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[*.cs]
# IDE0290: Use primary constructor
# Primary constructors are far from perfect: they can't have readonly fields, while fields can be used anywhere in the class body.
csharp_style_prefer_primary_constructors = false

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# Muzika Gromche — AI Agent Guide
## Overview
- **Purpose**: This repository builds a BepInEx plugin (C#) that adds synchronized party music + light effects to Lethal Company, plus a small frontend playground for track metadata and browsing.
- **Two main parts**: the core plugin in `MuzikaGromche/` (targets `netstandard2.1`) and the frontend in `Frontend/` (Vite 3 + Vue + Vitest).
- **Tools and helpers**: there are some helpful Python scripts in the `playground` directory.
## What to edit / hotspots
- `MuzikaGromche/Plugin.cs`: plugin entry and initial configuration registration.
- `MuzikaGromche/*.cs` (e.g. `PoweredLights.cs`, `DiscoBallManager.cs`, `SpawnRateManager.cs`, `ScreenFiltersManager.cs`): main game integration and effect logic.
- `UnityAssets/` and `MuzikaGromche/bin/...`: Unity assets and compiled outputs used for packaging.
- Frontend audio/metadata: `Frontend/src/audio/AudioEngine.ts` and `Frontend/public/*` (track lists and audio bundles).
- Sources of audio tracks are edited and mixed outside of this repo, and only final deliveries are checked in here.
## Build & run (developer workflow)
- Primary helper: `Justfile` (root) and `MuzikaGromche.just.user` (root, not checked into the repo, so some commands may be unavailable). Common recipes:
- `just build` — runs both `build-debug` and `build-release` (calls `dotnet build`).
- `just build-release``dotnet build --configuration Release`.
- `just build-debug``dotnet build --configuration Debug`.
- `just build-debug run` — build & run the game for testing, most commonly used combination.
- `just install-imperium` — installs `dist/MuzikaGromche-Debug.zip` into an r2modman/Imperium profile path (see `Justfile` for `plugin_dir`). Not needed, as it is a post-build step anyway.
- `just ogg <track_name>` and `just ogg1 <track_name>` — custom msbuild targets that convert wav→ogg via `dotnet msbuild /t:wav2ogg` (used when adding tracks from outside of this repo).
- `just loud <track_name>` — runs a Python script that measures loudness of an audio track in LUFS, useful to calculate volume adjustments for normalization to a consistent desirable level.
- `just oggloud1 <track_name>` and `just oggloud <track_name>` — convert and measure loudness in one command invocation (single track, and intro+loop pair of tracks respectively).
- Frontend: in `Frontend/`:
- Use `pnpm` (lockfile `pnpm-lock.yaml` present). Run `pnpm install`.
- Dev: `pnpm run dev` (Vite). Build: `pnpm run build`.
- Test: `pnpm run test:browser` or `pnpm run coverage`. Uses Vitest with unified config in `vite.config.ts`.
- Python scripts in `playground`:
- Use `uv` tool to run Python code, or corresponding `just` targets if available.
## Packaging and outputs
- Plugin target: `netstandard2.1` — compiled DLLs appear under `MuzikaGromche/bin/<Configuration>/netstandard2.1/`.
- The repo expects a `dist/` zip for quick install (see `Justfile` `install-imperium` target). Look for `dist/MuzikaGromche-Debug.zip` when installing into a profile.
## Conventions & patterns
- BepInEx plugin pattern: follow `Plugin.cs` for how features are registered and how configuration entries are declared.
- Prefer small localized changes: keep public APIs stable and avoid broad refactors across many `*.cs` files without tests. The game integration is timing-sensitive.
- Manual testing is done by running the game (see `Justfile` `run` target).
- Track assets: audio tracks and timings are curated; if you add tracks, use the `just ogg` or `dotnet msbuild` tasks to convert. Run the game once, so that it dumps a new JSON metadata under the frontend `public/` directory to ensure that data stays in sync.
## Integration points & external dependencies
- Game modding: integrates with Lethal Company via BepInEx. The repo assumes you understand how to drop plugin DLLs into r2modman profiles (see `Justfile` `plugin_dir`).
- External tools: `dotnet` (SDK for building and custom msbuild targets), `just` (task runner) — commands are invoked from repository root; `pnpm`/`node` (frontend) — commands are invoked from `Frontend` directory.
## Examples to reference
- Change visual effects: edit `MuzikaGromche/PoweredLights.cs` or `MuzikaGromche/ScreenFiltersManager.cs` and test by running `just build-debug run`.
- Add frontend metadata: update `Frontend/public/MuzikaGromcheTracks.json` and run `pnpm run build`.
## What NOT to assume
- There are no automated unit tests in the C# mod; it is unreasonably hard to run mod's code outside of Unity runtime, so don't bother with it. Validate changes with local builds and by installing into an r2modman profile.
- Packaging and profile paths are user-specific — `Justfile` contains a template `plugin_dir` that uses `$HOME` and `imperium_profile` fields; do not hardcode absolute paths in commits.
## Where to look next (quick links)
- `Justfile` and `MuzikaGromche.just.user` — primary developer recipes and packaging helpers.
- `MuzikaGromche/` — all plugin source code.
- `UnityAssets/` — art/animator resources, treat them as opaque binary blobs.
- `Frontend/` — frontend app, `src/audio/AudioEngine.ts` for audio logic.

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# Changelog
## MuzikaGromche 1337.9001.2
## MuzikaGromche 1337.9001.1 - v73 Music louder Edition
- Raised the default audio volume, and added a configuration slider.
- Tweaked color palette, lyrics and visual effects for MoyaZhittya and some other tracks.
## MuzikaGromche 1337.9001.0 - v73 Music quieter Edition
- Updated netcode-patch to support Lethal Company v73.
- Remastered all the audio tracks to target a consistent loudness level which allows you hear your teammates.
- Remastered track Song2 to fix cut points.
- Shortened intro of track Peretasovka to match vanilla timings.
- Added multiple intro variants for BeefLiver.
- Added a new track BbIXODaHET.
- Added a new track Whistle. Now it can fully replace WhistleJester!
- Added a new track ReelGoon.
## MuzikaGromche 1337.420.9004 - Life Support Edition
- Override Death Screen / Game Over text in certain cases.
- Added a new track AttentionPls featuring multiple intro variants and new visual effects.
## MuzikaGromche 1337.420.9003 - Lights Out Edition
- Fixed wrong colors during fade out transition, e.g. in Mineshaft tunnel tiles.
## MuzikaGromche 1337.420.9002 - Anime Edition
- Added a new track OnePartiyaUdar in Japanese language.
- Remastered recently added tracks at conventional 44100 Hz for better stitching.
- Improved playback experience: use precise DSP time and up-front scheduing for seamless audio stitching, add custom Audio Sources to improve reliability.
- Removed remaining CSync code and package references even from debug builds.
- Downgraded LobbyCompatibility to optional dependency.
- Toggled config option to increase certain spawn rate to ON by default.
- Fixed resetting to wrong initial colors, e.g. in Mineshaft tunnel tiles.
## MuzikaGromche 1337.420.9001 - Multiverse Edition
- Added support for tracks to rotate between multiple audio variants during a round.
- Added a new track Beha with three different variants of intro.
## MuzikaGromche 1337.420.69 - It's All DiscoNnected Edition
- Fixed harmless but annoying errors in BepInEx console output.
- Improve smoothness of color animations.
- Added a new track BeefLiver.
## MuzikaGromche 1337.69.420 - It's All Connected Edition
- Fix certain object hanging around after being disabled.
- CSync proved to be unreliable for config syncing, so rewrote track selection to custom netcode.
## MuzikaGromche 13.37.9001 - Chromaberrated Edition
- Fixed more missing flickering behaviours for some animators controllers.
- Fixed some powered lights not fully turning off or flickering when there are multiple Light components per container.
- Improved performance by pre-loading certain assets at the start of round instead of at a timing-critical frame update.
- Added an opt-in config option to increase certain spawn rate to experience content of this mod more often.
## MuzikaGromche 13.37.1337 - Photosensitivity Warning Edition
- Added LobbyCompatibility to dependencies to avoid desync issues.
- Fixed lyrics not being displayed in some situations.
- Fixed visual issues with the fade out effect.
- Fixed visual glitch at the last beat of a loop.
- Fixed timings of one of the tracks.
- Removed unnecessary "Enable Color Animations" config option.
- Fixed missing flickering behaviours for some animators controllers.
## MuzikaGromche 13.37.911 - Sri Lanka Bus hotfix
- Fixed certain event sometimes not working due to wrong method call.
- Added support for pre-v70 Mansion Main tile.
## MuzikaGromche 13.37.420 - Sri Lanka Bus Edition
Completely rewritten by Ratijas, with tons of new content.
- Added lots of new tracks.
- Fixed gaps in old tracks.
- New code synchronizes light show to the beat.
- Timings, animation curves, color palettes and events fine-tuned for each track by visual artist [Just Nothing](https://t.me/REALJUSTNOTHING).
- Configurable Audio Delay for those with Bluetooth headset.
- Configurable chance of randomly choosing each tracks.
- Added lyrics to *some* of the tracks, and a configuration toggle.
- Certain tiles are patched by [WaterGun](https://www.youtube.com/channel/UCCxCFfmrnqkFZ8i9FsXBJVA) to add some visual flare.
## MuzikaGromche 13.37.6 - Christmas Special
Last known version released by Oflor. Added special timed content for New Year and Christmas.

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<Project>
<Target Name="NetcodePatch" AfterTargets="PostBuildEvent">
<Exec Command="dotnet netcode-patch -uv 2022.3.62 -nv 1.12.0 &quot;$(TargetPath)&quot; @(ReferencePathWithRefAssemblies->'&quot;%(Identity)&quot;', ' ')"/>
</Target>
</Project>

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# Logs
logs
*.log
npm-debug.log*
yarn-debug.log*
yarn-error.log*
pnpm-debug.log*
lerna-debug.log*
node_modules
dist
dist-ssr
*.local
# Editor directories and files
.vscode/*
!.vscode/extensions.json
.idea
.DS_Store
*.suo
*.ntvs*
*.njsproj
*.sln
*.sw?
.env
.cache
dist
.idea
.vite-node
ltex*
.DS_Store
.zed
# tests & coverage
coverage
.vitest-reports
*.tsbuildinfo
# exclude static html reporter folder
test/browser/html/
test/core/html/
.vitest-attachments
explainFiles.txt
.vitest-dump
# Project assets
/public/MuzikaGromcheAudio/*
!/public/MuzikaGromcheAudio/.gitkeep

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{
"recommendations": ["Vue.volar"]
}

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# Muzika Gromche — Web Player & Editor
Play your favorite tracks on repeat right in your browser.
## Project structure
The look & feel is inspired by a certain popular NLE (Non-Linear video Editor) which incorporates DAW (Digital Audio Workstation) functionality in it.
- Library page lists all available audio tracks with some basic information presented in cards. There is a search / filter field on top.
- Player page features in-depth information about selected audio track, a dedicated timeline widget lets you play, seek, scrub, zoom into timeline tracks & clips, and manupulate them. Each timeline track represents either a segment of the song (intro, loop), or a specific kind of visual effects (such as flickering, fading out & color palette for powered lights, lyrics, drunkness & condensation).
## Development
### Adding new tracks
1. Add track declaration to Plugin.cs and fill in its properties.
2. Launch the game once, so that it generates a new JSON dump (in the Lethal Company save files directory) of all tracks.
3. Replace `public/MuzikaGromcheTracks.json` with the new JSON dump.
4. Run the following script to generate bare codenames file:
```sh
cat ./MuzikaGromcheTracks.json | jq '[.tracks[].Name | {(.): { "Artist": "", "Song": "" }}] | add' > MuzikaGromcheCodenamesBare.json
```
5. Add new codenames from the generated file above to `public/MuzikaGromcheCodenames.json` file.
### Run & test
First time setup:
- copy audio files from the `/Assets/` directory located at repository's root to `Frontend/public/MuzikaGromcheAudio/` directory.
Muzika Gromche Web Player & Editor is built with Vue 3 + TypeScript + Vite.
```sh
pnpm run dev
pnpm run test
```
### Deploy
```sh
pnpm run build
```
Use scp, rsync or any other tool to upload content of `dist/` to root@ratijas.me `/var/www/html/muzika-gromche/`.

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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="icon" href="/favicon.ico" sizes="any">
<link rel="icon" href="/icon-32.png" sizes="32x32" type="image/png">
<link rel="apple-touch-icon" href="/apple-touch-icon.png">
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Muzika Gromche — The ultimate Jester party music mod</title>
</head>
<body>
<div id="app"></div>
<script type="module" src="/src/main.ts"></script>
</body>
</html>

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{
"name": "muzika-gromche-frontend",
"private": true,
"version": "0.0.0",
"type": "module",
"scripts": {
"dev": "vite",
"prebuild": "node scripts/generate-icons.js",
"build": "npm run prebuild && vue-tsc -b && vite build",
"preview": "vite preview",
"test": "vitest",
"coverage": "vitest run --coverage",
"test:browser": "vitest"
},
"dependencies": {
"@material-design-icons/svg": "^0.14.15",
"@tailwindcss/vite": "^4.1.17",
"@vueuse/core": "^14.1.0",
"mitt": "^3.0.1",
"pinia": "^3.0.4",
"tailwindcss": "^4.1.17",
"vue": "^3.5.25",
"vue-router": "^4.6.3"
},
"devDependencies": {
"@types/node": "^24.10.1",
"@vitejs/plugin-vue": "^6.0.2",
"@vitest/browser-playwright": "^4.0.15",
"@vitest/coverage-v8": "4.0.14",
"@vue/tsconfig": "^0.8.1",
"eslint": "~9.39.1",
"eslint-plugin-vue": "~10.5.1",
"sharp": "^0.33.5",
"png-to-ico": "^3.0.1",
"typescript": "~5.9.3",
"vite": "npm:rolldown-vite@7.1.14",
"vite-plugin-vue-devtools": "^8.0.5",
"vite-svg-loader": "^5.1.0",
"vitest": "^4.0.15",
"vitest-browser-vue": "^2.0.1",
"vue-tsc": "^3.1.5"
},
"pnpm": {
"overrides": {
"vite": "npm:rolldown-vite@7.1.14"
},
"onlyBuiltDependencies": [
"core-js",
"sharp"
]
}
}

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Copy /Assets/ to this directory.

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{
"AttentionPls1": {
"Artist": "Отпетые Мошенники",
"Song": "Обратите внимание"
},
"AttentionPls2": {
"Artist": "Отпетые Мошенники",
"Song": "Обратите внимание"
},
"BbIXODaHET": {
"Artist": "Сплин",
"Song": "Выхода нет"
},
"BeefLiver1": {
"Artist": "Imagine Dragons",
"Song": "Believer"
},
"BeefLiver3": {
"Artist": "Imagine Dragons",
"Song": "Believer"
},
"BeefLiver4": {
"Artist": "Imagine Dragons",
"Song": "Believer"
},
"Beha1": {
"Artist": "Жу-Жу",
"Song": "Ленинград ft. Глюк'oZа ft. ST"
},
"Beha2": {
"Artist": "Жу-Жу",
"Song": "Ленинград ft. Глюк'oZа ft. ST"
},
"Beha3": {
"Artist": "Жу-Жу",
"Song": "Ленинград ft. Глюк'oZа ft. ST"
},
"Chereshnya": {
"Artist": "Дискотека Авария",
"Song": "Малинки"
},
"DeployDestroy": {
"Artist": "Noize MC",
"Song": "Устрой дестрой"
},
"Durochka": {
"Artist": "Би-2",
"Song": "Дурочка"
},
"GodMode": {
"Artist": "Fall Out Boy",
"Song": "Immortals"
},
"Gorgorod": {
"Artist": "Город под подошвой",
"Song": "Oxxxymiron"
},
"Kach": {
"Artist": "Black Eyed Peas",
"Song": "Pump It"
},
"MoyaZhittya": {
"Artist": "Bon Jovi",
"Song": "It's My Life"
},
"MuzikaGromche": {
"Artist": "Пошлая Молли",
"Song": "Нон стоп"
},
"OnePartiyaUdar": {
"Artist": "One-Punch Man",
"Song": "Opening"
},
"Peretasovka": {
"Artist": "LMFAO",
"Song": "Party Rock Anthem"
},
"PWNED": {
"Artist": "CYBEЯIA",
"Song": "Russian Hackers"
},
"ReelGoon": {
"Artist": "John Shanks and Sheryl Crow",
"Song": "Real Gone"
},
"RiseAndShine": {
"Artist": "Fall Out Boy",
"Song": "The Phoenix"
},
"Song2": {
"Artist": "Витас",
"Song": "Опера #2"
},
"VseVZale": {
"Artist": "Дискотека Авария",
"Song": " Х.Х.Х.И.Р.Н.Р."
},
"Whistle": {
"Artist": "Flo Rida",
"Song": "Whistle"
},
"Yalgaar": {
"Artist": "Ajey Nagar and Wily Frenzy",
"Song": "Yalgaar"
},
"ZmeiGorynich": {
"Artist": "aespa",
"Song": "Black Mamba"
}
}

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import sharp from 'sharp';
import toIco from 'png-to-ico';
import { promises as fs } from 'fs';
import path from 'path';
import { fileURLToPath } from 'url';
const __filename = fileURLToPath(import.meta.url);
const __dirname = path.dirname(__filename);
const sourceIcon = path.resolve(__dirname, '../../icon.png');
const outputDir = path.resolve(__dirname, '../public');
async function generateIcons() {
await fs.mkdir(outputDir, { recursive: true });
// Generate PNGs
const sizes = [32, 192, 256];
for (const size of sizes) {
const outputPath = path.join(outputDir, `icon-${size}.png`);
await sharp(sourceIcon)
.resize(size, size)
.toFile(outputPath);
console.log(`Generated ${outputPath}`);
}
// Generate apple-touch-icon
const appleIconPath = path.join(outputDir, 'apple-touch-icon.png');
await sharp(sourceIcon)
.resize(180, 180)
.toFile(appleIconPath);
console.log(`Generated ${appleIconPath}`);
// Generate favicon.ico
const icoSizes = [16, 24, 32, 48];
const buffers = await Promise.all(icoSizes.map(size =>
sharp(sourceIcon)
.resize(size, size)
.png()
.toBuffer()
));
const icoBuffer = await toIco(buffers);
const icoPath = path.join(outputDir, 'favicon.ico');
await fs.writeFile(icoPath, icoBuffer);
console.log(`Generated ${icoPath}`);
}
generateIcons().catch(err => {
console.error(err);
process.exit(1);
});

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<script setup lang="ts">
import GlobalHeader from '@/components/GlobalHeader.vue';
</script>
<template>
<div class="tw:h-full tw:flex tw:flex-col">
<GlobalHeader class="tw:flex-none" />
<main class="tw:flex-auto tw:overflow-hidden">
<RouterView />
</main>
</div>
</template>
<style scoped></style>

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/*
AudioEngine.ts
A small singleton wrapper around the WebAudio AudioContext that:
- lazily creates the AudioContext
- provides fetch/decode + simple caching
- schedules intro and loop buffers to play seamlessly
- exposes play/pause/stop and a volume control via a master GainNode
- provides a short fade-in/out GainNode to avoid clicks (few ms)
- exposes getPosition() to read current playback time relative to intro start
*/
import { type AudioTrack, useWrapTime, wrapTimeFn } from "@/lib/AudioTrack";
import type { Seconds } from "@/lib/units";
import {
type ConfigurableWindow,
tryOnScopeDispose,
useRafFn,
useThrottleFn,
watchImmediate,
} from "@vueuse/core";
import {
type MaybeRefOrGetter,
type Ref,
shallowRef,
toValue,
watch,
} from "vue";
export const VOLUME_MAX: number = 1.5;
interface PlayerHandle {
/**
* The `stop()` method schedules a sound to cease playback at the specified time.
*/
stop: (when?: Seconds) => void;
}
interface AudioTrackBuffersHandle extends PlayerHandle {
/**
* Time in AudioContext coordinate system of a moment which lines up with the start of the intro audio buffer.
* If the startPosition was greater than zero, this time is already in the past when the function returns.
*/
readonly introStartTime: Seconds;
}
/**
* Start playing intro + loop buffers at given position.
*
* @returns Handle with introStartTime and stop() method.
*/
function playAudioTrackBuffers(
audioCtx: AudioContext,
destinationNode: AudioNode,
audioTrack: AudioTrack,
/**
* Position in seconds from the start of the intro
*/
startPosition: Seconds = 0,
): AudioTrackBuffersHandle {
const now = audioCtx.currentTime;
const introBuffer = audioTrack.loadedIntro!;
const loopBuffer = audioTrack.loadedLoop!;
const introDuration = introBuffer.duration;
const loopDuration = loopBuffer.duration;
const wrapper = wrapTimeFn(audioTrack);
startPosition = wrapper(startPosition);
let currentIntro: AudioBufferSourceNode | null;
let currentLoop: AudioBufferSourceNode | null;
let introStartTime: Seconds;
// figure out where to start
if (startPosition < introDuration) {
// start intro with offset, schedule loop after remaining intro time
const introOffset = startPosition;
const timeUntilLoop = introDuration - introOffset;
const introNode = audioCtx.createBufferSource();
introNode.buffer = introBuffer;
introNode.connect(destinationNode);
introNode.start(now, introOffset);
const loopNode = audioCtx.createBufferSource();
loopNode.buffer = loopBuffer;
loopNode.loop = true;
loopNode.connect(destinationNode);
loopNode.start(now + timeUntilLoop, 0);
currentIntro = introNode;
currentLoop = loopNode;
introStartTime = now - startPosition;
} else {
// start directly in loop with proper offset into loop
const loopOffset = (startPosition - introDuration) % loopDuration;
const loopNode = audioCtx.createBufferSource();
loopNode.buffer = loopBuffer;
loopNode.loop = true;
loopNode.connect(destinationNode);
loopNode.start(now, loopOffset);
currentIntro = null;
currentLoop = loopNode;
// Note: using wrapping loop breaks logical position when starting playback from the second loop repetition onward.
// introStartTime = now - introDuration - loopOffset;
introStartTime = now - startPosition;
}
function stop(when?: Seconds) {
try {
currentIntro?.stop(when);
} catch (e) {
/* ignore */
}
try {
currentLoop?.stop(when);
} catch (e) {
/* ignore */
}
currentIntro = null;
currentLoop = null;
}
return { introStartTime, stop };
}
interface PlayWithFadeInOut<T extends PlayerHandle> extends PlayerHandle {
playerResult: Omit<T, "stop">;
}
/**
* 25 ms for fade-in/fade-out
*/
const DEFAULT_FADE_DURATION = 0.025;
/**
* Wrap the given player function with a Gain node. Applies fade in effect on start and fade out on stop.
*
* @returns Handle with introStartTime and stop() method.
*/
function playWithFadeInOut<T extends PlayerHandle>(
audioCtx: AudioContext,
destinationNode: AudioNode,
player: (destinationNode: AudioNode) => T,
/**
* Duration of fade in/out in seconds. Fade out extends past the stop() call.
*/
fadeDuration: Seconds = DEFAULT_FADE_DURATION,
): PlayWithFadeInOut<T> {
const GAIN_MIN = 0.0001;
const GAIN_MAX = 1.0;
const fadeGain = audioCtx.createGain();
fadeGain.connect(destinationNode);
fadeGain.gain.value = GAIN_MIN;
const playerHandle = player(fadeGain);
// fade in
const now = audioCtx.currentTime;
const fadeEnd = now + fadeDuration;
fadeGain.gain.setValueAtTime(GAIN_MIN, now);
fadeGain.gain.linearRampToValueAtTime(GAIN_MAX, fadeEnd);
// TODO: setTimeout to actually stop after `when`?
function stop(_when?: Seconds) {
// fade out
const now = audioCtx.currentTime;
const fadeEnd = now + fadeDuration;
fadeGain.gain.cancelScheduledValues(now);
fadeGain.gain.setValueAtTime(GAIN_MAX, now);
fadeGain.gain.linearRampToValueAtTime(GAIN_MIN, fadeEnd);
playerHandle.stop(fadeEnd);
}
return { playerResult: playerHandle, stop };
}
/**
* Properties relates to the state of playback.
*/
export interface PlaybackState {
/**
* Readonly reference to whether audio is currently playing.
*/
readonly isPlaying: Readonly<Ref<boolean>>;
/**
* Readonly reference to the last remembered start-of-playback position.
*
* Will only update if stop(rememberPosition=true) or seek() is called.
*/
readonly startPosition: Readonly<Ref<Seconds>>;
/**
* Returns current playback position in seconds based on AudioContext time.
*
* Hook it up to requestAnimationFrame while isPlaying is true for live updates.
*/
getCurrentPosition(): Seconds;
}
export interface StopOptions {
/**
* If true, update remembered playback position to current position, otherwise revert to last remembered one.
*
* Defaults to false.
*/
rememberPosition?: boolean;
}
export interface SeekOptions {
/**
* If scrub is requested, plays a short sample at that position.
*
* Defaults to false.
*/
scrub?: boolean;
// TODO: optionally keep playing after seeking?
}
/**
* Player controls and properties relates to the state of playback.
*/
export interface PlayerControls {
/**
* Start playing audio buffers from the last remembered position.
*/
play: () => void;
/**
* Stop playing audio buffers.
*
* If rememberPosition is true, update remembered playback position, otherwise revert to the last remembered one.
*/
stop: (options?: StopOptions) => void;
/**
* Seek to given position in seconds.
*
* - Stop the playback.
* - If scrub is requested, plays a short sample at that position.
*/
seek: (position: Seconds, options?: SeekOptions) => void;
/**
* Properties relates to the state of playback.
*/
readonly playback: PlaybackState;
}
interface ReusableAudioBuffersTrackPlayer extends PlayerControls {
}
function reusableAudioBuffersTrackPlayer(
audioCtx: AudioContext,
destinationNode: AudioNode,
audioTrack: AudioTrack,
): ReusableAudioBuffersTrackPlayer {
let currentHandle: PlayWithFadeInOut<AudioTrackBuffersHandle> | null = null;
const isPlaying = shallowRef(false);
const wrapper = wrapTimeFn(audioTrack);
const startPosition = useWrapTime(audioTrack, 0);
function play() {
if (currentHandle) {
return;
}
currentHandle = playWithFadeInOut(
audioCtx,
destinationNode,
(destinationNode) =>
playAudioTrackBuffers(
audioCtx,
destinationNode,
audioTrack,
startPosition.value,
),
);
isPlaying.value = true;
}
function stop(options?: { rememberPosition?: boolean }) {
const {
rememberPosition = false,
} = options ?? {};
if (currentHandle) {
isPlaying.value = false;
if (rememberPosition) {
startPosition.value = getCurrentPosition();
}
// stop and discard current handle
currentHandle.stop();
currentHandle = null;
}
}
function seek(seekPosition: Seconds, options?: SeekOptions) {
const {
scrub = false,
} = options ?? {};
stop({ rememberPosition: false });
startPosition.value = seekPosition;
if (scrub) {
doThrottledScrub();
}
}
// Scrub is subject to debouncing/throttling, so it doesn't start
// playing samples too often before previous ones could stop.
const doThrottledScrub = useThrottleFn(() => {
// play a short sample at the seeked position
const scrubHandle = playWithFadeInOut(
audioCtx,
destinationNode,
(destinationNode) =>
playAudioTrackBuffers(
audioCtx,
destinationNode,
audioTrack,
startPosition.value,
),
0.01, // short fade of 10 ms
);
setTimeout(() => {
scrubHandle.stop(0.01);
}, 80); // stop after N ms
}, 80);
function getCurrentPosition(): Seconds {
if (!currentHandle) {
return startPosition.value;
}
const elapsed = audioCtx.currentTime -
currentHandle.playerResult.introStartTime;
return wrapper(elapsed);
}
return {
play,
stop,
seek,
playback: {
isPlaying,
startPosition,
getCurrentPosition,
},
};
}
interface LivePlaybackPositionOptions extends ConfigurableWindow {
}
interface LivePlaybackPositionReturn {
stop: () => void;
position: Readonly<Ref<Seconds>>;
}
export function useLivePlaybackPosition(
playback: MaybeRefOrGetter<PlaybackState | null>,
options?: LivePlaybackPositionOptions,
): LivePlaybackPositionReturn {
const cleanups: Function[] = [];
const cleanup = () => {
cleanups.forEach((fn) => fn());
cleanups.length = 0;
};
const getPosition = () => {
return toValue(playback)?.getCurrentPosition() ?? 0;
};
const position = shallowRef<Seconds>(getPosition());
const updatePosition = () => {
position.value = getPosition();
};
const raf = useRafFn(() => {
updatePosition();
}, {
...options,
immediate: false,
once: false,
});
const stopWatch = watchImmediate(() => [
toValue(playback),
], ([playback]) => {
cleanup();
updatePosition();
if (!playback) return;
cleanups.push(watch(playback.isPlaying, (isPlaying) => {
if (isPlaying) {
raf.resume();
} else {
raf.pause();
updatePosition();
}
}));
cleanups.push(watch(playback.startPosition, () => {
raf.pause();
updatePosition();
if (playback.isPlaying.value) {
raf.resume();
}
}));
cleanups.push(() => raf.pause());
});
const stop = () => {
stopWatch();
cleanup();
};
tryOnScopeDispose(cleanup);
return { stop, position };
}
export function togglePlayStop(
player: PlayerControls | null,
options?: StopOptions,
) {
if (!player) return;
if (player.playback.isPlaying.value) {
player.stop(options);
} else {
player.play();
}
}
class AudioEngine {
audioCtx: AudioContext | null = null;
masterGain: GainNode | null = null; // controlled by UI volume slider
// fadeGain: GainNode | null = null; // tiny fade to avoid clicks
// cache of decoded buffers by URL
bufferCache = new Map<string, AudioBuffer>();
private _player: Ref<PlayerControls | null> = shallowRef(null);
// readonly player: Readonly<Ref<PlayerControls | null>> = this._player;
// settings
fadeDuration = 0.025; // 25 ms for fade-in/fade-out
init() {
if (this.audioCtx) return;
this.audioCtx =
new (window.AudioContext || (window as any).webkitAudioContext)();
this.masterGain = this.audioCtx.createGain();
// routing: sources -> fadeGain -> masterGain -> destination
this.masterGain.connect(this.audioCtx.destination);
// default full volume
this.masterGain.gain.value = 1;
}
shutdown() {
this.stopPlayer();
this.audioCtx?.close();
this.audioCtx = null;
this.masterGain = null;
}
async fetchAudioBuffer(
url: string,
signal?: AbortSignal,
): Promise<AudioBuffer> {
this.init();
if (this.bufferCache.has(url)) return this.bufferCache.get(url)!;
const res = await fetch(url, { signal });
if (!res.ok) {
throw new Error(`Network error ${res.status} when fetching ${url}`);
}
const arrayBuffer = await res.arrayBuffer();
const audioBuffer = await this.audioCtx!.decodeAudioData(arrayBuffer);
this.bufferCache.set(url, audioBuffer);
return audioBuffer;
}
// set UI volume 0..VOLUME_MAX
setVolume(value: number) {
this.init();
if (!this.masterGain || !this.audioCtx) return;
const now = this.audioCtx.currentTime;
// small linear ramp to avoid jumps
this.masterGain.gain.cancelScheduledValues(now);
this.masterGain.gain.setValueAtTime(this.masterGain.gain.value, now);
this.masterGain.gain.linearRampToValueAtTime(value, now + 0.05);
}
initPlayer(
audioTrack: AudioTrack,
): PlayerControls | null {
this.init();
if (!this.audioCtx || !this.masterGain) return null;
this.stopPlayer();
if (!audioTrack.loadedIntro || !audioTrack.loadedLoop) return null;
const player = reusableAudioBuffersTrackPlayer(
this.audioCtx,
this.masterGain,
audioTrack,
);
this._player.value = player;
return player;
}
private stopPlayer() {
if (this._player.value) {
this._player.value.stop();
this._player.value = null;
}
}
}
const audioEngine = new AudioEngine();
export default audioEngine;

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import type { Px } from "@/lib/units";
import { useWeakCache } from "@/lib/useWeakCache";
import { type Fn, tryOnScopeDispose, watchImmediate } from "@vueuse/core";
import type { MaybeRefOrGetter, Ref } from "vue";
import { computed, shallowRef, toValue, triggerRef } from "vue";
// Result of async computation
interface UseWaveform {
readonly isDone: Readonly<Ref<boolean>>;
readonly peaks: Readonly<Ref<Float32Array>>;
stop: () => void;
}
interface WaveformComputation {
readonly isDone: Readonly<Ref<boolean>>;
readonly peaks: Readonly<Ref<Float32Array>>;
/** Start or continue asynchronous computation. */
run: () => void;
/** Stops any ongoing asynchronous computation. */
stop: () => void;
}
const waveformsCache = useWeakCache<AudioBuffer, Map<Px, WaveformComputation>>(
() => new Map(),
);
const WAVEFORM_MIN_WIDTH = 10;
const emptyComputation: WaveformComputation = {
isDone: shallowRef(false),
peaks: shallowRef(new Float32Array(0)),
run() {},
stop() {},
};
export function useWaveform(
buffer: MaybeRefOrGetter<AudioBuffer>,
width: MaybeRefOrGetter<Px>,
): UseWaveform {
const cleanups: Fn[] = [];
const cleanup = () => {
cleanups.forEach((fn) => fn());
cleanups.length = 0;
};
const compRef: Ref<WaveformComputation> = shallowRef(emptyComputation);
const stopWatch = watchImmediate(
() =>
[
toValue(buffer),
toValue(width),
] as const,
([b, w]) => {
cleanup();
const map = waveformsCache.getOrNew(b);
if (w < WAVEFORM_MIN_WIDTH) {
compRef.value = emptyComputation;
return;
}
let comp = map.get(w);
if (!comp) {
comp = useWaveformComputation(b, w);
map.set(w, comp);
}
compRef.value = comp;
comp.run();
cleanups.push(() => {
compRef.value = emptyComputation;
comp.stop();
});
},
);
const stop = () => {
stopWatch();
cleanup();
};
tryOnScopeDispose(stop);
return {
isDone: computed(() => compRef.value.isDone.value),
peaks: computed(() => compRef.value.peaks.value),
stop,
};
}
const useWaveformComputation = (
buffer: AudioBuffer,
width: Px,
): WaveformComputation => {
// How many times run() has been called without stop().
// This whole computation should not stop until there is at least one user out there.
let users = 0;
// How many pixels of `width` have been processed so far
let progress = 0;
// Waveform data, length shall be equal to the requested width
const waveform = new Float32Array(width);
const isDone = shallowRef(false);
const peaks = shallowRef(waveform);
const nChannels = buffer.numberOfChannels;
const samplesPerPx = buffer.length / width;
const blocksPerChannel: Float32Array<ArrayBuffer>[] = [];
for (let channel = 0; channel < nChannels; channel++) {
blocksPerChannel[channel] = new Float32Array(Math.ceil(samplesPerPx));
}
const areWeDoneYet = () => progress >= width;
function stepBlock() {
const blockStart = Math.floor(progress * samplesPerPx);
const blockEnd = Math.floor((progress + 1) * samplesPerPx);
const blockSize = blockEnd - blockStart;
for (let channel = 0; channel < nChannels; channel++) {
buffer.copyFromChannel(blocksPerChannel[channel]!, channel, blockStart);
}
waveform[progress] = compressBlock(blocksPerChannel, blockSize);
progress += 1;
}
function stepBatchOfBlocks() {
// run blocks for up to ~10ms to keep UI responsive
const start = performance.now();
const progressStart = progress;
while (!areWeDoneYet()) {
stepBlock();
if (performance.now() - start >= 10 || progress - progressStart > 100) {
break;
}
}
triggerRef(peaks);
// triggerRef may as well not trigger refs
// https://github.com/vuejs/core/issues/9579
// Combined with a throttled drawing function,
// this is a slightly better-than-worse workaround.
peaks.value = new Float32Array(0);
peaks.value = waveform;
if (areWeDoneYet()) {
isDone.value = true;
timeoutID = NaN;
} else {
timeoutID = setTimeout(stepBatchOfBlocks, 1);
}
}
let timeoutID: number = NaN;
return {
isDone,
peaks,
run() {
users += 1;
if (Number.isNaN(timeoutID) && users === 1) {
timeoutID = setTimeout(stepBatchOfBlocks, 0);
}
},
stop() {
users -= 1;
if (!Number.isNaN(timeoutID) && users === 0) {
window.clearTimeout(timeoutID);
timeoutID = NaN;
}
},
};
};
function compressBlock(channels: Float32Array[], blockSize: number): number {
let peak = 0.0;
for (let i = 0; i < blockSize; i++) {
for (let channel = 0; channel < channels.length; channel++) {
peak = Math.max(peak, Math.abs(channels[channel]![i]!));
}
}
return peak;
}

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<script setup lang="ts">
const {
title,
description,
} = defineProps<{
title: string,
description: string | null,
}>();
</script>
<template>
<div class="tw:h-full tw:flex tw:flex-col">
<div class="tw:w-full tw:max-w-2xl tw:self-center">
<h1 class="tw:text-4xl tw:p-8">{{ title }}</h1>
<p class="tw:p-4">
{{ description }}
</p>
</div>
</div>
</template>
<style scoped></style>

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@ -1,52 +0,0 @@
<script setup lang="ts">
import { useTrackStore } from '@/store/TrackStore';
import { storeToRefs } from 'pinia';
// import OpenInNew from '@material-design-icons/svg/outlined/open_in_new.svg?url&inline';
// import OpenInNew2 from '@material-design-icons/svg/outlined/open_in_new.svg';
const trackStore = useTrackStore();
const { version } = storeToRefs(trackStore);
const product = "MuzikaGromche";
const productLink = "https://thunderstore.io/c/lethal-company/p/Ratijas/MuzikaGromche/";
const year = 2025;
const author = "Ratijas";
const authorLink = "https://ratijas.me";
</script>
<template>
<footer>
<!-- TODO: A bug/omission somewhere in Vite/Rolldown/SVGO prevents Vite/SVGO plugin config from injecting { "fill": "currentColor" } into ?inline imported SVG. -->
<div
class="tw:py-2 tw:px-4 tw:gap-2 tw:flex tw:flex-row tw:max-sm:flex-col tw:flex-wrap tw:items-center tw:justify-center toolbar-background"
style="border-top: var(--view-separator-border);">
<span>
<span>
<a :href="productLink" target="_blank" rel="nofollow">{{ product }}</a>
</span>
<template v-if="version">
<span>
v{{ version }}
</span>
</template>
</span>
<div class="separator tw:max-sm:hidden" />
<span>
Copyright © {{ year }}
</span>
<div class="separator tw:max-sm:hidden" />
<span>
Made by <a :href="authorLink" target="_blank" rel="nofollow">{{ author }}</a>
</span>
</div>
</footer>
</template>
<style scoped>
.separator {
align-self: stretch;
max-height: 1em;
margin-top: 6px;
margin-bottom: 4px;
border-left: 1.5px solid;
}
</style>

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<script setup lang="ts">
import { useTitle, DEFAULT_TITLE } from '@/router';
import { useScrollStore } from '@/store/ScrollStore';
import ArrowBack from '@material-design-icons/svg/round/arrow_back_ios.svg';
import ArrowTop from '@material-design-icons/svg/round/keyboard_arrow_up.svg';
import { computed } from 'vue';
import { RouterLink, useRoute } from 'vue-router';
const title = useTitle();
const route = useRoute();
const arrowBackVisible = computed(() => {
return route.path !== '/';
});
const scrollStore = useScrollStore();
</script>
<template>
<header class="tw:flex tw:flex-row tw:gap-4">
<RouterLink v-if="arrowBackVisible" to="/"
class="header-button-back tw:flex-none tw:aspect-square tw:max-w-10 tw:flex tw:place-items-center tw:justify-center">
<ArrowBack class="tw:fill-current tw:w-10 tw:h-10" />
</RouterLink>
<h1 class="tw:flex-1 tw:p-2 tw:text-4xl tw:text-center">
{{ title }}<span v-if="title !== DEFAULT_TITLE" class="tw:max-sm:hidden" > {{ DEFAULT_TITLE }}</span>
</h1>
<button type="button" title="Scroll to Top"
class="tw:flex-none tw:aspect-square tw:max-w-10 tw:flex tw:place-items-center tw:justify-center tw:disabled:opacity-30 tw:transition-opacity"
:disabled="scrollStore.isAtTop" @click="scrollStore.scrollToTop">
<ArrowTop class="tw:fill-current tw:w-10 tw:h-10" />
</button>
</header>
</template>
<style scoped>
header {
background-color: var(--header-background-color);
border-bottom: var(--view-separator-border);
}
.header-button-back:any-link {
color: unset;
}
</style>

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<script setup lang="ts">
import { TransitionPresets, useTransition, watchDebounced } from "@vueuse/core";
import { computed, shallowRef, useId } from "vue";
import ScreenTransition from "./ScreenTransition.vue";
const {
visible,
message = "Loading…",
progress = undefined,
} = defineProps<{
visible: boolean,
message?: string,
// loading progress, range 0..1
progress?: number | undefined,
}>();
// CSS transition on width does not work in Firefox
const zeroProgress = computed(() => progress ?? 0);
const easedProgress = useTransition(zeroProgress, {
duration: 400,
easing: TransitionPresets.easeInOutQuad,
});
const progressId = useId();
// Let the progress animation finish before cutting it off of updates
const actuallyVisible = shallowRef(visible);
watchDebounced(() => visible, () => {
actuallyVisible.value = visible;
}, { debounce: 600 })
</script>
<template>
<ScreenTransition :visible="actuallyVisible">
<div class="tw:h-full tw:flex tw:flex-col tw:gap-8 tw:items-center tw:justify-center tw:text-2xl">
<label :for="progressId">
{{ message }}
</label>
<progress :id="progressId" class="progress" max="1" :value="easedProgress">
<template v-if="progress !== undefined">
{{ Math.floor(progress * 100) }} %
</template>
</progress>
</div>
</ScreenTransition>
</template>
<style scoped>
label {
user-select: none;
}
.progress {
appearance: none;
background-color: #1a1a1a;
height: 24px;
padding: 5px;
width: 350px;
border-radius: 5px;
box-shadow: 0 1px 5px #000 inset, 0 1px 0 #444;
}
.progress::-webkit-progress-bar {
appearance: none;
background: none;
}
/* for some reason combining these two selector via comma breaks Chromium */
.progress::-webkit-progress-value {
appearance: none;
height: 100%;
border-radius: 3px;
background-color: #444;
box-shadow: 0 1px 0 rgba(255, 255, 255, .5) inset;
background-image: -webkit-linear-gradient(135deg,
transparent 33%, rgba(0, 0, 0, .1) 33%,
rgba(0, 0, 0, .1) 66%, transparent 66%);
background-size: 35px 20px;
}
.progress::-moz-progress-bar {
appearance: none;
background-color: #444;
height: 100%;
border-radius: 3px;
box-shadow: 0 1px 0 rgba(255, 255, 255, .5) inset;
background-image: repeating-linear-gradient(135deg,
transparent 0%, transparent 33%,
rgba(0, 0, 0, .1) 33%, rgba(0, 0, 0, .1) 66%);
background-size: 35px 100%;
}
</style>

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<script setup lang="ts">
defineProps<{
visible: boolean,
}>();
</script>
<template>
<Transition>
<div v-if="visible" class="tw:h-full tw:overflow-hidden tw:isolate" style="background-color: var(--main-background-color);">
<div class="tw:h-full">
<slot></slot>
</div>
</div>
</Transition>
</template>
<style scoped>
@property --screen-transition-duration {
syntax: "<time>";
inherits: false;
initial-value: 0.5s;
}
/* this placeholder is needed, because Vue.js can not figure out transition duration based on nested styles */
.v-enter-active,
.v-leave-active {
transition: opacity var(--screen-transition-duration) linear;
}
.v-enter-active>div,
.v-leave-active>div {
transition: transform var(--screen-transition-duration) ease-out;
}
.v-leave-to {
opacity: 0;
}
.v-leave-to>div {
transform: scale(130%);
}
</style>

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<script setup lang="ts">
import Search from '@material-design-icons/svg/outlined/search.svg';
import Clear from '@material-design-icons/svg/outlined/clear.svg';
import { computed } from 'vue';
const {
placeholder = "Search…",
} = defineProps<{
placeholder?: string,
}>();
const model = defineModel({ type: String, required: true });
const clearDisabled = computed(() => model.value === "");
function clear() {
model.value = "";
}
</script>
<template>
<div class="tw:flex tw:gap-1 tw:p-0.5 tw:px-1 tw:place-items-center tw:justify-center tw:text-xl input-text">
<Search class="tw:flex-none tw:h-full tw:aspect-square tw:fill-current" style="color: #929292;" />
<input type="text" role="searchbox" v-model="model" :placeholder class="tw:flex-1 tw:min-w-0" />
<button type="button" role="button" name="clear" aria-roledescription="Clear search field" tabindex="-1" title="Clear"
@click="clear" :disabled="clearDisabled" class="button">
<Clear class="tw:flex-none tw:h-full tw:aspect-square tw:fill-current" />
</button>
</div>
</template>
<style scoped>
.button {
color: #929292;
transition: color 150ms linear;
}
.button:active:not(:disabled) {
color: #767676;
transition: none;
}
.button:disabled {
color: #4a4a4a;
}
</style>

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<script lang="ts" setup>
import { useTimelineStore } from '@/store/TimelineStore';
import { useTrackStore } from '@/store/TrackStore';
const trackStore = useTrackStore();
const timeline = useTimelineStore();
</script>
<template>
<div class="scene-wrapper">
<div class="scene">
<h3>
Preview Scene
</h3>
<p>
Track store status: {{ trackStore.status }}
</p>
<p>
Current track: {{ trackStore.currentAudioTrackName }}
</p>
<p>
Track status: {{ trackStore.audioTrackStatus }}
</p>
<p>
Track progress: {{ trackStore.audioTrackProgress }}
</p>
<p>
Playback status: {{ timeline.isPlaying }}
</p>
</div>
</div>
</template>
<style scoped>
.scene-wrapper {
display: flex;
justify-content: center;
align-items: center;
}
.scene {
width: 480px;
height: 160px;
border: 5px solid #ccc;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
}
</style>

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<script setup lang="ts">
import Timestamp from '@/components/timeline/Timestamp.vue';
import { LANGUAGES, type AudioTrack } from '@/lib/AudioTrack';
import Explicit from '@material-design-icons/svg/filled/explicit.svg';
import { computed } from 'vue';
const {
track,
edit,
} = defineProps<{
track: AudioTrack,
edit: boolean,
}>();
const beatSeconds = computed(() => track.loadedLoop!.duration / track.Beats);
const windUpBeats = computed(() => track.WindUpTimer / beatSeconds.value);
</script>
<template>
<div class="info-wrapper">
<table class="info-table">
<tbody>
<tr>
<td>Name:</td>
<td>
{{ track.Name }}
</td>
</tr>
<tr>
<td>Language:</td>
<td>
<select v-if="edit" v-model="track.Language">
<option v-for="language in LANGUAGES" :value="language">{{ language }}</option>
</select>
<span v-else>
{{ track.Language }}
</span>
</td>
</tr>
<tr>
<td>Is explicit:</td>
<td><div style="display: flex; gap: 8px;">
<input type="checkbox" id="isExplicit" :checked="track.IsExplicit" :disabled="!edit" />
<label for="isExplicit" style="flex: 1;">
<div title="Warning: Explicit Content" class="tw:flex-none">
<Explicit class="tw:w-6 tw:h-6 tw:fill-current" />
</div>
</label>
</div>
</td>
</tr>
<tr>
<td>Intro:</td>
<td><Timestamp :seconds="track.WindUpTimer" :beats="windUpBeats" /><span style="vertical-align: bottom;"> = 4 * {{ (windUpBeats / 4).toFixed(2) }} bars</span></td>
</tr>
<tr>
<td>Loop:</td>
<td><Timestamp :seconds="track.loadedLoop!.duration" :beats="track.Beats" /><span style="vertical-align: bottom;"> = 4 * {{ track.Beats / 4 }} bars</span></td>
</tr>
</tbody>
</table>
</div>
</template>
<style scoped>
.info-wrapper {
display: flex;
justify-content: center;
align-items: center;
}
.info-table td {
padding: 0 4px;
}
.info-table tr td:first-child {
font-weight: bold;
text-align: end;
vertical-align: top;
}
.info-table tr td:nth-child(2) {
text-align: start;
}
</style>

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<script setup lang="ts">
import ScrollablePanel from "@/components/library/panel/ScrollablePanel.vue";
import Construction from "@material-design-icons/svg/round/construction.svg";
import { computed, shallowRef } from "vue";
import AudioTrack from "./views/AudioTrack.vue";
import { useTimelineStore } from "@/store/TimelineStore";
import { storeToRefs } from "pinia";
// TODO: use selection (inspector?) manager
const selection = shallowRef<object | null>({});
const timeline = useTimelineStore();
const { audioTrack, tracksMap } = storeToRefs(timeline);
const introClip = computed(() => tracksMap.value.intro.clips[0]);
</script>
<template>
<!-- inspector panel -->
<ScrollablePanel class="tw:flex-none tw:min-w-80 tw:max-w-80 tw:border-s">
<template #toolbar>
<h3 class="tw:flex tw:flex-row tw:items-center tw:gap-2 tw:px-4 tw:py-1 tw:select-none">
<Construction class="tw:fill-current tw:h-5 tw:w-5 toolbar-icon-shadow" />
Inspector
</h3>
</template>
<template #default>
<!-- inspector content -->
<div class="tw:px-4 tw:h-full tw:flex tw:flex-col" @click="selection = selection ? {} : {}">
<!-- nothing to inspect -->
<div v-if="!selection"
class="tw:flex-1 tw:flex tw:items-center tw:justify-center tw:text-2xl tw:text-[#43474d] tw:select-none">
Nothing to inspect
</div>
<!-- inspect selection -->
<div v-else class="tw:flex-1 tw:flex tw:flex-col tw:gap-4 tw:py-2 tw:text-xs">
<AudioTrack v-if="audioTrack" :audioTrack />
<!-- <Clip v-if="introClip" :clip="introClip" /> -->
</div>
</div>
</template>
</ScrollablePanel>
</template>
<style scoped></style>

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@ -1,20 +0,0 @@
<script setup lang="ts">
import type { Control } from "@/components/inspector/controls";
import { computed } from "vue";
import { getComponentFor } from "./impl";
const {
control,
} = defineProps<{
control: Control;
}>();
const view = computed(() => getComponentFor(control));
</script>
<template>
<component :is="view" :control="control" />
</template>
<style scoped></style>

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@ -1,20 +0,0 @@
<script setup lang="ts">
import type { Controls } from "../controls";
import Control from "./Control.vue";
const {
controls,
} = defineProps<{
controls: Controls;
}>();
</script>
<template>
<div class="tw:w-full tw:grid tw:gap-x-2 tw:gap-y-1 tw:py-2 tw:items-baseline"
style="grid-template-columns: 80px minmax(0, 1fr);">
<Control v-for="control in controls" :key="control.key" :control />
</div>
</template>
<style scoped></style>

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<script setup lang="ts">
import type { BaseNamedControl } from "@/components/inspector/controls";
const {
control,
id,
} = defineProps<{
control: BaseNamedControl;
/**
* Input ID for an associated label.
*/
id?: string;
}>();
// TODO: reset function
function reset(event: MouseEvent) {
event.preventDefault();
}
</script>
<template>
<!-- label -->
<label :for="id" class="tw:text-right control-label" :class="{ 'control-label__disabled': control.disabled }"
@dblclick="reset">
{{ control.name }}
</label>
<!-- control -->
<slot />
</template>
<style scoped></style>

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@ -1,23 +0,0 @@
<script setup lang="ts">
import type { ButtonControl } from "@/components/inspector/controls";
import BaseNamedControlView from "./BaseNamedControlView.vue";
const {
control,
} = defineProps<{
control: ButtonControl;
}>();
</script>
<template>
<BaseNamedControlView :control>
<div class="tw:flex tw:flex-row tw:gap-2 tw:items-center tw:justify-start">
<button type="button" @click="control.action" :disabled="control.disabled" class="control-button">
<component v-if="control.icon" :is="control.icon" class="control-button__icon" />
<span class="control-button__text">{{ control.text }}</span>
</button>
</div>
</BaseNamedControlView>
</template>
<style scoped></style>

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