feat(client_web): sound effects

This commit is contained in:
Henri Bourcereau 2026-04-11 18:19:01 +02:00
parent 68ecafd0dc
commit f2dc81d613
5 changed files with 939 additions and 504 deletions

1210
Cargo.lock generated

File diff suppressed because it is too large Load diff

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@ -9,14 +9,14 @@ locales = ["en", "fr"]
[dependencies] [dependencies]
leptos_i18n = { version = "0.5", features = ["csr", "interpolate_display"] } leptos_i18n = { version = "0.5", features = ["csr", "interpolate_display"] }
trictrac-store = { path = "../store" } trictrac-store = { path = "../store" }
backbone-lib = { path = "../../forks/multiplayer/backbone-lib" } backbone-lib = { path = "../../forks/multiplayer/backbone-lib" }
leptos = { version = "0.7", features = ["csr"] } leptos = { version = "0.7", features = ["csr"] }
serde = { version = "1.0", features = ["derive"] } serde = { version = "1.0", features = ["derive"] }
serde_json = "1" serde_json = "1"
futures = "0.3" futures = "0.3"
rand = "0.9" rand = "0.9"
gloo-storage = "0.3" gloo-storage = "0.3"
[target.'cfg(target_arch = "wasm32")'.dependencies] [target.'cfg(target_arch = "wasm32")'.dependencies]
wasm-bindgen-futures = "0.4" wasm-bindgen-futures = "0.4"
@ -24,3 +24,14 @@ gloo-timers = { version = "0.3", features = ["futures"] }
# getrandom 0.3 requires an explicit WASM backend; "wasm_js" uses window.crypto.getRandomValues. # getrandom 0.3 requires an explicit WASM backend; "wasm_js" uses window.crypto.getRandomValues.
# Must be a direct dependency (not just transitive) for the feature to take effect. # Must be a direct dependency (not just transitive) for the feature to take effect.
getrandom = { version = "0.3", features = ["wasm_js"] } getrandom = { version = "0.3", features = ["wasm_js"] }
web-sys = { version = "0.3", features = [
"AudioContext",
"AudioParam",
"AudioNode",
"AudioDestinationNode",
"AudioScheduledSourceNode",
"GainNode",
"OscillatorNode",
"OscillatorType",
"BaseAudioContext",
] }

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@ -40,9 +40,15 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
let pending = let pending =
use_context::<RwSignal<VecDeque<GameUiState>>>().expect("pending not found in context"); use_context::<RwSignal<VecDeque<GameUiState>>>().expect("pending not found in context");
let cmd_tx_effect = cmd_tx.clone(); let cmd_tx_effect = cmd_tx.clone();
Effect::new(move |_| { // Tracks staged_moves length across Effect runs so we can detect additions.
Effect::new(move |prev_len: Option<usize>| {
let moves = staged_moves.get(); let moves = staged_moves.get();
if moves.len() == 2 { let n = moves.len();
// Play checker sound whenever a move is added (own moves, immediate feedback).
if prev_len.map_or(false, |p| n > p) {
crate::sound::play_checker_move();
}
if n == 2 {
let to_cm = |&(from, to): &(u8, u8)| { let to_cm = |&(from, to): &(u8, u8)| {
CheckerMove::new(from as usize, to as usize).unwrap_or_default() CheckerMove::new(from as usize, to as usize).unwrap_or_default()
}; };
@ -55,6 +61,7 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
staged_moves.set(vec![]); staged_moves.set(vec![]);
selected_origin.set(None); selected_origin.set(None);
} }
n
}); });
// ── Auto-roll effect ───────────────────────────────────────────────────── // ── Auto-roll effect ─────────────────────────────────────────────────────
@ -162,6 +169,24 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
fields fields
}; };
// ── Sound effects (fire once on mount = once per state snapshot) ──────────
// Dice roll: dice just appeared (no preceding moves in this snapshot).
if show_dice && last_moves.is_none() {
crate::sound::play_dice_roll_cinematic();
}
// Checker move: moves were committed in the preceding action.
if last_moves.is_some() {
crate::sound::play_checker_move();
}
// Scoring: hole takes priority over plain points.
if let Some(ref ev) = my_scored_event {
if ev.holes_gained > 0 {
crate::sound::play_hole_scored();
} else {
crate::sound::play_points_scored();
}
}
// ── Capture for closures ─────────────────────────────────────────────────── // ── Capture for closures ───────────────────────────────────────────────────
let stage = vs.stage.clone(); let stage = vs.stage.clone();
let turn_stage = vs.turn_stage.clone(); let turn_stage = vs.turn_stage.clone();
@ -322,10 +347,11 @@ pub fn GameScreen(state: GameUiState) -> impl IntoView {
// ── Game-over overlay ───────────────────────────────────────────── // ── Game-over overlay ─────────────────────────────────────────────
{stage_is_ended.then(|| { {stage_is_ended.then(|| {
let winner_text = if winner_is_me { let opp_name_end_clone = opp_name_end.clone();
let winner_text = move || if winner_is_me {
t_string!(i18n, you_win).to_owned() t_string!(i18n, you_win).to_owned()
} else { } else {
t_string!(i18n, opp_wins, name = opp_name_end.as_str()) t_string!(i18n, opp_wins, name = opp_name_end_clone.as_str())
}; };
view! { view! {
<div class="game-over-overlay"> <div class="game-over-overlay">

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@ -2,6 +2,7 @@ leptos_i18n::load_locales!();
mod app; mod app;
mod components; mod components;
mod sound;
mod trictrac; mod trictrac;
use app::App; use app::App;

171
client_web/src/sound.rs Normal file
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@ -0,0 +1,171 @@
//! Synthesised sound effects using the Web Audio API.
//!
//! All public functions are no-ops on non-WASM targets so callers need no
//! `#[cfg]` guards themselves.
#[cfg(target_arch = "wasm32")]
mod inner {
use std::cell::RefCell;
use web_sys::{AudioContext, OscillatorType};
thread_local! {
static CTX: RefCell<Option<AudioContext>> = const { RefCell::new(None) };
}
fn with_ctx<F: FnOnce(&AudioContext)>(f: F) {
CTX.with(|cell| {
let mut opt = cell.borrow_mut();
if opt.is_none() {
*opt = AudioContext::new().ok();
}
if let Some(ctx) = opt.as_ref() {
f(ctx);
}
});
}
/// Schedule a single oscillator tone with an exponential gain decay.
///
/// - `start_offset`: seconds from `ctx.current_time()` when the tone starts
/// - `duration`: how long (in seconds) until gain reaches ~0
fn play_tone(
ctx: &AudioContext,
freq: f32,
gain: f32,
duration: f64,
start_offset: f64,
wave: OscillatorType,
) {
let t0 = ctx.current_time() + start_offset;
let t1 = t0 + duration;
let Ok(osc) = ctx.create_oscillator() else {
return;
};
let Ok(gain_node) = ctx.create_gain() else {
return;
};
osc.set_type(wave);
osc.frequency().set_value(freq);
let gain_param = gain_node.gain();
let _ = gain_param.set_value_at_time(gain, t0);
// exponential_ramp requires a positive target; 0.001 is inaudible
let _ = gain_param.exponential_ramp_to_value_at_time(0.001, t1);
let dest = ctx.destination();
let _ = osc.connect_with_audio_node(&gain_node);
let _ = gain_node.connect_with_audio_node(&dest);
let _ = osc.start_with_when(t0);
let _ = osc.stop_with_when(t1);
}
/// Short wooden clack: sine fundamental + triangle body resonance, ~80 ms.
pub fn play_checker_move() {
with_ctx(|ctx| {
// Sine at 300 Hz for the clean attack click
play_tone(ctx, 300.0, 0.55, 0.080, 0.000, OscillatorType::Sine);
// Triangle at 150 Hz for the woody body resonance
play_tone(ctx, 150.0, 0.35, 0.070, 0.005, OscillatorType::Triangle);
// Sub at 80 Hz for weight
play_tone(ctx, 80.0, 0.20, 0.060, 0.008, OscillatorType::Triangle);
});
}
/// Cinematic dice roll: ~500 ms of rolling texture + 5 impact transients.
///
/// Two layers:
/// - A dense series of detuned sawtooth bursts that thin out over time,
/// modelling the continuous scrape/rattle of dice tumbling.
/// - Five percussive impacts (square clicks + triangle thuds) whose
/// inter-arrival gap shrinks as the dice decelerate and settle.
pub fn play_dice_roll_cinematic() {
with_ctx(|ctx| {
// ── Continuous rolling texture ─────────────────────────────────
// 16 steps over 440 ms; each step is two detuned sawtooth waves
// (the interference between them produces a noise-like texture).
// Gain fades by ~55 % from first to last step.
const N: u32 = 16;
for i in 0..N {
let t = i as f64 * 0.028;
let g = 0.017 * (1.0 - i as f32 / N as f32 * 0.55);
// Quasi-random frequencies so each step sounds different.
let f1 = 310.0 + (i as f32 * 29.3 % 280.0);
let f2 = 480.0 + (i as f32 * 43.7 % 220.0);
play_tone(ctx, f1, g, 0.028, t, OscillatorType::Sawtooth);
play_tone(ctx, f2, g * 0.70, 0.028, t, OscillatorType::Sawtooth);
}
// ── Impact transients ──────────────────────────────────────────
// Gaps narrow toward the end (0.13 → 0.11 → 0.10 → 0.08 s),
// mimicking dice decelerating and settling.
let impacts: &[(f64, f32)] = &[(0.00, 1.00), (0.13, 0.8), (0.24, 0.54), (0.34, 0.30)];
for &(t_off, amp) in impacts {
// Hard click: bright square partials → percussive attack
for &freq in &[700.0f32, 1_050.0, 1_500.0] {
play_tone(ctx, freq, amp * 0.03, 0.022, t_off, OscillatorType::Square);
}
// Woody body thud: two low triangle partials
play_tone(
ctx,
130.0,
amp * 0.05,
0.070,
t_off,
OscillatorType::Triangle,
);
play_tone(
ctx,
68.0,
amp * 0.07,
0.090,
t_off,
OscillatorType::Triangle,
);
}
});
}
/// Ascending three-note chime (C5 E5 G5).
pub fn play_points_scored() {
with_ctx(|ctx| {
let notes: [(f32, f64); 3] = [(523.25, 0.0), (659.25, 0.14), (783.99, 0.28)];
for (freq, offset) in notes {
play_tone(ctx, freq, 0.28, 0.30, offset, OscillatorType::Sine);
}
});
}
/// Triumphant four-note fanfare (C5 E5 G5 C6).
pub fn play_hole_scored() {
with_ctx(|ctx| {
let notes: [(f32, f64, f64); 4] = [
(523.25, 0.0, 0.35),
(659.25, 0.17, 0.35),
(783.99, 0.34, 0.35),
(1046.5, 0.51, 0.55),
];
for (freq, offset, dur) in notes {
play_tone(ctx, freq, 0.32, dur, offset, OscillatorType::Sine);
}
});
}
}
// ── Public API: WASM delegates to `inner`, other targets are no-ops ───────────
#[cfg(target_arch = "wasm32")]
pub use inner::{
play_checker_move, play_dice_roll_cinematic, play_hole_scored, play_points_scored,
};
#[cfg(not(target_arch = "wasm32"))]
pub fn play_checker_move() {}
#[cfg(not(target_arch = "wasm32"))]
pub fn play_dice_roll_cinematic() {}
#[cfg(not(target_arch = "wasm32"))]
pub fn play_points_scored() {}
#[cfg(not(target_arch = "wasm32"))]
pub fn play_hole_scored() {}