archy/neode-ui/src/composables/useLoginSounds.ts
Dorian a44cbe478a fix(intro): audible entrance oomph, splash off deep routes, finale on intro shortcuts — with e2e cinematic suite
Three first-visit-experience bugs, all caught by the new e2e suite
(e2e/intro-experience.spec.ts — 5 tests against the demo stack on real
Chrome, instrumenting HTMLMediaElement/WebAudio/MutationObserver since
headless can't hear or see the cinematic):

- playDashboardLoadOomph was always silent: the login→dashboard route
  change closes the AudioContext (stopAllAudio), and the oomph only
  fetched the dead context. It now recreates one, riding the login
  click's sticky user activation.
- A direct /login load in the demo hijacked into the splash: App.vue
  read route.path before the router resolved the initial navigation, so
  every deep-route boot looked like a root boot. The splash decision now
  reads window.location.pathname.
- Replayed intros ran mute (enableCinematicSounds override) and the
  intro's shortcut exits skipped the dashboard finale (flag now armed on
  both demo and login exits).

Verified: 5/5 e2e, 673/673 unit, vue-tsc clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:13:39 +01:00

313 lines
9.6 KiB
TypeScript

/**
* Login screen audio: intro loop (MP3) + transition sounds.
*
* First-install vs returning-user gate: the synthwave loop, welcome
* voice, pop/whoosh/oomph transitions exist for the first-boot cinematic
* moment. After the user has completed onboarding we silence all of
* them — every subsequent login should be quiet. Typing sounds are
* exempt and continue to play regardless.
*/
/** One-way, per-page-load override: when App.vue decides to run the intro
* splash (demo fresh boot, prod first install, Replay Intro), the WHOLE
* cinematic — speech, synthwave, pops — must be audible even though
* localStorage already says onboarding is complete. Without this the
* replayed intro runs silent (lost "Welcome Noderunner" + song). */
let cinematicMode = false
export function enableCinematicSounds() {
cinematicMode = true
}
/** True when the node has not yet completed onboarding — i.e. we're
* still in the first-install cinematic — or when the intro is being
* deliberately replayed this page load (see enableCinematicSounds).
* Reads the localStorage cache set by useOnboarding (which is
* re-seeded from the backend on each successful check), so this stays
* correct after a browser clear once the onboarding-complete probe
* runs. Sound calls that fire before that probe completes will fall
* through silent on an already-onboarded node — which is exactly what
* we want: ordinary re-logins stay quiet. */
function isFirstInstallPhase(): boolean {
if (cinematicMode) return true
try {
return localStorage.getItem('neode_onboarding_complete') !== '1'
} catch {
return true
}
}
let audioContext: AudioContext | null = null
let introAudio: HTMLAudioElement | null = null
let introGain: GainNode | null = null
/** Get AudioContext - only returns existing. Create via resumeAudioContext() after user gesture. */
function getContext(): AudioContext | null {
return audioContext
}
/** Create AudioContext if needed (call only from user gesture - click/tap/key) */
function ensureContext(): AudioContext | null {
if (audioContext) return audioContext
try {
const Ctx = window.AudioContext || (window as unknown as { webkitAudioContext: typeof AudioContext }).webkitAudioContext
if (!Ctx) return null
audioContext = new Ctx()
return audioContext
} catch {
return null
}
}
const INTRO_AUDIO_URL = '/assets/audio/cosmic-updrift.mp3'
const LOOP_START_URL = '/assets/audio/loop-start.mp3'
/** Play loop-start when transitioning from typing intro to Welcome Noderunner, as the intro music comes in.
* Uses Web Audio API so it plays after context is resumed (user gesture). */
export function playLoopStart() {
if (!isFirstInstallPhase()) return
const ctx = getContext()
if (!ctx) return
try {
if (ctx.state === 'suspended') ctx.resume()
} catch {
return
}
fetch(LOOP_START_URL)
.then((res) => res.arrayBuffer())
.then((buf) => ctx.decodeAudioData(buf))
.then((decoded) => {
const src = ctx.createBufferSource()
src.buffer = decoded
const gain = ctx.createGain()
gain.gain.value = 0.5
src.connect(gain)
gain.connect(ctx.destination)
src.start(0)
})
.catch(() => {})
}
/** Resume audio context - MUST be called from user gesture (click/tap/key). Creates context if needed. */
export function resumeAudioContext() {
const ctx = ensureContext()
if (ctx?.state === 'suspended') {
ctx.resume().catch(() => {})
}
}
/** Start intro loop - Cosmic Updrift. Only works after resumeAudioContext() (user gesture). */
export function startSynthwave() {
if (!isFirstInstallPhase()) return
const ctxOrNull = getContext()
if (!ctxOrNull) return
try {
if (ctxOrNull.state === 'suspended') ctxOrNull.resume().catch(() => {})
} catch {
return
}
stopSynthwave()
const audio = new Audio(INTRO_AUDIO_URL)
audio.loop = true
const ctx = ctxOrNull
const source = ctx.createMediaElementSource(audio)
const gainNode = ctx.createGain()
gainNode.gain.value = 0.25
source.connect(gainNode)
gainNode.connect(ctx.destination)
introGain = gainNode
introAudio = audio
audio.play().catch(() => {})
}
/** Stop intro loop (call on login success) */
export function stopSynthwave() {
if (introAudio) {
if (introGain && audioContext) {
const t = audioContext.currentTime
introGain.gain.setValueAtTime(introGain.gain.value, t)
introGain.gain.linearRampToValueAtTime(0.001, t + 0.2)
}
setTimeout(() => {
introAudio?.pause()
introAudio = null
introGain = null
}, 220)
}
}
/** Stop ALL login audio and close AudioContext. Call on route change to dashboard. */
export function stopAllAudio() {
// Stop synthwave loop
if (introAudio) {
introAudio.pause()
introAudio = null
introGain = null
}
// Stop intro typing
stopIntroTyping()
// Close AudioContext to kill any lingering BufferSource nodes (playLoopStart)
if (audioContext) {
audioContext.close().catch(() => {})
audioContext = null
}
}
/** Pop sound - plays when intro initiator (tap to start) is pressed */
export function playPop() {
if (!isFirstInstallPhase()) return
const audio = new Audio('/assets/audio/pop.mp3')
audio.volume = 0.6
audio.play().catch(() => {})
}
/** Whoosh transition on successful login */
export function playLoginSuccessWhoosh() {
if (!isFirstInstallPhase()) return
const woosh = new Audio('/assets/audio/woosh.mp3')
woosh.volume = 0.5
woosh.play().catch(() => {})
}
/** Typing sound - plays once when welcome typing starts (typing.mp3) */
export function playTypingSound() {
const audio = new Audio('/assets/audio/typing.mp3')
audio.volume = 0.6
audio.play().catch(() => {})
}
/** Intro typing - ONE sound per sentence: play when sentence starts, stop when it ends (intro-typing.mp3 from archy assets) */
let introTypingAudio: HTMLAudioElement | null = null
const INTRO_TYPING_URL = '/assets/audio/intro-typing.mp3'
export function playIntroTyping() {
stopIntroTyping()
introTypingAudio = new Audio(INTRO_TYPING_URL)
introTypingAudio.volume = 0.5
introTypingAudio.loop = true
introTypingAudio.play().catch(() => {})
}
export function stopIntroTyping() {
if (introTypingAudio) {
introTypingAudio.pause()
introTypingAudio.currentTime = 0
introTypingAudio = null
}
}
const WELCOME_SPEECH_URL = '/assets/audio/welcome-noderunner.mp3'
/** Sci-fi female voice: "Welcome Noderunner" - plays when welcome text types in.
* Requires pre-recorded audio from ElevenLabs. Run:
* ELEVENLABS_API_KEY=your_key node neode-ui/scripts/generate-welcome-speech.js
* Browse sci-fi voices at elevenlabs.io/voice-library and set ELEVENLABS_VOICE_ID for custom voice. */
export function playWelcomeNoderunnerSpeech() {
if (!isFirstInstallPhase()) return
const audio = new Audio(WELCOME_SPEECH_URL)
audio.volume = 0.9
audio.play().catch(() => {})
}
/** Typing tick - for dashboard welcome typing (typing.mp3) */
let typingTickPool: HTMLAudioElement[] = []
const TYPING_TICK_POOL_SIZE = 5
function getTypingTick(): HTMLAudioElement {
if (typingTickPool.length === 0) {
for (let i = 0; i < TYPING_TICK_POOL_SIZE; i++) {
const a = new Audio('/assets/audio/typing.mp3')
a.volume = 0.4
typingTickPool.push(a)
}
}
const a = typingTickPool.shift()!
typingTickPool.push(a)
return a
}
export function playTypingTick() {
const a = getTypingTick()
a.currentTime = 0
a.play().catch(() => {})
}
/** Keyboard input sound - short synthesized click per key. Does NOT use typing.mp3 or intro-typing.mp3. */
export function playKeyboardTypingSound() {
const ctx = getContext()
if (!ctx) return
try {
if (ctx.state === 'suspended') ctx.resume()
} catch {
return
}
const t = ctx.currentTime
const osc = ctx.createOscillator()
const gain = ctx.createGain()
osc.type = 'sine'
osc.frequency.setValueAtTime(1200, t)
gain.gain.setValueAtTime(0, t)
gain.gain.linearRampToValueAtTime(0.06, t + 0.002)
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.04)
osc.connect(gain)
gain.connect(ctx.destination)
osc.start(t)
osc.stop(t + 0.04)
}
/** Gaming-style boot thud - soft impact when dashboard loads */
/**
* @param force Play regardless of install phase. The first dashboard entry
* right after the onboarding wizard needs this: by then onboarding is already
* flagged complete in localStorage, so the isFirstInstallPhase() gate (which
* exists to keep ordinary re-logins quiet) would silence the one entrance
* that SHOULD be loud.
*/
export function playDashboardLoadOomph(force = false) {
if (!force && !isFirstInstallPhase()) return
// The login→dashboard route change runs stopAllAudio(), which CLOSES the
// AudioContext — so the context must be recreated here, not just fetched.
// The login click's sticky user activation lets the fresh context run.
const ctx = ensureContext()
if (!ctx) return
try {
if (ctx.state === 'suspended') ctx.resume()
} catch {
return
}
const t = ctx.currentTime
// Soft layered thud - sine only, smooth attack/decay
const layers = [
{ freq: 55, dur: 0.35, gain: 0.4, attack: 0.02 },
{ freq: 82, dur: 0.28, gain: 0.25, attack: 0.03 },
{ freq: 110, dur: 0.22, gain: 0.15, attack: 0.04 },
{ freq: 165, dur: 0.18, gain: 0.1, attack: 0.05 },
]
for (let i = 0; i < layers.length; i++) {
const L = layers[i]!
const osc = ctx.createOscillator()
const g = ctx.createGain()
osc.type = 'sine'
osc.frequency.value = L.freq
g.gain.setValueAtTime(0, t)
g.gain.linearRampToValueAtTime(L.gain, t + L.attack)
g.gain.exponentialRampToValueAtTime(0.001, t + L.dur)
osc.connect(g)
g.connect(ctx.destination)
osc.start(t + i * 0.01)
osc.stop(t + L.dur)
}
}