@vibes.diy/prompts 2.6.2 → 2.6.4

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@@ -36,7 +36,7 @@ export default function App() {
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  - `viewer` — `{ userHandle, displayName? }` or `null` for anonymous visitors. Avatars are not on the payload — render them with `<ViewerTag userHandle={...} />`, which resolves the avatar from the handle. Don't build avatar URLs yourself.
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  - `isViewerPending` — `true` while the platform is still resolving the viewer identity (e.g. on first render before the parent shell has pushed the identity update). **Gate any auth-dependent UI on `!isViewerPending`** to avoid flashing the wrong state. Once it becomes `false`, `viewer` is either populated or definitively `null`.
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- - `can(action, dbName?)` — legacy ACL boolean for `"read"`/`"write"`/`"delete"`. Prefer `useVibe(dbName).can.create/edit/delete` for write gating; it runs the app's access function and returns a `reason`.
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+ - `can(action)` — membership boolean for `"read"`/`"write"`/`"delete"`: is the viewer through the door? Access functions enforce per-document and per-database rules server-side. Prefer `useVibe(dbName).can.create/edit/delete` for write gating; it runs the app's access function and returns a `reason`.
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  - `ViewerTag` — ready-made user pill; see the ViewerTag section below.
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  ## Gating UI
package/llms/web-audio.md CHANGED
@@ -4,6 +4,18 @@ Authoritative source: Issue #228 research threads — comments 3192681700, 31926
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  > **Web Audio is a browser built-in.** Use `window.AudioContext` (with the
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  > `window.webkitAudioContext` fallback) directly, gated on a user gesture as shown below.
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+ >
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+ > **iOS Safari: unlock audio synchronously inside the gesture.** WebKit requires
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+ > playback to *directly result* from a trusted handler (`pointerdown`, `touchend`,
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+ > `click`, `keydown`). Inside that handler you must, synchronously and before any
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+ > async work: create-or-resume the `AudioContext` **and start at least one real
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+ > sound** (a ~10ms blip at `gain ≈ 0.0001` is enough). A resume/start that runs
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+ > from a downstream `setTimeout`, `Promise.then`, `await`, `requestAnimationFrame`,
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+ > a React state-update→effect, a worker/scheduler task, or a media
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+ > `canplay`/`canplaythrough` callback **does not count** and will stay silent on
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+ > iOS. Once the context is `running`, all of those are fine for scheduling. iOS
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+ > also suspends audio after backgrounding/lock, so **re-check `audioCtx.state` on
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+ > every gesture** and resume again if needed. See the `unlockAudio()` gate in §1.
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  ## 1) Fundamentals and Core Nodes
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@@ -17,15 +29,40 @@ Authoritative source: Issue #228 research threads — comments 3192681700, 31926
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  Examples
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  ```js
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- // 1) Context (user gesture required in many browsers)
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- const audioCtx = new (window.AudioContext || window.webkitAudioContext)();
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+ // 1) Context + iOS-safe unlock gate.
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+ let audioCtx;
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+ function unlockAudio() {
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+ audioCtx ||= new (window.AudioContext || window.webkitAudioContext)();
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+ // Re-check every gesture — iOS suspends audio after backgrounding/lock.
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+ if (audioCtx.state !== "running") {
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+ audioCtx.resume();
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+ // Start one real (silent) sound synchronously, inside the gesture, so WebKit
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+ // actually unlocks output. This is the part a resume()-alone often misses.
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+ const osc = audioCtx.createOscillator();
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+ const gain = audioCtx.createGain();
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+ gain.gain.value = 0.0001;
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+ osc.connect(gain).connect(audioCtx.destination);
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+ osc.start();
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+ osc.stop(audioCtx.currentTime + 0.01);
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+ }
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+ return audioCtx;
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+ }
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- // Start/resume only in direct response to a user gesture (e.g., a Play button)
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- document.querySelector("#start-audio")?.addEventListener("click", async () => {
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- if (audioCtx.state !== "running") await audioCtx.resume();
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- // now safe to create/start nodes
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+ // Call unlockAudio() FIRST, synchronously, in a trusted gesture before any
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+ // app/audio logic. After it returns, the context is running and timers,
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+ // requestAnimationFrame, sequencers, and workers are all safe to schedule with.
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+ document.querySelector("#start-audio")?.addEventListener("pointerdown", () => {
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+ unlockAudio();
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+ // now safe to create/start nodes, kick off the transport, etc.
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  });
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+ // ✗ What breaks on iOS — the unlock does NOT count if audio first starts from a
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+ // downstream callback, because it no longer "directly results" from the gesture:
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+ // el.addEventListener("click", () => requestAnimationFrame(() => audioCtx.resume())); // risky
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+ // setTimeout(...), Promise.then(...), await fetch(...), await import(...),
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+ // a React state update then effect, a scheduler/task-queue callback, or a
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+ // media canplay/canplaythrough callback — all too late. Unlock in the handler.
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+
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  // 2) Simple tone
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  const osc = audioCtx.createOscillator();
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  osc.type = "sine";
@@ -225,7 +262,12 @@ External sync and drift
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  ## 5) Practical Notes
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- - User gesture required to start/resume `AudioContext` and to access the mic.
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+ - User gesture required to start/resume `AudioContext` and to access the mic. On
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+ iOS Safari the unlock must be **synchronous inside the gesture and start one
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+ real sound** (the `unlockAudio()` gate in §1); a resume from a downstream
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+ timer/promise/`await`/rAF/effect/media callback is too late. Re-check
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+ `audioCtx.state` on every gesture, since iOS suspends audio after
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+ backgrounding/lock.
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  - Convolver IRs: host with CORS if cross‑origin; decode before use.
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  - Latency budget: device `baseLatency` + your lookahead + any Worklet buffering.
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  - Headphones recommended for monitoring to avoid acoustic feedback.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@vibes.diy/prompts",
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- "version": "2.6.2",
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+ "version": "2.6.4",
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  "type": "module",
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  "main": "./index.js",
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  "description": "",
@@ -30,9 +30,9 @@
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  "@fireproof/core-types-base": "~0.24.19",
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  "@fireproof/core-types-protocols-cloud": "~0.24.19",
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  "@fireproof/use-fireproof": "~0.24.19",
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- "@vibes.diy/call-ai-v2": "^2.6.2",
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- "@vibes.diy/identity": "^2.6.2",
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- "@vibes.diy/use-vibes-types": "^2.6.2",
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+ "@vibes.diy/call-ai-v2": "^2.6.4",
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+ "@vibes.diy/identity": "^2.6.4",
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+ "@vibes.diy/use-vibes-types": "^2.6.4",
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  "arktype": "~2.2.1",
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  "json-schema-faker": "~0.6.2"
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  },