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Fixed audio disabling so it remains quiet

This commit is contained in:
James Ketr 2025-10-13 14:08:00 -07:00
parent b541dd49e2
commit 260139b7a3

View File

@ -225,13 +225,26 @@ const RoomView = (props: RoomProps) => {
useEffect(() => {
if (state === "volcano") {
if (!audioEffects.volcano) {
audioEffects.volcano = loadAudio("volcano-eruption.mp3");
audioEffects.volcano.volume = volume * volume;
if (audio) {
if (!audioEffects.volcano) {
audioEffects.volcano = loadAudio("volcano-eruption.mp3");
audioEffects.volcano.volume = volume * volume;
} else {
if (!audioEffects.volcano.hasPlayed && audioEffects.volcano.readyState >= 2) {
audioEffects.volcano.hasPlayed = true;
audioEffects.volcano.play().catch((e) => console.error("Audio play failed:", e));
}
}
} else {
if (!audioEffects.volcano.hasPlayed && audioEffects.volcano.readyState >= 2) {
audioEffects.volcano.hasPlayed = true;
audioEffects.volcano.play().catch((e) => console.error("Audio play failed:", e));
// Audio disabled -> stop any currently playing volcano effect
if (audioEffects.volcano) {
try {
audioEffects.volcano.pause();
audioEffects.volcano.currentTime = 0;
} catch (e) {
/* ignore */
}
audioEffects.volcano.hasPlayed = false;
}
}
} else {
@ -242,58 +255,83 @@ const RoomView = (props: RoomProps) => {
}, [state, volume]);
useEffect(() => {
if (turn && turn.color === color && state !== "room") {
if (!audioEffects.yourTurn) {
audioEffects.yourTurn = loadAudio("its-your-turn.mp3");
audioEffects.yourTurn.volume = volume * volume;
} else {
if (!audioEffects.yourTurn.hasPlayed && audioEffects.yourTurn.readyState >= 2) {
audioEffects.yourTurn.hasPlayed = true;
audioEffects.yourTurn.play().catch((e) => console.error("Audio play failed:", e));
// When audio is enabled we may create/play effects; when disabled ensure
// any existing effects are stopped and reset.
if (audio) {
if (turn && turn.color === color && state !== "room") {
if (!audioEffects.yourTurn) {
audioEffects.yourTurn = loadAudio("its-your-turn.mp3");
audioEffects.yourTurn.volume = volume * volume;
} else {
if (!audioEffects.yourTurn.hasPlayed && audioEffects.yourTurn.readyState >= 2) {
audioEffects.yourTurn.hasPlayed = true;
audioEffects.yourTurn.play().catch((e) => console.error("Audio play failed:", e));
}
}
} else if (turn) {
if (audioEffects.yourTurn) {
audioEffects.yourTurn.hasPlayed = false;
}
}
} else if (turn) {
if (audioEffects.yourTurn) {
audioEffects.yourTurn.hasPlayed = false;
}
}
if (turn && turn.roll === 7) {
if (!audioEffects.robber) {
audioEffects.robber = loadAudio("robber.mp3");
audioEffects.robber.volume = volume * volume;
} else {
if (!audioEffects.robber.hasPlayed && audioEffects.robber.readyState >= 2) {
audioEffects.robber.hasPlayed = true;
audioEffects.robber.play().catch((e) => console.error("Audio play failed:", e));
if (turn && turn.roll === 7) {
if (!audioEffects.robber) {
audioEffects.robber = loadAudio("robber.mp3");
audioEffects.robber.volume = volume * volume;
} else {
if (!audioEffects.robber.hasPlayed && audioEffects.robber.readyState >= 2) {
audioEffects.robber.hasPlayed = true;
audioEffects.robber.play().catch((e) => console.error("Audio play failed:", e));
}
}
} else if (turn) {
if (audioEffects.robber) {
audioEffects.robber.hasPlayed = false;
}
}
} else if (turn) {
if (audioEffects.robber) {
audioEffects.robber.hasPlayed = false;
}
}
if (turn && turn.actions && turn.actions.indexOf("playing-knight") !== -1) {
if (!audioEffects.knights) {
audioEffects.knights = loadAudio("the-knights-who-say-ni.mp3");
audioEffects.knights.volume = volume * volume;
} else {
if (!audioEffects.knights.hasPlayed && audioEffects.knights.readyState >= 2) {
audioEffects.knights.hasPlayed = true;
audioEffects.knights.play().catch((e) => console.error("Audio play failed:", e));
if (turn && turn.actions && turn.actions.indexOf("playing-knight") !== -1) {
if (!audioEffects.knights) {
audioEffects.knights = loadAudio("the-knights-who-say-ni.mp3");
audioEffects.knights.volume = volume * volume;
} else {
if (!audioEffects.knights.hasPlayed && audioEffects.knights.readyState >= 2) {
audioEffects.knights.hasPlayed = true;
audioEffects.knights.play().catch((e) => console.error("Audio play failed:", e));
}
}
} else if (turn && turn.actions && turn.actions.indexOf("playing-knight") === -1) {
if (audioEffects.knights) {
audioEffects.knights.hasPlayed = false;
}
}
} else if (turn && turn.actions && turn.actions.indexOf("playing-knight") === -1) {
if (audioEffects.knights) {
audioEffects.knights.hasPlayed = false;
}
} else {
// audio disabled: stop any currently playing effects and reset their state
const stopIfPlaying = (ae?: AudioEffect) => {
if (!ae) return;
try {
ae.pause();
ae.currentTime = 0;
} catch (e) {
/* ignore */
}
ae.hasPlayed = false;
};
stopIfPlaying(audioEffects.yourTurn);
stopIfPlaying(audioEffects.robber);
stopIfPlaying(audioEffects.knights);
}
}, [state, turn, color, volume]);
useEffect(() => {
for (const key in audioEffects) {
audioEffects[key].volume = volume * volume;
if (audioEffects[key]) {
try {
audioEffects[key]!.volume = volume * volume;
} catch (e) {
/* ignore */
}
}
}
}, [volume]);