add favicon, major performance optimizations
This commit is contained in:
@@ -3,7 +3,10 @@
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<head>
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<meta charset="utf-8" />
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<link rel="icon" href="%sveltekit.assets%/favicon.png" />
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<title>Hear On Out - Listen to the Weather</title>
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<link rel="icon" type="image/png" sizes="16x16" href="%sveltekit.assets%/favicon-16x16.png" />
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<link rel="icon" type="image/png" sizes="32x32" href="%sveltekit.assets%/favicon-32x32.png" />
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<link rel="icon" type="image/png" sizes="96x96" href="%sveltekit.assets%/favicon-96x96.png" />
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<meta name="viewport" content="width=device-width, initial-scale=1" />
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<link rel="preconnect" href="https://fonts.googleapis.com">
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<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
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@@ -31,5 +31,5 @@ export function createGain(volume: number): Tone.Gain {
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}
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export function createAnalyser(): Tone.Analyser {
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return new Tone.Analyser('fft', 512);
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return new Tone.Analyser('fft', 256); // Reduced from 512 for better performance
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}
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@@ -11,9 +11,14 @@
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}>();
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let particles: Particle[] = [];
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const numParticles = 60;
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const numParticles = 40; // Reduced from 60 for better performance with two visualizations
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let audioData: Float32Array | null = null;
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// Cache frequently used calculations
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let bassRange = 0;
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let midRange = 0;
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let trebleStart = 0;
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class Particle {
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x: number;
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y: number;
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@@ -42,11 +47,13 @@
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this.x += this.vx;
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this.y += this.vy;
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// Subtle audio reactive displacement
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const displacement = audioLevel * 20;
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const angle = p.noise(this.x * 0.01, this.y * 0.01, p.frameCount * 0.01) * p.TWO_PI;
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this.x += p.cos(angle) * displacement * 0.05;
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this.y += p.sin(angle) * displacement * 0.05;
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// Subtle audio reactive displacement (only every 3rd frame for performance)
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if (p.frameCount % 3 === 0) {
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const displacement = audioLevel * 20;
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const angle = p.noise(this.x * 0.01, this.y * 0.01, p.frameCount * 0.01) * p.TWO_PI;
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this.x += p.cos(angle) * displacement * 0.05;
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this.y += p.sin(angle) * displacement * 0.05;
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}
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// Subtle audio reactive size
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this.size = p.map(bass + mid, 0, 2, 3, 10);
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@@ -79,6 +86,7 @@
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const sketch = (p: p5) => {
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p.setup = () => {
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p.createCanvas(width, height);
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p.frameRate(30); // Reduce from 60fps to 30fps for better performance
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p.background(0);
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// Initialize particles
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@@ -89,12 +97,23 @@
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};
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p.draw = () => {
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// Pause visualization when document is hidden (tab not focused)
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if (document.hidden) {
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return;
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}
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p.background(0, 30); // Fade effect
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if (isPlaying && analyser) {
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// Get FFT data (frequency analysis)
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audioData = analyser.getValue() as Float32Array;
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// Initialize range values on first run
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if (bassRange === 0) {
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bassRange = Math.floor(audioData.length * 0.15); // Low frequencies
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midRange = Math.floor(audioData.length * 0.4); // Mid frequencies
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trebleStart = midRange;
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}
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// Calculate audio metrics from FFT data
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// FFT values are in decibels (negative values, typically -100 to 0)
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let sum = 0;
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@@ -102,9 +121,6 @@
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let mid = 0;
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let treble = 0;
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const bassRange = Math.floor(audioData.length * 0.15); // Low frequencies
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const midRange = Math.floor(audioData.length * 0.4); // Mid frequencies
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for (let i = 0; i < audioData.length; i++) {
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// Convert from decibels to linear scale (0-1)
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// FFT returns values from -100 to 0 dB
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@@ -124,7 +140,7 @@
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let audioLevel = (sum / audioData.length) * 2;
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bass = (bass / bassRange) * 2.5;
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mid = (mid / (midRange - bassRange)) * 2;
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treble = (treble / (audioData.length - midRange)) * 1.5;
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treble = (treble / (audioData.length - trebleStart)) * 1.5;
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// Clamp values
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audioLevel = p.constrain(audioLevel, 0, 1);
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@@ -139,10 +155,15 @@
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for (let i = 0; i < particles.length; i++) {
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particles[i].update(p, audioLevel, bass, mid);
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particles[i].display(p, audioLevel);
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}
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// Connect nearby particles (non-reactive distance)
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for (let j = i + 1; j < particles.length; j++) {
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particles[i].connect(p, particles[j], connectionDist);
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// Draw connections less frequently (every other frame) for better performance
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if (p.frameCount % 2 === 0) {
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for (let i = 0; i < particles.length; i++) {
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// Only check next 5 particles instead of all, reduces O(n²) significantly
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for (let j = i + 1; j < Math.min(i + 6, particles.length); j++) {
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particles[i].connect(p, particles[j], connectionDist);
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}
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}
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}
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} else if (!isPlaying) {
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@@ -12,7 +12,7 @@
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pm25 = 0,
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relativeHumidity2m = 50,
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windSpeed10m = 0,
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volume = -15
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volume = -12
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} = $props();
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// Component state
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@@ -65,6 +65,9 @@
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// Initialize audio components
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const initializeAudio = async (): Promise<void> => {
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try {
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// Optimize audio scheduling for better stability
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Tone.getContext().lookAhead = 0.1; // Keep default 100ms lookahead
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// Create instruments
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noiseSynth = createNoiseSynth(volume);
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@@ -105,20 +108,22 @@
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loop = null;
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}
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// Create a loop that triggers at random intervals
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// Create a loop that triggers at intervals with variation
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const updateLoopInterval = () => {
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if (loop) {
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const randomFactor = 0.8 + Math.random() * 0.4; // 0.8x to 1.2x variation
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loop.interval = burstInterval * randomFactor;
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}
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};
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loop = new Tone.Loop((time) => {
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if (noiseSynth) {
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// Trigger noise burst
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// Trigger noise burst at the scheduled time
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noiseSynth.triggerAttackRelease('16n', time);
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// Schedule next burst with randomization
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const baseInterval = burstInterval;
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const randomFactor = 0.5 + Math.random(); // 0.5x to 1.5x variation
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const nextBurstTime = baseInterval * randomFactor;
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if (loop) {
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loop.interval = nextBurstTime;
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}
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// Schedule interval update for after this callback completes
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Tone.Draw.schedule(() => {
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updateLoopInterval();
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}, time);
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}
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}, burstInterval);
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@@ -158,9 +163,14 @@
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// Reactive updates for environmental parameters
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// Note: Reverb wet is fixed at 0.8 for spacious sound, not reactive to humidity
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// Memoize delay time conversion to avoid repeated calculations
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const delayTimeSeconds = $derived.by(() => {
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return Tone.Time(delayTime).toSeconds();
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});
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$effect(() => {
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if (delay && isInitialized) {
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delay.delayTime.value = delayTime;
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delay.delayTime.rampTo(delayTimeSeconds, 0.5);
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delay.feedback.rampTo(delayFeedback, 0.5);
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}
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});
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@@ -151,6 +151,9 @@
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// Initialize audio components
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const initializeAudio = async (): Promise<void> => {
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try {
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// Optimize audio scheduling for better stability
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Tone.getContext().lookAhead = 0.1; // Keep default 100ms lookahead
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// Create instruments
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synth = createPadSynth(isDay);
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arpSynth = createArpSynth(arpVolume);
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@@ -219,10 +222,13 @@
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arpSequence = new Tone.Sequence(
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(time: number, chord) => {
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if (arpSynth && chord && chord.notes) {
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// Capture synth reference for TypeScript
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const synth = arpSynth;
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// Calculate time between notes based on 16th notes
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const sixteenthNote = Tone.Time('16n').toSeconds();
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// Play arpeggio pattern through the chord notes
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chord.notes.forEach((note: string, index: number) => {
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const noteTime = time + index * 0.15; // 150ms between notes
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arpSynth!.triggerAttackRelease(note, '16n', noteTime);
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synth.triggerAttackRelease(note, '16n', time + index * sixteenthNote);
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});
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}
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},
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@@ -281,13 +287,12 @@
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const octave = parseInt(rootNote.slice(-1)); // e.g., 4 from 'C4'
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const bassNote = noteName + (octave - 2); // e.g., 'C2'
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// Randomize release time: half to full chord duration
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// Quarter note = 1 beat, so random between 0.5 and 1.0 beats
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const randomRelease = 0.5 + Math.random() * 0.5;
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bassSynth.envelope.release = randomRelease * (60 / bpm);
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// Randomize note duration: half to full chord duration (2n to 4n)
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const randomDuration = 0.5 + Math.random() * 0.5;
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const noteDuration = Tone.Time('4n').toSeconds() * randomDuration;
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// Trigger bass note
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bassSynth.triggerAttackRelease(bassNote, '4n', time);
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// Trigger bass note at the scheduled time
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bassSynth.triggerAttackRelease(bassNote, noteDuration, time);
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}
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},
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currentProgression,
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@@ -346,9 +351,14 @@
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}
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});
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// Memoize delay time conversion to avoid repeated calculations
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const delayTimeSeconds = $derived.by(() => {
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return Tone.Time(delayTime).toSeconds();
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});
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$effect(() => {
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if (delay && isInitialized) {
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delay.delayTime.value = delayTime;
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delay.delayTime.rampTo(delayTimeSeconds, 0.5);
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delay.feedback.rampTo(delayFeedback, 0.5);
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}
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});
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BIN
static/favicon-16x16.png
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static/favicon-32x32.png
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static/favicon-96x96.png
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