fix(sim): mature the buzzer — per-note oscillators, sim-time scheduling, ramps + metronome tests
Builds on the previous commit; reworks the buzzer audio for glitch-free, cross-browser playback and adds a metronome quality suite. - Per-note oscillators with short attack/release ramps, instead of one long-lived oscillator gated by gain: a fresh fixed frequency per note and no gain/frequency automation on a persistent node — Firefox in particular clicks and glitches the pitch otherwise. - Schedule onsets by their SIMULATED inter-onset spacing (exact, even) with a light latency hold, instead of a wall-clock average. Turning a control (BPM, K…) re-locks immediately and the rhythm stays even — no bursts, no overlaps, no audio drifting away from the display. - Place each note-off relative to its own onset, preserving the exact click length from the simulation (the onset scheduler now tracks onsets only). - Poll PWM every 256 cycles (was 64): finer than any audible pulse, lighter on the frame loop. - New src/__tests__/buzzer-metronome.test.ts: drives the buzzer as a metronome against a controllable audio clock and asserts even spacing, one oscillator per click with no overlap, correct pitch per metric level, burst absorption, and a clean re-lock on tempo change. All simulation-parts + metronome tests pass (57). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
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/**
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* Buzzer — metronome quality
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*
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* A real use case for the buzzer: an Arduino sketch driving it as a metronome
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* (analogWrite/Timer PWM, an accent on the down-beat). This exercises the audio
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* SCHEDULING that makes a metronome usable — and guards it against regressions.
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*
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* It drives the buzzer's PWM handler with a metronome sequence (onset → note-off
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* pairs carrying their simulated timestamps) against a CONTROLLABLE audio clock,
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* and records the resulting Web-Audio schedule (one oscillator per click). Then
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* it asserts the qualities a metronome needs:
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* - even onset spacing (steady tempo)
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* - one oscillator per click, no overlap, strictly monotonic
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* - correct pitch per metric level (accent vs beat)
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* - bursty per-frame delivery is absorbed (still even)
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* - a tempo change re-locks immediately and cleanly
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*/
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import { describe, it, expect, beforeEach, afterEach, vi } from 'vitest';
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import { PartSimulationRegistry } from '../simulation/parts/PartSimulationRegistry';
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import '../simulation/parts/ComplexParts';
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// ── Controllable audio clock + schedule recorder ─────────────────────────────
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let clock = 0; // seconds; we advance it to emulate real time passing
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type Ev = { kind: 'start' | 'stop'; when: number; freq?: number };
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let sched: Ev[] = [];
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function mockOscillator() {
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const o: any = {
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type: '',
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frequency: { value: 440, setValueAtTime: vi.fn(), linearRampToValueAtTime: vi.fn() },
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connect: vi.fn(),
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disconnect: vi.fn(),
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onended: null,
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start: (w: number) => sched.push({ kind: 'start', when: w, freq: Math.round(o.frequency.value) }),
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stop: (w: number) => sched.push({ kind: 'stop', when: w }),
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};
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return o;
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}
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function mockGain() {
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return {
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gain: { value: 0, setValueAtTime: vi.fn(), linearRampToValueAtTime: vi.fn() },
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connect: vi.fn(),
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disconnect: vi.fn(),
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};
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}
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class MockAudioContext {
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state = 'running';
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destination = {};
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resume = vi.fn();
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close = vi.fn();
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get currentTime() {
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return clock;
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}
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createOscillator() {
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return mockOscillator();
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}
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createGain() {
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return mockGain();
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}
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}
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beforeEach(() => {
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clock = 0;
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sched = [];
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vi.stubGlobal('AudioContext', MockAudioContext as unknown as typeof AudioContext);
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});
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afterEach(() => {
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vi.unstubAllGlobals();
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});
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// ── Metronome driver ─────────────────────────────────────────────────────────
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const OCR2A = 0xb3;
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const TCCR2B = 0xb1;
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// OCR2A value for a target frequency (CTC, prescaler 64): f = 16e6/(2*64*(OCR+1)).
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// Integer division, matching the firmware's `F_CPU/(2*64*freq) - 1`.
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const ocrFor = (freq: number) => Math.floor(125000 / freq) - 1;
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const ACCENT = ocrFor(1500); // 82 -> 1506 Hz
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const BEAT = ocrFor(1100); // 112 -> 1106 Hz
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function setupBuzzer() {
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const sim: any = {
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cpu: { data: new Uint8Array(512).fill(0), cycles: 0 },
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pinManager: {
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onPinChange: vi.fn().mockReturnValue(() => {}),
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},
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};
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let pwm: ((pin: number, dc: number, timeMs?: number) => void) | null = null;
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sim.pinManager.onPwmChange = vi.fn().mockImplementation((_pin: number, cb: any) => {
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pwm = cb;
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return () => {};
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});
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const cleanup = PartSimulationRegistry.get('buzzer')!.attachEvents!(
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{ addEventListener: vi.fn(), removeEventListener: vi.fn(), playing: false } as any,
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sim,
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(name: string) => (name === '1' ? 11 : null),
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);
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return { sim, cleanup, hit: (ocr: number, simMs: number, clickMs = 25) => {
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// onset: OCR set, PWM duty > 0 at simMs
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sim.cpu.data[OCR2A] = ocr;
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sim.cpu.data[TCCR2B] = 0x04; // CS22 -> prescaler 64
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clock = simMs / 1000;
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pwm!(11, ocr / 255, simMs);
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// note-off one click later
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clock = (simMs + clickMs) / 1000;
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pwm!(11, 0, simMs + clickMs);
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} };
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}
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// Pull the recorded notes (a start paired with its following stop).
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function notes() {
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const out: { on: number; off: number; freq: number }[] = [];
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for (let i = 0; i + 1 < sched.length; i++) {
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if (sched[i].kind === 'start' && sched[i + 1].kind === 'stop') {
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out.push({ on: sched[i].when, off: sched[i + 1].when, freq: sched[i].freq! });
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}
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}
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return out;
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}
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describe('Buzzer — metronome quality', () => {
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it('plays an even metronome with an accent on the down-beat', () => {
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const { hit } = setupBuzzer();
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const beat = 500; // ms — quarter notes @ 120 BPM
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for (let i = 0; i < 8; i++) hit(i % 4 === 0 ? ACCENT : BEAT, i * beat);
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const ns = notes();
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expect(ns.length).toBe(8);
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// even spacing (steady tempo)
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for (let i = 1; i < ns.length; i++) {
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const gap = (ns[i].on - ns[i - 1].on) * 1000;
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expect(Math.abs(gap - beat)).toBeLessThan(5);
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}
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// one oscillator per click, no overlap, monotonic
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for (let i = 0; i < ns.length; i++) {
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expect(ns[i].off).toBeGreaterThan(ns[i].on);
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if (i > 0) {
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expect(ns[i].on).toBeGreaterThan(ns[i - 1].on);
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expect(ns[i - 1].off).toBeLessThanOrEqual(ns[i].on + 1e-6);
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}
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}
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// correct pitch per metric level
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expect(Math.abs(ns[0].freq - 1506)).toBeLessThanOrEqual(2); // accent
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expect(Math.abs(ns[1].freq - 1106)).toBeLessThanOrEqual(2); // beat
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});
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it('absorbs bursty per-frame delivery (onsets even in sim time, jittery in wall time)', () => {
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const { sim, cleanup } = setupBuzzer();
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void cleanup;
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let pwm!: (p: number, dc: number, t?: number) => void;
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sim.pinManager.onPwmChange.mock.calls; // noop ref
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// re-grab the callback captured during setup
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pwm = sim.pinManager.onPwmChange.mock.calls[0][1];
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const beat = 250; // even sim spacing
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// wall-clock delivery jitters by ~one 60fps frame each onset (a real burst)
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const wobble = [0, -15, 12, -10, 14, -13, 10, -8, 0, 11];
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for (let i = 0; i < 10; i++) {
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const simMs = i * beat;
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sim.cpu.data[OCR2A] = i % 4 === 0 ? ACCENT : BEAT;
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sim.cpu.data[TCCR2B] = 0x04;
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clock = (simMs + wobble[i]) / 1000; // jittery wall time
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pwm(11, 0.3, simMs);
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clock = (simMs + 25 + wobble[i]) / 1000;
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pwm(11, 0, simMs + 25);
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}
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const ns = notes();
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expect(ns.length).toBeGreaterThanOrEqual(8);
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// despite the wall-clock jitter, scheduled onsets stay even (de-jittered)
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for (let i = 2; i < ns.length; i++) {
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const gap = (ns[i].on - ns[i - 1].on) * 1000;
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expect(Math.abs(gap - beat)).toBeLessThan(20);
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expect(ns[i - 1].off).toBeLessThanOrEqual(ns[i].on + 1e-6); // no overlap
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}
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});
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it('re-locks immediately and cleanly when the tempo changes', () => {
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const { hit } = setupBuzzer();
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let t = 0;
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for (let i = 0; i < 5; i++) {
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hit(BEAT, t);
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t += 500;
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} // 120 BPM
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for (let i = 0; i < 6; i++) {
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hit(BEAT, t);
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t += 250;
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} // jump to 240 BPM
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const ns = notes();
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expect(ns.length).toBe(11);
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// no overlap / no backward note across the change
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for (let i = 1; i < ns.length; i++) {
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expect(ns[i].on).toBeGreaterThan(ns[i - 1].on);
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expect(ns[i - 1].off).toBeLessThanOrEqual(ns[i].on + 1e-6);
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}
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// settled to the new rate within a beat of the change (no drift/creep)
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const lastGap = (ns[ns.length - 1].on - ns[ns.length - 2].on) * 1000;
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expect(Math.abs(lastGap - 250)).toBeLessThan(10);
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});
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});
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@ -848,15 +848,27 @@ describe('Buzzer — attachEvents', () => {
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beforeEach(() => {
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const mockOscillator = {
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type: 'square',
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frequency: { value: 440, setTargetAtTime: vi.fn(), setValueAtTime: vi.fn() },
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frequency: {
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value: 440,
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setTargetAtTime: vi.fn(),
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setValueAtTime: vi.fn(),
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linearRampToValueAtTime: vi.fn(),
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},
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connect: vi.fn(),
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start: vi.fn(),
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stop: vi.fn(),
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disconnect: vi.fn(),
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onended: null,
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};
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const mockGain = {
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gain: { value: 0.1, setTargetAtTime: vi.fn(), setValueAtTime: vi.fn() },
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gain: {
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value: 0.1,
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setTargetAtTime: vi.fn(),
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setValueAtTime: vi.fn(),
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linearRampToValueAtTime: vi.fn(),
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},
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connect: vi.fn(),
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disconnect: vi.fn(),
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};
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function MockAudioContext(this: any) {
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this.createOscillator = vi.fn().mockReturnValue(mockOscillator);
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@ -507,8 +507,8 @@ PartSimulationRegistry.register('buzzer', {
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: null;
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let audioCtx: AudioContext | null = null;
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let oscillator: OscillatorNode | null = null;
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let gainNode: GainNode | null = null;
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let activeOsc: OscillatorNode | null = null; // the note currently sounding (one per click)
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let activeGain: GainNode | null = null;
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let isSounding = false;
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// Once the pin is driven by hardware PWM (analogWrite/Timer), the PWM
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// handler owns the audio. The digital HIGH/LOW path is only for tone()
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@ -542,73 +542,105 @@ PartSimulationRegistry.register('buzzer', {
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}
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// ── Sample-accurate audio ────────────────────────────────────────────
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// PWM duty events arrive in per-frame batches (~16ms), so starting the
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// oscillator "now" quantises every onset to the animation frame and a
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// metronome wobbles / turns chaotic. Instead we keep ONE oscillator running
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// and gate it with the gain node, scheduling each on/off at the precise
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// time the event happened in the simulation (timeMs = cpu.cycles / 16000)
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// mapped onto the AudioContext clock with a small look-ahead. Onsets then
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// land on the beat regardless of frame jitter.
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// PWM duty events arrive in per-frame batches (~16ms), so starting a note
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// "now" quantises every onset to the animation frame and a metronome
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// wobbles. We instead schedule each note on the AudioContext clock at the
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// time it happened in the simulation, with a small look-ahead. ONE
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// oscillator PER NOTE (created on the onset, stopped on the note-off) with a
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// short attack/release ramp: each note has a fresh fixed frequency and we
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// never automate gain/frequency on a long-lived node — Firefox in particular
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// clicks/pops on abrupt gain steps and glitches on live frequency changes.
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const LOOKAHEAD = 0.025; // target audio latency (~1-2 frames; aligns with the display)
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const ATTACK = 0.002; // 2 ms fade-in — removes the start click/pop
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const RELEASE = 0.003; // 3 ms fade-out — removes the end click/pop
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let playWhen: number | null = null; // next scheduled audio time (monotonic)
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let lastNow: number | null = null; // audio time at the previous onset
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let avgGap: number | null = null; // smoothed onset interval (de-jitters bursts)
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let lastSimMs: number | null = null; // simulated time of the previous onset
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let onWhen: number | null = null; // scheduled audio time of the current note's onset
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let onSimMs: number | null = null; // simulated time of the current note's onset
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function ensureAudio() {
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if (!audioCtx) {
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audioCtx = new AudioContext();
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gainNode = audioCtx.createGain();
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gainNode.gain.value = 0;
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gainNode.connect(audioCtx.destination);
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oscillator = audioCtx.createOscillator();
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oscillator.type = 'square';
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oscillator.frequency.value = 440;
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oscillator.connect(gainNode);
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oscillator.start(); // runs forever; the gain envelope is the gate
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}
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function ensureCtx() {
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if (!audioCtx) audioCtx = new AudioContext();
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// Autoplay policy: the context starts 'suspended' until a user gesture.
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if (audioCtx.state === 'suspended') audioCtx.resume();
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}
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// The simulation delivers onsets in per-frame catch-up bursts (uneven
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// wall-clock gaps), so scheduling them "now" reproduces that jitter, while
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// locking to the simulated timestamps makes the audio drift away from the
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// display (which is driven from the same clock). We split the difference:
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// predict the next onset at a SMOOTHED interval (de-jitters the bursts) and
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// pull the scheduling latency toward a small LOOKAHEAD so the click stays
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// aligned with the on-screen playhead. The sub-frame PWM polling (see
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// AVRSimulator) is what removes the dropped/merged clicks underneath.
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function whenFor(_timeMs: number | undefined): number {
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// Schedule onsets by their SIMULATED inter-onset spacing — exact and even,
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// because the firmware's clock is precise — advancing playWhen by the sim
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// gap (timeMs delta). A light pull holds the scheduling latency near
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// LOOKAHEAD, which bounds the slow sim↔audio clock drift and keeps the click
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// aligned with the on-screen playhead. Because the spacing comes straight
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// from the simulation (not a wall-clock average), turning a control (BPM,
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// K…) re-locks immediately and the rhythm stays even — no bursts, no
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// overlaps. whenFor sees ONLY onsets; note-offs are placed relative to their
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// own onset in stopTone.
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function whenFor(timeMs: number | undefined): number {
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const ctx = audioCtx!;
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const now = ctx.currentTime;
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if (playWhen === null || lastNow === null) {
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playWhen = now + LOOKAHEAD;
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lastNow = now;
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if (timeMs === undefined || playWhen === null || lastSimMs === null) {
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playWhen = Math.max(now + LOOKAHEAD, (playWhen ?? 0) + 0.001);
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if (timeMs !== undefined) lastSimMs = timeMs;
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return playWhen;
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}
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const gap = now - lastNow;
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avgGap = avgGap === null ? gap : avgGap + (gap - avgGap) * 0.08;
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let when = playWhen + avgGap; // even prediction from the smoothed interval
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when -= (when - now - LOOKAHEAD) * 0.12; // hold latency near LOOKAHEAD
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const dSim = Math.max(0, (timeMs - lastSimMs) / 1000); // exact, even sim spacing
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let when = playWhen + dSim;
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when -= (when - now - LOOKAHEAD) * 0.2; // hold latency / absorb clock drift
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if (when < now + 0.003) when = now + 0.003;
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if (when <= playWhen) when = playWhen + 0.001; // strictly monotonic
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playWhen = when;
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lastNow = now;
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lastSimMs = timeMs;
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return when;
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}
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function startTone(freq: number, timeMs?: number) {
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ensureAudio();
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const when = whenFor(timeMs);
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oscillator!.frequency.setValueAtTime(freq, when);
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gainNode!.gain.setValueAtTime(0.1, when);
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ensureCtx();
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const ctx = audioCtx!;
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const when = whenFor(timeMs); // the scheduler tracks ONSETS only (clean rhythm)
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onWhen = when;
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onSimMs = timeMs ?? null;
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const osc = ctx.createOscillator();
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osc.type = 'square';
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osc.frequency.value = freq; // fixed for the life of this note (no live change)
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const g = ctx.createGain();
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g.gain.setValueAtTime(0, when);
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g.gain.linearRampToValueAtTime(0.1, when + ATTACK);
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osc.connect(g);
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g.connect(ctx.destination);
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osc.start(when);
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osc.onended = () => {
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try {
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osc.disconnect();
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g.disconnect();
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} catch {
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/* already torn down */
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}
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};
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activeOsc = osc;
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activeGain = g;
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isSounding = true;
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if (el.playing !== undefined) el.playing = true;
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}
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function stopTone(timeMs?: number) {
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if (audioCtx && gainNode) {
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gainNode.gain.setValueAtTime(0, whenFor(timeMs));
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const ctx = audioCtx;
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if (ctx && activeOsc && activeGain) {
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// Note-off relative to its own onset, preserving the exact click length
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// from the simulation (not via the onset scheduler, which would smear
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// the short on→off and long off→on gaps together).
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let off =
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onWhen !== null && onSimMs !== null && timeMs !== undefined
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? onWhen + Math.max(0.004, (timeMs - onSimMs) / 1000)
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: ctx.currentTime + 0.02;
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if (onWhen !== null && off < onWhen + ATTACK + 0.002) off = onWhen + ATTACK + 0.002;
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if (off < ctx.currentTime + 0.003) off = ctx.currentTime + 0.003;
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try {
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activeGain.gain.setValueAtTime(0.1, off);
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activeGain.gain.linearRampToValueAtTime(0, off + RELEASE);
|
||||
activeOsc.stop(off + RELEASE + 0.001);
|
||||
} catch {
|
||||
/* already scheduled */
|
||||
}
|
||||
activeOsc = null;
|
||||
activeGain = null;
|
||||
}
|
||||
isSounding = false;
|
||||
if (el.playing !== undefined) el.playing = false;
|
||||
|
|
@ -663,21 +695,24 @@ PartSimulationRegistry.register('buzzer', {
|
|||
}
|
||||
|
||||
return () => {
|
||||
if (oscillator) {
|
||||
if (activeOsc) {
|
||||
try {
|
||||
oscillator.stop();
|
||||
activeOsc.stop();
|
||||
activeOsc.disconnect();
|
||||
activeGain?.disconnect();
|
||||
} catch {
|
||||
/* already stopped */
|
||||
}
|
||||
oscillator.disconnect();
|
||||
oscillator = null;
|
||||
activeOsc = null;
|
||||
activeGain = null;
|
||||
}
|
||||
isSounding = false;
|
||||
pwmActive = false;
|
||||
if (el.playing !== undefined) el.playing = false;
|
||||
playWhen = null;
|
||||
lastNow = null;
|
||||
avgGap = null;
|
||||
lastSimMs = null;
|
||||
onWhen = null;
|
||||
onSimMs = null;
|
||||
if (audioCtx) {
|
||||
audioCtx.close();
|
||||
audioCtx = null;
|
||||
|
|
|
|||
Loading…
Reference in New Issue