Encode the menu theme as AAC
8.3 MB of WAV down to 768 KB, on a file that downloads on every page load before the player has decided to play anything. loopBed takes the full filename now, because the beds are a mix of .wav and .m4a — fadeBed's key has to match it exactly, extension included, or a duck silently no-ops. It also takes an explicit loopEnd, and the theme passes 48. AAC pads its last packet, so Chrome decodes this 48.000s master to a 48.0174s buffer: 17ms of silence spliced in at every seam, once a loop, on the title screen. Trimming the seam is what keeps the loop seamless. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -454,9 +454,21 @@ death summary is the end menu, and the zombie bed ducks out as it comes in. Two
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bed's gain at 0. Without it, a multi-megabyte file ducked mid-fetch comes up at full level several
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seconds later, over the match.
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`background-music.wav` is 8.3 MB and now downloads on every page load. Converting it to m4a (as the
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umpire lines already are) would cut that ~10x; `loopBed` hardcodes `.wav`, so that is a two-line
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change if it ever matters.
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**The theme is AAC** (`background-music.m4a`, 768 KB — the WAV was 8.3 MB, and this one downloads on
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every page load before the player has decided to play). `loopBed` takes the FULL filename now,
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because the beds are a mix of `.wav` and `.m4a`; `fadeBed`'s key must match it exactly, extension
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included, or a duck silently no-ops.
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**A compressed loop needs an explicit `loopEnd`.** AAC pads the final packet, so Chrome decodes this
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48.000 s master to a 48.0174 s buffer — 17 ms of silence spliced in at every seam, once a loop, on
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the title screen. `menuMusic` passes `48`. Re-encode the file and re-measure:
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`fetch(f).then(r=>r.arrayBuffer()).then(a=>new AudioContext().decodeAudioData(a)).then(b=>b.duration)`.
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`zombie-mode.wav` (5.9 MB) is the other candidate for this treatment, and it loads mid-match rather
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than up front, so it matters less.
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Measuring which audio files actually loaded: `performance.getEntriesByType('resource')` is USELESS
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here — the ~200 sprite PNGs blow past the 250-entry resource-timing buffer and every later fetch is
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silently dropped from it. Read the network log instead. That cost a wrong "the bed never loaded".
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## Session log: the serve is the gesture (2026-08-01)
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@@ -77,7 +77,7 @@ export function aww(vol = 1) { sfx('tennis-aww', vol * 0.5, { reverb: true }); }
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// Looping background beds (scene atmosphere, mode music): each starts once, highpass 'lowcut' + quiet gain.
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const beds = new Map(); // file -> {ac, g, vol} once playing (null while loading); see fadeBed
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const ducked = new Set(); // beds asked to duck while they were STILL LOADING — see fadeBed
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function loopBed(file, lowcut, vol) {
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function loopBed(file, lowcut, vol, loopEnd = 0) {
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// audio() FIRST, before the already-started early return: it is also what RESUMES a context the
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// browser suspended under its autoplay policy. The menu theme is started at boot, before any
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// gesture exists, so it plays into a suspended context and stays silent — and the call that has
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@@ -86,11 +86,16 @@ function loopBed(file, lowcut, vol) {
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const ac = audio();
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if (beds.has(file)) return;
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beds.set(file, null);
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fetch('assets/audio/' + file + '.wav')
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fetch('assets/audio/' + file) // full filename: the beds are a mix of .wav and .m4a, see below
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.then(r => { if (!r.ok) throw 0; return r.arrayBuffer(); })
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.then(ab => ac.decodeAudioData(ab))
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.then(buf => {
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const src = ac.createBufferSource(); src.buffer = buf; src.loop = true;
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// loopEnd = the source's TRUE length, for a bed that is compressed. AAC pads the last packet,
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// and Chrome hands back a buffer ~17 ms longer than the master — silence spliced in at every
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// seam, once a loop, on the title screen. Trimming the seam is what keeps the loop seamless.
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// Zero (the default, and every uncompressed bed) leaves the whole buffer in play.
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if (loopEnd) src.loopEnd = loopEnd;
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const hp = ac.createBiquadFilter(); hp.type = 'highpass'; hp.frequency.value = lowcut;
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// start SILENT if it was ducked while loading: a multi-megabyte file takes seconds to fetch
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// and decode, and a player who taps straight through the picker would otherwise have the
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@@ -101,13 +106,18 @@ function loopBed(file, lowcut, vol) {
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})
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.catch(() => beds.delete(file)); // failed start (decode/network) can retry next call
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}
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export const ambient = () => loopBed('tennis-ambient-loop', 500, 0.035); // whole-scene atmosphere, from first tap
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export const zombieMusic = () => loopBed('zombie-mode', 800, 0.2); // background music once splatter kicks in
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export const ambient = () => loopBed('tennis-ambient-loop.wav', 500, 0.035); // whole-scene atmosphere, from first tap
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export const zombieMusic = () => loopBed('zombie-mode.wav', 800, 0.2); // background music once splatter kicks in
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// Menu theme: the splash, the court picker, the death summary. Barely highpassed — this one is
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// MUSIC, not an atmosphere bed, so the low end is the point. Started at boot so it is already
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// running by the time the title is on screen; on a phone the autoplay policy holds the context
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// suspended until the first tap, and it becomes audible then (see loopBed).
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export const menuMusic = () => loopBed('background-music', 30, 0.5);
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// AAC, not WAV: 48 s of stereo music is 8.3 MB as a WAV and this one downloads on every page load,
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// before the player has decided to play anything. 768 KB encoded, and the master is exactly 48.000 s
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// — which is the loopEnd, because the decoded buffer is NOT (measured 48.0174 s in Chrome; see the
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// padding note in loopBed). Re-encode the file and you must re-measure that number:
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// fetch(f).then(r=>r.arrayBuffer()).then(a=>new AudioContext().decodeAudioData(a)).then(b=>b.duration)
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export const menuMusic = () => loopBed('background-music.m4a', 30, 0.5, 48);
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// duck a bed to silence (out=true) or back to its base level over `secs` — the sudden-death duel mutes the music
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function fadeBed(file, out, secs = 0.7) {
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@@ -119,10 +129,10 @@ function fadeBed(file, out, secs = 0.7) {
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b.g.gain.setValueAtTime(b.g.gain.value, t); // anchor at current level so a mid-fade toggle stays smooth
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b.g.gain.linearRampToValueAtTime(out ? 0 : b.vol, t + secs);
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}
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export const zombieDuck = out => fadeBed('zombie-mode', out);
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export const zombieDuck = out => fadeBed('zombie-mode.wav', out); // key must match loopBed's, filename and all
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// The menu theme is never stopped, only faded — the buffer is already decoded, so fading it back up
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// on the death screen costs nothing and can't miss its cue waiting on a re-fetch.
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export const menuDuck = out => fadeBed('background-music', out);
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export const menuDuck = out => fadeBed('background-music.m4a', out);
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let sysVoice = null;
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export function say(text, delay = 0) { // fallback when a recorded umpire line is missing
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+1
-1
@@ -117,6 +117,6 @@
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<div id="courts"><h2>CHOOSE YOUR COURT</h2></div>
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</div>
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</div>
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<script type="module" src="main.js?v=84"></script>
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<script type="module" src="main.js?v=86"></script>
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</body>
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</html>
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