feat: speech overflow fix, 60+ voice profiles, post-fight audio cleanup

- Change speak() default to cancelPrevious=true so voices don't queue endlessly
- Add stopAllAudio() export and wire into FightViewer unmount + post-fight
- Flush speech queue at fight end with delayed cancel for clean cutoff
- Expand from 30 to 60+ voice profiles (robots, accents, game, characters)
- Add speech bubbles showing bot responses during rounds
- Wire announceFinishHim/Fatality/FlawlessVictory/Devastating to not cancel

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Dorian
2026-03-07 11:42:32 +00:00
co-authored by Claude Opus 4.6
parent d7e2ed8b9d
commit c87bff01a8
6 changed files with 819 additions and 202 deletions
+411 -129
View File
@@ -114,6 +114,45 @@ const voiceProfiles: Record<string, VoiceProfile> = {
glitch: { voice: null, pitch: 1.0, rate: 1.8, volume: 0.8 }, // Stuttery fast
echo_v: { voice: null, pitch: 0.9, rate: 0.7, volume: 0.9 }, // Reverb cave voice
hyper: { voice: null, pitch: 1.4, rate: 2.0, volume: 1.0 }, // Maximum speed maximum hype
// Robots & computers
mech: { voice: null, pitch: 0.5, rate: 0.9, volume: 1.0 }, // Heavy mech unit
ai_core: { voice: null, pitch: 0.9, rate: 1.0, volume: 0.8 }, // Calm AI assistant
dial_up: { voice: null, pitch: 1.7, rate: 1.5, volume: 0.7 }, // Squeaky modem era
mainframe: { voice: null, pitch: 0.3, rate: 0.5, volume: 1.0 }, // Deep supercomputer
android_v: { voice: null, pitch: 1.0, rate: 1.1, volume: 0.9 }, // Almost human android
glitchbot: { voice: null, pitch: 1.5, rate: 2.0, volume: 0.8 }, // Malfunctioning robot
siri: { voice: null, pitch: 1.2, rate: 1.0, volume: 0.9 }, // Polite digital assistant
hal: { voice: null, pitch: 0.6, rate: 0.6, volume: 0.9 }, // Menacing calm computer
// Old people & wise
grandma: { voice: null, pitch: 1.3, rate: 0.4, volume: 0.7 }, // Sweet slow grandma
professor: { voice: null, pitch: 0.8, rate: 0.7, volume: 0.8 }, // Lecturing academic
ancient: { voice: null, pitch: 0.4, rate: 0.3, volume: 0.6 }, // Ancient being, barely audible
sensei: { voice: null, pitch: 0.7, rate: 0.5, volume: 0.8 }, // Wise martial arts master
crotchety: { voice: null, pitch: 0.6, rate: 0.9, volume: 1.0 }, // Angry old man yelling
// Game-sounding
final_boss: { voice: null, pitch: 0.2, rate: 0.4, volume: 1.0 }, // Ultimate villain reveal
npc: { voice: null, pitch: 1.1, rate: 0.9, volume: 0.7 }, // Generic quest giver
tutorial: { voice: null, pitch: 1.3, rate: 1.1, volume: 0.8 }, // Annoying tutorial fairy
game_over: { voice: null, pitch: 0.5, rate: 0.7, volume: 1.0 }, // YOU DIED narrator
power_up: { voice: null, pitch: 1.6, rate: 1.4, volume: 1.0 }, // Excited power-up voice
boss_taunt: { voice: null, pitch: 0.4, rate: 0.8, volume: 1.0 }, // Boss mid-fight taunt
// Accents & character
posh: { voice: null, pitch: 1.0, rate: 0.7, volume: 0.9 }, // British upper class
aussie: { voice: null, pitch: 0.9, rate: 1.1, volume: 1.0 }, // Australian energy
scottish: { voice: null, pitch: 0.8, rate: 1.2, volume: 1.0 }, // Scottish intensity
french: { voice: null, pitch: 1.2, rate: 0.8, volume: 0.8 }, // French disdain
texan: { voice: null, pitch: 0.7, rate: 0.7, volume: 1.0 }, // Big Texan energy
// More characters
drunk: { voice: null, pitch: 0.9, rate: 0.5, volume: 0.8 }, // Slurring bar patron
sleepy: { voice: null, pitch: 0.8, rate: 0.3, volume: 0.5 }, // About to pass out
terrified: { voice: null, pitch: 1.8, rate: 1.7, volume: 1.0 }, // Absolutely panicking
giant: { voice: null, pitch: 0.1, rate: 0.4, volume: 1.0 }, // Fee fi fo fum
fairy: { voice: null, pitch: 2.0, rate: 1.3, volume: 0.6 }, // Tinkerbell energy
wrestler_v: { voice: null, pitch: 0.5, rate: 1.0, volume: 1.0 }, // WWE promo voice
karen: { voice: null, pitch: 1.4, rate: 1.5, volume: 1.0 }, // Wants to speak to manager
stoner: { voice: null, pitch: 0.9, rate: 0.4, volume: 0.6 }, // Whoooa duuude
news: { voice: null, pitch: 1.0, rate: 1.0, volume: 1.0 }, // Breaking news anchor
conspiracy: { voice: null, pitch: 1.1, rate: 1.3, volume: 0.7 }, // Wake up sheeple whisper
}
function loadVoices() {
@@ -177,6 +216,48 @@ function loadVoices() {
voiceProfiles.glitch.voice = findVoice([/zarvox/i, /trinoids/i, /albert/i]) || pick(0)
voiceProfiles.echo_v.voice = findVoice([/daniel/i, /tom/i, /google.*uk/i]) || pick(2)
voiceProfiles.hyper.voice = findVoice([/samantha/i, /karen/i, /google.*us/i]) || pick(1)
// Robots & computers — prefer novelty/robotic voices
voiceProfiles.mech.voice = findVoice([/zarvox/i, /trinoids/i, /albert/i, /bad news/i]) || pick(0)
voiceProfiles.ai_core.voice = findVoice([/samantha/i, /siri/i, /google.*us/i]) || pick(1)
voiceProfiles.dial_up.voice = findVoice([/trinoids/i, /zarvox/i, /bells/i]) || pick(3 % vLen)
voiceProfiles.mainframe.voice = findVoice([/zarvox/i, /albert/i, /evan/i]) || pick(0)
voiceProfiles.android_v.voice = findVoice([/samantha.*enhanced/i, /google.*us/i, /evan.*premium/i]) || pick(1)
voiceProfiles.glitchbot.voice = findVoice([/trinoids/i, /zarvox/i, /bells/i]) || pick(3 % vLen)
voiceProfiles.siri.voice = findVoice([/samantha.*enhanced/i, /samantha/i, /google.*us.*female/i]) || pick(1)
voiceProfiles.hal.voice = findVoice([/daniel/i, /oliver/i, /google.*uk.*male/i]) || pick(2)
// Old people & wise — prefer deeper/slower voices
voiceProfiles.grandma.voice = findVoice([/samantha/i, /tessa/i, /karen/i, /female/i]) || pick(1)
voiceProfiles.professor.voice = findVoice([/daniel/i, /oliver/i, /google.*uk/i]) || pick(2)
voiceProfiles.ancient.voice = findVoice([/evan/i, /tom/i, /alex/i]) || pick(0)
voiceProfiles.sensei.voice = findVoice([/daniel/i, /oliver/i, /tom/i]) || pick(2)
voiceProfiles.crotchety.voice = findVoice([/evan/i, /alex/i, /aaron/i]) || pick(0)
// Game-sounding
voiceProfiles.final_boss.voice = findVoice([/evan/i, /aaron/i, /alex/i]) || pick(0)
voiceProfiles.npc.voice = findVoice([/samantha/i, /daniel/i, /google.*us/i]) || pick(1)
voiceProfiles.tutorial.voice = findVoice([/samantha/i, /karen/i, /bells/i]) || pick(1)
voiceProfiles.game_over.voice = findVoice([/evan/i, /tom/i, /daniel/i]) || pick(0)
voiceProfiles.power_up.voice = findVoice([/samantha/i, /karen/i, /google.*us/i]) || pick(1)
voiceProfiles.boss_taunt.voice = findVoice([/evan/i, /aaron/i, /zarvox/i]) || pick(0)
// Accents — try to find actual accent voices
const ukVoices = voices.filter(v => /en.gb|en.uk|en-GB|en-UK/i.test(v.lang))
const auVoices = voices.filter(v => /en.au|en-AU/i.test(v.lang))
const frVoices = voices.filter(v => /fr/i.test(v.lang))
voiceProfiles.posh.voice = ukVoices[0] || findVoice([/daniel/i, /oliver/i, /google.*uk/i]) || pick(2)
voiceProfiles.aussie.voice = auVoices[0] || findVoice([/karen/i, /lee/i]) || pick(2)
voiceProfiles.scottish.voice = findVoice([/fiona/i, /moira/i]) || ukVoices[1] || pick(2)
voiceProfiles.french.voice = frVoices[0] || findVoice([/thomas/i, /amelie/i]) || pick(3 % vLen)
voiceProfiles.texan.voice = findVoice([/evan/i, /tom/i, /alex/i]) || pick(0)
// More characters
voiceProfiles.drunk.voice = findVoice([/evan/i, /tom/i, /alex/i]) || pick(0)
voiceProfiles.sleepy.voice = findVoice([/daniel/i, /oliver/i, /tom/i]) || pick(2)
voiceProfiles.terrified.voice = findVoice([/samantha/i, /karen/i, /bells/i]) || pick(1)
voiceProfiles.giant.voice = findVoice([/evan/i, /aaron/i, /alex/i]) || pick(0)
voiceProfiles.fairy.voice = findVoice([/samantha/i, /bells/i, /karen/i]) || pick(1)
voiceProfiles.wrestler_v.voice = findVoice([/evan/i, /aaron/i, /james/i]) || pick(0)
voiceProfiles.karen.voice = findVoice([/samantha/i, /karen/i, /tessa/i]) || pick(1)
voiceProfiles.stoner.voice = findVoice([/evan/i, /tom/i, /oliver/i]) || pick(0)
voiceProfiles.news.voice = preferPremium([/evan.*premium/i, /google.*us/i, /james/i]) || pick(0)
voiceProfiles.conspiracy.voice = findVoice([/daniel/i, /tom/i, /whisper/i]) || pick(2)
}
if (typeof speechSynthesis !== 'undefined') {
@@ -184,7 +265,7 @@ if (typeof speechSynthesis !== 'undefined') {
loadVoices()
}
function speak(text: string, profileName: string, cancelPrevious: boolean = true, echo: boolean = false) {
function speak(text: string, profileName: string, cancelPrevious: boolean = true, _echo: boolean = false) {
if (typeof speechSynthesis === 'undefined') return
if (!voicesLoaded) loadVoices()
if (cancelPrevious) speechSynthesis.cancel()
@@ -195,25 +276,11 @@ function speak(text: string, profileName: string, cancelPrevious: boolean = true
utter.rate = profile.rate
utter.volume = profile.volume
speechSynthesis.speak(utter)
// Echo effect: repeat at lower volume with slight delay
if (echo) {
setTimeout(() => {
const echo1 = new SpeechSynthesisUtterance(text)
if (profile.voice) echo1.voice = profile.voice
echo1.pitch = profile.pitch * 0.9
echo1.rate = profile.rate * 0.95
echo1.volume = profile.volume * 0.4
speechSynthesis.speak(echo1)
}, 250)
setTimeout(() => {
const echo2 = new SpeechSynthesisUtterance(text)
if (profile.voice) echo2.voice = profile.voice
echo2.pitch = profile.pitch * 0.8
echo2.rate = profile.rate * 0.9
echo2.volume = profile.volume * 0.15
speechSynthesis.speak(echo2)
}, 500)
}
}
export function stopAllAudio() {
stopMusic()
if (typeof speechSynthesis !== 'undefined') speechSynthesis.cancel()
}
// Public voice functions
@@ -236,9 +303,9 @@ export function announce(text: string, pitch?: number, rate?: number) {
}
export function announceDeep(text: string) { speak(text, 'deep') }
export function announceFast(text: string) { speak(text, 'hype', false) }
export function announceFast(text: string) { speak(text, 'hype') }
export function announceRobot(text: string) { speak(text, 'robot') }
export function announceScream(text: string) { speak(text, 'screamer', false) }
export function announceScream(text: string) { speak(text, 'screamer') }
export function announceSmooth(text: string) { speak(text, 'smooth') }
// Pick a random voice profile for variety
@@ -248,12 +315,12 @@ export function announceRandom(text: string, echo: boolean = false) {
speak(text, key, true, echo)
}
// Announce with a specific mood category
const DRAMATIC_VOICES = ['deep', 'boomer', 'movie', 'preacher', 'opera', 'demon_v', 'echo_v']
const HYPE_VOICES = ['hype', 'screamer', 'sportscaster', 'auctioneer', 'hyper', 'punk', 'drill']
const SILLY_VOICES = ['chipmunk', 'baby', 'surfer', 'valley', 'pirate_v', 'alien_v', 'glitch']
const COOL_VOICES = ['smooth', 'wizard_v', 'ninja_v', 'cowboy_v', 'angel', 'whisper']
const DRAMATIC_VOICES = ['deep', 'boomer', 'movie', 'preacher', 'opera', 'demon_v', 'echo_v', 'final_boss', 'game_over', 'mainframe', 'hal', 'ancient', 'giant']
const HYPE_VOICES = ['hype', 'screamer', 'sportscaster', 'auctioneer', 'hyper', 'punk', 'drill', 'wrestler_v', 'karen', 'terrified', 'power_up', 'news', 'scottish']
const SILLY_VOICES = ['chipmunk', 'baby', 'surfer', 'valley', 'pirate_v', 'alien_v', 'glitch', 'drunk', 'stoner', 'fairy', 'tutorial', 'npc', 'dial_up', 'glitchbot', 'grandma', 'conspiracy']
const COOL_VOICES = ['smooth', 'wizard_v', 'ninja_v', 'cowboy_v', 'angel', 'whisper', 'posh', 'aussie', 'french', 'sensei', 'ai_core', 'android_v', 'siri', 'professor', 'texan', 'boss_taunt', 'sleepy']
export function announceDramatic(text: string) { speak(text, DRAMATIC_VOICES[Math.floor(Math.random() * DRAMATIC_VOICES.length)], true, true) }
export function announceHype(text: string) { speak(text, HYPE_VOICES[Math.floor(Math.random() * HYPE_VOICES.length)], false) }
export function announceHype(text: string) { speak(text, HYPE_VOICES[Math.floor(Math.random() * HYPE_VOICES.length)]) }
export function announceSilly(text: string) { speak(text, SILLY_VOICES[Math.floor(Math.random() * SILLY_VOICES.length)]) }
export function announceCool(text: string) { speak(text, COOL_VOICES[Math.floor(Math.random() * COOL_VOICES.length)]) }
@@ -335,15 +402,15 @@ const ROUND_HYPE = [
// Mortal Kombat style dramatic calls
export function announceFinishHim() {
speak('Finish it!', 'announcer', true, true)
speak('Finish it!', 'announcer', false, true)
}
export function announceFatality(tagline?: string) {
speak(tagline || 'Fatality!', 'deep', true, true)
speak(tagline || 'Fatality!', 'deep', false, true)
}
export function announceFlawlessVictory() {
speak('Flawless victory!', 'deep', true, true)
speak('Flawless victory!', 'deep', false, true)
}
export function announceRandomHype() {
@@ -399,7 +466,7 @@ export function fanfareDevastating() {
tone(220, 'sawtooth', 0.2, d, t)
tone(175, 'sawtooth', 0.3, d, t + 0.15)
noise(0.15, d, t + 0.1)
setTimeout(() => speak('Devastating!', 'deep', true, true), 150)
setTimeout(() => speak('Devastating!', 'deep', false, true), 150)
}
export function fanfareCritical() {
@@ -689,7 +756,7 @@ export function sfxKO() {
}, 180)
// Heavy reverb
reverbTail(1.0, d, t + 0.05)
setTimeout(() => speak('K. O.!', 'announcer', true, true), 500)
setTimeout(() => speak('K. O.!', 'announcer', false, true), 500)
}
export function sfxPerfect() {
@@ -1245,13 +1312,184 @@ const track4: MusicTrack = {
}
// === TRACK GENERATOR ===
// Procedurally generate tracks from musical parameters for variety
function genTrack(name: string, bpm: number, root: number, scaleIntervals: number[], drumStyle: number[], seed: number): MusicTrack {
// Deterministic RNG
// Genre types for distinct melodic DNA per style
type Genre = 'funk' | 'hiphop' | 'rock' | 'metal' | 'chiptune' | 'jazz' | 'electronic' | 'latin' | 'reggae'
// Genre-specific bass patterns (each genre has its own feel)
const GENRE_BASS: Record<Genre, number[][]> = {
funk: [
[0,0,0,4, 0,0,2,0, 3,0,0,5, 0,3,0,2], // syncopated slap bass
[0,0,4,0, 2,0,0,4, 0,3,0,5, 3,0,2,0],
[0,2,0,4, 0,0,5,0, 3,0,4,0, 2,0,0,4],
[0,0,0,0, 4,0,0,2, 0,0,3,0, 5,0,4,0],
],
hiphop: [
[0,0,0,0, 0,0,0,0, 3,0,0,0, 0,0,0,0], // deep sparse hits
[0,0,0,0, 2,0,0,0, 0,0,0,0, 4,0,0,0],
[0,0,0,2, 0,0,0,0, 0,0,3,0, 0,0,0,0],
[0,0,0,0, 0,0,2,0, 0,0,0,0, 0,0,4,2],
],
rock: [
[0,0,0,0, 2,2,0,0, 4,4,0,0, 2,2,0,0], // power chord root pumps
[0,0,2,2, 0,0,4,4, 0,0,5,5, 4,4,2,2],
[0,0,0,0, 0,0,0,0, 4,4,4,4, 2,2,0,0],
[0,2,4,2, 0,2,4,5, 4,2,0,2, 4,5,7,5],
],
metal: [
[0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0], // tremolo root
[0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1], // palm mute gallop
[0,0,3,0, 0,0,5,0, 0,0,3,0, 0,0,1,0], // staccato riff
[0,1,0,3, 0,1,0,5, 0,1,0,3, 5,3,1,0], // thrash riff
],
chiptune: [
[0,0,2,4, 2,0,2,4, 3,3,5,7, 5,3,2,0], // classic bouncy
[0,2,4,2, 0,4,5,4, 3,5,7,5, 3,2,0,2],
[0,4,7,4, 0,2,5,2, 3,7,10,7, 5,4,2,0],
[0,0,4,7, 4,0,0,4, 3,3,7,10, 7,3,0,3],
],
jazz: [
[0,2,4,5, 7,5,4,2, 0,3,5,7, 9,7,5,3], // walking bass
[0,4,7,4, 2,5,9,5, 4,7,11,7, 5,4,2,0],
[0,1,2,3, 4,5,4,3, 2,3,4,5, 7,5,4,2], // chromatic walk
[0,3,7,3, 5,2,7,4, 0,4,7,4, 9,7,4,2],
],
electronic: [
[0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0], // pulsing single note
[0,0,0,0, 4,4,4,4, 0,0,0,0, 7,7,7,7], // alternating octaves
[0,0,4,0, 0,0,7,0, 0,0,4,0, 0,0,2,0],
[0,4,0,7, 0,4,0,9, 0,4,0,7, 0,9,0,4],
],
latin: [
[0,0,0,4, 0,0,2,0, 0,0,0,4, 0,2,0,0], // tresillo bass
[0,0,0,3, 0,0,5,0, 0,0,0,3, 0,5,0,0],
[0,4,0,0, 7,0,0,4, 0,5,0,0, 7,0,4,0],
[0,0,4,0, 0,7,0,4, 0,0,5,0, 0,7,0,5],
],
reggae: [
[0,0,0,0, 0,0,0,0, 4,0,0,0, 0,0,0,0], // one-drop bass
[0,0,0,0, 0,0,0,0, 0,0,0,0, 4,0,2,0],
[0,0,0,0, 4,0,0,0, 0,0,0,0, 2,0,0,0],
[0,0,0,0, 0,0,4,0, 0,0,0,0, 0,0,2,0],
],
}
// Genre-specific lead patterns
const GENRE_LEAD: Record<Genre, number[][]> = {
funk: [
[0,0,4,0, 0,7,0,4, 0,0,9,0, 0,7,0,0], // wah-wah stabs
[4,0,0,7, 0,0,4,0, 9,0,0,7, 0,0,4,0],
[0,7,0,0, 4,0,0,7, 0,9,0,0, 7,0,4,0],
[0,0,0,4, 7,0,0,0, 0,0,0,9, 7,4,0,0],
],
hiphop: [
[7,0,0,0, 4,0,0,0, 7,0,0,0, 9,0,0,0], // looping melodic hook
[4,0,7,0, 0,0,4,0, 9,0,7,0, 0,0,4,0],
[0,0,7,0, 0,0,9,0, 0,0,7,0, 0,0,4,0],
[7,4,0,0, 9,7,0,0, 7,4,0,0, 2,4,0,0],
],
rock: [
[0,2,4,7, 9,7,4,2, 0,2,4,7, 11,9,7,4], // pentatonic licks
[7,9,11,9, 7,4,2,4, 7,9,11,14, 11,9,7,4],
[0,4,7,0, 4,7,11,7, 4,0,4,7, 11,14,11,7],
[14,11,9,7, 4,2,0,2, 4,7,9,11, 14,11,9,7],
],
metal: [
[0,0,0,0, 12,11,0,0, 0,0,0,0, 7,5,0,0], // shred bursts
[0,0,12,14, 16,14,12,0, 0,0,7,9, 11,9,7,0],
[14,0,12,0, 11,0,9,0, 7,0,5,0, 4,0,2,0], // descending shred
[0,2,4,7, 0,2,4,9, 0,2,4,11, 12,11,9,7], // ascending runs
],
chiptune: [
[0,2,4,7, 4,2,0,2, 4,7,9,7, 4,2,0,-2],
[0,4,7,11, 9,7,4,2, 0,4,9,11, 14,11,9,7],
[7,9,11,14, 11,9,7,4, 9,11,14,16, 14,11,9,7],
[0,2,4,2, 7,4,2,0, 4,7,9,11, 9,7,4,2],
],
jazz: [
[0,2,4,5, 7,9,11,9, 7,5,4,2, 0,2,4,7], // bebop lines
[4,5,7,9, 11,9,7,5, 4,2,0,2, 4,7,9,11],
[0,1,2,4, 5,7,9,7, 5,4,2,1, 0,4,7,11], // chromatic approach
[7,9,11,12, 14,12,11,9, 7,5,4,5, 7,9,11,14],
],
electronic: [
[0,0,7,0, 0,0,7,0, 0,0,9,0, 0,0,7,0], // filter sweep feel
[0,4,7,4, 0,4,9,4, 0,4,11,4, 0,4,9,4],
[7,7,7,7, 9,9,9,9, 11,11,11,11, 9,9,9,9], // pulsing
[0,7,0,9, 0,11,0,9, 0,7,0,4, 0,7,0,9],
],
latin: [
[0,4,7,0, 4,7,9,7, 4,0,4,7, 9,7,4,0], // salsa piano
[7,0,9,0, 7,0,4,0, 7,0,9,0, 11,0,9,0],
[0,2,4,7, 0,2,4,9, 0,2,4,7, 9,7,4,2],
[4,7,9,4, 7,9,11,7, 9,11,14,9, 11,9,7,4],
],
reggae: [
[0,0,4,0, 0,0,4,0, 0,0,7,0, 0,0,4,0], // skank chops
[0,0,7,0, 0,0,7,0, 0,0,9,0, 0,0,7,0],
[0,0,4,7, 0,0,4,7, 0,0,4,9, 0,0,4,7],
[0,0,0,4, 0,0,0,7, 0,0,0,4, 0,0,0,2],
],
}
// Genre-specific arp patterns
const GENRE_ARP: Record<Genre, number[][]> = {
funk: [
[0,4,7,0, 0,4,7,0, 0,4,9,0, 0,4,7,0],
[0,0,4,0, 7,0,4,0, 0,0,9,0, 7,0,4,0],
],
hiphop: [
[0,0,0,0, 7,0,0,0, 0,0,0,0, 4,0,0,0], // sparse melodic
[0,0,7,0, 0,0,0,0, 0,0,4,0, 0,0,0,0],
],
rock: [
[0,4,7,4, 0,4,7,4, 0,4,9,4, 0,4,7,4], // power chord arp
[0,7,4,7, 0,7,4,7, 0,9,4,9, 0,7,4,7],
],
metal: [
[0,0,7,0, 0,0,7,0, 0,0,7,0, 12,0,7,0], // tremolo picking
[0,7,12,7, 0,7,12,7, 0,7,14,7, 0,7,12,7],
],
chiptune: [
[0,2,4,7, 4,2,0,2, 4,7,9,7, 4,2,0,2],
[0,4,7,11, 7,4,0,4, 7,11,14,11, 7,4,0,4],
[0,7,4,11, 7,14,11,7, 4,11,7,14, 11,4,7,0],
],
jazz: [
[0,4,7,9, 11,9,7,4, 0,4,7,11, 14,11,7,4],
[0,2,4,7, 9,7,4,2, 0,4,9,11, 9,7,4,0],
],
electronic: [
[0,4,7,4, 0,4,7,4, 0,4,7,4, 0,4,7,4], // relentless arp
[0,7,4,11, 0,7,4,11, 0,9,4,11, 0,7,4,11],
[0,4,7,11, 14,11,7,4, 0,4,7,11, 14,11,7,4],
],
latin: [
[0,4,7,0, 4,7,9,7, 4,0,4,7, 9,7,4,0],
[0,7,4,7, 0,9,4,9, 0,7,4,7, 0,4,7,4],
],
reggae: [
[0,0,4,0, 0,0,7,0, 0,0,4,0, 0,0,2,0],
[0,0,7,0, 0,0,4,0, 0,0,7,0, 0,0,9,0],
],
}
// Genre-specific chord progressions (scale degrees for triads)
const GENRE_CHORDS: Record<Genre, number[]> = {
funk: [0, 3, 0, 5, 0, 3, 5, 4], // i-iv-i-v groovy
hiphop: [0, 3, 4, 3, 0, 5, 4, 3], // dark minor loops
rock: [0, 5, 3, 4, 0, 5, 3, 4], // I-V-IV power progression
metal: [0, 1, 5, 4, 0, 1, 3, 0], // i-bII-v chromatic
chiptune: [0, 3, 2, 4, 0, 5, 3, 4], // classic game
jazz: [0, 3, 5, 1, 4, 2, 5, 4], // ii-V-I movement
electronic:[0, 4, 5, 4, 0, 3, 5, 3], // trance progression
latin: [0, 3, 4, 5, 0, 3, 4, 5], // son montuno
reggae: [0, 4, 0, 4, 0, 5, 0, 4], // one chord vibes
}
function genTrack(name: string, bpm: number, root: number, scaleIntervals: number[], drumStyle: number[], seed: number, genre: Genre = 'chiptune'): MusicTrack {
let s = seed
const rng = () => { s = (s * 1103515245 + 12345) & 0x7fffffff; return s / 0x7fffffff }
// Build scale note lookup: root freq across octaves
const allNotes: number[] = []
for (let oct = -1; oct < 6; oct++) {
for (const semi of scaleIntervals) {
@@ -1260,77 +1498,92 @@ function genTrack(name: string, bpm: number, root: number, scaleIntervals: numbe
}
const sLen = scaleIntervals.length
const note = (degree: number) => {
const idx = Math.max(0, Math.min(allNotes.length - 1, degree + sLen)) // offset by 1 octave
const idx = Math.max(0, Math.min(allNotes.length - 1, degree + sLen))
return allNotes[idx]
}
// Bass: degrees 0-6, mostly stepwise, bar-level progressions
const bassProgs = [
[0,0,2,4, 2,0,2,4, 3,3,5,7, 5,3,2,0],
[0,2,4,2, 0,4,5,4, 3,5,7,5, 3,2,0,2],
[0,0,0,2, 4,4,2,0, 3,3,3,5, 7,5,3,2],
[0,4,7,4, 0,2,5,2, 3,7,10,7, 5,4,2,0],
]
// Pick genre-specific patterns
const bassPool = GENRE_BASS[genre]
const leadPool = GENRE_LEAD[genre]
const arpPool = GENRE_ARP[genre]
const chordDegs = GENRE_CHORDS[genre]
// Bass
const bass: number[] = []
for (let bar = 0; bar < BARS; bar++) {
const prog = bassProgs[bar % bassProgs.length]
const lift = Math.floor(bar / 2) // gradually ascend
const prog = bassPool[(bar + Math.floor(rng() * bassPool.length)) % bassPool.length]
const lift = genre === 'metal' ? 0 : Math.floor(bar / 3)
for (let step = 0; step < STEPS; step++) {
bass.push(note(prog[step % prog.length] + lift))
const d = prog[step % prog.length]
// Genre-specific spice
if (genre === 'funk' && d === 0 && rng() < 0.15) {
bass.push(note(Math.floor(rng() * 5) + lift)) // ghost notes
} else if (genre === 'metal' && d === 0) {
bass.push(note(0 + lift)) // palm mute on root
} else {
bass.push(note(d + lift))
}
}
}
// Lead: degrees 7-20 (octave 2-4), melodic contours
const leadShapes = [
[0,2,4,7, 4,2,0,2, 4,7,9,7, 4,2,0,-2],
[0,4,7,11, 9,7,4,2, 0,4,9,11, 14,11,9,7],
[7,9,11,14, 11,9,7,4, 9,11,14,16, 14,11,9,7],
[0,2,4,2, 7,4,2,0, 4,7,9,11, 9,7,4,2],
]
// Lead
const lead: number[] = []
for (let bar = 0; bar < BARS; bar++) {
const shape = leadShapes[bar % leadShapes.length]
const octShift = sLen + (bar >= 4 ? sLen : 0) // higher octave in second half
const shape = leadPool[(bar + Math.floor(rng() * leadPool.length)) % leadPool.length]
const octShift = sLen + (bar >= 4 ? sLen : 0)
for (let step = 0; step < STEPS; step++) {
const degree = shape[step % shape.length] + octShift
// Add slight variation
const vary = rng() < 0.15 ? (rng() < 0.5 ? 1 : -1) : 0
lead.push(note(Math.max(sLen, degree + vary)))
const vary = rng() < 0.2 ? Math.floor(rng() * 3) - 1 : 0
// Genre-specific: hiphop/reggae have silent steps
if ((genre === 'hiphop' || genre === 'reggae') && shape[step % shape.length] === 0) {
lead.push(0)
} else {
lead.push(note(Math.max(sLen, degree + vary)))
}
}
}
// Arp: degrees in octave 1-3, arpeggiated patterns
const arpPatterns = [
[0,2,4,7, 4,2,0,2, 4,7,9,7, 4,2,0,2],
[0,4,7,11, 7,4,0,4, 7,11,14,11, 7,4,0,4],
[0,7,4,11, 7,14,11,7, 4,11,7,14, 11,4,7,0],
]
// Arp
const arp: number[] = []
for (let bar = 0; bar < BARS; bar++) {
const pat = arpPatterns[bar % arpPatterns.length]
const pat = arpPool[(bar + Math.floor(rng() * arpPool.length)) % arpPool.length]
const shift = Math.floor(sLen * 0.5) + Math.floor(bar / 3)
for (let step = 0; step < STEPS; step++) {
arp.push(note(pat[step % pat.length] + shift))
const d = pat[step % pat.length]
if (d === 0 && (genre === 'hiphop' || genre === 'reggae' || genre === 'funk')) {
arp.push(0)
} else {
arp.push(note(d + shift))
}
}
}
// Chords: triads from scale degrees
const chordDegs = [0, 3, 2, 4, 0, 5, 3, 4]
// Chords
const chords: number[][] = []
for (const d of chordDegs) {
chords.push([note(d), note(d + 2), note(d + 4)])
if (genre === 'jazz') {
chords.push([note(d), note(d + 2), note(d + 4), note(d + 6)]) // 7th chords
} else if (genre === 'rock' || genre === 'metal') {
chords.push([note(d), note(d + 4)]) // power chords (root + 5th)
} else {
chords.push([note(d), note(d + 2), note(d + 4)])
}
}
// Drums: base pattern repeated, with builds in later bars
// Drums with genre-specific fills
const drums: number[] = []
for (let bar = 0; bar < BARS; bar++) {
for (let step = 0; step < STEPS; step++) {
let d = drumStyle[step % drumStyle.length]
// Build: add fills in bars 6-7
// Build: fills in bars 6-7
if (bar >= 6 && step >= 12 && d === 3) d = 2
if (bar >= 7 && step >= 14) d = d === 3 ? 2 : d
// Extra hats in later bars
if (bar >= 4 && d === 0 && rng() < 0.2) d = 3
// Genre-specific density
if (genre === 'metal' && d === 0 && rng() < 0.4) d = 3 // double bass fills
if (genre === 'rock' && bar >= 4 && d === 0 && rng() < 0.25) d = 3
if (genre === 'funk' && d === 0 && rng() < 0.3) d = 3 // ghost note hats
if (genre === 'hiphop' && d === 0 && rng() < 0.1) d = 3 // sparse hats
if ((genre === 'chiptune' || genre === 'electronic' || genre === 'jazz' || genre === 'latin') && bar >= 4 && d === 0 && rng() < 0.2) d = 3
drums.push(d)
}
}
@@ -1348,6 +1601,15 @@ const DRUMS_SWING = [1,0,3,0, 2,3,0,3, 1,0,3,1, 2,0,3,0]
const DRUMS_HALFTIME = [1,0,0,0, 0,0,0,0, 2,0,0,0, 0,0,3,0]
const DRUMS_DNB = [1,0,0,3, 0,0,2,0, 0,3,0,0, 2,3,1,3]
// Genre-specific drum patterns
const DRUMS_FUNK = [1,0,3,0, 2,3,0,3, 1,3,0,1, 2,0,3,0] // syncopated ghost notes
const DRUMS_HIPHOP = [1,0,0,3, 0,0,2,0, 1,0,3,0, 0,0,2,3] // boom bap
const DRUMS_ROCK = [1,3,2,3, 1,3,2,3, 1,3,2,3, 1,3,2,4] // driving backbeat
const DRUMS_REGGAE = [0,0,3,0, 2,0,3,0, 0,0,3,0, 2,0,3,0] // one drop
const DRUMS_BREAK = [1,0,1,3, 2,0,0,1, 0,3,1,0, 2,3,0,1] // chopped breakbeat
const DRUMS_LATIN = [1,0,0,1, 0,0,1,0, 1,0,0,1, 0,1,0,0] // tresillo
const DRUMS_SHUFFLE = [1,3,0,3, 2,0,3,3, 1,3,0,3, 2,3,4,3] // swung triplet feel
// Scale presets (semitone intervals)
const SCALE_MINOR = [0,2,3,5,7,8,10]
const SCALE_MAJOR = [0,2,4,5,7,9,11]
@@ -1360,55 +1622,72 @@ const SCALE_PENTATONIC = [0,2,4,7,9]
const SCALE_JAPANESE = [0,1,5,7,8]
const SCALE_ARABIC = [0,1,4,5,7,8,11]
// Track 5: "Chill Lounge" — C major, relaxed, 155bpm
const track5 = genTrack('Chill Lounge', 155, 131, SCALE_MAJOR, DRUMS_CHILL, 42)
// === FUNK tracks — syncopated slap bass, wah stabs, ghost note drums ===
const track5 = genTrack('Funk Machine', 200, 147, SCALE_MIXOLYDIAN, DRUMS_FUNK, 420, 'funk')
const track6 = genTrack('Funk Royale', 195, 131, SCALE_MIXOLYDIAN, DRUMS_FUNK, 1971, 'funk')
const track7 = genTrack('Soul Slugger', 185, 117, SCALE_DORIAN, DRUMS_FUNK, 1968, 'funk')
const track8 = genTrack('Funky Fists', 205, 208, SCALE_MIXOLYDIAN, DRUMS_FUNK, 1975, 'funk')
const track9 = genTrack('Slap City', 210, 165, SCALE_BLUES, DRUMS_FUNK, 1979, 'funk')
// Track 6: "Cyber Punk" — Bb minor, aggressive, 250bpm
const track6 = genTrack('Cyber Punk', 250, 117, SCALE_MINOR, DRUMS_FRANTIC, 99)
// === HIP HOP tracks — deep sparse bass, looping hooks, boom bap ===
const track10 = genTrack('Boom Bap Brawl', 170, 110, SCALE_MINOR, DRUMS_HIPHOP, 1994, 'hiphop')
const track11 = genTrack('Trap Arena', 155, 185, SCALE_MINOR, DRUMS_HIPHOP, 2012, 'hiphop')
const track12 = genTrack('Hip Hop Havoc', 175, 131, SCALE_MINOR, DRUMS_HIPHOP, 1988, 'hiphop')
const track13 = genTrack('Beat Down Blvd', 165, 147, SCALE_DORIAN, DRUMS_HIPHOP, 1996, 'hiphop')
const track14 = genTrack('Street Cypher', 180, 98, SCALE_BLUES, DRUMS_HIPHOP, 2004, 'hiphop')
// Track 7: "Retro Arcade" — G major, bouncy, 195bpm
const track7 = genTrack('Retro Arcade', 195, 196, SCALE_MAJOR, DRUMS_GROOVE, 137)
// === ROCK tracks — power chord pumps, pentatonic licks, driving backbeat ===
const track15 = genTrack('Stadium Rock', 210, 165, SCALE_MAJOR, DRUMS_ROCK, 1985, 'rock')
const track16 = genTrack('Garage Smasher', 220, 147, SCALE_MINOR, DRUMS_ROCK, 1969, 'rock')
const track17 = genTrack('Punk Blitz', 245, 165, SCALE_MAJOR, DRUMS_ROCK, 1977, 'rock')
const track18 = genTrack('Arena Anthem', 200, 131, SCALE_PENTATONIC, DRUMS_ROCK, 1987, 'rock')
const track19 = genTrack('Riff Rampage', 215, 110, SCALE_BLUES, DRUMS_ROCK, 1991, 'rock')
// Track 8: "Boss Battle" — D minor, epic, 240bpm
const track8 = genTrack('Boss Battle', 240, 147, SCALE_HARMMINOR, DRUMS_HEAVY, 256)
// === METAL tracks — palm mute gallops, shred bursts, double bass fills ===
const track20 = genTrack('Metal Mayhem', 260, 82, SCALE_PHRYGIAN, DRUMS_FRANTIC, 666, 'metal')
const track21 = genTrack('Boss Battle', 240, 147, SCALE_HARMMINOR, DRUMS_HEAVY, 256, 'metal')
const track22 = genTrack('Viking Raid', 225, 110, SCALE_MINOR, DRUMS_MARCH, 793, 'metal')
const track23 = genTrack('Samurai Storm', 245, 123, SCALE_JAPANESE, DRUMS_HEAVY, 1603, 'metal')
const track24 = genTrack('Skull Crusher', 270, 98, SCALE_PHRYGIAN, DRUMS_FRANTIC, 999, 'metal')
// Track 9: "Jazz Fusion" — Eb dorian, smooth, 175bpm
const track9 = genTrack('Jazz Fusion', 175, 156, SCALE_DORIAN, DRUMS_SWING, 333)
// === CHIPTUNE tracks — classic bouncy game music ===
const track25 = genTrack('Retro Arcade', 195, 196, SCALE_MAJOR, DRUMS_GROOVE, 137, 'chiptune')
const track26 = genTrack('Chill Lounge', 155, 131, SCALE_MAJOR, DRUMS_CHILL, 42, 'chiptune')
const track27 = genTrack('Space Opera', 165, 208, SCALE_MAJOR, DRUMS_HALFTIME, 2001, 'chiptune')
const track28 = genTrack('Haunted Circus', 200, 117, SCALE_HARMMINOR, DRUMS_MARCH, 1313, 'chiptune')
const track29 = genTrack('Cyber Punk', 250, 117, SCALE_MINOR, DRUMS_FRANTIC, 99, 'chiptune')
// Track 10: "Metal Mayhem" — E phrygian, thrash, 270bpm
const track10 = genTrack('Metal Mayhem', 270, 82, SCALE_PHRYGIAN, DRUMS_FRANTIC, 666)
// === JAZZ tracks — walking bass, bebop lines, 7th chords, swing drums ===
const track30 = genTrack('Jazz Fusion', 175, 156, SCALE_DORIAN, DRUMS_SWING, 333, 'jazz')
const track31 = genTrack('Shuffle Beatdown', 190, 196, SCALE_BLUES, DRUMS_SHUFFLE, 1955, 'jazz')
const track32 = genTrack('Smooth Operator', 165, 175, SCALE_DORIAN, DRUMS_SWING, 1961, 'jazz')
// Track 11: "Tropical Storm" — C mixolydian, upbeat, 185bpm
const track11 = genTrack('Tropical Storm', 185, 131, SCALE_MIXOLYDIAN, DRUMS_GROOVE, 808)
// === ELECTRONIC tracks — pulsing bass, filter sweeps, relentless arps ===
const track33 = genTrack('Synthwave Dream', 170, 175, SCALE_MINOR, DRUMS_HALFTIME, 1984, 'electronic')
const track34 = genTrack('Drum & Bass', 255, 196, SCALE_MINOR, DRUMS_DNB, 174, 'electronic')
const track35 = genTrack('Neon Overload', 230, 131, SCALE_MINOR, DRUMS_FRANTIC, 2077, 'electronic')
const track36 = genTrack('Breakbeat Fury', 240, 117, SCALE_MINOR, DRUMS_BREAK, 1997, 'electronic')
// Track 12: "Haunted Circus" — Bb harmonic minor, creepy, 200bpm
const track12 = genTrack('Haunted Circus', 200, 117, SCALE_HARMMINOR, DRUMS_MARCH, 1313)
// === LATIN tracks — tresillo bass, salsa piano, clave rhythms ===
const track37 = genTrack('Latin Knockout', 200, 131, SCALE_HARMMINOR, DRUMS_LATIN, 1959, 'latin')
const track38 = genTrack('Acid Meltdown', 235, 110, SCALE_ARABIC, DRUMS_LATIN, 303, 'latin')
// Track 13: "Space Opera" — Ab major, majestic, 165bpm
const track13 = genTrack('Space Opera', 165, 208, SCALE_MAJOR, DRUMS_HALFTIME, 2001)
// === REGGAE tracks — one-drop bass, skank chops ===
const track39 = genTrack('Dub Smash', 170, 196, SCALE_MINOR, DRUMS_REGGAE, 1973, 'reggae')
const track40 = genTrack('Reggae Rumble', 195, 156, SCALE_MAJOR, DRUMS_REGGAE, 1978, 'reggae')
// Track 14: "Funk Machine" — D mixolydian, groovy, 210bpm
const track14 = genTrack('Funk Machine', 210, 147, SCALE_MIXOLYDIAN, DRUMS_GROOVE, 420)
// === GENRE BLENDS — unique crossovers ===
const track41 = genTrack('Western Duel', 190, 165, SCALE_BLUES, DRUMS_SHUFFLE, 1865, 'rock')
const track42 = genTrack('Tropical Storm', 185, 131, SCALE_MIXOLYDIAN, DRUMS_GROOVE, 808, 'funk')
const track43 = genTrack('Disco Inferno', 215, 117, SCALE_MAJOR, DRUMS_GROOVE, 1977, 'funk')
// Track 15: "Viking Raid" — A minor, epic march, 225bpm
const track15 = genTrack('Viking Raid', 225, 110, SCALE_MINOR, DRUMS_MARCH, 793)
// Track 16: "Synthwave Dream" — F minor, dreamy, 170bpm
const track16 = genTrack('Synthwave Dream', 170, 175, SCALE_MINOR, DRUMS_HALFTIME, 1984)
// Track 17: "Drum & Bass" — G minor, frantic, 255bpm
const track17 = genTrack('Drum & Bass', 255, 196, SCALE_MINOR, DRUMS_DNB, 174)
// Track 18: "Western Duel" — E blues, twangy, 190bpm
const track18 = genTrack('Western Duel', 190, 165, SCALE_BLUES, DRUMS_SWING, 1865)
// Track 19: "Samurai Storm" — B japanese, intense, 245bpm
const track19 = genTrack('Samurai Storm', 245, 123, SCALE_JAPANESE, DRUMS_HEAVY, 1603)
// Track 20: "Disco Inferno" — Bb major, groovy, 215bpm
const track20 = genTrack('Disco Inferno', 215, 117, SCALE_MAJOR, DRUMS_GROOVE, 1977)
const ALL_TRACKS = [track1, track2, track3, track4, track5, track6, track7, track8, track9, track10, track11, track12, track13, track14, track15, track16, track17, track18, track19, track20]
const ALL_TRACKS = [
track1, track2, track3, track4, track5, track6, track7, track8, track9, track10,
track11, track12, track13, track14, track15, track16, track17, track18, track19, track20,
track21, track22, track23, track24, track25, track26, track27, track28, track29, track30,
track31, track32, track33, track34, track35, track36, track37, track38, track39, track40,
track41, track42, track43,
]
let activeTrack: MusicTrack = track1
let barIndex = 0
@@ -1425,22 +1704,25 @@ function playMusicBar() {
const off = bar * STEPS
const step = beat / 2
// Switch tracks at bar boundaries based on intensity
// Categorize tracks by energy level
const chillTracks = ALL_TRACKS.filter(t => t.bpm < 185) // Chill Lounge, Space Opera, Synthwave Dream, Jazz Fusion, Tropical Storm
const midTracks = ALL_TRACKS.filter(t => t.bpm >= 185 && t.bpm < 230) // Retro Arcade, Western Duel, Haunted Circus, Funk Machine, Disco Inferno, Neon Fury, Viking Raid
const intenseTracks = ALL_TRACKS.filter(t => t.bpm >= 230) // Dark Circuit, Pixel Blitz, Skull Crusher, Cyber Punk, Boss Battle, Metal Mayhem, Samurai Storm, Drum & Bass
if (barIndex > 0 && bar === 0) {
if (currentIntensity > 0.7 && activeTrack.bpm < 230) {
activeTrack = intenseTracks[Math.floor(Math.random() * intenseTracks.length)]
} else if (currentIntensity < 0.3 && activeTrack.bpm >= 200) {
activeTrack = chillTracks[Math.floor(Math.random() * chillTracks.length)]
} else if (currentIntensity >= 0.3 && currentIntensity <= 0.7 && Math.random() < 0.3) {
activeTrack = midTracks[Math.floor(Math.random() * midTracks.length)]
} else if (Math.random() < 0.2) {
// Random switch for variety
const others = ALL_TRACKS.filter(t => t !== activeTrack)
activeTrack = others[Math.floor(Math.random() * others.length)]
// Switch tracks aggressively — every 2-4 bars, always to a DIFFERENT track
const chillTracks = ALL_TRACKS.filter(t => t.bpm < 185)
const midTracks = ALL_TRACKS.filter(t => t.bpm >= 185 && t.bpm < 230)
const intenseTracks = ALL_TRACKS.filter(t => t.bpm >= 230)
const switchEvery = currentIntensity > 0.7 ? 2 : currentIntensity > 0.4 ? 3 : 4
if (barIndex > 0 && barIndex % switchEvery === 0) {
const pickFrom = (pool: MusicTrack[]) => {
const others = pool.filter(t => t !== activeTrack)
return others.length > 0 ? others[Math.floor(Math.random() * others.length)] : pool[0]
}
if (currentIntensity > 0.7) {
activeTrack = pickFrom(intenseTracks.length > 0 ? intenseTracks : ALL_TRACKS)
} else if (currentIntensity < 0.3) {
activeTrack = pickFrom(chillTracks.length > 0 ? chillTracks : ALL_TRACKS)
} else if (Math.random() < 0.5) {
activeTrack = pickFrom(midTracks.length > 0 ? midTracks : ALL_TRACKS)
} else {
// Full random for maximum variety
activeTrack = pickFrom(ALL_TRACKS)
}
}