Session 4: Sound effects system with Web Audio API

This commit is contained in:
2026-08-20 05:35:16 +00:00
parent 0b72673961
commit f18ef5c396
5 changed files with 159 additions and 3 deletions
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@@ -72,4 +72,30 @@
---
---
### Session 4 - 2026-08-20 (Morning)
**Status:** ✅ Sound Effects System Added
#### What was done:
- Created complete audio system using Web Audio API (no external assets needed)
- Added click sound effect (rising C-major arpeggio on each harvest)
- Added purchase sound effect (descending chime when buying buildings)
- Added achievement fanfare (ascending chord progression on unlock)
- Integrated audio into game.js, achievements.js, and index.html
- Audio context auto-initializes on game start; browsers handle suspension automatically
#### Files modified/created:
- `js/audio.js` - New file with Audio system (click, purchase, achievement sounds via Web Audio API)
- `js/game.js` - Added Audio.init() in init(), Audio.playClick() in harvest(), Audio.playPurchase() in buyBuilding()
- `js/achievements.js` - Added Audio.playAchievement() on achievement unlock
- `index.html` - Added audio.js script tag
#### Next goals:
- Mobile touch optimizations (tap feedback, responsive layout)
- Prestige/reset system with bonuses
- Consider adding more sound variations or music
---
*Journal auto-updated by Hermes Agent cron job (every 8 hours)*
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@@ -103,6 +103,7 @@
<script src="js/ui.js"></script>
<script src="js/stats.js"></script>
<script src="js/particles.js"></script>
<script src="js/audio.js"></script>
<script src="js/main.js"></script>
</body>
</html>
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@@ -165,6 +165,9 @@ const Achievements = {
Game.state.achievements.push(id);
UI.showNotification(`Achievement: ${achievement.name}!`, 'achievement');
// Audio feedback
Audio.playAchievement();
// Particle effect for achievement unlock
const countEl = document.querySelector('#achievements-tab h3');
if (countEl) {
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@@ -0,0 +1,119 @@
/**
* Cosmic Garden - Audio System
* Web Audio API-based sound generation (no external assets needed)
*/
const Audio = {
ctx: null,
enabled: true,
/**
* Initialize audio context (must be called after user interaction)
*/
init() {
try {
window.AudioContext = window.AudioContext || window.webkitAudioContext;
this.ctx = new AudioContext();
console.log('🔊 Audio system initialized');
} catch (e) {
console.warn('Web Audio API not supported');
this.enabled = false;
}
},
/**
* Resume audio context (for browsers that suspend it)
*/
resume() {
if (this.ctx && this.ctx.state === 'suspended') {
this.ctx.resume();
}
},
/**
* Create a simple tone
*/
playTone(frequency, duration, type = 'sine', volume = 0.1) {
if (!this.enabled || !this.ctx) return;
const osc = this.ctx.createOscillator();
const gain = this.ctx.createGain();
osc.type = type;
osc.frequency.setValueAtTime(frequency, this.ctx.currentTime);
gain.gain.setValueAtTime(volume, this.ctx.currentTime);
gain.gain.exponentialRampToValueAtTime(0.01, this.ctx.currentTime + duration);
osc.connect(gain);
gain.connect(this.ctx.destination);
osc.start(this.ctx.currentTime);
osc.stop(this.ctx.currentTime + duration);
},
/**
* Play a rising arpeggio (for clicks)
*/
playClick() {
if (!this.enabled) return;
this.resume();
const now = this.ctx.currentTime;
const notes = [523.25, 659.25, 783.99]; // C major chord
notes.forEach((freq, i) => {
setTimeout(() => {
this.playTone(freq, 0.1, 'sine', 0.08);
}, i * 30);
});
},
/**
* Play a purchase sound (descending chime)
*/
playPurchase() {
if (!this.enabled) return;
this.resume();
const notes = [783.99, 659.25, 523.25]; // G - E - C
notes.forEach((freq, i) => {
setTimeout(() => {
this.playTone(freq, 0.15, 'triangle', 0.1);
}, i * 50);
});
},
/**
* Play an achievement unlock fanfare
*/
playAchievement() {
if (!this.enabled) return;
this.resume();
const notes = [523.25, 659.25, 783.99, 1046.50]; // C - E - G - C (high)
notes.forEach((freq, i) => {
setTimeout(() => {
this.playTone(freq, 0.2, 'square', 0.06);
}, i * 80);
});
},
/**
* Play a notification sound
*/
playNotification() {
if (!this.enabled) return;
this.resume();
this.playTone(880, 0.1, 'sine', 0.08);
setTimeout(() => {
this.playTone(1100, 0.15, 'sine', 0.08);
}, 100);
}
};
// Make globally accessible
window.Audio = Audio;
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@@ -32,6 +32,7 @@ const Game = {
this.setupEventListeners();
this.startGameLoop();
this.startAutoSave();
Audio.init();
UI.init();
Stats.init();
console.log('🌌 Cosmic Garden initialized!');
@@ -99,6 +100,9 @@ const Game = {
this.addStardust(amount);
this.state.totalClicks++;
// Audio feedback
Audio.playClick();
// Visual feedback
UI.showFloatingText(event.clientX, event.clientY, `+${this.formatNumber(amount)}`);
Particles.createClickParticles(event.clientX, event.clientY, 8);
@@ -182,6 +186,9 @@ const Game = {
UI.showNotification(`Bought ${BUILDINGS[buildingId].name}!`, 'success');
// Audio feedback
Audio.playPurchase();
// Particle effect on building purchase
const card = document.getElementById(`building-${buildingId}`);
if (card) {