根本原因:管理员进房特效在 800ms 后自动触发, 此时用户尚未与新页面交互,浏览器的 AudioContext 处于 suspended 状态,之前代码同步调用 resume() 但未 await 其 Promise,导致音频节点创建后无法出声。 修复方式: - play() 和 ding() 均改为先检查 ctx.state - 若为 suspended,用 ctx.resume().then(...) 链式执行 - resolver 成功后真正创建音频节点并播放 - 若浏览器拒绝 resume(无用户手势),catch 静默处理 此修复使所有自动触发的音效(进房烟花、任命公告等) 在 AudioContext 未激活时也能正确播放。
542 lines
19 KiB
JavaScript
542 lines
19 KiB
JavaScript
/**
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* 文件功能:聊天室特效音效引擎(Web Audio API 实时合成)
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*
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* 所有音效通过 Web Audio API 实时合成,无需外部音频文件。
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*
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* 对外 API:
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* EffectSounds.play(type) 播放指定特效的背景音效
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* EffectSounds.stop() 停止并释放当前音效资源
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* EffectSounds.ding() 播放简短叮咚通知音(大/小卡片弹出时使用)
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*
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* 支持的 type:
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* lightning 雷鸣闪电(三层合成:放电啪声 + 低频轰鸣 + 极低频滚动余韵)
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* fireworks 烟花(发射滑音 + 高频爆炸噪声)
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* rain 下雨(双层带通白噪声,低音量,与视觉 8s 同步)
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* snow 下雪(仅五声音阶铃音,无风声)
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*/
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const EffectSounds = (() => {
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/** @type {AudioContext|null} */
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let _ctx = null;
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/** @type {Function|null} 当前音效的停止函数 */
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let _stopFn = null;
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// ─── 工具方法 ──────────────────────────────────────────────────
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/**
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* 懒加载并返回 AudioContext。
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* 浏览器要求首次创建必须在用户手势后,聊天室点击任何按钮即可解锁。
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*
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* @returns {AudioContext}
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*/
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function _getCtx() {
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if (!_ctx || _ctx.state === "closed") {
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_ctx = new (window.AudioContext || window.webkitAudioContext)();
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}
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if (_ctx.state === "suspended") {
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_ctx.resume();
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}
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return _ctx;
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}
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/**
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* 创建包含白噪声的 AudioBuffer。
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*
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* @param {AudioContext} ctx
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* @param {number} duration 时长(秒)
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* @returns {AudioBuffer}
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*/
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function _makeNoise(ctx, duration) {
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const len = Math.ceil(ctx.sampleRate * duration);
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const buf = ctx.createBuffer(1, len, ctx.sampleRate);
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const data = buf.getChannelData(0);
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for (let i = 0; i < len; i++) {
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data[i] = Math.random() * 2 - 1;
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}
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return buf;
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}
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// ─── 雷电音效(三层合成,贴近真实雷声)────────────────────────
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/**
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* 单次真实雷声 = 放电啪声 + 低频轰鸣 + 极低频滚动余韵。
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*
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* 物理模型:
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* crack — 闪电通道瞬间放电产生的高频尖啪(30~50ms)
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* boom — 空气急速膨胀产生的低频冲击(40~120Hz,~150ms 达峰值,衰减 2s)
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* rumble — 回声与地面反射产生的极低频滚动(20~60Hz,缓慢衰减 3.5s)
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*
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* @param {AudioContext} ctx
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* @param {GainNode} masterGain
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* @param {number} delay 延迟(秒)
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*/
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function _thunderCrack(ctx, masterGain, delay) {
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const t0 = ctx.currentTime + delay;
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// ① 放电啪声(crack):带通白噪声,极短 ~50ms
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const snap = ctx.createBufferSource();
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snap.buffer = _makeNoise(ctx, 0.12);
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const snapBpf = ctx.createBiquadFilter();
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snapBpf.type = "bandpass";
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snapBpf.frequency.value = 2800 + Math.random() * 800;
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snapBpf.Q.value = 0.7;
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const snapEnv = ctx.createGain();
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snapEnv.gain.setValueAtTime(0.55, t0);
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snapEnv.gain.exponentialRampToValueAtTime(0.001, t0 + 0.055);
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snap.connect(snapBpf);
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snapBpf.connect(snapEnv);
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snapEnv.connect(masterGain);
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snap.start(t0);
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snap.stop(t0 + 0.12);
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// ② 主轰鸣(boom):低通白噪声,120→40Hz 扫频,快冲击慢衰减 ~2s
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const boom = ctx.createBufferSource();
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boom.buffer = _makeNoise(ctx, 2.2);
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const boomLpf = ctx.createBiquadFilter();
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boomLpf.type = "lowpass";
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boomLpf.frequency.setValueAtTime(130, t0 + 0.03);
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boomLpf.frequency.exponentialRampToValueAtTime(38, t0 + 2.0);
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const boomEnv = ctx.createGain();
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boomEnv.gain.setValueAtTime(0, t0 + 0.03);
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boomEnv.gain.linearRampToValueAtTime(1.0, t0 + 0.12); // 快速冲击
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boomEnv.gain.exponentialRampToValueAtTime(0.001, t0 + 2.1);
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boom.connect(boomLpf);
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boomLpf.connect(boomEnv);
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boomEnv.connect(masterGain);
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boom.start(t0 + 0.03);
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boom.stop(t0 + 2.2);
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// ③ 滚动余韵(rumble):极低频,缓慢堆积后长衰减 ~3.5s
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const rumble = ctx.createBufferSource();
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rumble.buffer = _makeNoise(ctx, 3.8);
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const rumbleLpf = ctx.createBiquadFilter();
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rumbleLpf.type = "lowpass";
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rumbleLpf.frequency.setValueAtTime(55, t0);
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rumbleLpf.frequency.exponentialRampToValueAtTime(22, t0 + 3.5);
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const rumbleEnv = ctx.createGain();
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rumbleEnv.gain.setValueAtTime(0, t0 + 0.05);
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rumbleEnv.gain.linearRampToValueAtTime(0.65, t0 + 0.35); // 缓慢堆积
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rumbleEnv.gain.exponentialRampToValueAtTime(0.001, t0 + 3.6);
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rumble.connect(rumbleLpf);
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rumbleLpf.connect(rumbleEnv);
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rumbleEnv.connect(masterGain);
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rumble.start(t0 + 0.05);
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rumble.stop(t0 + 3.8);
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}
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/**
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* 启动雷电音效:与视觉特效同步触发 10 次雷声,总时长约 7 秒。
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*
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* @returns {Function} 停止函数
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*/
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function _startLightning() {
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const ctx = _getCtx();
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const master = ctx.createGain();
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master.gain.value = 0.8;
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master.connect(ctx.destination);
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// 10 次闪电,间隔 400~800ms,雷声滞后闪电 50~300ms(光速>声速)
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let t = 0.3;
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for (let i = 0; i < 10; i++) {
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_thunderCrack(ctx, master, t + 0.06 + Math.random() * 0.25);
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t += 0.4 + Math.random() * 0.4;
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}
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// 视觉特效 ~7 秒,预留尾声淡出
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const timer = setTimeout(() => {
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master.gain.linearRampToValueAtTime(0, ctx.currentTime + 1.0);
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setTimeout(() => {
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try {
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master.disconnect();
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} catch (_) {}
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}, 1100);
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}, 8000);
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return () => {
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clearTimeout(timer);
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try {
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master.gain.setValueAtTime(0, ctx.currentTime);
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master.disconnect();
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} catch (_) {}
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};
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}
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// ─── 烟花音效 ──────────────────────────────────────────────────
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/**
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* 播放单颗烟花:发射滑音 + 空中爆炸噪声。
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*
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* @param {AudioContext} ctx
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* @param {GainNode} masterGain
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* @param {number} delay 延迟(秒)
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*/
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function _fireworkPop(ctx, masterGain, delay) {
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const t0 = ctx.currentTime + delay;
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// 发射音:200→700Hz 上升滑音
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const osc = ctx.createOscillator();
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osc.type = "sine";
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osc.frequency.setValueAtTime(200, t0);
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osc.frequency.exponentialRampToValueAtTime(700, t0 + 0.18);
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const launchEnv = ctx.createGain();
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launchEnv.gain.setValueAtTime(0.25, t0);
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launchEnv.gain.exponentialRampToValueAtTime(0.001, t0 + 0.22);
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osc.connect(launchEnv);
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launchEnv.connect(masterGain);
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osc.start(t0);
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osc.stop(t0 + 0.23);
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// 爆炸音:带通噪声
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const boom = ctx.createBufferSource();
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boom.buffer = _makeNoise(ctx, 0.9);
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const bpf = ctx.createBiquadFilter();
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bpf.type = "bandpass";
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bpf.frequency.value = 1000 + Math.random() * 1500;
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bpf.Q.value = 0.5;
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const boomEnv = ctx.createGain();
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const t1 = t0 + 0.18;
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boomEnv.gain.setValueAtTime(0, t1);
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boomEnv.gain.linearRampToValueAtTime(0.45, t1 + 0.02);
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boomEnv.gain.exponentialRampToValueAtTime(0.001, t1 + 0.75);
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boom.connect(bpf);
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bpf.connect(boomEnv);
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boomEnv.connect(masterGain);
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boom.start(t1);
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boom.stop(t1 + 0.9);
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}
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/**
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* 启动烟花音效。
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*
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* @returns {Function} 停止函数
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*/
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function _startFireworks() {
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const ctx = _getCtx();
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const master = ctx.createGain();
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master.gain.value = 0.6;
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master.connect(ctx.destination);
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let t = 0.2;
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for (let i = 0; i < 9; i++) {
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_fireworkPop(ctx, master, t);
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t += 0.5 + Math.random() * 1.0;
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}
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const timer = setTimeout(
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() => {
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try {
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master.disconnect();
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} catch (_) {}
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},
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(t + 2) * 1000,
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);
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return () => {
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clearTimeout(timer);
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try {
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master.disconnect();
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} catch (_) {}
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};
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}
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// ─── 下雨音效(低音量,与视觉 8000ms 对齐)─────────────────────
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/**
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* 启动下雨音效:双层带通白噪声,主音量 0.15,随视觉效果结束淡出。
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* 视觉雨效持续 8000ms,音效在相同时间开始淡出。
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*
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* @returns {Function} 停止函数
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*/
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function _startRain() {
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const ctx = _getCtx();
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const master = ctx.createGain();
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master.gain.value = 0;
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master.connect(ctx.destination);
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// 主雨声:中频 1200Hz 沙沙感
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const src1 = ctx.createBufferSource();
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src1.buffer = _makeNoise(ctx, 3);
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src1.loop = true;
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const bpf1 = ctx.createBiquadFilter();
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bpf1.type = "bandpass";
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bpf1.frequency.value = 1200;
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bpf1.Q.value = 0.3;
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// 细密层:高频 3500Hz,增加雨点密度感
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const src2 = ctx.createBufferSource();
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src2.buffer = _makeNoise(ctx, 3);
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src2.loop = true;
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const bpf2 = ctx.createBiquadFilter();
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bpf2.type = "bandpass";
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bpf2.frequency.value = 3500;
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bpf2.Q.value = 1;
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const g2 = ctx.createGain();
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g2.gain.value = 0.35;
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src1.connect(bpf1);
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bpf1.connect(master);
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src2.connect(bpf2);
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bpf2.connect(g2);
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g2.connect(master);
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src1.start();
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src2.start();
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// 淡入 1.5s → 最高音量 0.15(比之前降低约 60%)
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master.gain.linearRampToValueAtTime(0.15, ctx.currentTime + 1.5);
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// 与视觉雨效对齐:8000ms 后开始 2s 淡出
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const endTimer = setTimeout(() => {
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master.gain.linearRampToValueAtTime(0, ctx.currentTime + 2.0);
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setTimeout(() => {
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try {
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src1.stop();
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src2.stop();
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master.disconnect();
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} catch (_) {}
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}, 2200);
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}, 8000);
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return () => {
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clearTimeout(endTimer);
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master.gain.setValueAtTime(0, ctx.currentTime);
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setTimeout(() => {
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try {
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src1.stop();
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src2.stop();
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master.disconnect();
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} catch (_) {}
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}, 100);
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};
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}
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// ─── 下雪音效(仅五声音阶铃音,无风声)─────────────────────────
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/**
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* 播放单次铃声(五声音阶 C/E/G/C,含泛音模拟铃铛共鸣)。
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*
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* @param {AudioContext} ctx
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* @param {GainNode} masterGain
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* @param {number} delay 延迟(秒)
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*/
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function _snowBell(ctx, masterGain, delay) {
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// 五声音阶:C5 E5 G5 C6
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const freqs = [523.25, 659.25, 783.99, 1046.5];
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const freq = freqs[Math.floor(Math.random() * freqs.length)];
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const t0 = ctx.currentTime + delay;
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// 基音
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const osc1 = ctx.createOscillator();
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osc1.type = "sine";
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osc1.frequency.value = freq;
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// 第二泛音(5倍频,音量很低,增加金属铃铛感)
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const osc2 = ctx.createOscillator();
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osc2.type = "sine";
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osc2.frequency.value = freq * 2.76; // 铃铛典型泛音比
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const g2 = ctx.createGain();
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g2.gain.value = 0.12;
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// 共用包络:快冲击,缓慢衰减 2s
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const env = ctx.createGain();
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env.gain.setValueAtTime(0.22, t0);
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env.gain.exponentialRampToValueAtTime(0.001, t0 + 2.0);
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osc1.connect(env);
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osc2.connect(g2);
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g2.connect(env);
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env.connect(masterGain);
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osc1.start(t0);
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osc1.stop(t0 + 2.1);
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osc2.start(t0);
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osc2.stop(t0 + 2.1);
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}
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/**
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* 启动下雪音效:在 10 秒内随机播放 8 次铃音,无背景风声。
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* 与视觉雪效持续时间(10000ms)对齐。
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*
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* @returns {Function} 停止函数
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*/
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function _startSnow() {
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const ctx = _getCtx();
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const master = ctx.createGain();
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master.gain.value = 0.9;
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master.connect(ctx.destination);
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// 随机分布 8 次铃声,间隔在 0.5~9.5s 之间
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const bellTimers = [];
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for (let i = 0; i < 8; i++) {
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const d = 0.3 + Math.random() * 9.0;
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bellTimers.push(
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setTimeout(() => _snowBell(ctx, master, 0), d * 1000),
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);
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}
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const endTimer = setTimeout(() => {
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master.gain.linearRampToValueAtTime(0, ctx.currentTime + 0.5);
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setTimeout(() => {
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try {
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master.disconnect();
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} catch (_) {}
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}, 600);
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}, 10800);
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return () => {
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clearTimeout(endTimer);
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bellTimers.forEach((t) => clearTimeout(t));
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try {
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master.gain.setValueAtTime(0, ctx.currentTime);
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master.disconnect();
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} catch (_) {}
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};
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}
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// ─── 公开 API ──────────────────────────────────────────────────
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/**
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* 播放指定特效对应的音效(自动停止上一个)。
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* 静音状态下直接跳过,不做任何音频操作。
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* 当 AudioContext 处于 suspended 状态时,先 resume() 再播放,
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* 解决页面无用户手势时的自动静音问题(如管理员进房自动烟花)。
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*
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* @param {string} type 'lightning' | 'fireworks' | 'rain' | 'snow'
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*/
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function play(type) {
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// 用户开启禁音则跳过
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if (localStorage.getItem("chat_sound_muted") === "1") return;
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stop();
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try {
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const ctx = _getCtx();
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const _doPlay = () => {
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try {
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switch (type) {
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case "lightning":
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_stopFn = _startLightning();
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break;
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case "fireworks":
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_stopFn = _startFireworks();
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break;
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case "rain":
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_stopFn = _startRain();
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break;
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case "snow":
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_stopFn = _startSnow();
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break;
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default:
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break;
|
||
}
|
||
} catch (e) {
|
||
console.warn("[EffectSounds] 音效内部错误:", e);
|
||
}
|
||
};
|
||
|
||
if (ctx.state === "suspended") {
|
||
// AudioContext 尚未被用户手势激活,先 resume 再播放
|
||
ctx.resume()
|
||
.then(_doPlay)
|
||
.catch(() => {
|
||
// 浏览器拒绝 resume(无用户手势),静默处理
|
||
});
|
||
} else {
|
||
_doPlay();
|
||
}
|
||
} catch (e) {
|
||
console.warn(
|
||
"[EffectSounds] 音效播放失败(可能未能解锁 AudioContext):",
|
||
e,
|
||
);
|
||
}
|
||
}
|
||
|
||
// ─── 叮咚通知音(大卡片 / 小卡片弹出时调用)─────────────────
|
||
|
||
/**
|
||
* 播放简短的叮咚两音通知音效。
|
||
*
|
||
* 音型:A5(880Hz)→ 间隔 110ms → E5(659Hz),均为正弦波,
|
||
* 快速冲击 + 铃铛式缓慢衰减,总时长约 0.5 秒。
|
||
* 禁音状态下自动跳过。
|
||
*/
|
||
function ding() {
|
||
if (localStorage.getItem("chat_sound_muted") === "1") return;
|
||
try {
|
||
const ctx = _getCtx();
|
||
|
||
const _doDing = () => {
|
||
try {
|
||
const master = ctx.createGain();
|
||
master.gain.value = 0.45;
|
||
master.connect(ctx.destination);
|
||
|
||
function _tone(freq, t0, decay) {
|
||
const osc = ctx.createOscillator();
|
||
osc.type = "sine";
|
||
osc.frequency.value = freq;
|
||
const osc2 = ctx.createOscillator();
|
||
osc2.type = "sine";
|
||
osc2.frequency.value = freq * 2.76;
|
||
const g2 = ctx.createGain();
|
||
g2.gain.value = 0.1;
|
||
const env = ctx.createGain();
|
||
env.gain.setValueAtTime(1.0, t0);
|
||
env.gain.exponentialRampToValueAtTime(
|
||
0.001,
|
||
t0 + decay,
|
||
);
|
||
osc.connect(env);
|
||
osc2.connect(g2);
|
||
g2.connect(env);
|
||
env.connect(master);
|
||
osc.start(t0);
|
||
osc.stop(t0 + decay + 0.05);
|
||
osc2.start(t0);
|
||
osc2.stop(t0 + decay + 0.05);
|
||
}
|
||
|
||
const now = ctx.currentTime;
|
||
_tone(880, now, 0.35); // 叮:A5
|
||
_tone(659, now + 0.11, 0.4); // 咚:E5
|
||
|
||
setTimeout(() => {
|
||
try {
|
||
master.disconnect();
|
||
} catch (_) {}
|
||
}, 700);
|
||
} catch (e) {
|
||
console.warn("[EffectSounds.ding] 通知音内部错误:", e);
|
||
}
|
||
};
|
||
|
||
if (ctx.state === "suspended") {
|
||
ctx.resume()
|
||
.then(_doDing)
|
||
.catch(() => {});
|
||
} else {
|
||
_doDing();
|
||
}
|
||
} catch (e) {
|
||
console.warn("[EffectSounds.ding] 通知音播放失败:", e);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 停止当前音效并释放资源。
|
||
*/
|
||
function stop() {
|
||
if (_stopFn) {
|
||
try {
|
||
_stopFn();
|
||
} catch (_) {}
|
||
_stopFn = null;
|
||
}
|
||
}
|
||
|
||
return { play, stop, ding };
|
||
})();
|
||
|
||
// 将叮咚通知音暴露为独立全局变量,供 toast/banner 等组件直接调用
|
||
window.chatSound = { ding: () => EffectSounds.ding() };
|