Add optional sound effects for state changes

- Warning: soft double-beep
- Critical: urgent descending tone
- Notify: gentle ping
- Recovery: happy ascending chirp

Enable with ?sound=on or tap screen to activate.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
2026-02-03 17:45:23 -06:00
parent 8d609db90e
commit e82151daa0

View File

@@ -199,6 +199,95 @@
const messageEl = document.getElementById('message');
const POLL_INTERVAL = 2000;
// Sound system
let audioCtx = null;
let soundEnabled = new URLSearchParams(window.location.search).get('sound') === 'on';
let lastState = null;
function initAudio() {
if (!audioCtx) {
audioCtx = new (window.AudioContext || window.webkitAudioContext)();
}
if (audioCtx.state === 'suspended') {
audioCtx.resume();
}
}
function playTone(frequency, duration, type = 'sine', volume = 0.1) {
if (!soundEnabled || !audioCtx) return;
const osc = audioCtx.createOscillator();
const gain = audioCtx.createGain();
osc.type = type;
osc.frequency.value = frequency;
gain.gain.value = volume;
gain.gain.exponentialRampToValueAtTime(0.001, audioCtx.currentTime + duration);
osc.connect(gain);
gain.connect(audioCtx.destination);
osc.start();
osc.stop(audioCtx.currentTime + duration);
}
function playWarningSound() {
// Soft double-beep
playTone(440, 0.15);
setTimeout(() => playTone(440, 0.15), 180);
}
function playCriticalSound() {
// Urgent descending tone
playTone(600, 0.2);
setTimeout(() => playTone(400, 0.3), 220);
}
function playNotifySound() {
// Gentle ping
playTone(880, 0.1, 'sine', 0.08);
}
function playRecoverySound() {
// Happy ascending chirp
playTone(523, 0.1);
setTimeout(() => playTone(659, 0.1), 100);
setTimeout(() => playTone(784, 0.15), 200);
}
function handleStateChange(newState, newEmote) {
if (!lastState) {
lastState = newState;
return;
}
// State transitions that trigger sounds
if (newState !== lastState) {
if (newState === 'critical') {
playCriticalSound();
} else if (newState === 'warning') {
playWarningSound();
} else if (newState === 'notify') {
playNotifySound();
} else if (newState === 'optimal' && lastState !== 'optimal' && lastState !== 'sleeping') {
// Recovery - also check for celebration emote
playRecoverySound();
}
lastState = newState;
}
}
// Enable sound on first tap (browser autoplay policy)
document.body.addEventListener('click', () => {
if (!soundEnabled) {
soundEnabled = true;
initAudio();
// Brief confirmation chirp
playTone(660, 0.08, 'sine', 0.05);
}
}, { once: false });
// Also init if ?sound=on
if (soundEnabled) {
document.addEventListener('DOMContentLoaded', initAudio);
}
async function fetchStatus() {
try {
const response = await fetch('/status');
@@ -216,6 +305,9 @@
}
function updateDisplay(data) {
// Check for state changes and play sounds
handleStateChange(data.current_state, data.active_emote);
emoteEl.textContent = data.active_emote;
emoteEl.style.color = data.color;
messageEl.style.color = data.color;