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import { Chess, Square, Move, PieceSymbol, Color } from 'chess.js'
import { PositionEvaluator } from './PositionEvaluator'

export class AudioEngine {
  private audioContext: AudioContext | null = null
  private masterGain: GainNode | null = null
  private isActive: boolean = false
  private volume: number = 0.7
  private ambientVolume: number = 0.8 
  private gameVolume: number = 0.048 
  private userInterval: NodeJS.Timeout | null = null
  private boardFlipped: boolean = false

  private noteFrequencies = {
    'A': 27.50,    // A0
    'B': 30.87,    // B0
    'Cb': 32.70,   // C1♭
    'C': 32.70,    // C1
    'D': 36.71,    // D1
    'Db': 34.65,   // D1♭
    'E': 41.20,    // E1
    'F': 43.65     // F1
  }
  private fileNotes = ['A', 'B', 'Cb', 'C', 'D', 'Db', 'E', 'F']
  
  private fileFrequencies = [
    this.noteFrequencies.A,    
    this.noteFrequencies.B,
    this.noteFrequencies.Cb,
    this.noteFrequencies.C,
    this.noteFrequencies.D,
    this.noteFrequencies.Db,
    this.noteFrequencies.E,
    this.noteFrequencies.F
  ]
  private userInitiativeFreq = 110.0  // A2

  constructor() {
    this.initialize()
  }

  private async initialize() {
    try {
      this.audioContext = new (window.AudioContext || (window as any).webkitAudioContext)()
      this.masterGain = this.audioContext.createGain()
      this.masterGain.connect(this.audioContext.destination)
      this.masterGain.gain.value = this.volume
      this.isActive = true
      console.log('Audio engine initialized')
    } catch (error) {
      console.error('Failed to initialize audio engine:', error)
      this.isActive = false
    }
  }

  setBoardFlipped(flipped: boolean) {
    this.boardFlipped = flipped
  }

  private getSquareFrequency(square: Square): number {
    const file = square.charCodeAt(0) - 97 
    const rank = parseInt(square[1]) - 1
    const actualFile = this.boardFlipped ? 7 - file : file
    const actualRank = this.boardFlipped ? 7 - rank : rank
    const baseFreq = this.fileFrequencies[actualFile]
    const octaveMultiplier = Math.pow(2, actualRank)
    return baseFreq * octaveMultiplier
  }

  getFileNoteName(fileIndex: number): string {
    const actualFile = this.boardFlipped ? 7 - fileIndex : fileIndex
    return this.fileNotes[actualFile]
  }

  setVolume(volume: number) {
    this.volume = Math.max(0, Math.min(1, volume))
    if (this.masterGain) {
      this.masterGain.gain.value = this.volume
    }
    if (this.volume === 0) {
      this.stopAllAudio()
    }
  }

  setAmbientVolume(volume: number) {
    this.ambientVolume = Math.max(0, Math.min(1, volume))
  }

  setGameVolume(volume: number) {
    this.gameVolume = Math.max(0, Math.min(0.1, volume * 0.1))
  }

  getAmbientVolume(): number {
    return this.ambientVolume
  }

  getGameVolume(): number {
    return this.gameVolume / 0.1
  }

  async ensureAudioContext() {
    if (!this.audioContext) {
      await this.initialize()
    }
    
    if (this.audioContext?.state === 'suspended') {
      await this.audioContext.resume()
    }
  }

  private createTone(frequency: number, duration: number, fadeOut: boolean = true, volume: number = 0.4): Promise<void> {
    return new Promise((resolve) => {
      if (!this.audioContext || !this.masterGain || this.volume === 0) {
        resolve()
        return
      }

      const oscillator = this.audioContext.createOscillator()
      const gainNode = this.audioContext.createGain()
      
      oscillator.connect(gainNode)
      gainNode.connect(this.masterGain)
      
      oscillator.frequency.value = frequency
      oscillator.type = 'sine'
      
      const now = this.audioContext.currentTime
      gainNode.gain.setValueAtTime(volume, now)
      
      if (fadeOut) {
        gainNode.gain.exponentialRampToValueAtTime(0.001, now + duration)
      } else {
        gainNode.gain.setValueAtTime(volume, now + duration - 0.01)
        gainNode.gain.exponentialRampToValueAtTime(0.001, now + duration)
      }
      
      oscillator.start(now)
      oscillator.stop(now + duration)
      
      oscillator.onended = () => resolve()
    })
  }

  async playMoveSound(move: Move, board: Chess, capturedPiece?: any) {
    if (!this.isActive || this.volume === 0) return

    try {
      await this.ensureAudioContext()
      const originFreq = this.getSquareFrequency(move.from as Square)
      const destFreq = this.getSquareFrequency(move.to as Square)
      const beatDuration = 0.2
      const pauseDuration = 0.08
      await this.createTone(originFreq, beatDuration, false, this.gameVolume)
      await new Promise(resolve => setTimeout(resolve, pauseDuration * 1000))
      await this.createTone(destFreq, beatDuration, false, this.gameVolume)
      if (capturedPiece) {
        await new Promise(resolve => setTimeout(resolve, pauseDuration * 1000))
        await this.createCaptureSound()
      } else {
        const canCapture = this.checkForDanger(move.to as Square, board)
        if (canCapture) {
          await new Promise(resolve => setTimeout(resolve, pauseDuration * 1000))
          await this.createDangerSound()
        }
      }
    } catch (error) {
      console.error('Error playing move sound:', error)
    }
  }

  private async createCaptureSound() {
    if (!this.audioContext || !this.masterGain) return
    const duration = 0.2
    const now = this.audioContext.currentTime
    const frequencies = [400, 800, 1200]
    const oscillators: OscillatorNode[] = []
    const gainNodes: GainNode[] = []
    
    frequencies.forEach((freq, index) => {
      const oscillator = this.audioContext!.createOscillator()
      const gainNode = this.audioContext!.createGain()
      oscillator.connect(gainNode)
      gainNode.connect(this.masterGain!)
      oscillator.frequency.value = freq
      oscillator.type = 'sine'
      const harmonic_volume = this.gameVolume * (1 / (index + 1))
      gainNode.gain.setValueAtTime(harmonic_volume, now)
      gainNode.gain.exponentialRampToValueAtTime(0.001, now + duration)
      oscillator.start(now)
      oscillator.stop(now + duration)
      oscillators.push(oscillator)
      gainNodes.push(gainNode)
    })
    
    return new Promise<void>(resolve => {
      oscillators[oscillators.length - 1].onended = () => resolve()
    })
  }

  private async createDangerSound() {
    if (!this.audioContext || !this.masterGain) return
    const duration = 0.15
    const now = this.audioContext.currentTime
    const oscillator = this.audioContext.createOscillator()
    const gainNode = this.audioContext.createGain()
    oscillator.connect(gainNode)
    gainNode.connect(this.masterGain)
    oscillator.frequency.value = 1000
    oscillator.type = 'sawtooth'
    gainNode.gain.setValueAtTime(this.gameVolume, now)
    gainNode.gain.exponentialRampToValueAtTime(0.001, now + duration)
    oscillator.start(now)
    oscillator.stop(now + duration)
    
    return new Promise<void>(resolve => {
      oscillator.onended = () => resolve()
    })
  }

  private checkForDanger(square: Square, board: Chess): boolean {
    try {
      const moves = board.moves({ square, verbose: true })
      return moves.some((move: any) => move.captured)
    } catch {
      return false
    }
  }


  async updatePositionAudio(board: Chess, userColor: Color = 'w') {
    if (!this.isActive || this.volume === 0) return

    try {
      await this.ensureAudioContext()
      this.startContinuousInitiativeAudio(board, userColor)
    } catch (error) {
      console.error('Error updating position audio:', error)
    }
  }

  private startContinuousInitiativeAudio(board: Chess, userColor: Color = 'w') {
    if (!this.audioContext || !this.masterGain) return
    this.stopPositionAudio()
    const userInitiative = PositionEvaluator.getInitiative(board, userColor)
    const userBeatsPerMinute = userInitiative * 120
    if (userBeatsPerMinute > 0) {
      const userInterval = (60 / userBeatsPerMinute) * 1000
      this.userInterval = setInterval(() => {
        this.playInitiativeBeat(this.userInitiativeFreq)
      }, userInterval)
    }
  }

  private async playInitiativeBeat(frequency: number) {
    if (!this.audioContext || !this.masterGain || this.volume === 0) return
    const oscillator = this.audioContext.createOscillator()
    const gainNode = this.audioContext.createGain()
    oscillator.connect(gainNode)
    gainNode.connect(this.masterGain)
    oscillator.frequency.value = frequency
    oscillator.type = 'sine'
    const now = this.audioContext.currentTime
    const duration = 0.1
    const volume = this.ambientVolume
    gainNode.gain.setValueAtTime(volume, now)
    gainNode.gain.exponentialRampToValueAtTime(0.001, now + duration)
    oscillator.start(now)
    oscillator.stop(now + duration)
  }

  updateInitiativeVolumes(board: Chess, userColor: Color = 'w') {
    this.startContinuousInitiativeAudio(board, userColor)
  }

  stopPositionAudio() {
    if (this.userInterval) {
      clearInterval(this.userInterval)
      this.userInterval = null
    }
  }

  stopAllAudio() {
    this.stopPositionAudio()
    if (this.audioContext) {
      try {
        if (this.masterGain) {
          this.masterGain.disconnect()
          this.masterGain = this.audioContext.createGain()
          this.masterGain.connect(this.audioContext.destination)
          this.masterGain.gain.value = this.volume
        }
      } catch (error) {
        console.error('Error stopping audio:', error)
      }
    }
  }

  isPlaying(): boolean {
    return this.userInterval !== null
  }

  cleanup() {
    this.stopAllAudio()
    this.isActive = false
    
    if (this.audioContext) {
      this.audioContext.close()
      this.audioContext = null
    }
  }
}