Files
station-master/src/web/sound.ts
T
JesseandClaude Sonnet 5 859817d173 v0.4.9 — X,Y coordinates, no-switching can still clear the mainline, Q3 corrected, a clearance bug, three sounds, and the box art
A playtest review of seed 58228926 (day 6), plus one long-standing display complaint and the
first real audio beyond a placeholder.

- Coordinate labels read X,Y everywhere shown to a player, not the internal Y,X storage order.
  Display-only.
- "No switching" now means may not add or drop cars, not "never touch it" — these trains can
  still be moved onto Secondary Track to clear the mainline.
- Q3 corrected: Expedite governs WHERE a train may be left standing, not WHEN it leaves. The
  forced same-Stage departure is gone; a new fault costs 1 Revenue if an expedited train is left
  off the station when a Mainline Phase begins. Resolves "3/4 Express prints a rule it can never
  use" as a side effect.
- evaluateClearance now checks every occupant on a Mainline card before offering a judgment
  call, instead of returning on whichever it found first — found while explaining a playtest
  report, fixed with a regression test.
- Three new synthesised sounds: arrive, depart, crash.
- The splash page shows the box art.

Full detail, measurements and reasoning in CHANGELOG.md.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01FvU99NEakShRMg3nN3fHAZ
2026-08-19 23:51:35 -04:00

218 lines
8.5 KiB
TypeScript

/**
* The railroad, heard.
*
* SYNTHESISED, NOT SAMPLED, and that is a constraint rather than a preference. The site is a static
* folder that fetches nothing — there is a test asserting no page reaches an external host — so an
* audio file would have to be committed to the repo, and a plausible-sounding whistle is not
* something to invent. See TODO for sourcing real clips; these stand in until then, which is why
* sound defaults to off.
*
* SELF-CONTAINED ON PURPOSE, like the two board renderers. The playable page imports this; the
* replay is a single HTML file with an inline script and cannot import anything, so it embeds the
* function via `Function.toString()`. One implementation either way — a second copy would drift,
* and a replay that sounds different from the game is worse than a replay with no sound.
*
* The AudioContext is parked on `window` rather than in a module variable for the same reason: the
* embedded copy has no module scope to keep it in, and browsers permit only a handful per page.
*/
export function playCue(cue: string): void {
const w = window as unknown as { __smAudio?: AudioContext; AudioContext?: typeof AudioContext; webkitAudioContext?: typeof AudioContext };
// "All aboard" is speech, and speech cannot be faked with oscillators. `speechSynthesis` is built
// into the browser, needs no asset and works offline — but it is whatever system voice the player
// has, so a real clip is the first thing to replace here.
if (cue === 'train') {
try {
if (window.speechSynthesis && typeof SpeechSynthesisUtterance === 'function') {
const u = new SpeechSynthesisUtterance('All aboard!');
u.rate = 0.95;
u.pitch = 0.85;
u.volume = 0.9;
window.speechSynthesis.speak(u);
return;
}
} catch {
// no voice available — fall through to the two-note call below
}
}
let c: AudioContext;
try {
const Ctor = w.AudioContext ?? w.webkitAudioContext;
if (!Ctor) return;
// Browsers refuse to start audio until the player has interacted with the page, so the context
// is made on first use — by which time they have clicked something — and resumed if suspended.
w.__smAudio ??= new Ctor();
c = w.__smAudio;
if (c.state === 'suspended') void c.resume();
} catch {
return;
}
/** A tone with an envelope, so nothing starts or stops with a click. */
const tone = (at: number, freq: number, dur: number, gain: number, type: OscillatorType, bendTo?: number): void => {
const osc = c.createOscillator();
const amp = c.createGain();
osc.type = type;
osc.frequency.setValueAtTime(freq, at);
if (bendTo !== undefined) osc.frequency.linearRampToValueAtTime(bendTo, at + dur);
amp.gain.setValueAtTime(0, at);
amp.gain.linearRampToValueAtTime(gain, at + Math.min(0.04, dur / 4));
amp.gain.exponentialRampToValueAtTime(0.0001, at + dur);
osc.connect(amp).connect(c.destination);
osc.start(at);
osc.stop(at + dur + 0.02);
};
/**
* A burst of filtered noise — the breath of steam behind a whistle, one chuff of a moving
* locomotive, or the boom of an impact. Shared by `stage` (one long burst) and the chuffs in
* `arrive`/`depart` (several short ones), and the wide-open burst under `crash`.
*/
const noiseBurst = (
at: number,
dur: number,
gain: number,
freq: number,
q: number,
type: BiquadFilterType = 'bandpass',
): void => {
const frames = Math.max(1, Math.floor(c.sampleRate * dur));
const buf = c.createBuffer(1, frames, c.sampleRate);
const data = buf.getChannelData(0);
for (let i = 0; i < frames; i++) data[i] = Math.random() * 2 - 1;
const src = c.createBufferSource();
src.buffer = buf;
const filt = c.createBiquadFilter();
filt.type = type;
filt.frequency.value = freq;
filt.Q.value = q;
const amp = c.createGain();
amp.gain.setValueAtTime(0, at);
amp.gain.linearRampToValueAtTime(gain, at + Math.min(0.05, dur / 4));
amp.gain.exponentialRampToValueAtTime(0.0001, at + dur);
src.connect(filt).connect(amp).connect(c.destination);
src.start(at);
src.stop(at + dur + 0.02);
};
const t = c.currentTime + 0.02;
if (cue === 'stage') {
// A real steam whistle is a CHORD of several chambers slightly out of tune with each other,
// plus the breath of the steam. The beating between the partials IS the sound.
const d = 1.8;
for (const fg of [[392, 0.16], [466, 0.13], [587, 0.1], [784, 0.05]]) {
tone(t, fg[0]!, d, fg[1]!, 'sawtooth', fg[0]! * 0.985);
}
noiseBurst(t, d, 0.05, 1400, 0.8);
return;
}
if (cue === 'arrive') {
/**
* A LOCOMOTIVE SLOWING TO A STOP: chuffs (one per wheel revolution) spaced FARTHER apart as
* road speed drops, then a soft two-partial bell tap as it settles — a lighter cousin of the
* `day` bell, not a repeat of it.
*/
let at = t;
const gaps = [0.13, 0.17, 0.22, 0.28];
for (let i = 0; i < gaps.length; i++) {
noiseBurst(at, 0.07, 0.11 - i * 0.015, 190, 1.1, 'bandpass');
at += gaps[i]!;
}
for (const fg of [[1046, 0.07], [1568, 0.04]]) {
tone(at + 0.12, fg[0]!, 0.3, fg[1]!, 'sine');
}
return;
}
if (cue === 'depart') {
/**
* THE INVERSE OF `arrive`: chuffs starting slow and pulling closer together as the train
* gathers speed, then one falling, fading horn note — a single call, not `completed`'s pair,
* since this train is only leaving the Office, not clearing the whole Division.
*/
let at = t;
const gaps = [0.22, 0.15, 0.1, 0.07, 0.05];
for (let i = 0; i < gaps.length; i++) {
noiseBurst(at, 0.06, 0.06 + i * 0.012, 210, 1.2, 'bandpass');
at += gaps[i]!;
}
tone(at, 349, 0.45, 0.1, 'sawtooth', 300);
return;
}
if (cue === 'crash') {
/**
* IMPACT, NOT MUSIC: two tones bent sharply downward at a DISSONANT (non-harmonic) interval,
* so the ear reads a collision rather than a chord — `couple`'s clank is consonant on purpose,
* and this is its opposite. A wide-open noise boom and a percussive sub-bass thump give it
* weight under the screech.
*/
tone(t, 311, 0.35, 0.16, 'square', 70);
tone(t, 233, 0.4, 0.13, 'sawtooth', 52);
noiseBurst(t, 0.4, 0.16, 900, 0.4, 'lowpass');
tone(t, 45, 0.3, 0.18, 'sine');
return;
}
if (cue === 'couple') {
/**
* KNUCKLE COUPLERS MEETING: a low metallic clank and the slack running out behind it.
*
* Coupling a cut was reported as invisible — the car simply left the board and only history said
* where it went. It is the single most consequential thing a switching move does, so it gets the
* one sound a player will learn to listen for.
*/
for (const fg of [[86, 0.22], [131, 0.13], [197, 0.07], [61, 0.18]]) {
tone(t, fg[0]!, 0.26, fg[1]!, 'square', fg[0]! * 0.82);
}
tone(t + 0.1, 74, 0.34, 0.1, 'triangle', 58);
return;
}
if (cue === 'drop') {
// Setting out is the same act in reverse and quieter: one clank, no slack behind it.
for (const fg of [[104, 0.14], [156, 0.08]]) {
tone(t, fg[0]!, 0.18, fg[1]!, 'square', fg[0]! * 0.85);
}
return;
}
if (cue === 'schedule') {
// A die landing on the despatcher's desk, then the slot taking it: a short clatter and a chime.
for (const at of [t, t + 0.05, t + 0.09]) tone(at, 200 + Math.random() * 90, 0.05, 0.07, 'square');
tone(t + 0.16, 880, 0.3, 0.09, 'sine');
tone(t + 0.16, 1320, 0.28, 0.05, 'sine');
return;
}
if (cue === 'completed') {
// A train clearing the Division and whistling off: two long horn notes falling away, with the
// second quieter and lower so it reads as distance rather than repetition. Longer than any other
// cue on purpose — it is the only one that pays every player, and it should land as an event.
tone(t, 392, 0.55, 0.13, 'sawtooth', 370);
tone(t, 262, 0.55, 0.09, 'triangle', 247);
tone(t + 0.42, 330, 0.75, 0.08, 'sawtooth', 300);
tone(t + 0.42, 220, 0.75, 0.055, 'triangle', 200);
return;
}
if (cue === 'day') {
// The grade-crossing bell: two strikes. Inharmonic partials separate a bell from a beep.
for (const at of [t, t + 0.22]) {
for (const fg of [[1046, 0.13], [1570, 0.09], [2350, 0.06], [3140, 0.03]]) {
tone(at, fg[0]!, 0.4, fg[1]!, 'square');
}
}
return;
}
if (cue === 'train') {
// Reached only when the platform has no voice: a two-note conductor's call rather than silence.
tone(t, 523, 0.22, 0.14, 'triangle');
tone(t + 0.2, 784, 0.34, 0.14, 'triangle');
}
}