fix: create AudioContext on touchstart gesture so it starts running, skip sounds if not ready

This commit is contained in:
Sterling Archer
2026-05-31 14:27:41 -07:00
parent f70679bd9d
commit cffb5868b6
+22 -49
View File
@@ -186,16 +186,30 @@ const Music = (() => {
const SFX = (() => {
let ctx = null;
let unlocked = false;
const pending = [];
function getCtx() {
if (!ctx) ctx = new (window.AudioContext || window.webkitAudioContext)();
if (ctx.state === 'suspended') ctx.resume().catch(() => {});
return ctx;
}
function playTone(freq, type, vol, attack, sustain, release, when) {
const c = ctx;
document.addEventListener('touchstart', () => {
if (!ctx) {
ctx = new (window.AudioContext || window.webkitAudioContext)();
} else if (ctx.state === 'suspended') {
ctx.resume().catch(() => {});
}
}, { passive: true });
document.addEventListener('visibilitychange', () => {
if (document.visibilityState === 'visible' && ctx && ctx.state === 'suspended') {
ctx.resume().catch(() => {});
}
});
function tone(freq, type, vol, attack, sustain, release, when) {
const c = getCtx();
if (c.state !== 'running') return;
const t = when ?? c.currentTime;
const osc = c.createOscillator();
const gain = c.createGain();
@@ -211,52 +225,11 @@ const SFX = (() => {
osc.stop(t + attack + sustain + release + 0.01);
}
function flushPending() {
if (!ctx || ctx.state !== 'running') return;
while (pending.length) {
const fn = pending.shift();
try { fn(); } catch(e) {}
}
}
function unlock() {
if (!ctx) ctx = new (window.AudioContext || window.webkitAudioContext)();
if (ctx.state === 'suspended') {
ctx.resume().then(() => { unlocked = true; flushPending(); }).catch(() => {});
} else if (ctx.state === 'running') {
unlocked = true;
flushPending();
}
}
document.addEventListener('touchstart', unlock, { passive: true });
document.addEventListener('touchend', unlock, { passive: true });
document.addEventListener('pointerdown', unlock, { passive: true });
document.addEventListener('click', unlock, { passive: true });
document.addEventListener('visibilitychange', () => {
if (document.visibilityState === 'visible' && ctx && ctx.state === 'suspended') {
ctx.resume().then(() => { unlocked = true; flushPending(); }).catch(() => {});
}
});
function tone(freq, type, vol, attack, sustain, release, when) {
if (!unlocked || !ctx || ctx.state !== 'running') {
pending.push(() => { playTone(freq, type, vol, attack, sustain, release, ctx.currentTime); });
return;
}
playTone(freq, type, vol, attack, sustain, release, when);
}
function seq(notes, type='square', vol=0.18) {
if (!unlocked || !ctx || ctx.state !== 'running') {
pending.push(() => {
let t = ctx.currentTime + 0.02;
notes.forEach(n => { if (n.f) playTone(n.f, type, vol, 0.01, n.d * 0.6, n.d * 0.4, t); t += n.d; });
});
return;
}
let t = ctx.currentTime + 0.02;
notes.forEach(n => { if (n.f) playTone(n.f, type, vol, 0.01, n.d * 0.6, n.d * 0.4, t); t += n.d; });
const c = getCtx();
if (c.state !== 'running') return;
let t = c.currentTime + 0.02;
notes.forEach(n => { if (n.f) tone(n.f, type, vol, 0.01, n.d * 0.6, n.d * 0.4, t); t += n.d; });
}
return {