// TURNCRAFT — Lane E. One-shot diegetic SFX, all synthesized and short. // Each function synthesizes into `dest` (AudioEngine routes `dest` through a // PannerNode when a world position is supplied). None of these hold state. import type { BlockDef } from '../core/blocks'; type SoundCat = BlockDef['sound']; // 'metal'|'wood'|'plastic'|'soft'|'glass'|'none' /** Short filtered noise burst, body tuned per surface category. */ function noiseHit( ctx: BaseAudioContext, dest: AudioNode, noise: AudioBuffer, t: number, o: { type: BiquadFilterType; freq: number; q: number; dur: number; gain: number }, ): void { const src = ctx.createBufferSource(); src.buffer = noise; src.loop = true; const f = ctx.createBiquadFilter(); f.type = o.type; f.frequency.value = o.freq; f.Q.value = o.q; const g = ctx.createGain(); g.gain.setValueAtTime(o.gain, t); g.gain.exponentialRampToValueAtTime(0.0001, t + o.dur); src.connect(f); f.connect(g); g.connect(dest); src.start(t); src.stop(t + o.dur + 0.02); } const STEP_BY_CAT: Record = { metal: { type: 'bandpass', freq: 3200, q: 3, dur: 0.06, gain: 0.18 }, wood: { type: 'lowpass', freq: 900, q: 1, dur: 0.07, gain: 0.22 }, plastic: { type: 'highpass', freq: 1800, q: 0.7, dur: 0.045, gain: 0.16 }, soft: { type: 'lowpass', freq: 420, q: 0.7, dur: 0.09, gain: 0.20 }, glass: { type: 'bandpass', freq: 6000, q: 6, dur: 0.05, gain: 0.14 }, none: { type: 'lowpass', freq: 700, q: 1, dur: 0.05, gain: 0.10 }, }; export function footstep( ctx: BaseAudioContext, dest: AudioNode, noise: AudioBuffer, t: number, cat: SoundCat, ): void { const p = STEP_BY_CAT[cat] ?? STEP_BY_CAT.none; noiseHit(ctx, dest, noise, t, p); } /** Land thump: low body scaled by impact speed + a surface tick. */ export function land( ctx: BaseAudioContext, dest: AudioNode, noise: AudioBuffer, t: number, impactSpeed: number, cat: SoundCat, ): void { const amt = Math.min(1, impactSpeed / 12); const g = ctx.createGain(); g.gain.setValueAtTime(0.0001, t); g.gain.exponentialRampToValueAtTime(0.25 + 0.5 * amt, t + 0.005); g.gain.exponentialRampToValueAtTime(0.0001, t + 0.12 + 0.1 * amt); g.connect(dest); const osc = ctx.createOscillator(); osc.type = 'sine'; osc.frequency.setValueAtTime(120 + 60 * amt, t); osc.frequency.exponentialRampToValueAtTime(50, t + 0.12); osc.connect(g); osc.start(t); osc.stop(t + 0.24); const p = STEP_BY_CAT[cat] ?? STEP_BY_CAT.none; noiseHit(ctx, dest, noise, t, { ...p, gain: p.gain * (0.6 + amt) }); } /** Break/place click: brighter for break, softer for place, category-flavoured. */ export function blockHit( ctx: BaseAudioContext, dest: AudioNode, noise: AudioBuffer, t: number, cat: SoundCat, kind: 'break' | 'place', ): void { const p = STEP_BY_CAT[cat] ?? STEP_BY_CAT.none; const dur = kind === 'break' ? 0.09 : 0.05; noiseHit(ctx, dest, noise, t, { ...p, dur, gain: p.gain * (kind === 'break' ? 1.4 : 0.9) }); if (kind === 'break') { // little pitch-down thock so breaks feel chunkier const g = ctx.createGain(); g.gain.setValueAtTime(0.14, t); g.gain.exponentialRampToValueAtTime(0.0001, t + 0.08); g.connect(dest); const osc = ctx.createOscillator(); osc.type = 'triangle'; osc.frequency.setValueAtTime(320, t); osc.frequency.exponentialRampToValueAtTime(120, t + 0.08); osc.connect(g); osc.start(t); osc.stop(t + 0.1); } } /** Fader zip: filtered noise sweep, quick. */ export function faderZip(ctx: BaseAudioContext, dest: AudioNode, noise: AudioBuffer, t: number): void { const src = ctx.createBufferSource(); src.buffer = noise; src.loop = true; const bp = ctx.createBiquadFilter(); bp.type = 'bandpass'; bp.Q.value = 4; bp.frequency.setValueAtTime(1200, t); bp.frequency.exponentialRampToValueAtTime(3600, t + 0.12); const g = ctx.createGain(); g.gain.setValueAtTime(0.12, t); g.gain.exponentialRampToValueAtTime(0.0001, t + 0.13); src.connect(bp); bp.connect(g); g.connect(dest); src.start(t); src.stop(t + 0.15); } /** Button clunk: short low thock with a click. */ export function buttonClunk(ctx: BaseAudioContext, dest: AudioNode, t: number): void { const g = ctx.createGain(); g.gain.setValueAtTime(0.3, t); g.gain.exponentialRampToValueAtTime(0.0001, t + 0.09); g.connect(dest); const osc = ctx.createOscillator(); osc.type = 'sine'; osc.frequency.setValueAtTime(220, t); osc.frequency.exponentialRampToValueAtTime(90, t + 0.08); osc.connect(g); osc.start(t); osc.stop(t + 0.1); } /** RCA plug seating: "clunk-clunk-CLICK", three rising transients. */ export function rcaClick(ctx: BaseAudioContext, dest: AudioNode, noise: AudioBuffer, t: number): void { const steps = [ { off: 0.0, f: 140, g: 0.22 }, { off: 0.12, f: 200, g: 0.26 }, { off: 0.26, f: 340, g: 0.34 }, ]; for (const s of steps) { const g = ctx.createGain(); g.gain.setValueAtTime(s.g, t + s.off); g.gain.exponentialRampToValueAtTime(0.0001, t + s.off + 0.06); g.connect(dest); const osc = ctx.createOscillator(); osc.type = 'triangle'; osc.frequency.setValueAtTime(s.f, t + s.off); osc.frequency.exponentialRampToValueAtTime(s.f * 0.6, t + s.off + 0.05); osc.connect(g); osc.start(t + s.off); osc.stop(t + s.off + 0.08); } noiseHit(ctx, dest, noise, t + 0.26, { type: 'highpass', freq: 4000, q: 2, dur: 0.04, gain: 0.18 }); } /** Fuse zap: buzzy electric discharge. */ export function fuseZap(ctx: BaseAudioContext, dest: AudioNode, noise: AudioBuffer, t: number): void { const src = ctx.createBufferSource(); src.buffer = noise; src.loop = true; const bp = ctx.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.value = 2200; bp.Q.value = 8; const g = ctx.createGain(); g.gain.setValueAtTime(0.28, t); g.gain.setValueAtTime(0.05, t + 0.02); g.gain.setValueAtTime(0.24, t + 0.05); g.gain.exponentialRampToValueAtTime(0.0001, t + 0.22); src.connect(bp); bp.connect(g); g.connect(dest); src.start(t); src.stop(t + 0.24); // buzzy saw underneath const osc = ctx.createOscillator(); osc.type = 'sawtooth'; osc.frequency.setValueAtTime(320, t); osc.frequency.exponentialRampToValueAtTime(80, t + 0.2); const og = ctx.createGain(); og.gain.setValueAtTime(0.12, t); og.gain.exponentialRampToValueAtTime(0.0001, t + 0.2); osc.connect(og); og.connect(dest); osc.start(t); osc.stop(t + 0.22); } /** Tonearm cue lever creak: slow filtered-noise groan. */ export function cueCreak(ctx: BaseAudioContext, dest: AudioNode, noise: AudioBuffer, t: number): void { const src = ctx.createBufferSource(); src.buffer = noise; src.loop = true; const bp = ctx.createBiquadFilter(); bp.type = 'bandpass'; bp.Q.value = 12; bp.frequency.setValueAtTime(420, t); bp.frequency.linearRampToValueAtTime(280, t + 0.3); const g = ctx.createGain(); g.gain.setValueAtTime(0.0001, t); g.gain.linearRampToValueAtTime(0.1, t + 0.06); g.gain.exponentialRampToValueAtTime(0.0001, t + 0.34); src.connect(bp); bp.connect(g); g.connect(dest); src.start(t); src.stop(t + 0.36); } /** Needle drop: crackle burst as the stylus meets the groove (used at win). */ export function needleDrop(ctx: BaseAudioContext, dest: AudioNode, noise: AudioBuffer, t: number): void { const src = ctx.createBufferSource(); src.buffer = noise; src.loop = true; const g = ctx.createGain(); g.gain.setValueAtTime(0.0001, t); g.gain.linearRampToValueAtTime(0.35, t + 0.01); g.gain.exponentialRampToValueAtTime(0.04, t + 0.18); g.gain.exponentialRampToValueAtTime(0.0001, t + 0.5); const hp = ctx.createBiquadFilter(); hp.type = 'highpass'; hp.frequency.value = 1500; src.connect(hp); hp.connect(g); g.connect(dest); src.start(t); src.stop(t + 0.55); // the "thunk" of the tonearm landing const tg = ctx.createGain(); tg.gain.setValueAtTime(0.3, t); tg.gain.exponentialRampToValueAtTime(0.0001, t + 0.12); tg.connect(dest); const osc = ctx.createOscillator(); osc.type = 'sine'; osc.frequency.setValueAtTime(90, t); osc.frequency.exponentialRampToValueAtTime(45, t + 0.1); osc.connect(tg); osc.start(t); osc.stop(t + 0.14); } export type SfxName = | 'footstep' | 'land' | 'break' | 'place' | 'fader' | 'button' | 'rca' | 'fuse' | 'cue' | 'needle';