 | |
| 286 | export function setSoundEnabled(on: boolean) { |
| 287 | enabled = on; |
| 288 | // Reach for the hardware only once the page has been interacted with — |
| 289 | // sound is on from the start, and a context built before that is refused |
| 290 | // anyway. When this runs from the click that toggled it, it unlocks there. |
| 291 | if (on && navigator.userActivation?.hasBeenActive !== false) unlock(); |
| 292 | told(); |
| 293 | } |
| 294 | |
| 295 | export function setVolume(v: number) { |
| 296 | volume = v; |
| 297 | if (master && ctx) master.gain.setTargetAtTime(v, ctx.currentTime, 0.01); |
| 298 | } |
| 299 | |
| 300 | /** |
| 301 | * Wake the hardware and decode the voice, from inside a gesture. Worth calling |
| 302 | * on any tap on a device whose whole job is to talk — a party phone — because |
| 303 | * until this has happened it cannot, and it is the room's business whether it |
| 304 | * can. Cheap and idempotent after the first time. |
| 305 | */ |
| 306 | export function unlock() { |
| 307 | if (!enabled) return; |
| 308 | const c = audio(); |
| 309 | if (c) decodeVoicePack(c); |
| 310 | } |
| 311 | |
| 312 | /** |
| 313 | * Whether this device would actually say something if it were asked to right |
| 314 | * now: sound on, 報牌 on, the hardware awake, and the words decoded and ready. |
| 315 | * |
| 316 | * A party phone reports this to the table, which is what lets the table stop |
| 317 | * saying that seat's calls and leave them to the person sitting there — and |
| 318 | * start again the moment they mute their phone or it goes to sleep. |
| 319 | */ |
| 320 | export function voiceLive(): boolean { |
| 321 | return enabled && voiceOn && !!ctx && ctx.state === 'running' && clips.size > 0; |
| 322 | } |
| 323 | |
| 324 | const watchers = new Set<() => void>(); |
| 325 | /** Told when the answer to `voiceLive` might have changed. */ |
| 326 | export function onAudioChange(fn: () => void): () => void { |
| 327 | watchers.add(fn); |
| 328 | return () => { |
| 329 | watchers.delete(fn); |
| 330 | }; |
| 331 | } |
| 332 | function told() { |
| 333 | for (const w of watchers) w(); |
| 334 | } |
| 335 | |
| 336 | /** Envelope helper: a tone that starts at `gain` and decays away over `dur`. */ |
| 337 | function tone( |
| 338 | c: AudioContext, |
| 339 | opts: { |
| 340 | freq: number; |
| 341 | at: number; |
| 342 | dur: number; |
| 343 | gain: number; |
| 344 | out: AudioNode; |
| 345 | type?: OscillatorType; |
| 346 | /** Slide to this frequency over the life of the note. */ |
| 347 | to?: number; |
| 348 | }, |
| 349 | ) { |
| 350 | const o = c.createOscillator(); |
| 351 | const g = c.createGain(); |
| 352 | o.type = opts.type ?? 'sine'; |
| 353 | const t = c.currentTime + opts.at; |
| 354 | o.frequency.setValueAtTime(opts.freq, t); |
| 355 | if (opts.to !== undefined) o.frequency.exponentialRampToValueAtTime(opts.to, t + opts.dur); |
| 356 | g.gain.setValueAtTime(0.0001, t); |
| 357 | g.gain.exponentialRampToValueAtTime(opts.gain, t + 0.004); |
| 358 | g.gain.exponentialRampToValueAtTime(0.0001, t + opts.dur); |
| 359 | o.connect(g).connect(opts.out); |
| 360 | o.start(t); |
| 361 | o.stop(t + opts.dur + 0.02); |
| 362 | } |
| 363 | |
| 364 | /** Bamboo-on-bamboo: a filtered noise burst with a short woody body under it. */ |
| 365 | function clack(c: AudioContext, out: AudioNode, at: number, gain = 1) { |
| 366 | const t = c.currentTime + at; |
| 367 | const src = c.createBufferSource(); |
| 368 | src.buffer = noiseBuffer(c); |
| 369 | src.playbackRate.value = 1; |
| 370 | const bp = c.createBiquadFilter(); |
| 371 | bp.type = 'bandpass'; |
| 372 | bp.frequency.value = 2100; |
| 373 | bp.Q.value = 1.1; |
| 374 | const g = c.createGain(); |
| 375 | g.gain.setValueAtTime(0.55 * gain, t); |
| 376 | g.gain.exponentialRampToValueAtTime(0.0001, t + 0.075); |
| 377 | src.connect(bp).connect(g).connect(out); |
| 378 | src.start(t, Math.random() * 0.5); |
| 379 | src.stop(t + 0.1); |
| 380 | tone(c, { freq: 320, to: 160, at, dur: 0.09, gain: 0.28 * gain, type: 'triangle', out }); |
| 381 | } |
| 382 | |
| 383 | /** Struck-metal chime: a fundamental with two inharmonic partials over it. */ |
| 384 | function bell(c: AudioContext, out: AudioNode, freq: number, at: number, gain = 1, dur = 0.55) { |
| 385 | tone(c, { freq, at, dur, gain: 0.3 * gain, type: 'sine', out }); |
| 386 | tone(c, { freq: freq * 2.02, at, dur: dur * 0.7, gain: 0.13 * gain, type: 'sine', out }); |
| 387 | tone(c, { freq: freq * 3.01, at, dur: dur * 0.4, gain: 0.06 * gain, type: 'sine', out }); |
| 388 | } |
| 389 | |
| 390 | /** |
| 391 | * Tile on tile, out in the middle. Not a `SoundEvent`: the engine never emits |
| 392 | * one of these, because it is not something that happens in the game — it is a |
| 393 | * thrown tile landing among the others, and only the physics knows when. |
| 394 | * |
| 395 | * `strength` is 0..1, straight off the impact, so a tile dropped in is a tick |
| 396 | * and one thrown hard is a crack. `where` is where on the felt it happened, |
| 397 | * which the physics also knows to the pixel — the middle is the one place a |
| 398 | * sound has a real position rather than an edge it belongs to. |
| 399 | */ |
| 400 | let lastKnock = 0; |
| 401 | export function knock(strength: number, where?: Place) { |
| 402 | if (!enabled) return; |
| 403 | const c = audio(); |
| 404 | if (!c || !master) return; |
| 405 | // A tile skittering across a pool of sixty can generate a dozen contacts in a |
| 406 | // tenth of a second, and hearing all of them is a rattle, not a table. |
| 407 | if (c.currentTime - lastKnock < 0.045) return; |
| 408 | lastKnock = c.currentTime; |
| 409 | clack(c, busFor(c, where).in, 0, 0.15 + strength * 0.6); |
| 410 | } |
| 411 | |
| 412 | /** |
| 413 | * A tile thrown so hard it comes off the pool and into somebody's tiles. |
| 414 | * |
| 415 | * The middle stops where the four players' hands start, so a tile that reaches |
| 416 | * the edge with any speed left has been thrown at whoever is sitting there — |
| 417 | * and at a real table that gets you told. The clack is the tile arriving; the |
| 418 | * grumble under it is the reaction, and 報牌 puts words to it. Both come from |
| 419 | * that seat's edge: it is their tiles being knocked about, and their voice. |
| 420 | * |
| 421 | * Only the physics knows this happened, so like `knock` it is not a |
| 422 | * `SoundEvent`: the engine neither knows nor cares where a discard ended up. |
| 423 | * |
| 424 | * Returns how long it will be talking for, so the table can wait it out — a |
| 425 | * computer player reaching for the tile over the top of somebody complaining |
| 426 | * about it is the whole thing landing on nobody. |
| 427 | */ |
| 428 | let lastBarge = 0; |
| 429 | export function barge(strength: number, where?: Place): number { |
| 430 | if (!enabled) return 0; |
| 431 | const c = audio(); |
| 432 | if (!c || !master) return 0; |
| 433 | // One complaint per throw, not one per bounce. |
| 434 | if (c.currentTime - lastBarge < 1.6) return 0; |
| 435 | lastBarge = c.currentTime; |
| 436 | |
| 437 | const out = busFor(c, where).in; |
| 438 | clack(c, out, 0, 0.5 + strength * 0.5); |
| 439 | // Two notes falling, which is what a grumble sounds like. |
| 440 | tone(c, { freq: 300, to: 190, at: 0.05, dur: 0.14, gain: 0.16, type: 'triangle', out }); |
| 441 | tone(c, { freq: 240, to: 150, at: 0.2, dur: 0.22, gain: 0.13, type: 'triangle', out }); |
| 442 | // Never the same line twice running: the repeat is what makes a stock phrase |
| 443 | // sound like a machine, and this one fires often enough for that to show. |
| 444 | let pick = Math.floor(Math.random() * WATCH_IT.length); |
| 445 | if (WATCH_IT[pick] === lastWords) pick = (pick + 1) % WATCH_IT.length; |
| 446 | lastWords = WATCH_IT[pick]; |
| 447 | return say(where ?? null, lastWords); |
| 448 | } |
| 449 | |
| 450 | /** |
| 451 | * What gets said. 喂,小心點 and 輕一點啦 straight, and then the way it would |
| 452 | * actually come out at a table — 是在哈囉, 你牌品很差欸, 這是麻將不是棒球. |
| 453 | * Rendered by scripts/voice.mjs; a missing clip just means silence. |
| 454 | */ |
| 455 | const WATCH_IT = [ |
| 456 | 'watchIt', |
| 457 | 'watchIt2', |
| 458 | 'watchIt3', |
| 459 | 'watchIt4', |
| 460 | 'watchIt5', |
| 461 | 'watchIt6', |
| 462 | 'watchIt7', |
| 463 | 'watchIt8', |
| 464 | ]; |
| 465 | let lastWords = ''; |
| 466 | |
| 467 | /** |
| 468 | * Where a cue is to be played, and which halves of it this device is to play. |
| 469 | * |
| 470 | * The two halves come apart in party mode, where the table and four phones are |
| 471 | * all in the same room: the table makes the noise, because the tiles are on |
| 472 | * the table, and the phone in a player's hand says the words, because the |
| 473 | * words are theirs. See `App.tsx` for who decides which. |
| 474 | */ |
| 475 | export interface Cast extends Place { |
| 476 | /** Say the words. Off where somebody else's phone is saying them for us. */ |
| 477 | voice?: boolean; |
| 478 | /** Make the table noise. Off on a phone, which is not the table. */ |
| 479 | noise?: boolean; |
| 480 | } |
| 481 | |
| 482 | /** |
| 483 | * Each cue has its own shape so it is identifiable without looking up — the |
| 484 | * whole reason for the feature is a player noticing across the table. |
| 485 | */ |
| 486 | export function play(cue: SoundCue | SoundEvent, cast: Cast = {}) { |
| 487 | const { kind, tile } = typeof cue === 'string' ? { kind: cue, tile: undefined } : cue; |
| 488 | if (!enabled) return; |
| 489 | |
| 490 | // A discard is announced by name; a claim by what was called; a flower by |
| 491 | // both, since "春" on its own tells you nothing about why you heard it. |
| 492 | if (cast.voice !== false) { |
| 493 | if (kind === 'discard') { |
| 494 | if (tile !== undefined) say(cast, `t${tile}`); |
| 495 | } else if (kind === 'flower' && tile !== undefined) { |
| 496 | say(cast, 'flower', `t${tile}`); |
| 497 | } else if (CALL_CLIP[kind]) { |
| 498 | say(cast, CALL_CLIP[kind]); |
| 499 | } |
| 500 | } |
| 501 | if (cast.noise === false) return; |
| 502 | |
| 503 | const c = audio(); |
| 504 | if (!c || !master) return; |
| 505 | const out = busFor(c, cast).in; |
| 506 | |
| 507 | switch (kind) { |
| 508 | // A tile laid down. Dry and short so it never masks the chime after it. |
| 509 | case 'discard': |
| 510 | clack(c, out, 0); |
| 511 | break; |
| 512 | // Somebody's claim window is open. Rising two-note bell, easy to hear over |
| 513 | // talk, and deliberately unlike the clack that precedes it. |
| 514 | case 'claimWindow': |
| 515 | bell(c, out, 784, 0.06, 1, 0.4); // G5 |
| 516 | bell(c, out, 1047, 0.19, 0.9, 0.55); // C6 |
| 517 | break; |
| 518 | // 碰 / 吃 — the tile going down alongside the pair it joins. |
| 519 | case 'pung': |
| 520 | case 'chow': |
| 521 | clack(c, out, 0, 0.8); |
| 522 | clack(c, out, 0.055, 0.9); |
| 523 | bell(c, out, kind === 'pung' ? 660 : 587, 0.02, 0.5, 0.3); |
| 524 | break; |
| 525 | // Four tiles going down, plus a replacement off the back of the wall. |
| 526 | case 'kong': |
| 527 | clack(c, out, 0, 0.7); |
| 528 | clack(c, out, 0.05, 0.8); |
| 529 | clack(c, out, 0.1, 0.9); |
| 530 | clack(c, out, 0.15, 1); |
| 531 | bell(c, out, 523, 0.16, 0.55, 0.5); |
| 532 | break; |
| 533 | case 'flower': |
| 534 | bell(c, out, 1319, 0, 0.45, 0.35); |
| 535 | break; |
| 536 | // 胡牌 — a rising figure, the only cue that takes its time. |
| 537 | case 'hu': |
| 538 | case 'selfDraw': |
| 539 | bell(c, out, 523, 0, 1, 0.5); |
| 540 | bell(c, out, 659, 0.11, 1, 0.5); |
| 541 | bell(c, out, 784, 0.22, 1, 0.6); |
| 542 | bell(c, out, 1047, 0.33, 1.1, 1.1); |
| 543 | break; |
| 544 | // 流局 — the same figure, falling and dulled. |
| 545 | case 'drawGame': |
| 546 | bell(c, out, 523, 0, 0.7, 0.5); |
| 547 | bell(c, out, 415, 0.13, 0.7, 0.6); |
| 548 | bell(c, out, 330, 0.26, 0.7, 0.9); |
| 549 | break; |
| 550 | // Sixteen tiles apiece, so a scatter rather than a beat. |
| 551 | case 'deal': |
| 552 | for (let i = 0; i < 9; i++) clack(c, out, i * 0.045 + Math.random() * 0.02, 0.4); |
| 553 | break; |
| 554 | case 'undo': |
| 555 | tone(c, { freq: 700, to: 330, at: 0, dur: 0.22, gain: 0.18, type: 'triangle', out }); |
| 556 | break; |
| 557 | } |
| 558 | } |