// All sound: WebAudio context, synthesized SFX, recorded umpire lines, speech fallback. let AC = null; export const audio = () => { if (!AC) AC = new (window.AudioContext || window.webkitAudioContext)(); if (AC.state === 'suspended') AC.resume(); return AC; }; // Umpire lines are pre-recorded files (assets/audio/*.m4a) played via WebAudio — // works on mobile where speechSynthesis is unreliable. say() remains the fallback. const VOICE = {}; let reverbNode = null; function reverb(ac) { // stadium PA tail: exponentially decaying noise as impulse response if (reverbNode) return reverbNode; const len = ac.sampleRate * 1.3, ir = ac.createBuffer(2, len, ac.sampleRate); for (let c = 0; c < 2; c++) { const d = ir.getChannelData(c); for (let i = 0; i < len; i++) d[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / len, 2.8); } reverbNode = ac.createConvolver(); reverbNode.buffer = ir; const wet = ac.createGain(); wet.gain.value = 0.35; reverbNode.connect(wet).connect(ac.destination); return reverbNode; } export function voice(name, delay = 0) { const ac = audio(); const play = buf => { const src = ac.createBufferSource(); src.buffer = buf; src.connect(ac.destination); src.connect(reverb(ac)); // dry + center-court echo src.start(ac.currentTime + delay); }; if (VOICE[name]) return play(VOICE[name]); fetch('assets/audio/' + name + '.m4a') .then(r => { if (!r.ok) throw 0; return r.arrayBuffer(); }) .then(ab => ac.decodeAudioData(ab)) .then(buf => { VOICE[name] = buf; play(buf); }) .catch(() => say(name.replace(/_/g, ' '), delay)); } let sysVoice = null; export function say(text, delay = 0) { // fallback when a recorded umpire line is missing try { if (!sysVoice) sysVoice = speechSynthesis.getVoices().find(v => v.lang.startsWith('en-GB')) || null; const u = new SpeechSynthesisUtterance(text); if (sysVoice) u.voice = sysVoice; u.rate = 0.88; u.pitch = 0.75; u.volume = 0.9; setTimeout(() => speechSynthesis.speak(u), delay * 1000); } catch (e) {} } function noiseBuf(ac, len) { const b = ac.createBuffer(1, ac.sampleRate * len, ac.sampleRate), d = b.getChannelData(0); for (let i = 0; i < d.length; i++) d[i] = Math.random() * 2 - 1; return b; } export function swish(vol = 0.3) { // racket cutting air — the sound of a whiff try { const ac = audio(), t = ac.currentTime; const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.16); const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.setValueAtTime(1600, t); bp.frequency.exponentialRampToValueAtTime(3200, t + 0.12); bp.Q.value = 1.5; const g = ac.createGain(); g.gain.setValueAtTime(0.001, t); g.gain.exponentialRampToValueAtTime(vol, t + 0.05); g.gain.exponentialRampToValueAtTime(0.001, t + 0.16); src.connect(bp).connect(g).connect(ac.destination); src.start(); } catch (e) {} } export function pock(vol = 0.8, freq = 900) { // racket contact / bounce thock try { const ac = audio(), t = ac.currentTime; const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.06); const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.value = freq; bp.Q.value = 1.2; const g = ac.createGain(); g.gain.setValueAtTime(vol, t); g.gain.exponentialRampToValueAtTime(0.001, t + 0.07); src.connect(bp).connect(g).connect(ac.destination); src.start(); const o = ac.createOscillator(), og = ac.createGain(); // low thump body o.frequency.setValueAtTime(180, t); o.frequency.exponentialRampToValueAtTime(70, t + 0.08); og.gain.setValueAtTime(vol * 0.5, t); og.gain.exponentialRampToValueAtTime(0.001, t + 0.09); o.connect(og).connect(ac.destination); o.start(t); o.stop(t + 0.1); } catch (e) {} } export function applause(seconds = 2.4, vol = 0.5) { // ponytail: synthesized claps; swap for a sample if it reads flat try { const ac = audio(), t0 = ac.currentTime, n = 90 * seconds; for (let i = 0; i < n; i++) { const t = t0 + Math.random() * seconds; const env = Math.min(1, 4 * (1 - Math.abs(2 * (t - t0) / seconds - 1))); // fade in/out const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.025); const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.value = 1000 + Math.random() * 1600; bp.Q.value = 2.5; const g = ac.createGain(); g.gain.setValueAtTime(vol * env * (0.3 + Math.random() * 0.7), t); g.gain.exponentialRampToValueAtTime(0.001, t + 0.03); src.connect(bp).connect(g).connect(ac.destination); src.start(t); } } catch (e) {} }