@testgorilla/tgo-ui 7.2.10 → 7.3.0

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@@ -3,7 +3,8 @@ import * as i0 from "@angular/core";
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  export declare enum InterviewState {
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  CandidateSpeaking = "candidate-speaking",
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  AiListening = "ai-listening",
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- AiSpeaking = "ai-speaking"
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+ AiSpeaking = "ai-speaking",
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+ Static = "static"
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  }
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  export declare class AiAudioCircleComponent implements OnDestroy, AfterViewInit {
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  pulseCanvasRef?: ElementRef<HTMLCanvasElement>;
@@ -8,6 +8,7 @@ var InterviewState;
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  InterviewState["CandidateSpeaking"] = "candidate-speaking";
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  InterviewState["AiListening"] = "ai-listening";
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  InterviewState["AiSpeaking"] = "ai-speaking";
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+ InterviewState["Static"] = "static";
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  })(InterviewState || (InterviewState = {}));
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  class AiAudioCircleComponent {
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  constructor() {
@@ -204,7 +205,10 @@ class AiAudioCircleComponent {
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  mainLoop() {
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  this.simTime += 0.05;
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  const currentStateValue = this.state();
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- if (currentStateValue === InterviewState.AiSpeaking) {
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+ if (currentStateValue === InterviewState.Static) {
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+ // Static: no amplitude updates — the render locks scale at 1.0
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+ }
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+ else if (currentStateValue === InterviewState.AiSpeaking) {
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  if (this.analyser && this.dataArray) {
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  // Use real audio amplitude (already handled in analyzeAudio)
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  }
@@ -242,8 +246,14 @@ class AiAudioCircleComponent {
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  const isListening = currentStateValue === InterviewState.AiListening;
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  const isCandidate = currentStateValue === InterviewState.CandidateSpeaking;
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  const isAiSpeaking = currentStateValue === InterviewState.AiSpeaking;
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+ const isStatic = currentStateValue === InterviewState.Static;
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  // Scale logic
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- if (isCandidate) {
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+ if (isStatic) {
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+ // Static: fixed scale at 1.0, no breathing, no amplitude reactivity
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+ this.pulseTargetScale = 1;
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+ this.pulseScale = 1;
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+ }
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+ else if (isCandidate) {
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  // Candidate speaking: Fixed enlarged scale (115%), no breathing effect
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  this.pulseTargetScale = 1.15;
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  const breathing = 0;
@@ -272,18 +282,20 @@ class AiAudioCircleComponent {
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  this.pulseScale += (this.pulseTargetScale + breathing - this.pulseScale) * smoothing;
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  }
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  const currentRadius = baseRadius * this.pulseScale;
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- // Draw shadows
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- for (let i = 3; i >= 1; i--) {
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- const shadowRadius = currentRadius + i * 10;
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- const shadowOpacity = 0.35 - i * 0.06;
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- const shadowGradient = ctx.createRadialGradient(centerX, centerY, currentRadius * 0.98, centerX, centerY, shadowRadius);
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- shadowGradient.addColorStop(0, `rgba(${this.SHADOW_COLOR_RGB}, ${shadowOpacity})`);
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- shadowGradient.addColorStop(0.6, `rgba(${this.SHADOW_COLOR_RGB}, ${shadowOpacity * 0.5})`);
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- shadowGradient.addColorStop(1, `rgba(${this.SHADOW_COLOR_RGB}, 0)`);
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- ctx.beginPath();
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- ctx.arc(centerX, centerY, shadowRadius, 0, Math.PI * 2);
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- ctx.fillStyle = shadowGradient;
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- ctx.fill();
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+ // Draw shadows (skipped in static state)
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+ if (!isStatic) {
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+ for (let i = 3; i >= 1; i--) {
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+ const shadowRadius = currentRadius + i * 10;
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+ const shadowOpacity = 0.35 - i * 0.06;
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+ const shadowGradient = ctx.createRadialGradient(centerX, centerY, currentRadius * 0.98, centerX, centerY, shadowRadius);
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+ shadowGradient.addColorStop(0, `rgba(${this.SHADOW_COLOR_RGB}, ${shadowOpacity})`);
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+ shadowGradient.addColorStop(0.6, `rgba(${this.SHADOW_COLOR_RGB}, ${shadowOpacity * 0.5})`);
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+ shadowGradient.addColorStop(1, `rgba(${this.SHADOW_COLOR_RGB}, 0)`);
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+ ctx.beginPath();
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+ ctx.arc(centerX, centerY, shadowRadius, 0, Math.PI * 2);
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+ ctx.fillStyle = shadowGradient;
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+ ctx.fill();
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+ }
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  }
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  // Clip to circle
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  ctx.save();
@@ -315,45 +327,47 @@ class AiAudioCircleComponent {
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  chaosStrength = isAiSpeaking ? 1.8 : 1.0;
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  }
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  this.blobs.forEach((blob, index) => {
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- // Chaos forces
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- let chaos1 = Math.sin(this.pulseTime * 0.6 + index * 2.5 + blob.x * 0.02) * 0.15;
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- let chaos2 = Math.cos(this.pulseTime * 0.4 + index * 1.8 + blob.y * 0.015) * 0.12;
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- let chaos3 = Math.sin(this.pulseTime * 1.0 + index * 0.7) * 0.08;
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- if (isAiSpeaking) {
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- chaos1 += Math.sin(this.pulseTime * 3.2 + index * 1.3) * 0.18;
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- chaos2 += Math.cos(this.pulseTime * 2.5 + index * 2.1) * 0.14;
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- chaos3 += Math.sin(this.pulseTime * 4.0 + index * 0.5) * 0.1;
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- }
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- // Apply forces
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- const force = 0.045 * speedMultiplier * chaosStrength;
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- blob.vx += (chaos1 + chaos3 * Math.cos(this.pulseTime * 1.5 + index)) * force;
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- blob.vy += (chaos2 + chaos3 * Math.sin(this.pulseTime * 1.2 + index)) * force;
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- // Friction (slightly less when AI speaking for more sustained movement)
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- const friction = isAiSpeaking ? 0.985 : 0.98;
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- blob.vx *= friction;
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- blob.vy *= friction;
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- // Max velocity (higher when AI speaking for more erratic motion)
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- const maxVelBase = isListening ? 3.0 : isAiSpeaking ? 6.0 : 4.5;
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- const maxVel = maxVelBase * speedMultiplier;
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- const vel = Math.sqrt(blob.vx * blob.vx + blob.vy * blob.vy);
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- if (vel > maxVel) {
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- blob.vx = (blob.vx / vel) * maxVel;
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- blob.vy = (blob.vy / vel) * maxVel;
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- }
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- // Update position
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- blob.x += blob.vx;
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- blob.y += blob.vy;
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- // Keep within bounds
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- const dx = blob.x - centerX;
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- const dy = blob.y - centerY;
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- const dist = Math.sqrt(dx * dx + dy * dy);
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- const maxDist = currentRadius * 0.55;
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- if (dist > maxDist) {
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- const angle = Math.atan2(dy, dx);
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- blob.x = centerX + Math.cos(angle) * maxDist;
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- blob.y = centerY + Math.sin(angle) * maxDist;
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- blob.vx -= dx * 0.065;
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- blob.vy -= dy * 0.065;
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+ if (!isStatic) {
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+ // Chaos forces
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+ let chaos1 = Math.sin(this.pulseTime * 0.6 + index * 2.5 + blob.x * 0.02) * 0.15;
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+ let chaos2 = Math.cos(this.pulseTime * 0.4 + index * 1.8 + blob.y * 0.015) * 0.12;
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+ let chaos3 = Math.sin(this.pulseTime * 1.0 + index * 0.7) * 0.08;
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+ if (isAiSpeaking) {
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+ chaos1 += Math.sin(this.pulseTime * 3.2 + index * 1.3) * 0.18;
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+ chaos2 += Math.cos(this.pulseTime * 2.5 + index * 2.1) * 0.14;
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+ chaos3 += Math.sin(this.pulseTime * 4.0 + index * 0.5) * 0.1;
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+ }
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+ // Apply forces
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+ const force = 0.045 * speedMultiplier * chaosStrength;
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+ blob.vx += (chaos1 + chaos3 * Math.cos(this.pulseTime * 1.5 + index)) * force;
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+ blob.vy += (chaos2 + chaos3 * Math.sin(this.pulseTime * 1.2 + index)) * force;
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+ // Friction (slightly less when AI speaking for more sustained movement)
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+ const friction = isAiSpeaking ? 0.985 : 0.98;
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+ blob.vx *= friction;
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+ blob.vy *= friction;
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+ // Max velocity (higher when AI speaking for more erratic motion)
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+ const maxVelBase = isListening ? 3.0 : isAiSpeaking ? 6.0 : 4.5;
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+ const maxVel = maxVelBase * speedMultiplier;
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+ const vel = Math.sqrt(blob.vx * blob.vx + blob.vy * blob.vy);
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+ if (vel > maxVel) {
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+ blob.vx = (blob.vx / vel) * maxVel;
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+ blob.vy = (blob.vy / vel) * maxVel;
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+ }
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+ // Update position
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+ blob.x += blob.vx;
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+ blob.y += blob.vy;
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+ // Keep within bounds
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+ const dx = blob.x - centerX;
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+ const dy = blob.y - centerY;
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+ const dist = Math.sqrt(dx * dx + dy * dy);
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+ const maxDist = currentRadius * 0.55;
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+ if (dist > maxDist) {
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+ const angle = Math.atan2(dy, dx);
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+ blob.x = centerX + Math.cos(angle) * maxDist;
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+ blob.y = centerY + Math.sin(angle) * maxDist;
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+ blob.vx -= dx * 0.065;
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+ blob.vy -= dy * 0.065;
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+ }
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  }
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  // Parse color to RGB
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  const rgb = this.hexToRgb(blob.color);
@@ -1 +1 @@
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- {"version":3,"file":"testgorilla-tgo-ui-components-ai-audio-circle.mjs","sources":["../../../components/ai-audio-circle/ai-audio-circle.component.ts","../../../components/ai-audio-circle/ai-audio-circle.component.html","../../../components/ai-audio-circle/ai-audio-circle.module.ts","../../../components/ai-audio-circle/testgorilla-tgo-ui-components-ai-audio-circle.ts"],"sourcesContent":["import {\n Component,\n input,\n model,\n OnDestroy,\n ChangeDetectionStrategy,\n WritableSignal,\n signal,\n ElementRef,\n ViewChild,\n AfterViewInit,\n effect,\n computed,\n} from '@angular/core';\nimport { Color } from '@testgorilla/tgo-ui/components/core';\n\nexport enum InterviewState {\n CandidateSpeaking = 'candidate-speaking',\n AiListening = 'ai-listening',\n AiSpeaking = 'ai-speaking',\n}\n\n@Component({\n selector: 'ui-ai-audio-circle',\n templateUrl: './ai-audio-circle.component.html',\n styleUrls: ['./ai-audio-circle.component.scss'],\n changeDetection: ChangeDetectionStrategy.OnPush,\n standalone: false,\n})\nexport class AiAudioCircleComponent implements OnDestroy, AfterViewInit {\n @ViewChild('pulseCanvas', { static: false }) pulseCanvasRef?: ElementRef<HTMLCanvasElement>;\n\n audioTrack = input<MediaStreamTrack>();\n candidateAudioTrack = input<MediaStreamTrack>();\n state = model<InterviewState>(InterviewState.AiListening);\n canvasSize = input<number>(350);\n animated = input<boolean>(true);\n\n isSpeaking: WritableSignal<boolean> = signal(false);\n scaleValue: WritableSignal<number> = signal(1);\n\n audioContext?: AudioContext;\n analyser?: AnalyserNode;\n candidateAnalyser?: AnalyserNode;\n dataArray?: Uint8Array<ArrayBuffer>;\n candidateDataArray?: Uint8Array<ArrayBuffer>;\n animationFrameId?: number;\n source?: MediaStreamAudioSourceNode;\n candidateSource?: MediaStreamAudioSourceNode;\n\n pulseCtx?: CanvasRenderingContext2D;\n currentAmp = 0.02;\n simTime = 0;\n baseRadius = computed(() => this.canvasSize() * 0.28);\n\n // Audio detection thresholds\n readonly AI_SPEAKING_THRESHOLD = 0.02;\n readonly CANDIDATE_SPEAKING_THRESHOLD = 0.5;\n\n readonly SHADOW_COLOR_RGB = this.hexToRgb(Color.BRAND_50);\n\n pulseTime = 0;\n pulseScale = 1;\n pulseTargetScale = 1;\n pulseAnimationId?: number;\n blobs: Array<{\n x: number;\n y: number;\n vx: number;\n vy: number;\n radius: number;\n color: string;\n opacity: number;\n }> = [];\n\n constructor() {\n effect(() => {\n const audioTrack = this.audioTrack();\n if (audioTrack) {\n this.setupAudioAnalysis();\n }\n });\n\n effect(() => {\n const candidateAudioTrack = this.candidateAudioTrack();\n if (candidateAudioTrack) {\n this.setupCandidateAudioAnalysis();\n }\n });\n }\n\n ngAfterViewInit(): void {\n this.initializeCanvas();\n this.initializeBlobs();\n this.startAnimations();\n }\n\n private initializeCanvas(): void {\n if (!this.pulseCanvasRef) {\n return;\n }\n\n const pulseCanvas = this.pulseCanvasRef.nativeElement;\n\n const dpr = window.devicePixelRatio || 1;\n\n // Setup pulse canvas\n const size = this.canvasSize();\n pulseCanvas.width = size * dpr;\n pulseCanvas.height = size * dpr;\n pulseCanvas.style.width = `${size}px`;\n pulseCanvas.style.height = `${size}px`;\n const ctx = pulseCanvas.getContext('2d');\n if (!ctx) {\n console.error('[AI_AUDIO_CIRCLE] Failed to get 2d context');\n return;\n }\n this.pulseCtx = ctx;\n this.pulseCtx.scale(dpr, dpr);\n }\n\n private initializeBlobs(): void {\n const size = this.canvasSize();\n const centerX = size / 2;\n const centerY = size / 2;\n const baseRadius = this.baseRadius();\n\n const colors = [\n { color: Color.INFORMATIVE_30, opacity: 0.8 },\n { color: Color.INFORMATIVE_20, opacity: 0.7 },\n { color: Color.BRAND_50, opacity: 0.75 },\n { color: Color.BRAND_20, opacity: 0.6 },\n { color: Color.INFORMATIVE_30, opacity: 0.65 },\n ];\n\n // Use deterministic seed values when not animated for stable visual tests\n const seedVelocities = [0.12, -0.08, 0.15, -0.1, 0.06];\n const seedRadii = [0.72, 0.65, 0.8, 0.68, 0.76];\n\n this.blobs = colors.map((c, i) => {\n const angle = (i / colors.length) * Math.PI * 2;\n const dist = baseRadius * 0.25;\n return {\n x: centerX + Math.cos(angle) * dist,\n y: centerY + Math.sin(angle) * dist,\n vx: this.animated() ? (Math.random() - 0.5) * 0.4 : seedVelocities[i],\n vy: this.animated() ? (Math.random() - 0.5) * 0.4 : seedVelocities[(i + 2) % 5],\n radius: baseRadius * (this.animated() ? 0.6 + Math.random() * 0.4 : seedRadii[i]),\n color: c.color,\n opacity: c.opacity,\n };\n });\n }\n\n private setupAudioAnalysis(): void {\n const audioTrack = this.audioTrack();\n if (!audioTrack) {\n return;\n }\n\n try {\n if (!this.audioContext) {\n this.audioContext = new AudioContext();\n }\n\n this.analyser = this.audioContext.createAnalyser();\n this.analyser.fftSize = 256;\n this.analyser.smoothingTimeConstant = 0.8;\n\n const bufferLength = this.analyser.frequencyBinCount;\n this.dataArray = new Uint8Array(bufferLength);\n\n const stream = new MediaStream([audioTrack]);\n this.source = this.audioContext.createMediaStreamSource(stream);\n this.source.connect(this.analyser);\n\n this.analyzeAudio();\n } catch (error) {\n console.error('[AI_AUDIO_CIRCLE] Error setting up audio analysis:', error);\n }\n }\n\n private setupCandidateAudioAnalysis(): void {\n const candidateAudioTrack = this.candidateAudioTrack();\n if (!candidateAudioTrack) {\n return;\n }\n\n try {\n if (!this.audioContext) {\n this.audioContext = new AudioContext();\n }\n\n this.candidateAnalyser = this.audioContext.createAnalyser();\n this.candidateAnalyser.fftSize = 256;\n this.candidateAnalyser.smoothingTimeConstant = 0.8;\n\n const bufferLength = this.candidateAnalyser.frequencyBinCount;\n this.candidateDataArray = new Uint8Array(bufferLength);\n\n const stream = new MediaStream([candidateAudioTrack]);\n this.candidateSource = this.audioContext.createMediaStreamSource(stream);\n this.candidateSource.connect(this.candidateAnalyser);\n } catch (error) {\n console.error('[AI_AUDIO_CIRCLE] Error setting up candidate audio analysis:', error);\n }\n }\n\n private analyzeAudio(): void {\n if (!this.analyser || !this.dataArray) {\n return;\n }\n\n const analyze = () => {\n if (!this.analyser || !this.dataArray) {\n return;\n }\n\n // Analyze AI audio\n this.analyser.getByteFrequencyData(this.dataArray);\n const sum = Array.from(this.dataArray).reduce((a, b) => a + b, 0);\n const aiVolume = sum / this.dataArray.length / 255;\n\n // Analyze candidate audio if available\n let candidateVolume = 0;\n if (this.candidateAnalyser && this.candidateDataArray) {\n this.candidateAnalyser.getByteFrequencyData(this.candidateDataArray);\n const candidateSum = Array.from(this.candidateDataArray).reduce((a, b) => a + b, 0);\n candidateVolume = candidateSum / this.candidateDataArray.length / 255;\n }\n\n const aiSpeaking = aiVolume > this.AI_SPEAKING_THRESHOLD;\n const candidateSpeaking = candidateVolume > this.CANDIDATE_SPEAKING_THRESHOLD;\n\n if (candidateSpeaking) {\n this.state.set(InterviewState.CandidateSpeaking);\n } else if (aiSpeaking) {\n this.state.set(InterviewState.AiSpeaking);\n } else {\n this.state.set(InterviewState.AiListening);\n }\n\n this.isSpeaking.set(aiSpeaking);\n\n // Update amplitude for animations\n const currentStateValue = this.state();\n if (currentStateValue === InterviewState.AiSpeaking && aiSpeaking) {\n const target = Math.pow(aiVolume, 0.75) * 1.8;\n this.currentAmp += (target - this.currentAmp) * 0.5;\n } else if (currentStateValue === InterviewState.CandidateSpeaking) {\n const target = 0.55;\n this.currentAmp += (target - this.currentAmp) * 0.1;\n } else {\n const fixedBase = 0.2;\n this.currentAmp += (fixedBase - this.currentAmp) * 0.05;\n }\n\n this.animationFrameId = requestAnimationFrame(analyze);\n };\n\n this.animationFrameId = requestAnimationFrame(analyze);\n }\n\n private startAnimations(): void {\n this.animatePulse = this.animatePulse.bind(this);\n this.mainLoop = this.mainLoop.bind(this);\n\n if (!this.animated()) {\n // Render a single static frame for deterministic visual tests\n this.animatePulse();\n return;\n }\n\n this.animatePulse();\n this.mainLoop();\n }\n\n private mainLoop(): void {\n this.simTime += 0.05;\n\n const currentStateValue = this.state();\n\n if (currentStateValue === InterviewState.AiSpeaking) {\n if (this.analyser && this.dataArray) {\n // Use real audio amplitude (already handled in analyzeAudio)\n } else {\n // Simulated speaking\n const rhythm = Math.sin(this.simTime * 0.8) * 0.5 + 0.5;\n const spikes = Math.random() * 0.9;\n const target = rhythm * spikes;\n this.currentAmp += (target - this.currentAmp) * 0.25;\n }\n } else if (currentStateValue === InterviewState.CandidateSpeaking) {\n const target = 0.55;\n this.currentAmp += (target - this.currentAmp) * 0.1;\n } else {\n const fixedBase = 0.2;\n this.currentAmp += (fixedBase - this.currentAmp) * 0.05;\n }\n\n requestAnimationFrame(this.mainLoop);\n }\n\n private animatePulse(): void {\n if (!this.pulseCtx) {\n return;\n }\n\n const ctx = this.pulseCtx;\n this.pulseTime += 0.016;\n const size = this.canvasSize();\n const centerX = size / 2;\n const centerY = size / 2;\n const baseRadius = this.baseRadius();\n\n ctx.clearRect(0, 0, size, size);\n\n const currentStateValue = this.state();\n const effectiveAmp = this.currentAmp;\n const isListening = currentStateValue === InterviewState.AiListening;\n const isCandidate = currentStateValue === InterviewState.CandidateSpeaking;\n const isAiSpeaking = currentStateValue === InterviewState.AiSpeaking;\n\n // Scale logic\n if (isCandidate) {\n // Candidate speaking: Fixed enlarged scale (115%), no breathing effect\n this.pulseTargetScale = 1.15;\n const breathing = 0;\n this.pulseScale += (this.pulseTargetScale + breathing - this.pulseScale) * 0.08;\n } else {\n // AI speaking/listening: Scale reacts to audio amplitude, with optional breathing\n // When AI is speaking: effectiveAmp is high, scale grows with voice + erratic wobble\n // When AI is listening: effectiveAmp is low (~0.2), scale stays near 1.0 with breathing effect\n this.pulseTargetScale = 1 + effectiveAmp * 0.5;\n let breathing: number;\n if (isListening) {\n breathing = Math.sin(this.pulseTime * 1.5) * 0.035;\n } else if (isAiSpeaking) {\n // Erratic movement: overlapping waves at incommensurate frequencies for non-periodic feel\n breathing =\n Math.sin(this.pulseTime * 2.7) * 0.055 +\n Math.cos(this.pulseTime * 1.9) * 0.04 +\n Math.sin(this.pulseTime * 4.1 + 1) * 0.025;\n } else {\n breathing = 0;\n }\n const smoothing = isAiSpeaking ? 0.11 : 0.06;\n this.pulseScale += (this.pulseTargetScale + breathing - this.pulseScale) * smoothing;\n }\n\n const currentRadius = baseRadius * this.pulseScale;\n\n // Draw shadows\n for (let i = 3; i >= 1; i--) {\n const shadowRadius = currentRadius + i * 10;\n const shadowOpacity = 0.35 - i * 0.06;\n const shadowGradient = ctx.createRadialGradient(\n centerX,\n centerY,\n currentRadius * 0.98,\n centerX,\n centerY,\n shadowRadius\n );\n shadowGradient.addColorStop(0, `rgba(${this.SHADOW_COLOR_RGB}, ${shadowOpacity})`);\n shadowGradient.addColorStop(0.6, `rgba(${this.SHADOW_COLOR_RGB}, ${shadowOpacity * 0.5})`);\n shadowGradient.addColorStop(1, `rgba(${this.SHADOW_COLOR_RGB}, 0)`);\n ctx.beginPath();\n ctx.arc(centerX, centerY, shadowRadius, 0, Math.PI * 2);\n ctx.fillStyle = shadowGradient;\n ctx.fill();\n }\n\n // Clip to circle\n ctx.save();\n ctx.beginPath();\n ctx.arc(centerX, centerY, currentRadius, 0, Math.PI * 2);\n ctx.clip();\n\n // Background gradient\n const bgGradient = ctx.createLinearGradient(\n centerX - currentRadius,\n centerY - currentRadius,\n centerX + currentRadius,\n centerY + currentRadius\n );\n bgGradient.addColorStop(0, Color.BRAND_50);\n bgGradient.addColorStop(0.5, Color.INFORMATIVE_20);\n bgGradient.addColorStop(1, Color.INFORMATIVE_30);\n ctx.beginPath();\n ctx.arc(centerX, centerY, currentRadius, 0, Math.PI * 2);\n ctx.fillStyle = bgGradient;\n ctx.fill();\n\n // Animate blobs\n let speedMultiplier: number;\n let chaosStrength: number;\n if (isCandidate) {\n speedMultiplier = 3.0;\n chaosStrength = 1.0;\n } else if (isListening) {\n speedMultiplier = 2.0;\n chaosStrength = 1.0;\n } else {\n speedMultiplier = 1.5 + effectiveAmp * 3.0;\n chaosStrength = isAiSpeaking ? 1.8 : 1.0;\n }\n\n this.blobs.forEach((blob, index) => {\n // Chaos forces\n let chaos1 = Math.sin(this.pulseTime * 0.6 + index * 2.5 + blob.x * 0.02) * 0.15;\n let chaos2 = Math.cos(this.pulseTime * 0.4 + index * 1.8 + blob.y * 0.015) * 0.12;\n let chaos3 = Math.sin(this.pulseTime * 1.0 + index * 0.7) * 0.08;\n if (isAiSpeaking) {\n chaos1 += Math.sin(this.pulseTime * 3.2 + index * 1.3) * 0.18;\n chaos2 += Math.cos(this.pulseTime * 2.5 + index * 2.1) * 0.14;\n chaos3 += Math.sin(this.pulseTime * 4.0 + index * 0.5) * 0.1;\n }\n\n // Apply forces\n const force = 0.045 * speedMultiplier * chaosStrength;\n blob.vx += (chaos1 + chaos3 * Math.cos(this.pulseTime * 1.5 + index)) * force;\n blob.vy += (chaos2 + chaos3 * Math.sin(this.pulseTime * 1.2 + index)) * force;\n\n // Friction (slightly less when AI speaking for more sustained movement)\n const friction = isAiSpeaking ? 0.985 : 0.98;\n blob.vx *= friction;\n blob.vy *= friction;\n\n // Max velocity (higher when AI speaking for more erratic motion)\n const maxVelBase = isListening ? 3.0 : isAiSpeaking ? 6.0 : 4.5;\n const maxVel = maxVelBase * speedMultiplier;\n const vel = Math.sqrt(blob.vx * blob.vx + blob.vy * blob.vy);\n if (vel > maxVel) {\n blob.vx = (blob.vx / vel) * maxVel;\n blob.vy = (blob.vy / vel) * maxVel;\n }\n\n // Update position\n blob.x += blob.vx;\n blob.y += blob.vy;\n\n // Keep within bounds\n const dx = blob.x - centerX;\n const dy = blob.y - centerY;\n const dist = Math.sqrt(dx * dx + dy * dy);\n const maxDist = currentRadius * 0.55;\n if (dist > maxDist) {\n const angle = Math.atan2(dy, dx);\n blob.x = centerX + Math.cos(angle) * maxDist;\n blob.y = centerY + Math.sin(angle) * maxDist;\n blob.vx -= dx * 0.065;\n blob.vy -= dy * 0.065;\n }\n\n // Parse color to RGB\n const rgb = this.hexToRgb(blob.color);\n\n // Draw blob with glow\n const blurRadius = blob.radius * 1.3;\n const outerGlow = ctx.createRadialGradient(blob.x, blob.y, 0, blob.x, blob.y, blurRadius);\n outerGlow.addColorStop(0, `rgba(${rgb}, ${blob.opacity * 0.9})`);\n outerGlow.addColorStop(0.2, `rgba(${rgb}, ${blob.opacity * 0.7})`);\n outerGlow.addColorStop(0.4, `rgba(${rgb}, ${blob.opacity * 0.5})`);\n outerGlow.addColorStop(0.6, `rgba(${rgb}, ${blob.opacity * 0.3})`);\n outerGlow.addColorStop(0.8, `rgba(${rgb}, ${blob.opacity * 0.1})`);\n outerGlow.addColorStop(1, `rgba(${rgb}, 0)`);\n ctx.beginPath();\n ctx.arc(blob.x, blob.y, blurRadius, 0, Math.PI * 2);\n ctx.fillStyle = outerGlow;\n ctx.fill();\n });\n\n // Highlight\n const highlightGradient = ctx.createRadialGradient(\n centerX - currentRadius * 0.3,\n centerY - currentRadius * 0.3,\n 0,\n centerX - currentRadius * 0.3,\n centerY - currentRadius * 0.3,\n currentRadius * 0.6\n );\n highlightGradient.addColorStop(0, 'rgba(255, 255, 255, 0.12)');\n highlightGradient.addColorStop(0.5, 'rgba(255, 255, 255, 0.03)');\n highlightGradient.addColorStop(1, 'rgba(255, 255, 255, 0)');\n ctx.beginPath();\n ctx.arc(centerX, centerY, currentRadius, 0, Math.PI * 2);\n ctx.fillStyle = highlightGradient;\n ctx.fill();\n\n ctx.restore();\n\n if (this.animated()) {\n this.pulseAnimationId = requestAnimationFrame(this.animatePulse);\n }\n }\n\n private hexToRgb(hex: string): string {\n const result = /^#?([a-f\\d]{2})([a-f\\d]{2})([a-f\\d]{2})$/i.exec(hex);\n if (!result) {\n return '0, 0, 0';\n }\n const r = parseInt(result[1], 16);\n const g = parseInt(result[2], 16);\n const b = parseInt(result[3], 16);\n return `${r}, ${g}, ${b}`;\n }\n\n private cleanup(): void {\n if (this.animationFrameId) {\n cancelAnimationFrame(this.animationFrameId);\n this.animationFrameId = undefined;\n }\n if (this.pulseAnimationId) {\n cancelAnimationFrame(this.pulseAnimationId);\n this.pulseAnimationId = undefined;\n }\n if (this.source) {\n this.source.disconnect();\n this.source = undefined;\n }\n if (this.candidateSource) {\n this.candidateSource.disconnect();\n this.candidateSource = undefined;\n }\n if (this.audioContext && this.audioContext.state !== 'closed') {\n void this.audioContext.close();\n this.audioContext = undefined;\n }\n this.analyser = undefined;\n this.candidateAnalyser = undefined;\n this.dataArray = undefined;\n this.candidateDataArray = undefined;\n }\n\n ngOnDestroy(): void {\n this.cleanup();\n }\n}\n","<div class=\"ai-audio-visualizer\">\n <div class=\"canvas-container\">\n <canvas #pulseCanvas></canvas>\n </div>\n</div>\n","import { NgModule } from '@angular/core';\nimport { CommonModule } from '@angular/common';\nimport { AiAudioCircleComponent } from './ai-audio-circle.component';\n\n@NgModule({\n declarations: [AiAudioCircleComponent],\n imports: [CommonModule],\n exports: [AiAudioCircleComponent],\n})\nexport class AiAudioCircleModule {}\n","/**\n * Generated bundle index. 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+ {"version":3,"file":"testgorilla-tgo-ui-components-ai-audio-circle.mjs","sources":["../../../components/ai-audio-circle/ai-audio-circle.component.ts","../../../components/ai-audio-circle/ai-audio-circle.component.html","../../../components/ai-audio-circle/ai-audio-circle.module.ts","../../../components/ai-audio-circle/testgorilla-tgo-ui-components-ai-audio-circle.ts"],"sourcesContent":["import {\n Component,\n input,\n model,\n OnDestroy,\n ChangeDetectionStrategy,\n WritableSignal,\n signal,\n ElementRef,\n ViewChild,\n AfterViewInit,\n effect,\n computed,\n} from '@angular/core';\nimport { Color } from '@testgorilla/tgo-ui/components/core';\n\nexport enum InterviewState {\n CandidateSpeaking = 'candidate-speaking',\n AiListening = 'ai-listening',\n AiSpeaking = 'ai-speaking',\n Static = 'static',\n}\n\n@Component({\n selector: 'ui-ai-audio-circle',\n templateUrl: './ai-audio-circle.component.html',\n styleUrls: ['./ai-audio-circle.component.scss'],\n changeDetection: ChangeDetectionStrategy.OnPush,\n standalone: false,\n})\nexport class AiAudioCircleComponent implements OnDestroy, AfterViewInit {\n @ViewChild('pulseCanvas', { static: false }) pulseCanvasRef?: ElementRef<HTMLCanvasElement>;\n\n audioTrack = input<MediaStreamTrack>();\n candidateAudioTrack = input<MediaStreamTrack>();\n state = model<InterviewState>(InterviewState.AiListening);\n canvasSize = input<number>(350);\n animated = input<boolean>(true);\n\n isSpeaking: WritableSignal<boolean> = signal(false);\n scaleValue: WritableSignal<number> = signal(1);\n\n audioContext?: AudioContext;\n analyser?: AnalyserNode;\n candidateAnalyser?: AnalyserNode;\n dataArray?: Uint8Array<ArrayBuffer>;\n candidateDataArray?: Uint8Array<ArrayBuffer>;\n animationFrameId?: number;\n source?: MediaStreamAudioSourceNode;\n candidateSource?: MediaStreamAudioSourceNode;\n\n pulseCtx?: CanvasRenderingContext2D;\n currentAmp = 0.02;\n simTime = 0;\n baseRadius = computed(() => this.canvasSize() * 0.28);\n\n // Audio detection thresholds\n readonly AI_SPEAKING_THRESHOLD = 0.02;\n readonly CANDIDATE_SPEAKING_THRESHOLD = 0.5;\n\n readonly SHADOW_COLOR_RGB = this.hexToRgb(Color.BRAND_50);\n\n pulseTime = 0;\n pulseScale = 1;\n pulseTargetScale = 1;\n pulseAnimationId?: number;\n blobs: Array<{\n x: number;\n y: number;\n vx: number;\n vy: number;\n radius: number;\n color: string;\n opacity: number;\n }> = [];\n\n constructor() {\n effect(() => {\n const audioTrack = this.audioTrack();\n if (audioTrack) {\n this.setupAudioAnalysis();\n }\n });\n\n effect(() => {\n const candidateAudioTrack = this.candidateAudioTrack();\n if (candidateAudioTrack) {\n this.setupCandidateAudioAnalysis();\n }\n });\n }\n\n ngAfterViewInit(): void {\n this.initializeCanvas();\n this.initializeBlobs();\n this.startAnimations();\n }\n\n private initializeCanvas(): void {\n if (!this.pulseCanvasRef) {\n return;\n }\n\n const pulseCanvas = this.pulseCanvasRef.nativeElement;\n\n const dpr = window.devicePixelRatio || 1;\n\n // Setup pulse canvas\n const size = this.canvasSize();\n pulseCanvas.width = size * dpr;\n pulseCanvas.height = size * dpr;\n pulseCanvas.style.width = `${size}px`;\n pulseCanvas.style.height = `${size}px`;\n const ctx = pulseCanvas.getContext('2d');\n if (!ctx) {\n console.error('[AI_AUDIO_CIRCLE] Failed to get 2d context');\n return;\n }\n this.pulseCtx = ctx;\n this.pulseCtx.scale(dpr, dpr);\n }\n\n private initializeBlobs(): void {\n const size = this.canvasSize();\n const centerX = size / 2;\n const centerY = size / 2;\n const baseRadius = this.baseRadius();\n\n const colors = [\n { color: Color.INFORMATIVE_30, opacity: 0.8 },\n { color: Color.INFORMATIVE_20, opacity: 0.7 },\n { color: Color.BRAND_50, opacity: 0.75 },\n { color: Color.BRAND_20, opacity: 0.6 },\n { color: Color.INFORMATIVE_30, opacity: 0.65 },\n ];\n\n // Use deterministic seed values when not animated for stable visual tests\n const seedVelocities = [0.12, -0.08, 0.15, -0.1, 0.06];\n const seedRadii = [0.72, 0.65, 0.8, 0.68, 0.76];\n\n this.blobs = colors.map((c, i) => {\n const angle = (i / colors.length) * Math.PI * 2;\n const dist = baseRadius * 0.25;\n return {\n x: centerX + Math.cos(angle) * dist,\n y: centerY + Math.sin(angle) * dist,\n vx: this.animated() ? (Math.random() - 0.5) * 0.4 : seedVelocities[i],\n vy: this.animated() ? (Math.random() - 0.5) * 0.4 : seedVelocities[(i + 2) % 5],\n radius: baseRadius * (this.animated() ? 0.6 + Math.random() * 0.4 : seedRadii[i]),\n color: c.color,\n opacity: c.opacity,\n };\n });\n }\n\n private setupAudioAnalysis(): void {\n const audioTrack = this.audioTrack();\n if (!audioTrack) {\n return;\n }\n\n try {\n if (!this.audioContext) {\n this.audioContext = new AudioContext();\n }\n\n this.analyser = this.audioContext.createAnalyser();\n this.analyser.fftSize = 256;\n this.analyser.smoothingTimeConstant = 0.8;\n\n const bufferLength = this.analyser.frequencyBinCount;\n this.dataArray = new Uint8Array(bufferLength);\n\n const stream = new MediaStream([audioTrack]);\n this.source = this.audioContext.createMediaStreamSource(stream);\n this.source.connect(this.analyser);\n\n this.analyzeAudio();\n } catch (error) {\n console.error('[AI_AUDIO_CIRCLE] Error setting up audio analysis:', error);\n }\n }\n\n private setupCandidateAudioAnalysis(): void {\n const candidateAudioTrack = this.candidateAudioTrack();\n if (!candidateAudioTrack) {\n return;\n }\n\n try {\n if (!this.audioContext) {\n this.audioContext = new AudioContext();\n }\n\n this.candidateAnalyser = this.audioContext.createAnalyser();\n this.candidateAnalyser.fftSize = 256;\n this.candidateAnalyser.smoothingTimeConstant = 0.8;\n\n const bufferLength = this.candidateAnalyser.frequencyBinCount;\n this.candidateDataArray = new Uint8Array(bufferLength);\n\n const stream = new MediaStream([candidateAudioTrack]);\n this.candidateSource = this.audioContext.createMediaStreamSource(stream);\n this.candidateSource.connect(this.candidateAnalyser);\n } catch (error) {\n console.error('[AI_AUDIO_CIRCLE] Error setting up candidate audio analysis:', error);\n }\n }\n\n private analyzeAudio(): void {\n if (!this.analyser || !this.dataArray) {\n return;\n }\n\n const analyze = () => {\n if (!this.analyser || !this.dataArray) {\n return;\n }\n\n // Analyze AI audio\n this.analyser.getByteFrequencyData(this.dataArray);\n const sum = Array.from(this.dataArray).reduce((a, b) => a + b, 0);\n const aiVolume = sum / this.dataArray.length / 255;\n\n // Analyze candidate audio if available\n let candidateVolume = 0;\n if (this.candidateAnalyser && this.candidateDataArray) {\n this.candidateAnalyser.getByteFrequencyData(this.candidateDataArray);\n const candidateSum = Array.from(this.candidateDataArray).reduce((a, b) => a + b, 0);\n candidateVolume = candidateSum / this.candidateDataArray.length / 255;\n }\n\n const aiSpeaking = aiVolume > this.AI_SPEAKING_THRESHOLD;\n const candidateSpeaking = candidateVolume > this.CANDIDATE_SPEAKING_THRESHOLD;\n\n if (candidateSpeaking) {\n this.state.set(InterviewState.CandidateSpeaking);\n } else if (aiSpeaking) {\n this.state.set(InterviewState.AiSpeaking);\n } else {\n this.state.set(InterviewState.AiListening);\n }\n\n this.isSpeaking.set(aiSpeaking);\n\n // Update amplitude for animations\n const currentStateValue = this.state();\n if (currentStateValue === InterviewState.AiSpeaking && aiSpeaking) {\n const target = Math.pow(aiVolume, 0.75) * 1.8;\n this.currentAmp += (target - this.currentAmp) * 0.5;\n } else if (currentStateValue === InterviewState.CandidateSpeaking) {\n const target = 0.55;\n this.currentAmp += (target - this.currentAmp) * 0.1;\n } else {\n const fixedBase = 0.2;\n this.currentAmp += (fixedBase - this.currentAmp) * 0.05;\n }\n\n this.animationFrameId = requestAnimationFrame(analyze);\n };\n\n this.animationFrameId = requestAnimationFrame(analyze);\n }\n\n private startAnimations(): void {\n this.animatePulse = this.animatePulse.bind(this);\n this.mainLoop = this.mainLoop.bind(this);\n\n if (!this.animated()) {\n // Render a single static frame for deterministic visual tests\n this.animatePulse();\n return;\n }\n\n this.animatePulse();\n this.mainLoop();\n }\n\n private mainLoop(): void {\n this.simTime += 0.05;\n\n const currentStateValue = this.state();\n\n if (currentStateValue === InterviewState.Static) {\n // Static: no amplitude updates — the render locks scale at 1.0\n } else if (currentStateValue === InterviewState.AiSpeaking) {\n if (this.analyser && this.dataArray) {\n // Use real audio amplitude (already handled in analyzeAudio)\n } else {\n // Simulated speaking\n const rhythm = Math.sin(this.simTime * 0.8) * 0.5 + 0.5;\n const spikes = Math.random() * 0.9;\n const target = rhythm * spikes;\n this.currentAmp += (target - this.currentAmp) * 0.25;\n }\n } else if (currentStateValue === InterviewState.CandidateSpeaking) {\n const target = 0.55;\n this.currentAmp += (target - this.currentAmp) * 0.1;\n } else {\n const fixedBase = 0.2;\n this.currentAmp += (fixedBase - this.currentAmp) * 0.05;\n }\n\n requestAnimationFrame(this.mainLoop);\n }\n\n private animatePulse(): void {\n if (!this.pulseCtx) {\n return;\n }\n\n const ctx = this.pulseCtx;\n this.pulseTime += 0.016;\n const size = this.canvasSize();\n const centerX = size / 2;\n const centerY = size / 2;\n const baseRadius = this.baseRadius();\n\n ctx.clearRect(0, 0, size, size);\n\n const currentStateValue = this.state();\n const effectiveAmp = this.currentAmp;\n const isListening = currentStateValue === InterviewState.AiListening;\n const isCandidate = currentStateValue === InterviewState.CandidateSpeaking;\n const isAiSpeaking = currentStateValue === InterviewState.AiSpeaking;\n const isStatic = currentStateValue === InterviewState.Static;\n\n // Scale logic\n if (isStatic) {\n // Static: fixed scale at 1.0, no breathing, no amplitude reactivity\n this.pulseTargetScale = 1;\n this.pulseScale = 1;\n } else if (isCandidate) {\n // Candidate speaking: Fixed enlarged scale (115%), no breathing effect\n this.pulseTargetScale = 1.15;\n const breathing = 0;\n this.pulseScale += (this.pulseTargetScale + breathing - this.pulseScale) * 0.08;\n } else {\n // AI speaking/listening: Scale reacts to audio amplitude, with optional breathing\n // When AI is speaking: effectiveAmp is high, scale grows with voice + erratic wobble\n // When AI is listening: effectiveAmp is low (~0.2), scale stays near 1.0 with breathing effect\n this.pulseTargetScale = 1 + effectiveAmp * 0.5;\n let breathing: number;\n if (isListening) {\n breathing = Math.sin(this.pulseTime * 1.5) * 0.035;\n } else if (isAiSpeaking) {\n // Erratic movement: overlapping waves at incommensurate frequencies for non-periodic feel\n breathing =\n Math.sin(this.pulseTime * 2.7) * 0.055 +\n Math.cos(this.pulseTime * 1.9) * 0.04 +\n Math.sin(this.pulseTime * 4.1 + 1) * 0.025;\n } else {\n breathing = 0;\n }\n const smoothing = isAiSpeaking ? 0.11 : 0.06;\n this.pulseScale += (this.pulseTargetScale + breathing - this.pulseScale) * smoothing;\n }\n\n const currentRadius = baseRadius * this.pulseScale;\n\n // Draw shadows (skipped in static state)\n if (!isStatic) {\n for (let i = 3; i >= 1; i--) {\n const shadowRadius = currentRadius + i * 10;\n const shadowOpacity = 0.35 - i * 0.06;\n const shadowGradient = ctx.createRadialGradient(\n centerX,\n centerY,\n currentRadius * 0.98,\n centerX,\n centerY,\n shadowRadius\n );\n shadowGradient.addColorStop(0, `rgba(${this.SHADOW_COLOR_RGB}, ${shadowOpacity})`);\n shadowGradient.addColorStop(0.6, `rgba(${this.SHADOW_COLOR_RGB}, ${shadowOpacity * 0.5})`);\n shadowGradient.addColorStop(1, `rgba(${this.SHADOW_COLOR_RGB}, 0)`);\n ctx.beginPath();\n ctx.arc(centerX, centerY, shadowRadius, 0, Math.PI * 2);\n ctx.fillStyle = shadowGradient;\n ctx.fill();\n }\n }\n\n // Clip to circle\n ctx.save();\n ctx.beginPath();\n ctx.arc(centerX, centerY, currentRadius, 0, Math.PI * 2);\n ctx.clip();\n\n // Background gradient\n const bgGradient = ctx.createLinearGradient(\n centerX - currentRadius,\n centerY - currentRadius,\n centerX + currentRadius,\n centerY + currentRadius\n );\n bgGradient.addColorStop(0, Color.BRAND_50);\n bgGradient.addColorStop(0.5, Color.INFORMATIVE_20);\n bgGradient.addColorStop(1, Color.INFORMATIVE_30);\n ctx.beginPath();\n ctx.arc(centerX, centerY, currentRadius, 0, Math.PI * 2);\n ctx.fillStyle = bgGradient;\n ctx.fill();\n\n // Animate blobs\n let speedMultiplier: number;\n let chaosStrength: number;\n if (isCandidate) {\n speedMultiplier = 3.0;\n chaosStrength = 1.0;\n } else if (isListening) {\n speedMultiplier = 2.0;\n chaosStrength = 1.0;\n } else {\n speedMultiplier = 1.5 + effectiveAmp * 3.0;\n chaosStrength = isAiSpeaking ? 1.8 : 1.0;\n }\n\n this.blobs.forEach((blob, index) => {\n if (!isStatic) {\n // Chaos forces\n let chaos1 = Math.sin(this.pulseTime * 0.6 + index * 2.5 + blob.x * 0.02) * 0.15;\n let chaos2 = Math.cos(this.pulseTime * 0.4 + index * 1.8 + blob.y * 0.015) * 0.12;\n let chaos3 = Math.sin(this.pulseTime * 1.0 + index * 0.7) * 0.08;\n if (isAiSpeaking) {\n chaos1 += Math.sin(this.pulseTime * 3.2 + index * 1.3) * 0.18;\n chaos2 += Math.cos(this.pulseTime * 2.5 + index * 2.1) * 0.14;\n chaos3 += Math.sin(this.pulseTime * 4.0 + index * 0.5) * 0.1;\n }\n\n // Apply forces\n const force = 0.045 * speedMultiplier * chaosStrength;\n blob.vx += (chaos1 + chaos3 * Math.cos(this.pulseTime * 1.5 + index)) * force;\n blob.vy += (chaos2 + chaos3 * Math.sin(this.pulseTime * 1.2 + index)) * force;\n\n // Friction (slightly less when AI speaking for more sustained movement)\n const friction = isAiSpeaking ? 0.985 : 0.98;\n blob.vx *= friction;\n blob.vy *= friction;\n\n // Max velocity (higher when AI speaking for more erratic motion)\n const maxVelBase = isListening ? 3.0 : isAiSpeaking ? 6.0 : 4.5;\n const maxVel = maxVelBase * speedMultiplier;\n const vel = Math.sqrt(blob.vx * blob.vx + blob.vy * blob.vy);\n if (vel > maxVel) {\n blob.vx = (blob.vx / vel) * maxVel;\n blob.vy = (blob.vy / vel) * maxVel;\n }\n\n // Update position\n blob.x += blob.vx;\n blob.y += blob.vy;\n\n // Keep within bounds\n const dx = blob.x - centerX;\n const dy = blob.y - centerY;\n const dist = Math.sqrt(dx * dx + dy * dy);\n const maxDist = currentRadius * 0.55;\n if (dist > maxDist) {\n const angle = Math.atan2(dy, dx);\n blob.x = centerX + Math.cos(angle) * maxDist;\n blob.y = centerY + Math.sin(angle) * maxDist;\n blob.vx -= dx * 0.065;\n blob.vy -= dy * 0.065;\n }\n }\n\n // Parse color to RGB\n const rgb = this.hexToRgb(blob.color);\n\n // Draw blob with glow\n const blurRadius = blob.radius * 1.3;\n const outerGlow = ctx.createRadialGradient(blob.x, blob.y, 0, blob.x, blob.y, blurRadius);\n outerGlow.addColorStop(0, `rgba(${rgb}, ${blob.opacity * 0.9})`);\n outerGlow.addColorStop(0.2, `rgba(${rgb}, ${blob.opacity * 0.7})`);\n outerGlow.addColorStop(0.4, `rgba(${rgb}, ${blob.opacity * 0.5})`);\n outerGlow.addColorStop(0.6, `rgba(${rgb}, ${blob.opacity * 0.3})`);\n outerGlow.addColorStop(0.8, `rgba(${rgb}, ${blob.opacity * 0.1})`);\n outerGlow.addColorStop(1, `rgba(${rgb}, 0)`);\n ctx.beginPath();\n ctx.arc(blob.x, blob.y, blurRadius, 0, Math.PI * 2);\n ctx.fillStyle = outerGlow;\n ctx.fill();\n });\n\n // Highlight\n const highlightGradient = ctx.createRadialGradient(\n centerX - 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