Files
ChatApp/apps/desktop/src/lib/callSounds.ts
T
byGalax 825160ee46 feat(desktop): port v0.11.4-v0.15.2 from Tauri to Electron + Discord-parity audio (v0.16.0)
Chronological port of every Tauri release commit (v0.11.4 -> v0.15.2)
into the Electron rebuild, plus Discord-style audio handling that goes
beyond the Tauri original.

Highlights:
  - All 17 Tauri release commits ported (audio fixes, custom notification
    sound, Discord-style chat UX, profile banner, changelog page,
    Discord-parity call UX, screen-share echo + re-watch UX, audio-loop
    fix).
  - Native napi-rs audio-loopback addon with WASAPI process-loopback:
      * EXCLUDE_TARGET_PROCESS_TREE for full-screen shares -> peers
        never hear themselves echoed back through the capture.
      * INCLUDE_TARGET_PROCESS_TREE for window shares -> only the
        picked window's audio is captured, not the whole OS mixer
        (Discord parity).
      * HWND -> PID resolution via Win32 GetWindowThreadProcessId.
  - Discord-style screen-source picker (thumbnail grid, screens vs
    apps tabs, live-refreshing thumbnails).
  - Hash routing fix for packaged builds (file:// can't resolve
    BrowserRouter paths).
  - Tauri sources removed (apps/desktop/src-tauri).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 23:35:01 +02:00

108 lines
3.1 KiB
TypeScript

// One-shot call sound effects via WebAudio. Generated on the fly so no
// binary assets needed. Intentionally short + low-volume — these fire
// multiple times per call and shouldn't feel intrusive.
type Sfx = 'join' | 'leave' | 'end' | 'mute' | 'unmute' | 'deafen' | 'undeafen';
let ctx: AudioContext | null = null;
function getCtx(): AudioContext | null {
if (ctx) return ctx;
const AudioCtx =
window.AudioContext ??
(window as unknown as { webkitAudioContext?: typeof AudioContext }).webkitAudioContext;
if (!AudioCtx) return null;
ctx = new AudioCtx();
return ctx;
}
function beep(freq: number, durationSec: number, delaySec: number, gain = 0.15): void {
const c = getCtx();
if (!c) return;
const osc = c.createOscillator();
const g = c.createGain();
osc.type = 'sine';
osc.frequency.value = freq;
osc.connect(g);
g.connect(c.destination);
const t0 = c.currentTime + delaySec;
g.gain.setValueAtTime(0, t0);
g.gain.linearRampToValueAtTime(gain, t0 + 0.02);
g.gain.exponentialRampToValueAtTime(0.001, t0 + durationSec);
osc.start(t0);
osc.stop(t0 + durationSec + 0.02);
}
export async function playSfx(kind: Sfx): Promise<void> {
const c = getCtx();
if (!c) return;
if (c.state === 'suspended') {
try {
await c.resume();
} catch {
/* ignore */
}
}
switch (kind) {
case 'join':
// Rising two-note chirp — someone entered.
beep(523.25, 0.12, 0, 0.16); // C5
beep(783.99, 0.18, 0.1, 0.16); // G5
break;
case 'leave':
// Falling two-note — someone left.
beep(659.25, 0.12, 0, 0.14); // E5
beep(329.63, 0.18, 0.1, 0.14); // E4
break;
case 'end':
// Soft descending thud — call ended.
beep(440, 0.18, 0, 0.14); // A4
beep(293.66, 0.26, 0.14, 0.14); // D4
break;
case 'mute':
// Discord-style: short downward blip when mic goes silent. Quick, low
// volume so it doesn't fight whatever the user is listening to.
beep(880, 0.06, 0, 0.1); // A5
beep(660, 0.08, 0.04, 0.1); // E5
break;
case 'unmute':
// Mirror: upward blip when mic comes back.
beep(660, 0.06, 0, 0.1);
beep(880, 0.08, 0.04, 0.1);
break;
case 'deafen':
// Lower + slightly longer than mute — Discord uses a deeper tone for
// deafen so the user can tell the two states apart without looking.
beep(660, 0.07, 0, 0.1);
beep(392, 0.12, 0.05, 0.1); // G4
break;
case 'undeafen':
// Mirror of deafen: low → mid.
beep(392, 0.07, 0, 0.1);
beep(660, 0.12, 0.05, 0.1);
break;
}
}
export function playJoinBeep(): Promise<void> {
return playSfx('join');
}
export function playLeaveBeep(): Promise<void> {
return playSfx('leave');
}
export function playEndBeep(): Promise<void> {
return playSfx('end');
}
export function playMuteBeep(): Promise<void> {
return playSfx('mute');
}
export function playUnmuteBeep(): Promise<void> {
return playSfx('unmute');
}
export function playDeafenBeep(): Promise<void> {
return playSfx('deafen');
}
export function playUndeafenBeep(): Promise<void> {
return playSfx('undeafen');
}