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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 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on game state. * Switches between continental presets based on current region. * Layers hyper-local hints after a delay for specific regions. * Reacts to hot/cold feedback with temperature modulation. * Plays celebration flourishes when regions are found. */ 'use client' import { createContext, useContext, useCallback, useEffect, useMemo, useRef, useState, type ReactNode, } from 'react' import { useMusicEngine, type MusicEngine } from './useMusicEngine' import { getPresetForRegion, getPresetIdForRegion, getHintForRegion } from './presets' import { getTemperatureEffect, applyTemperatureToPattern, getCelebrationFlourish, buildPatternWithFlourish, } from './presets/effects' import type { FeedbackType } from '../utils/hotColdPhrases' import type { CelebrationType } from '../Provider' interface MusicContextValue extends MusicEngine { /** Enable music (initializes if needed, then starts playing) */ enableMusic: () => Promise<void> /** Disable music (stops and mutes) */ disableMusic: () => void /** Current continental preset ID */ currentPresetId: string /** Current continental preset display name */ currentPresetName: string /** Whether a hyper-local hint is currently active */ isHintActive: boolean /** Current region ID that has the hint active (null if no hint) */ hintRegionId: string | null /** Trigger a celebration flourish */ playCelebration: (type: CelebrationType) => void /** Update temperature based on hot/cold feedback */ setTemperature: (feedbackType: FeedbackType | null) => void /** Current temperature effect (for display) */ currentTemperature: FeedbackType | null } const MusicContext = createContext<MusicContextValue | null>(null) interface MusicProviderProps { children: ReactNode /** Whether the game is in an active playing state */ isGameActive?: boolean /** Current region ID (country code or state code) */ currentRegionId?: string | null /** Map type ('world' or 'usa') */ mapType?: 'world' | 'usa' /** Current hot/cold feedback type */ hotColdFeedback?: FeedbackType | null /** Current celebration state */ celebration?: { type: CelebrationType; startTime: number } | null } /** * Build a combined pattern that layers continental + hyper-local hint. * Uses Strudel's stack() to play both simultaneously. */ function buildCombinedPattern(continentalPattern: string, hintPattern: string | null): string { if (!hintPattern) { return continentalPattern } // Wrap both patterns in stack() to play simultaneously // The hint pattern already has its own gain control for subtlety return `stack( ${continentalPattern}, ${hintPattern} )` } export function MusicProvider({ children, isGameActive = false, currentRegionId, mapType = 'world', hotColdFeedback, celebration, }: MusicProviderProps) { const engine = useMusicEngine() const lastPresetIdRef = useRef<string>('default') const lastRegionIdRef = useRef<string | null | undefined>(null) const hintTimerRef = useRef<ReturnType<typeof setTimeout> | null>(null) const celebrationTimerRef = useRef<ReturnType<typeof setTimeout> | null>(null) const basePatternRef = useRef<string>('') const prevTemperatureRef = useRef<FeedbackType | null>(null) // State for UI display (instead of refs for things we need to expose) const [isHintActive, setIsHintActive] = useState(false) const [hintRegionId, setHintRegionId] = useState<string | null>(null) const [currentTemperature, setCurrentTemperatureState] = useState<FeedbackType | null>(null) // Get current preset ID and name based on region const currentPresetId = getPresetIdForRegion(currentRegionId, mapType) const currentPreset = getPresetForRegion(currentRegionId, mapType) const currentPresetName = currentPreset.name // Clear any pending hint timer const clearHintTimer = useCallback(() => { if (hintTimerRef.current) { clearTimeout(hintTimerRef.current) hintTimerRef.current = null } setIsHintActive(false) setHintRegionId(null) }, []) // Clear any pending celebration timer const clearCelebrationTimer = useCallback(() => { if (celebrationTimerRef.current) { clearTimeout(celebrationTimerRef.current) celebrationTimerRef.current = null } }, []) // Enable music (initialize if needed, then unmute and play) const enableMusic = useCallback(async () => { console.log('[MusicContext] enableMusic() called') if (!engine.isInitialized) { console.log('[MusicContext] Initializing engine...') await engine.initialize() } console.log('[MusicContext] Setting unmuted...') engine.setMuted(false) // Small delay to ensure unmute is processed await new Promise((resolve) => setTimeout(resolve, 100)) // Get the current preset pattern (without hint initially) const preset = getPresetForRegion(currentRegionId, mapType) console.log('[MusicContext] Evaluating preset pattern...') // Store the base pattern for celebrations basePatternRef.current = preset.pattern await engine.evaluatePattern(preset.pattern) console.log('[MusicContext] Checking if should play, isPlaying:', engine.isPlaying) if (!engine.isPlaying) { console.log('[MusicContext] Calling engine.play()...') await engine.play() } else { console.log('[MusicContext] Already playing, skipping play()') } console.log('[MusicContext] enableMusic() complete') }, [engine, currentRegionId, mapType]) // Disable music const disableMusic = useCallback(() => { console.log('[MusicContext] disableMusic called') clearHintTimer() console.log('[MusicContext] Calling engine.stop()...') engine.stop() console.log('[MusicContext] Calling engine.setMuted(true)...') engine.setMuted(true) console.log('[MusicContext] disableMusic complete') }, [engine, clearHintTimer]) // Handle region changes - update pattern and schedule hint useEffect(() => { const regionChanged = currentRegionId !== lastRegionIdRef.current const presetChanged = currentPresetId !== lastPresetIdRef.current if (!regionChanged && !presetChanged) return lastRegionIdRef.current = currentRegionId lastPresetIdRef.current = currentPresetId // Clear any pending hint from previous region clearHintTimer() // Reset temperature when region changes prevTemperatureRef.current = null setCurrentTemperatureState(null) // Only update if music is playing if (!engine.isPlaying || !engine.isInitialized || engine.isMuted) return const preset = getPresetForRegion(currentRegionId, mapType) const hint = getHintForRegion(currentRegionId, mapType) // Store the base pattern (continental + optional hint) basePatternRef.current = preset.pattern // Start with just the continental pattern engine.evaluatePattern(preset.pattern) // If there's a hyper-local hint, schedule it to layer in after the delay if (hint) { hintTimerRef.current = setTimeout(() => { // Only activate if still on the same region and music is playing if (currentRegionId === lastRegionIdRef.current && engine.isPlaying && !engine.isMuted) { setIsHintActive(true) setHintRegionId(currentRegionId || null) // Build combined pattern with hint layered on top const combinedPattern = buildCombinedPattern(preset.pattern, hint.pattern) basePatternRef.current = combinedPattern engine.evaluatePattern(combinedPattern) } }, hint.delayStart) } }, [currentRegionId, currentPresetId, mapType, engine, clearHintTimer]) // Auto-play when game becomes active (only if not muted) useEffect(() => { console.log('[MusicContext] Auto-play effect check:', { isGameActive, isInitialized: engine.isInitialized, isMuted: engine.isMuted, isPlaying: engine.isPlaying, }) if (isGameActive && engine.isInitialized && !engine.isMuted && !engine.isPlaying) { console.log('[MusicContext] Auto-play triggered!') const preset = getPresetForRegion(currentRegionId, mapType) // Store the base pattern for celebrations basePatternRef.current = preset.pattern engine.evaluatePattern(preset.pattern).then(() => { console.log('[MusicContext] Auto-play: calling engine.play()...') engine.play() }) } }, [isGameActive, engine, currentRegionId, mapType]) // Auto-stop when game becomes inactive useEffect(() => { if (!isGameActive && engine.isPlaying) { clearHintTimer() clearCelebrationTimer() engine.stop() } }, [isGameActive, engine, clearHintTimer, clearCelebrationTimer]) // Set temperature based on hot/cold feedback const setTemperature = useCallback( (feedbackType: FeedbackType | null) => { // Don't update if same temperature (prevent infinite loops) if (feedbackType === prevTemperatureRef.current) return // Don't update if not playing if (!engine.isPlaying || !engine.isInitialized || engine.isMuted) return if (!basePatternRef.current) return prevTemperatureRef.current = feedbackType setCurrentTemperatureState(feedbackType) const effect = getTemperatureEffect(feedbackType) const modifiedPattern = applyTemperatureToPattern(basePatternRef.current, effect) if (modifiedPattern !== basePatternRef.current) { engine.evaluatePattern(modifiedPattern) } }, [engine] ) // React to hot/cold feedback prop changes useEffect(() => { if (hotColdFeedback !== undefined) { setTemperature(hotColdFeedback) } }, [hotColdFeedback, setTemperature]) // Web Audio context for standalone celebrations (when Strudel music is off) const audioContextRef = useRef<AudioContext | null>(null) const lastCelebrationStartTimeRef = useRef<number | null>(null) // Play a Web Audio celebration (reliable one-shot sounds) const playWebAudioCelebration = useCallback((type: CelebrationType) => { // Get or create audio context if (!audioContextRef.current) { try { audioContextRef.current = new ( window.AudioContext || ( window as typeof window & { webkitAudioContext: typeof AudioContext } ).webkitAudioContext )() } catch { console.warn('[MusicContext] Web Audio API not supported') return } } const ctx = audioContextRef.current if (ctx.state === 'suspended') { ctx.resume() } const now = ctx.currentTime // Helper to play a note const playNote = ( frequency: number, startTime: number, duration: number, volume: number = 0.3 ) => { const oscillator = ctx.createOscillator() const gainNode = ctx.createGain() oscillator.type = 'triangle' // Brighter than sine oscillator.frequency.setValueAtTime(frequency, startTime) gainNode.gain.setValueAtTime(0, startTime) gainNode.gain.linearRampToValueAtTime(volume, startTime + 0.02) gainNode.gain.setValueAtTime(volume, startTime + duration * 0.7) gainNode.gain.exponentialRampToValueAtTime(0.001, startTime + duration) oscillator.connect(gainNode) gainNode.connect(ctx.destination) oscillator.start(startTime) oscillator.stop(startTime + duration) } // Note frequencies (C major scale, higher octave for brightness) const NOTES = { C5: 523.25, E5: 659.25, G5: 784.0, C6: 1046.5, E6: 1318.5, G6: 1568.0, } switch (type) { case 'lightning': // Quick sparkle glissando playNote(NOTES.C6, now, 0.15, 0.4) playNote(NOTES.E6, now + 0.05, 0.15, 0.35) playNote(NOTES.G6, now + 0.1, 0.2, 0.3) break case 'standard': // Two-note chime playNote(NOTES.C6, now, 0.3, 0.35) playNote(NOTES.E6, now + 0.08, 0.35, 0.3) break case 'hard-earned': // Ascending arpeggio then chord playNote(NOTES.C5, now, 0.25, 0.3) playNote(NOTES.E5, now + 0.1, 0.25, 0.3) playNote(NOTES.G5, now + 0.2, 0.25, 0.3) // Final chord playNote(NOTES.C6, now + 0.35, 0.4, 0.25) playNote(NOTES.E6, now + 0.35, 0.4, 0.25) playNote(NOTES.G6, now + 0.35, 0.4, 0.25) break } }, []) // Play celebration flourish // Works in two modes: // 1. Music playing: Layers Strudel flourish on top of ducked base pattern // 2. Music off: Uses Web Audio API for reliable one-shot sounds const playCelebration = useCallback( (type: CelebrationType) => { console.log('[MusicContext] playCelebration called:', { type, isPlaying: engine.isPlaying, isInitialized: engine.isInitialized, isMuted: engine.isMuted, hasBasePattern: !!basePatternRef.current, currentPresetId, }) // Clear any existing celebration timer clearCelebrationTimer() const musicIsPlaying = engine.isPlaying && !engine.isMuted && basePatternRef.current if (musicIsPlaying) { // Music is playing - layer Strudel flourish on top of ducked base const flourish = getCelebrationFlourish(type, currentPresetId) const patternWithFlourish = buildPatternWithFlourish( basePatternRef.current, flourish.pattern ) console.log('[MusicContext] playCelebration: layering with Strudel music') engine.evaluatePatternFullVolume(patternWithFlourish) // Schedule return to base pattern after flourish duration celebrationTimerRef.current = setTimeout(() => { console.log('[MusicContext] playCelebration: restoring base pattern') if (engine.isPlaying && !engine.isMuted) { engine.evaluatePattern(basePatternRef.current) } }, flourish.duration) } else { // Music is off - use Web Audio API for reliable one-shot sound console.log('[MusicContext] playCelebration: using Web Audio (music off)') playWebAudioCelebration(type) } }, [engine, currentPresetId, clearCelebrationTimer, playWebAudioCelebration] ) // React to celebration prop changes - use startTime as stable identifier // to prevent duplicate plays from object reference changes const celebrationStartTime = celebration?.startTime const celebrationType = celebration?.type useEffect(() => { // Guard: only play if we have a new celebration (different startTime) if ( celebrationType && celebrationStartTime && celebrationStartTime !== lastCelebrationStartTimeRef.current ) { console.log('[MusicContext] celebration prop effect - NEW celebration:', { celebrationType, celebrationStartTime, lastStartTime: lastCelebrationStartTimeRef.current, }) lastCelebrationStartTimeRef.current = celebrationStartTime playCelebration(celebrationType) } }, [celebrationStartTime, celebrationType, playCelebration]) // Cleanup on unmount useEffect(() => { return () => { console.log('[MusicContext] Cleanup on unmount') clearHintTimer() clearCelebrationTimer() // Close Web Audio context if it was created (access ref directly in cleanup) if (audioContextRef.current) { console.log('[MusicContext] Closing Web Audio context') audioContextRef.current.close().catch(() => {}) audioContextRef.current = null } } }, [clearHintTimer, clearCelebrationTimer]) const value: MusicContextValue = useMemo( () => ({ ...engine, enableMusic, disableMusic, currentPresetId, currentPresetName, isHintActive, hintRegionId, playCelebration, setTemperature, currentTemperature, }), [ engine, enableMusic, disableMusic, currentPresetId, currentPresetName, isHintActive, hintRegionId, playCelebration, setTemperature, currentTemperature, ] ) return <MusicContext.Provider value={value}>{children}</MusicContext.Provider> } export function useMusic(): MusicContextValue { const context = useContext(MusicContext) if (!context) { throw new Error('useMusic must be used within a MusicProvider') } return context } // Optional hook that returns null if outside provider (for optional music support) export function useMusicOptional(): MusicContextValue | null { return useContext(MusicContext) } |