Files
ontime/apps/client/src/views/timer/useTimerSound.ts
T
2026-08-28 12:29:12 +02:00

100 lines
2.9 KiB
TypeScript

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