- Spawn mix (pickVariant): roster grows one type per set — runner from set 1
game 3+ (12% slot, at most one alive, shriek on spawn = the fairness contract),
brute from set 2 (15%), shield from set 3 (15%); classics fill the rest
- Runner ('f'): 3.2x shamble speed, faster leg cycle; new shriek() synth in audio
- Brute ('g'): hp 2 vs splat-quality balls AND pellets, 0.55x speed, 0.75m target,
pushback-immune, 0.9m eaten radius, dies to double gore + size-2 pile, towers
at 1.5x height
- Shield ('s'): blocks front balls with the chair (clank, ball spent), the block
drops the chair for shieldDown 1.5s — any splat-quality ball kills in the
window (z_s3 staggered pose renders); chair recovers after; always dies to
bombs, melee, pellets
- TUNE: runnerSpeed 3.2, bruteHp 2, shieldDown 1.5
Verified in browser: per-variant stats; brute soft-ball immunity, 2-hit kill,
2-pellet kill, size-2 pile; shield block->window kill->chair recovery->blocks
again; melee kills f/s but not the racket boss; tier-2 spawn mix over 1500
spawns = 14/15/8/63%; all five sprites render with correct scale+occlusion;
tennis regression 11/12; no console errors.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
166 lines
8.0 KiB
JavaScript
166 lines
8.0 KiB
JavaScript
// All sound: WebAudio context, synthesized SFX, recorded umpire lines, speech fallback.
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let AC = null;
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export const audio = () => {
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if (!AC) AC = new (window.AudioContext || window.webkitAudioContext)();
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if (AC.state === 'suspended') AC.resume();
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return AC;
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};
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// Umpire lines are pre-recorded files (assets/audio/*.m4a) played via WebAudio —
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// works on mobile where speechSynthesis is unreliable. say() remains the fallback.
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const VOICE = {};
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let reverbNode = null;
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function reverb(ac) { // stadium PA tail: exponentially decaying noise as impulse response
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if (reverbNode) return reverbNode;
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const len = ac.sampleRate * 1.3, ir = ac.createBuffer(2, len, ac.sampleRate);
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for (let c = 0; c < 2; c++) {
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const d = ir.getChannelData(c);
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for (let i = 0; i < len; i++) d[i] = (Math.random() * 2 - 1) * Math.pow(1 - i / len, 2.8);
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}
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reverbNode = ac.createConvolver(); reverbNode.buffer = ir;
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const wet = ac.createGain(); wet.gain.value = 0.35;
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reverbNode.connect(wet).connect(ac.destination);
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return reverbNode;
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}
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export function voice(name, delay = 0, rate = 1) {
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const ac = audio();
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const play = buf => {
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const src = ac.createBufferSource(); src.buffer = buf;
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src.playbackRate.value = rate; // < 1 = slower and lower — the umpire's dark register
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src.connect(ac.destination); src.connect(reverb(ac)); // dry + center-court echo
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src.start(ac.currentTime + delay);
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};
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if (VOICE[name]) return play(VOICE[name]);
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fetch('assets/audio/' + name + '.m4a')
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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 => { VOICE[name] = buf; play(buf); })
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.catch(() => say(name.replace(/_/g, ' '), delay));
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}
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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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try {
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if (!sysVoice) sysVoice = speechSynthesis.getVoices().find(v => v.lang.startsWith('en-GB')) || null;
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const u = new SpeechSynthesisUtterance(text);
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if (sysVoice) u.voice = sysVoice; u.rate = 0.88; u.pitch = 0.75; u.volume = 0.9;
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setTimeout(() => speechSynthesis.speak(u), delay * 1000);
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} catch (e) {}
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}
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function noiseBuf(ac, len) {
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const b = ac.createBuffer(1, ac.sampleRate * len, ac.sampleRate), d = b.getChannelData(0);
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for (let i = 0; i < d.length; i++) d[i] = Math.random() * 2 - 1;
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return b;
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}
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export function swish(vol = 0.3) { // racket cutting air — the sound of a whiff
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try {
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const ac = audio(), t = ac.currentTime;
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const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.16);
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const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.setValueAtTime(1600, t);
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bp.frequency.exponentialRampToValueAtTime(3200, t + 0.12); bp.Q.value = 1.5;
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const g = ac.createGain();
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g.gain.setValueAtTime(0.001, t); g.gain.exponentialRampToValueAtTime(vol, t + 0.05);
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g.gain.exponentialRampToValueAtTime(0.001, t + 0.16);
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src.connect(bp).connect(g).connect(ac.destination); src.start();
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} catch (e) {}
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}
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export function pock(vol = 0.8, freq = 900) { // racket contact / bounce thock
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try {
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const ac = audio(), t = ac.currentTime;
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const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.06);
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const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.value = freq; bp.Q.value = 1.2;
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const g = ac.createGain();
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g.gain.setValueAtTime(vol, t); g.gain.exponentialRampToValueAtTime(0.001, t + 0.07);
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src.connect(bp).connect(g).connect(ac.destination); src.start();
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const o = ac.createOscillator(), og = ac.createGain(); // low thump body
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o.frequency.setValueAtTime(180, t); o.frequency.exponentialRampToValueAtTime(70, t + 0.08);
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og.gain.setValueAtTime(vol * 0.5, t); og.gain.exponentialRampToValueAtTime(0.001, t + 0.09);
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o.connect(og).connect(ac.destination); o.start(t); o.stop(t + 0.1);
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} catch (e) {}
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}
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export function splat(vol = 0.7) { // wet burst — a zombie meets a first serve
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try {
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const ac = audio(), t = ac.currentTime;
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const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.22);
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const lp = ac.createBiquadFilter(); lp.type = 'lowpass';
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lp.frequency.setValueAtTime(1400, t); lp.frequency.exponentialRampToValueAtTime(180, t + 0.2);
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const g = ac.createGain();
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g.gain.setValueAtTime(vol, t); g.gain.exponentialRampToValueAtTime(0.001, t + 0.22);
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src.connect(lp).connect(g).connect(ac.destination); src.start();
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const o = ac.createOscillator(), og = ac.createGain(); // body thud
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o.frequency.setValueAtTime(120, t); o.frequency.exponentialRampToValueAtTime(45, t + 0.15);
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og.gain.setValueAtTime(vol * 0.7, t); og.gain.exponentialRampToValueAtTime(0.001, t + 0.16);
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o.connect(og).connect(ac.destination); o.start(t); o.stop(t + 0.18);
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} catch (e) {}
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}
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export function boom(vol = 0.9) { // bomb ball — sub-bass thump under a filtered noise blast
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try {
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const ac = audio(), t = ac.currentTime;
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const o = ac.createOscillator(), og = ac.createGain(); // 80Hz sine diving to 30Hz
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o.frequency.setValueAtTime(80, t); o.frequency.exponentialRampToValueAtTime(30, t + 0.35);
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og.gain.setValueAtTime(vol, t); og.gain.exponentialRampToValueAtTime(0.001, t + 0.4);
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o.connect(og).connect(ac.destination); o.start(t); o.stop(t + 0.42);
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const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.4); // the blast
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const lp = ac.createBiquadFilter(); lp.type = 'lowpass';
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lp.frequency.setValueAtTime(2200, t); lp.frequency.exponentialRampToValueAtTime(200, t + 0.35);
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const g = ac.createGain();
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g.gain.setValueAtTime(vol * 0.8, t); g.gain.exponentialRampToValueAtTime(0.001, t + 0.4);
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src.connect(lp).connect(g).connect(ac.destination); src.start(t);
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} catch (e) {}
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}
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export function shriek(vol = 0.35) { // a runner announces itself — harsh rising cry, the fairness contract
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try {
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const ac = audio(), t = ac.currentTime, dur = 0.7;
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const o = ac.createOscillator(); o.type = 'sawtooth';
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o.frequency.setValueAtTime(300, t);
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o.frequency.exponentialRampToValueAtTime(950, t + 0.25);
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o.frequency.exponentialRampToValueAtTime(500, t + dur);
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const bp = ac.createBiquadFilter(); bp.type = 'bandpass'; bp.frequency.value = 1400; bp.Q.value = 0.8;
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const g = ac.createGain();
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g.gain.setValueAtTime(0.001, t); g.gain.exponentialRampToValueAtTime(vol, t + 0.06);
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g.gain.exponentialRampToValueAtTime(0.001, t + dur);
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o.connect(bp).connect(g).connect(ac.destination); o.start(t); o.stop(t + dur + 0.05);
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} catch (e) {}
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}
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export function moan(vol = 0.1) { // distant undead ambience
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try {
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const ac = audio(), t = ac.currentTime, dur = 1.2 + Math.random() * 0.8;
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const o = ac.createOscillator(); o.type = 'sawtooth';
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const f0 = 65 + Math.random() * 45;
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o.frequency.setValueAtTime(f0, t);
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o.frequency.linearRampToValueAtTime(f0 * 1.25, t + dur * 0.4);
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o.frequency.linearRampToValueAtTime(f0 * 0.9, t + dur);
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const lp = ac.createBiquadFilter(); lp.type = 'lowpass'; lp.frequency.value = 320;
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const g = ac.createGain();
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g.gain.setValueAtTime(0.001, t); g.gain.exponentialRampToValueAtTime(vol, t + dur * 0.3);
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g.gain.exponentialRampToValueAtTime(0.001, t + dur);
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o.connect(lp).connect(g).connect(ac.destination); o.start(t); o.stop(t + dur + 0.05);
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} catch (e) {}
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}
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export function applause(seconds = 2.4, vol = 0.5) { // ponytail: synthesized claps; swap for a sample if it reads flat
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try {
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const ac = audio(), t0 = ac.currentTime, n = 90 * seconds;
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for (let i = 0; i < n; i++) {
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const t = t0 + Math.random() * seconds;
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const env = Math.min(1, 4 * (1 - Math.abs(2 * (t - t0) / seconds - 1))); // fade in/out
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const src = ac.createBufferSource(); src.buffer = noiseBuf(ac, 0.025);
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const bp = ac.createBiquadFilter(); bp.type = 'bandpass';
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bp.frequency.value = 1000 + Math.random() * 1600; bp.Q.value = 2.5;
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const g = ac.createGain();
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g.gain.setValueAtTime(vol * env * (0.3 + Math.random() * 0.7), t);
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g.gain.exponentialRampToValueAtTime(0.001, t + 0.03);
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src.connect(bp).connect(g).connect(ac.destination); src.start(t);
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}
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} catch (e) {}
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}
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