SillyTavern/public/scripts/extensions/audio/index.js

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/*
TODO:
- Emotion-based BGM
- per character bgms OK
- simple fade out/in when switching OK
- cross fading ?
- Background based ambient sounds
- global sounds OK
- global overides ?
- import option on background UI ?
- One UI with different mixing options OK
- Allow background music edition using background menu
- https://fontawesome.com/icons/music?f=classic&s=solid
- https://codepen.io/noirsociety/pen/rNQxQwm
- https://codepen.io/xrocker/pen/abdKVGy
*/
import { saveSettingsDebounced } from "../../../script.js";
import { getContext, getApiUrl, extension_settings, doExtrasFetch, ModuleWorkerWrapper, modules } from "../../extensions.js";
export { MODULE_NAME };
const MODULE_NAME = 'Audio';
const DEBUG_PREFIX = "<Audio module> ";
const UPDATE_INTERVAL = 1000;
const MUSIC_FALLBACK = "default"
const EXPRESSIONS_LIST = ["default","anger","fear","joy","love","sadness","surprise"];
const SPRITE_DOM_ID = "#expression-image"
const AMBIENT_FOLDER = "backgrounds/audio/default/"
let characterMusics = {}; // Updated with module worker
let ambientMusics = []; // Initialized only once
let currentCharacter = null;
let currentExpression = "default";
let currentBackground = "default"
//#############################//
// Extension UI and Settings //
//#############################//
const defaultSettings = {
enabled: false,
bgm_muted: false,
ambient_muted: false,
bgm_volume: 50,
ambient_volume: 50,
}
function loadSettings() {
if (extension_settings.audio === undefined)
extension_settings.audio = {};
if (Object.keys(extension_settings.audio).length === 0) {
Object.assign(extension_settings.audio, defaultSettings)
}
$("#audio_enabled").prop('checked', extension_settings.audio.enabled);
$("#audio_character_bgm_volume").text(extension_settings.audio.bgm_volume);
$("#audio_ambient_volume").text(extension_settings.audio.ambient_volume);
$("#audio_character_bgm_volume_slider").val(extension_settings.audio.bgm_volume);
$("#audio_ambient_volume_slider").val(extension_settings.audio.ambient_volume);
if (extension_settings.audio.bgm_muted) {
$("#audio_character_bgm_mute_icon").toggleClass("fa-volume-high");
$("#audio_character_bgm_mute_icon").toggleClass("fa-volume-mute");
$("#audio_character_bgm").prop("muted", true);
}
if (extension_settings.audio.ambient_muted) {
$("#audio_ambient_mute_icon").toggleClass("fa-volume-high");
$("#audio_ambient_mute_icon").toggleClass("fa-volume-mute");
$("#audio_ambient").prop("muted", true);
}
}
async function onEnabledClick() {
extension_settings.audio.enabled = $('#audio_enabled').is(':checked');
if (extension_settings.audio.enabled) {
$("#audio_character_bgm")[0].play();
$("#audio_ambient")[0].play();
} else {
$("#audio_character_bgm")[0].pause();
$("#audio_ambient")[0].pause();
}
saveSettingsDebounced();
}
async function onBGMMuteClick() {
extension_settings.audio.bgm_muted = !extension_settings.audio.bgm_muted;
$("#audio_character_bgm_mute_icon").toggleClass("fa-volume-high");
$("#audio_character_bgm_mute_icon").toggleClass("fa-volume-mute");
$("#audio_character_bgm").prop("muted", !$("#audio_character_bgm").prop("muted"));
saveSettingsDebounced();
}
async function onAmbientMuteClick() {
extension_settings.audio.ambient_muted = !extension_settings.audio.ambient_muted;
$("#audio_ambient_mute_icon").toggleClass("fa-volume-high");
$("#audio_ambient_mute_icon").toggleClass("fa-volume-mute");
$("#audio_ambient").prop("muted", !$("#audio_ambient").prop("muted"));
saveSettingsDebounced();
}
async function onBGMVolumeChange() {
extension_settings.audio.bgm_volume = ~~($("#audio_character_bgm_volume_slider").val());
$("#audio_character_bgm").prop("volume",extension_settings.audio.bgm_volume * 0.01);
$("#audio_character_bgm_volume").text(extension_settings.audio.bgm_volume);
saveSettingsDebounced();
console.debug(DEBUG_PREFIX,"UPDATED BGM MAX TO",extension_settings.audio.bgm_volume)
}
async function onAmbientVolumeChange() {
extension_settings.audio.ambient_volume = ~~($("#audio_ambient_volume_slider").val());
$("#audio_ambient").prop("volume",extension_settings.audio.ambient_volume * 0.01);
$("#audio_ambient_volume").text(extension_settings.audio.ambient_volume);
saveSettingsDebounced();
console.debug(DEBUG_PREFIX,"UPDATED Ambient MAX TO",extension_settings.audio.ambient_volume)
}
$(document).ready(function () {
function addExtensionControls() {
const settingsHtml = `
<div id="audio_settings">
<div class="inline-drawer">
<div class="inline-drawer-toggle inline-drawer-header">
<b>Audio</b>
<div class="inline-drawer-icon fa-solid fa-circle-chevron-down down"></div>
</div>
<div class="inline-drawer-content">
<div>
<label class="checkbox_label" for="audio_enabled">
<input type="checkbox" id="audio_enabled" name="audio_enabled">
<small>Enabled</small>
</label>
<label class="checkbox_label" for="audio_debug">
<input type="checkbox" id="audio_debug" name="audio_debug">
<small>Debug</small>
</label>
</div>
<div>
<div>
<label for="audio_character_bgm_volume_slider">Music <span id="audio_character_bgm_volume"></span></label>
<div class="mixer-div">
<div id="audio_character_bgm_mute" class="menu_button audio-mute-button">
<i class="fa-solid fa-volume-high fa-lg" id="audio_character_bgm_mute_icon"></i>
</div>
<input type="range" class ="slider" id ="audio_character_bgm_volume_slider" value = "0" maxlength ="100">
</div>
<audio id="audio_character_bgm" controls src="">
</div>
<div>
<label for="audio_ambient_volume_slider">Ambient <span id="audio_ambient_volume"></span></label>
<div class="mixer-div">
<div id="audio_character_ambient_mute" class="menu_button audio-mute-button">
<i class="fa-solid fa-volume-high fa-lg" id="audio_ambient_mute_icon"></i>
</div>
<input type="range" class ="slider" id ="audio_ambient_volume_slider" value = "0" maxlength ="100">
</div>
<audio id="audio_ambient" controls src="">
</div>
</div>
</div>
</div>
</div>
`;
$('#extensions_settings').append(settingsHtml);
}
addExtensionControls(); // No init dependencies
loadSettings(); // Depends on Extension Controls
$("#audio_character_bgm").attr("loop",true);
$("#audio_ambient").attr("loop",true);
$("#audio_character_bgm").hide();
$("#audio_ambient").hide();
$("#audio_character_bgm_mute").on("click",onBGMMuteClick);
$("#audio_character_ambient_mute").on("click",onAmbientMuteClick);
$("#audio_enabled").on("click", onEnabledClick);
$("#audio_character_bgm_volume_slider").on("input", onBGMVolumeChange);
$("#audio_ambient_volume_slider").on("input", onAmbientVolumeChange);
// DBG
$("#audio_debug").on("click",function() {
if($("#audio_debug").is(':checked')) {
$("#audio_character_bgm").show();
$("#audio_ambient").show();
}
else {
$("#audio_character_bgm").hide();
$("#audio_ambient").hide();
}
});
//
const wrapper = new ModuleWorkerWrapper(moduleWorker);
setInterval(wrapper.update.bind(wrapper), UPDATE_INTERVAL);
moduleWorker();
})
//#############################//
// API Calls //
//#############################//
async function getMusicsList(name) {
console.debug(DEBUG_PREFIX, "getting bgm list for", name);
try {
const result = await fetch(`/get_character_background_musics?name=${encodeURIComponent(name)}`);
let musics = result.ok ? (await result.json()) : [];
return musics;
}
catch (err) {
console.log(err);
return [];
}
}
//#############################//
// Module Worker //
//#############################//
/*
- Update character BGM
- Update ambient sound
*/
async function moduleWorker() {
const moduleEnabled = extension_settings.audio.enabled;
//console.debug(DEBUG_PREFIX, getContext());
if (moduleEnabled) {
// Update ambient audio
let newBackground = $("#bg1").css("background-image");
newBackground = newBackground.substring(newBackground.lastIndexOf("/")+1).replace(/\.[^/.]+$/, "");
//console.debug(DEBUG_PREFIX,"Current backgroung:",newBackground);
if (currentBackground !== newBackground & newBackground != "none") {
currentBackground = newBackground;
//console.debug(DEBUG_PREFIX,"Changing ambient audio");
updateAmbient();
}
const newCharacter = getContext().name2;
// Case 1: character changed (new chat or group chat)
if (currentCharacter !== newCharacter) {
currentCharacter = newCharacter;
console.debug(DEBUG_PREFIX,"Updated current character to",currentCharacter);
// 1.1) First time character appear, load its music folder
if (characterMusics[currentCharacter] === undefined) {
const audio_file_paths = await getMusicsList(currentCharacter);
console.debug(DEBUG_PREFIX, "Recieved", audio_file_paths);
// Initialise expression/files mapping
characterMusics[currentCharacter] = {};
for(const e of EXPRESSIONS_LIST)
characterMusics[currentCharacter][e] = [];
for(const i of audio_file_paths) {
//console.debug(DEBUG_PREFIX,"File found:",i);
for(const e of EXPRESSIONS_LIST)
if (i["label"].includes(e))
characterMusics[currentCharacter][e].push(i["path"]);
}
console.debug(DEBUG_PREFIX,"Updated BGM map of",currentCharacter,"to",characterMusics[currentCharacter]);
}
// Character changed require BGM/ambient update whatever the expression
currentExpression = "default";
updateBGM();
return;
}
let newExpression = MUSIC_FALLBACK;
if (!$(SPRITE_DOM_ID).length) {
console.error(DEBUG_PREFIX,"ERROR: expression sprite does not exist, cannot extract expression from ",SPRITE_DOM_ID)
}
// HACK: use sprite file name as expression detection
const spriteFile = $("#expression-image").attr("src");
newExpression = spriteFile.substring(spriteFile.lastIndexOf("/")+1).replace(/\.[^/.]+$/, "");
//console.debug(DEBUG_PREFIX,"Current expression",newExpression);
if (!EXPRESSIONS_LIST.includes(newExpression)) {
console.debug(DEBUG_PREFIX,"Not a valid expression, ignored");
return;
}
// Case 2: Same character but different expression
if (currentExpression !== newExpression) {
currentExpression = newExpression;
console.debug(DEBUG_PREFIX,"Updated current character expression to",currentExpression);
updateBGM();
return;
}
// Case 3: Same character/expression keep playing same BGM
}
}
async function updateBGM() {
const audio_files = characterMusics[currentCharacter][currentExpression];
const audio_file_path = audio_files[Math.floor(Math.random() * audio_files.length)]; // random pick
console.log(DEBUG_PREFIX,"Updating BGM");
console.log(DEBUG_PREFIX,"Checking file",audio_file_path);
fetch(audio_file_path)
.then(response => {
if (!response.ok) {
console.log(DEBUG_PREFIX,"File not found!")
}
else {
console.log(DEBUG_PREFIX,"Switching BGM to ",currentExpression)
const audio = $("#audio_character_bgm");
audio.animate({volume: 0.0}, 2000, function() {
audio.attr("src",audio_file_path);
audio[0].play();
audio.volume = extension_settings.audio.bgm_volume * 0.01;
audio.animate({volume: extension_settings.audio.bgm_volume * 0.01}, 2000);
})
}
});
}
async function updateAmbient() {
const audio_file_path = AMBIENT_FOLDER+currentBackground+".mp3";
console.log(DEBUG_PREFIX,"Updating ambient");
console.log(DEBUG_PREFIX,"Checking file",audio_file_path)
fetch(audio_file_path)
.then(response => {
if (!response.ok) {
console.log(DEBUG_PREFIX,"File not found!")
}
else {
console.log(DEBUG_PREFIX,"Switching ambient to ",currentBackground)
const audio = $("#audio_ambient");
audio.animate({volume: 0.0}, 2000, function() {
audio.attr("src",audio_file_path);
audio[0].play();
audio.volume = extension_settings.audio.ambient_volume * 0.01;
audio.animate({volume: extension_settings.audio.ambient_volume * 0.01}, 2000);
})
}
});
}