@cuemath/leap 3.5.29-mb → 3.5.29-mb-2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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import { useRef as
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import { useAutoPlayPermission as
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import { SWIPE_SOUND_ORDER as
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import { CircleSoundKey as
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import { useRef as v, useCallback as c, useEffect as L } from "react";
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import { useAutoPlayPermission as P } from "../../../hooks/use-auto-play-permission/use-auto-play-permission.js";
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import { SWIPE_SOUND_ORDER as I, CircleSoundKeyMapper as y } from "./constants.js";
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import { CircleSoundKey as n } from "./use-circle-sounds-enums.js";
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let C = 0;
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const
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},
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let
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const
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if (
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const t = new (window.AudioContext || window.webkitAudioContext)(), m = {
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[n.BACKGROUND]: null,
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[n.BACKGROUND_RUSHHOUR]: null,
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[n.TUTORIAL]: null,
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[n.SWIPE_01]: null,
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[n.SWIPE_02]: null,
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[n.SWIPE_03]: null,
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[n.SWIPE_04]: null,
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[n.SWIPE_DOWN]: null,
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[n.TOGGLE]: null,
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[n.POINTS_AWARDED]: null,
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[n.POINTS_ADDED]: null,
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[n.GAME_CARD_CLICK]: null,
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[n.CLOCK_IN]: null,
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[n.CLOCK_OUT]: null,
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[n.ACCURACY_IN]: null,
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[n.ACCURACY_OUT]: null,
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[n.STREAK_IN]: null,
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[n.STREAK_OUT]: null,
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[n.ACCURACY_INTRO]: null,
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[n.ACCURACY_TARGET]: null,
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[n.TIME_INTRO]: null,
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[n.TIME_TARGET]: null,
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[n.METER_FILL]: null,
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[n.YOUR_SCORE]: null,
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[n.HIGH_SCORE]: null,
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[n.KEEP_IT_UP]: null,
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[n.DOING_GREAT]: null,
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[n.ALL_DONE]: null,
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[n.ACTIVITY_COMPLETE]: null,
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[n.ALL_ACTIVITIES_COMPLETE]: null
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}, r = {};
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let _ = !1;
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const O = async () => {
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if (t.state === "suspended" && !_) {
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_ = !0;
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try {
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await
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await t.resume();
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} catch (a) {
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console.warn("Failed to resume AudioContext:", a);
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} finally {
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_ = !1;
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}
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}
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}, K = () => {
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const { canAutoPlayAudio: a } =
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if (!
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const
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const { canAutoPlayAudio: a } = P(), i = v({}), f = c(async (e) => {
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if (!m[e]) {
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const u = await U(y[e]);
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u && (m[e] = u);
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}
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}, []),
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},
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(
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async (n, t = !0, o = !1) => {
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await S(), await T(n);
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const r = _[n];
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if (!r || !a) {
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console.warn("Cannot play sound", n, { buffer: r, canPlayAudio: a });
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}, []), T = (e) => {
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e.gain.cancelScheduledValues(t.currentTime), e.gain.setValueAtTime(e.gain.value, t.currentTime), e.gain.linearRampToValueAtTime(1, t.currentTime + 0.5);
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}, R = (e) => {
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e.gain.cancelScheduledValues(t.currentTime), e.gain.setValueAtTime(e.gain.value, t.currentTime), e.gain.linearRampToValueAtTime(0, t.currentTime + 0.5);
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}, d = c(
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async (e, u = !0, o = !1) => {
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await O(), await f(e);
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const l = m[e];
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if (!l || !a) {
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console.warn("Cannot play sound", e, { buffer: l, canPlayAudio: a });
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return;
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}
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if (
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if (r[e] && o) {
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T(r[e].gainNode);
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}
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const s = t.createBufferSource(), E = t.createGain();
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s.buffer = l, s.loop = o, s.connect(E).connect(t.destination), u ? E.gain.setValueAtTime(1, t.currentTime) : T(E), s.start(), r[e] = { source: s, gainNode: E, loop: o }, o || (s.onended = () => {
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var S;
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((S = r[e]) == null ? void 0 : S.source) === s && delete r[e];
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},
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[a,
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const o =
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o && (
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}, []),
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const
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C = (C + 1) %
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}, [
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}, [
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document.visibilityState === "visible" ? (await
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A(n, !0), s.current.add(n);
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[a, f]
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), w = c(async (e, u = !0) => {
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const o = r[e];
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o && (u ? (o.source.stop(), delete r[e]) : R(o.gainNode));
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}, []), p = c(() => {
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const e = I[C] || n.SWIPE_01;
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C = (C + 1) % I.length, d(e);
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}, [d]), h = c(() => {
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d(n.TOGGLE);
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}, [d]), A = c(async () => {
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document.visibilityState === "visible" ? (await O(), Object.values(r).forEach(({ gainNode: e }) => {
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T(e);
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})) : Object.values(r).forEach(({ gainNode: e }) => {
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R(e);
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});
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}, [
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return
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const
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}, []);
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return L(() => {
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const e = ["pointerdown", "touchstart"], u = () => {
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O();
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};
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document.addEventListener("visibilitychange",
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window.addEventListener(
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document.addEventListener("visibilitychange", A), e.forEach((l) => {
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window.addEventListener(l, u, { once: !0 });
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const o =
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const o = i.current;
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return () => {
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document.removeEventListener("visibilitychange",
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window.removeEventListener(
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}), Object.values(o).forEach((
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document.removeEventListener("visibilitychange", A), e.forEach((l) => {
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window.removeEventListener(l, u);
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}), Object.values(o).forEach((l) => clearTimeout(l));
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};
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}, [
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playSwipeSound:
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play:
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stop:
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}, [A]), {
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playSwipeSound: p,
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play: d,
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stop: w,
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playButtonSound: h
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};
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},
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}, U = async (a) => {
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try {
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const
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const i = await fetch(a, {
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mode: "cors",
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credentials: "omit"
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});
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if (!
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throw new Error(`HTTP error! status: ${
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const f = await
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return await
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} catch (
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console.error("CORS error loading audio:",
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if (!i.ok)
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throw new Error(`HTTP error! status: ${i.status}`);
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const f = await i.arrayBuffer();
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return await t.decodeAudioData(f);
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} catch (i) {
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console.error("CORS error loading audio:", i);
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return;
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}
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};
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{"version":3,"file":"use-circle-sounds.js","sources":["../../../../../src/features/circle-games/hooks/use-circle-sounds/use-circle-sounds.ts"],"sourcesContent":["/* eslint-disable no-console */\nimport { useCallback, useEffect, useRef } from 'react';\n\nimport { useAutoPlayPermission } from '../../../hooks/use-auto-play-permission/use-auto-play-permission';\nimport { CircleSoundKeyMapper, SWIPE_SOUND_ORDER } from './constants';\nimport type { TimeoutMap } from './use-circle-sound-types';\nimport { CircleSoundKey } from './use-circle-sounds-enums';\n\nlet swipeSoundIndex = 0;\nconst audioContext = new (window.AudioContext || window.webkitAudioContext)();\n\nconst bufferMapper: Record<CircleSoundKey, AudioBuffer | null> = {\n [CircleSoundKey.BACKGROUND]: null,\n [CircleSoundKey.BACKGROUND_RUSHHOUR]: null,\n [CircleSoundKey.TUTORIAL]: null,\n [CircleSoundKey.SWIPE_01]: null,\n [CircleSoundKey.SWIPE_02]: null,\n [CircleSoundKey.SWIPE_03]: null,\n [CircleSoundKey.SWIPE_04]: null,\n [CircleSoundKey.SWIPE_DOWN]: null,\n [CircleSoundKey.TOGGLE]: null,\n [CircleSoundKey.POINTS_AWARDED]: null,\n [CircleSoundKey.POINTS_ADDED]: null,\n [CircleSoundKey.GAME_CARD_CLICK]: null,\n [CircleSoundKey.CLOCK_IN]: null,\n [CircleSoundKey.CLOCK_OUT]: null,\n [CircleSoundKey.ACCURACY_IN]: null,\n [CircleSoundKey.ACCURACY_OUT]: null,\n [CircleSoundKey.STREAK_IN]: null,\n [CircleSoundKey.STREAK_OUT]: null,\n [CircleSoundKey.ACCURACY_INTRO]: null,\n [CircleSoundKey.ACCURACY_TARGET]: null,\n [CircleSoundKey.TIME_INTRO]: null,\n [CircleSoundKey.TIME_TARGET]: null,\n [CircleSoundKey.METER_FILL]: null,\n [CircleSoundKey.YOUR_SCORE]: null,\n [CircleSoundKey.HIGH_SCORE]: null,\n [CircleSoundKey.KEEP_IT_UP]: null,\n [CircleSoundKey.DOING_GREAT]: null,\n [CircleSoundKey.ALL_DONE]: null,\n [CircleSoundKey.ACTIVITY_COMPLETE]: null,\n [CircleSoundKey.ALL_ACTIVITIES_COMPLETE]: null,\n};\n\ntype ActiveSound = {\n source: AudioBufferSourceNode;\n gainNode: GainNode;\n loop: boolean;\n};\n\nconst activeSounds: Partial<Record<CircleSoundKey, ActiveSound>> = {};\n\nlet resuming = false;\nconst resumeAudioContext = async () => {\n if (audioContext.state === 'suspended' && !resuming) {\n resuming = true;\n try {\n await audioContext.resume();\n } catch (err) {\n console.warn('Failed to resume AudioContext:', err);\n } finally {\n resuming = false;\n }\n }\n};\n\nexport const useCircleSounds = () => {\n const { canAutoPlayAudio: canPlayAudio } = useAutoPlayPermission();\n\n const pausedSoundsRef = useRef<Set<CircleSoundKey>>(new Set());\n const timeoutRefs = useRef<TimeoutMap>({});\n\n const loadSound = useCallback(async (key: CircleSoundKey) => {\n if (!bufferMapper[key]) {\n const audioBuffer = await fetchAudio(CircleSoundKeyMapper[key]);\n\n if (audioBuffer) {\n bufferMapper[key] = audioBuffer;\n }\n }\n }, []);\n\n const fadeIn = (gainNode: GainNode) => {\n gainNode.gain.setValueAtTime(0, audioContext.currentTime);\n gainNode.gain.linearRampToValueAtTime(1, audioContext.currentTime + 0.5);\n };\n\n const fadeOut = (gainNode: GainNode, key: CircleSoundKey) => {\n gainNode.gain.setValueAtTime(gainNode.gain.value, audioContext.currentTime);\n gainNode.gain.linearRampToValueAtTime(0, audioContext.currentTime + 0.5);\n const timeout = setTimeout(() => {\n activeSounds[key]?.source.stop();\n delete activeSounds[key];\n }, 500);\n\n timeoutRefs.current[key] = timeout as unknown as number;\n };\n\n const play = useCallback(\n async (key: CircleSoundKey, immediately = true, loop = false) => {\n await resumeAudioContext();\n await loadSound(key);\n const buffer = bufferMapper[key];\n\n if (!buffer || !canPlayAudio) {\n console.warn('Cannot play sound', key, { buffer, canPlayAudio });\n\n return;\n }\n\n // prevent duplicate loop sounds\n if (activeSounds[key] && loop) {\n return;\n }\n\n const source = audioContext.createBufferSource();\n const gainNode = audioContext.createGain();\n\n source.buffer = buffer;\n source.loop = loop;\n source.connect(gainNode).connect(audioContext.destination);\n\n if (immediately) {\n gainNode.gain.setValueAtTime(1, audioContext.currentTime);\n } else {\n fadeIn(gainNode);\n }\n\n source.start();\n activeSounds[key] = { source, gainNode, loop };\n\n if (!loop) {\n source.onended = () => {\n if (activeSounds[key]?.source === source) {\n delete activeSounds[key];\n }\n };\n }\n },\n [canPlayAudio, loadSound],\n );\n\n const stop = useCallback(async (key: CircleSoundKey, immediately = true) => {\n const sound = activeSounds[key];\n\n if (!sound) return;\n\n if (immediately) {\n sound.source.stop();\n delete activeSounds[key];\n } else {\n fadeOut(sound.gainNode, key);\n }\n }, []);\n\n const playSwipeSound = useCallback(() => {\n const key = SWIPE_SOUND_ORDER[swipeSoundIndex] || CircleSoundKey.SWIPE_01;\n\n swipeSoundIndex = (swipeSoundIndex + 1) % SWIPE_SOUND_ORDER.length;\n play(key);\n }, [play]);\n\n const playButtonSound = useCallback(() => {\n play(CircleSoundKey.TOGGLE);\n }, [play]);\n\n const handleVisibilityChange = useCallback(async () => {\n if (document.visibilityState === 'visible') {\n await resumeAudioContext();\n // replay paused sounds with fresh source nodes\n const paused = Array.from(pausedSoundsRef.current);\n\n paused.forEach(key => {\n play(key, false, activeSounds[key]?.loop ?? false);\n });\n pausedSoundsRef.current.clear();\n } else {\n Object.keys(activeSounds).forEach(key => {\n stop(key as CircleSoundKey, true);\n pausedSoundsRef.current.add(key as CircleSoundKey);\n });\n }\n }, [play, stop]);\n\n useEffect(() => {\n const interactionEvents = ['pointerdown', 'touchstart'];\n const tryResume = () => {\n resumeAudioContext();\n };\n\n document.addEventListener('visibilitychange', handleVisibilityChange);\n interactionEvents.forEach(event => {\n window.addEventListener(event, tryResume, { once: true });\n });\n\n const timeouts = timeoutRefs.current;\n\n return () => {\n document.removeEventListener('visibilitychange', handleVisibilityChange);\n interactionEvents.forEach(event => {\n window.removeEventListener(event, tryResume);\n });\n Object.values(timeouts).forEach(id => clearTimeout(id));\n };\n }, [handleVisibilityChange]);\n\n return {\n playSwipeSound,\n play,\n stop,\n playButtonSound,\n };\n};\n\nconst fetchAudio = async (url: string): Promise<AudioBuffer | undefined> => {\n try {\n const response: Response = await fetch(url, {\n mode: 'cors',\n credentials: 'omit',\n });\n\n if (!response.ok) {\n throw new Error(`HTTP error! status: ${response.status}`);\n }\n\n const arrayBuffer: ArrayBuffer = await response.arrayBuffer();\n const decoded: AudioBuffer = await audioContext.decodeAudioData(arrayBuffer);\n\n return decoded;\n } catch (error) {\n console.error('CORS error loading audio:', error);\n\n return undefined;\n 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{"version":3,"file":"use-circle-sounds.js","sources":["../../../../../src/features/circle-games/hooks/use-circle-sounds/use-circle-sounds.ts"],"sourcesContent":["import { useCallback, useEffect, useRef } from 'react';\n\nimport { useAutoPlayPermission } from '../../../hooks/use-auto-play-permission/use-auto-play-permission';\nimport { CircleSoundKeyMapper, SWIPE_SOUND_ORDER } from './constants';\nimport type { TimeoutMap } from './use-circle-sound-types';\nimport { CircleSoundKey } from './use-circle-sounds-enums';\n\nlet swipeSoundIndex = 0;\nconst audioContext = new (window.AudioContext || window.webkitAudioContext)();\n\nconst bufferMapper: Record<CircleSoundKey, AudioBuffer | null> = {\n [CircleSoundKey.BACKGROUND]: null,\n [CircleSoundKey.BACKGROUND_RUSHHOUR]: null,\n [CircleSoundKey.TUTORIAL]: null,\n [CircleSoundKey.SWIPE_01]: null,\n [CircleSoundKey.SWIPE_02]: null,\n [CircleSoundKey.SWIPE_03]: null,\n [CircleSoundKey.SWIPE_04]: null,\n [CircleSoundKey.SWIPE_DOWN]: null,\n [CircleSoundKey.TOGGLE]: null,\n [CircleSoundKey.POINTS_AWARDED]: null,\n [CircleSoundKey.POINTS_ADDED]: null,\n [CircleSoundKey.GAME_CARD_CLICK]: null,\n [CircleSoundKey.CLOCK_IN]: null,\n [CircleSoundKey.CLOCK_OUT]: null,\n [CircleSoundKey.ACCURACY_IN]: null,\n [CircleSoundKey.ACCURACY_OUT]: null,\n [CircleSoundKey.STREAK_IN]: null,\n [CircleSoundKey.STREAK_OUT]: null,\n [CircleSoundKey.ACCURACY_INTRO]: null,\n [CircleSoundKey.ACCURACY_TARGET]: null,\n [CircleSoundKey.TIME_INTRO]: null,\n [CircleSoundKey.TIME_TARGET]: null,\n [CircleSoundKey.METER_FILL]: null,\n [CircleSoundKey.YOUR_SCORE]: null,\n [CircleSoundKey.HIGH_SCORE]: null,\n [CircleSoundKey.KEEP_IT_UP]: null,\n [CircleSoundKey.DOING_GREAT]: null,\n [CircleSoundKey.ALL_DONE]: null,\n [CircleSoundKey.ACTIVITY_COMPLETE]: null,\n [CircleSoundKey.ALL_ACTIVITIES_COMPLETE]: null,\n};\n\ntype ActiveSound = {\n source: AudioBufferSourceNode;\n gainNode: GainNode;\n loop: boolean;\n};\n\nconst activeSounds: Partial<Record<CircleSoundKey, ActiveSound>> = {};\n\nlet resuming = false;\nconst resumeAudioContext = async () => {\n if (audioContext.state === 'suspended' && !resuming) {\n resuming = true;\n try {\n await audioContext.resume();\n } catch (err) {\n // eslint-disable-next-line no-console\n console.warn('Failed to resume AudioContext:', err);\n } finally {\n resuming = false;\n }\n }\n};\n\nexport const useCircleSounds = () => {\n const { canAutoPlayAudio: canPlayAudio } = useAutoPlayPermission();\n\n const timeoutRefs = useRef<TimeoutMap>({});\n\n const loadSound = useCallback(async (key: CircleSoundKey) => {\n if (!bufferMapper[key]) {\n const audioBuffer = await fetchAudio(CircleSoundKeyMapper[key]);\n\n if (audioBuffer) {\n bufferMapper[key] = audioBuffer;\n }\n }\n }, []);\n\n const fadeIn = (gainNode: GainNode) => {\n gainNode.gain.cancelScheduledValues(audioContext.currentTime);\n gainNode.gain.setValueAtTime(gainNode.gain.value, audioContext.currentTime);\n gainNode.gain.linearRampToValueAtTime(1, audioContext.currentTime + 0.5);\n };\n\n const fadeOut = (gainNode: GainNode) => {\n gainNode.gain.cancelScheduledValues(audioContext.currentTime);\n gainNode.gain.setValueAtTime(gainNode.gain.value, audioContext.currentTime);\n gainNode.gain.linearRampToValueAtTime(0, audioContext.currentTime + 0.5);\n };\n\n const play = useCallback(\n async (key: CircleSoundKey, immediately = true, loop = false) => {\n await resumeAudioContext();\n await loadSound(key);\n const buffer = bufferMapper[key];\n\n if (!buffer || !canPlayAudio) {\n // eslint-disable-next-line no-console\n console.warn('Cannot play sound', key, { buffer, canPlayAudio });\n\n return;\n }\n\n // prevent duplicate loop sounds\n if (activeSounds[key] && loop) {\n // if it's just faded out, fade it back in\n fadeIn(activeSounds[key]!.gainNode);\n\n return;\n }\n\n const source = audioContext.createBufferSource();\n const gainNode = audioContext.createGain();\n\n source.buffer = buffer;\n source.loop = loop;\n source.connect(gainNode).connect(audioContext.destination);\n\n if (immediately) {\n gainNode.gain.setValueAtTime(1, audioContext.currentTime);\n } else {\n fadeIn(gainNode);\n }\n\n source.start();\n activeSounds[key] = { source, gainNode, loop };\n\n if (!loop) {\n source.onended = () => {\n if (activeSounds[key]?.source === source) {\n delete activeSounds[key];\n }\n };\n }\n },\n [canPlayAudio, loadSound],\n );\n\n const stop = useCallback(async (key: CircleSoundKey, immediately = true) => {\n const sound = activeSounds[key];\n\n if (!sound) return;\n\n if (immediately) {\n sound.source.stop();\n delete activeSounds[key];\n } else {\n fadeOut(sound.gainNode);\n }\n }, []);\n\n const playSwipeSound = useCallback(() => {\n const key = SWIPE_SOUND_ORDER[swipeSoundIndex] || CircleSoundKey.SWIPE_01;\n\n swipeSoundIndex = (swipeSoundIndex + 1) % SWIPE_SOUND_ORDER.length;\n play(key);\n }, [play]);\n\n const playButtonSound = useCallback(() => {\n play(CircleSoundKey.TOGGLE);\n }, [play]);\n\n const handleVisibilityChange = useCallback(async () => {\n if (document.visibilityState === 'visible') {\n await resumeAudioContext();\n // fade back in active loop sounds\n Object.values(activeSounds).forEach(({ gainNode }) => {\n fadeIn(gainNode);\n });\n } else {\n // fade out but don’t stop\n Object.values(activeSounds).forEach(({ gainNode }) => {\n fadeOut(gainNode);\n });\n }\n }, []);\n\n useEffect(() => {\n const interactionEvents = ['pointerdown', 'touchstart'];\n const tryResume = () => {\n resumeAudioContext();\n };\n\n document.addEventListener('visibilitychange', handleVisibilityChange);\n interactionEvents.forEach(event => {\n window.addEventListener(event, tryResume, { once: true });\n });\n\n const timeouts = timeoutRefs.current;\n\n return () => {\n document.removeEventListener('visibilitychange', handleVisibilityChange);\n interactionEvents.forEach(event => {\n window.removeEventListener(event, tryResume);\n });\n Object.values(timeouts).forEach(id => clearTimeout(id));\n };\n }, [handleVisibilityChange]);\n\n return {\n playSwipeSound,\n play,\n stop,\n playButtonSound,\n };\n};\n\nconst fetchAudio = async (url: string): Promise<AudioBuffer | undefined> => {\n try {\n const response: Response = await fetch(url, {\n mode: 'cors',\n credentials: 'omit',\n });\n\n if (!response.ok) {\n throw new Error(`HTTP error! status: ${response.status}`);\n }\n\n const arrayBuffer: ArrayBuffer = await response.arrayBuffer();\n const decoded: AudioBuffer = await audioContext.decodeAudioData(arrayBuffer);\n\n return decoded;\n } catch (error) {\n // eslint-disable-next-line no-console\n console.error('CORS error loading audio:', error);\n\n return undefined;\n 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