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feat(timer): playing sound on time end
This commit is contained in:
committed by
Carlos Valente
parent
265b167600
commit
4c08ca2908
@@ -0,0 +1,99 @@
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import { TimerPhase } from 'ontime-types';
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import { useEffect, useRef, useState } from 'react';
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import { endSoundSources, type EndSound } from './timer.sound';
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import { shouldPlayEndSound } from './timer.utils';
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/**
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* Plays a sound when the timer reaches its end
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*
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* Browsers reject playback until the document has been interacted with, and that permission
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* is lost on every page load. Since a timer screen is typically left unattended, we prime the
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* audio element on the first interaction and let the view prompt for one if it never comes.
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* Safari grants the permission per element, so priming has to call play() on this element from
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* inside the event handler, it is not enough to know that an interaction happened.
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*/
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export function useTimerSound(phase: TimerPhase, sound: EndSound): boolean {
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const audioRef = useRef<HTMLAudioElement | null>(null);
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const previousPhaseRef = useRef<TimerPhase | null>(null);
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const [isArmed, setIsArmed] = useState(false);
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const enabled = sound !== 'none';
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// Create and clean up the audio element; changing sounds requires re-arming it in Safari.
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useEffect(() => {
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setIsArmed(false);
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if (sound === 'none') {
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return;
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}
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const audio = new Audio(endSoundSources[sound]);
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audioRef.current = audio;
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return () => {
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audio.pause();
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audioRef.current = null;
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};
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}, [sound]);
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// Listen for user interaction until muted playback succeeds and arms the selected audio element.
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useEffect(() => {
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if (!enabled || isArmed) {
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return;
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}
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const controller = new AbortController();
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const prime = () => {
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const audio = audioRef.current;
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if (!audio) {
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return;
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}
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const wasMuted = audio.muted;
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audio.muted = true;
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audio
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.play()
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.then(() => {
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if (audioRef.current !== audio) {
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return;
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}
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audio.pause();
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audio.currentTime = 0;
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setIsArmed(true);
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})
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.catch(() => {
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// playback is still blocked, a later interaction will try again
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})
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.finally(() => {
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audio.muted = wasMuted;
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});
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};
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document.addEventListener('pointerdown', prime, { capture: true, signal: controller.signal });
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document.addEventListener('keydown', prime, { capture: true, signal: controller.signal });
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return () => {
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controller.abort();
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};
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}, [enabled, isArmed]);
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// Track phase transitions and play only when a running timer enters overtime.
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useEffect(() => {
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const previousPhase = previousPhaseRef.current;
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previousPhaseRef.current = phase;
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if (!enabled || !shouldPlayEndSound(previousPhase, phase)) {
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return;
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}
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const audio = audioRef.current;
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if (!audio) return;
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audio.currentTime = 0;
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audio.play().catch(() => {
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// the screen has not been interacted with, the view shows a prompt for it
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});
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}, [enabled, phase]);
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return enabled && !isArmed;
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}
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