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https://github.com/SillyTavern/SillyTavern.git
synced 2025-06-05 21:59:27 +02:00
Audio module proper extension code. Dedicated Audio extension scripts. Simple UI to adjust bgm/ambient. Load bgm per character from character folder and switch audio dynamically w.r.t. expression. Ambient sound updated when background change.
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352
public/scripts/extensions/audio/index.js
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352
public/scripts/extensions/audio/index.js
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/*
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TODO:
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- Emotion-based BGM
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- per character bgms OK
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- simple fade out/in when switching OK
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- cross fading ?
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- Background based ambient sounds
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- global sounds OK
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- global overides ?
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- import option on background UI ?
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- One UI with different mixing options OK
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- Allow background music edition using background menu
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- https://fontawesome.com/icons/music?f=classic&s=solid
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- https://codepen.io/noirsociety/pen/rNQxQwm
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- https://codepen.io/xrocker/pen/abdKVGy
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*/
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import { saveSettingsDebounced } from "../../../script.js";
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import { getContext, getApiUrl, extension_settings, doExtrasFetch, ModuleWorkerWrapper, modules } from "../../extensions.js";
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export { MODULE_NAME };
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const MODULE_NAME = 'Audio';
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const DEBUG_PREFIX = "<Audio module> ";
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const UPDATE_INTERVAL = 1000;
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const MUSIC_FALLBACK = "default"
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const EXPRESSIONS_LIST = ["default","anger","fear","joy","love","sadness","surprise"];
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const SPRITE_DOM_ID = "#expression-image"
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const AMBIENT_FOLDER = "backgrounds/audio/default/"
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let characterMusics = {}; // Updated with module worker
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let ambientMusics = []; // Initialized only once
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let currentCharacter = null;
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let currentExpression = "default";
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let currentBackground = "default"
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//#############################//
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// Extension UI and Settings //
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//#############################//
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const defaultSettings = {
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enabled: false,
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bgm_muted: false,
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ambient_muted: false,
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bgm_volume: 50,
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ambient_volume: 50,
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}
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function loadSettings() {
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if (Object.keys(extension_settings.audio).length === 0) {
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Object.assign(extension_settings.audio, defaultSettings)
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}
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$("#audio_enabled").prop('checked', extension_settings.audio.enabled);
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$("#audio_character_bgm_volume").text(extension_settings.audio.bgm_volume);
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$("#audio_ambient_volume").text(extension_settings.audio.ambient_volume);
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$("#audio_character_bgm_volume_slider").val(extension_settings.audio.bgm_volume);
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$("#audio_ambient_volume_slider").val(extension_settings.audio.ambient_volume);
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if (extension_settings.audio.bgm_muted) {
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$("#audio_character_bgm_mute_icon").toggleClass("fa-volume-high");
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$("#audio_character_bgm_mute_icon").toggleClass("fa-volume-mute");
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$("#audio_character_bgm").prop("muted", true);
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}
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if (extension_settings.audio.ambient_muted) {
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$("#audio_ambient_mute_icon").toggleClass("fa-volume-high");
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$("#audio_ambient_mute_icon").toggleClass("fa-volume-mute");
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$("#audio_ambient").prop("muted", true);
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}
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}
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async function onEnabledClick() {
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extension_settings.audio.enabled = $('#audio_enabled').is(':checked');
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if (extension_settings.audio.enabled) {
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$("#audio_character_bgm").play();
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$("#audio_ambient").play();
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} else {
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$("#audio_character_bgm").pause();
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$("#audio_ambient").pause();
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}
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saveSettingsDebounced();
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}
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async function onBGMMuteClick() {
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extension_settings.audio.bgm_muted = !extension_settings.audio.bgm_muted;
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$("#audio_character_bgm_mute_icon").toggleClass("fa-volume-high");
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$("#audio_character_bgm_mute_icon").toggleClass("fa-volume-mute");
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$("#audio_character_bgm").prop("muted", !$("#audio_character_bgm").prop("muted"));
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saveSettingsDebounced();
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}
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async function onAmbientMuteClick() {
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extension_settings.audio.ambient_muted = !extension_settings.audio.ambient_muted;
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$("#audio_ambient_mute_icon").toggleClass("fa-volume-high");
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$("#audio_ambient_mute_icon").toggleClass("fa-volume-mute");
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$("#audio_ambient").prop("muted", !$("#audio_ambient").prop("muted"));
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saveSettingsDebounced();
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}
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async function onBGMVolumeChange() {
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extension_settings.audio.bgm_volume = ~~($("#audio_character_bgm_volume_slider").val());
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$("#audio_character_bgm").prop("volume",extension_settings.audio.bgm_volume * 0.01);
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$("#audio_character_bgm_volume").text(extension_settings.audio.bgm_volume);
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saveSettingsDebounced();
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console.debug(DEBUG_PREFIX,"UPDATED BGM MAX TO",extension_settings.audio.bgm_volume)
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}
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async function onAmbientVolumeChange() {
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extension_settings.audio.ambient_volume = ~~($("#audio_ambient_volume_slider").val());
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$("#audio_ambient").prop("volume",extension_settings.audio.ambient_volume * 0.01);
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$("#audio_ambient_volume").text(extension_settings.audio.ambient_volume);
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saveSettingsDebounced();
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console.debug(DEBUG_PREFIX,"UPDATED Ambient MAX TO",extension_settings.audio.ambient_volume)
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}
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$(document).ready(function () {
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function addExtensionControls() {
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const settingsHtml = `
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<div id="audio_settings">
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<div class="inline-drawer">
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<div class="inline-drawer-toggle inline-drawer-header">
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<b>Audio</b>
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<div class="inline-drawer-icon fa-solid fa-circle-chevron-down down"></div>
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</div>
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<div class="inline-drawer-content">
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<div>
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<label class="checkbox_label" for="audio_enabled">
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<input type="checkbox" id="audio_enabled" name="audio_enabled">
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<small>Enabled</small>
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</label>
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<label class="checkbox_label" for="audio_debug">
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<input type="checkbox" id="audio_debug" name="audio_debug">
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<small>Debug</small>
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</label>
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</div>
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<div>
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<div>
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<label for="audio_character_bgm_volume_slider">Music <span id="audio_character_bgm_volume"></span></label>
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<div class="mixer-div">
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<div id="audio_character_bgm_mute" class="menu_button audio-mute-button">
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<i class="fa-solid fa-volume-high fa-lg" id="audio_character_bgm_mute_icon"></i>
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</div>
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<input type="range" class ="slider" id ="audio_character_bgm_volume_slider" value = "0" maxlength ="100">
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</div>
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<audio id="audio_character_bgm" controls src="">
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</div>
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<div>
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<label for="audio_ambient_volume_slider">Ambient <span id="audio_ambient_volume"></span></label>
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<div class="mixer-div">
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<div id="audio_character_ambient_mute" class="menu_button audio-mute-button">
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<i class="fa-solid fa-volume-high fa-lg" id="audio_ambient_mute_icon"></i>
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</div>
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<input type="range" class ="slider" id ="audio_ambient_volume_slider" value = "0" maxlength ="100">
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</div>
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<audio id="audio_ambient" controls src="">
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</div>
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</div>
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</div>
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</div>
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</div>
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`;
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$('#extensions_settings').append(settingsHtml);
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}
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addExtensionControls(); // No init dependencies
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loadSettings(); // Depends on Extension Controls
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$("#audio_character_bgm").attr("loop",true);
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$("#audio_ambient").attr("loop",true);
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$("#audio_character_bgm").hide();
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$("#audio_ambient").hide();
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$("#audio_character_bgm_mute").on("click",onBGMMuteClick);
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$("#audio_character_ambient_mute").on("click",onAmbientMuteClick);
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$("#audio_enabled").on("click", onEnabledClick);
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$("#audio_character_bgm_volume_slider").on("input", onBGMVolumeChange);
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$("#audio_ambient_volume_slider").on("input", onAmbientVolumeChange);
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// DBG
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$("#audio_debug").on("click",function() {
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if($("#audio_debug").is(':checked')) {
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$("#audio_character_bgm").show();
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$("#audio_ambient").show();
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}
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else {
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$("#audio_character_bgm").hide();
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$("#audio_ambient").hide();
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}
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});
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//
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const wrapper = new ModuleWorkerWrapper(moduleWorker);
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setInterval(wrapper.update.bind(wrapper), UPDATE_INTERVAL);
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moduleWorker();
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})
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//#############################//
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// API Calls //
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//#############################//
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async function getMusicsList(name) {
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console.debug(DEBUG_PREFIX, "getting bgm list for", name);
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try {
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const result = await fetch(`/get_character_background_musics?name=${encodeURIComponent(name)}`);
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let musics = result.ok ? (await result.json()) : [];
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return musics;
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}
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catch (err) {
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console.log(err);
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return [];
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}
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}
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//#############################//
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// Module Worker //
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//#############################//
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/*
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- Update character BGM
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- Update ambient sound
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*/
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async function moduleWorker() {
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const moduleEnabled = extension_settings.audio.enabled;
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//console.debug(DEBUG_PREFIX, getContext());
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if (moduleEnabled) {
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// Update ambient audio
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let newBackground = $("#bg1").css("background-image");
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newBackground = newBackground.substring(newBackground.lastIndexOf("/")+1).replace(/\.[^/.]+$/, "");
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console.debug(DEBUG_PREFIX,"Current backgroung:",newBackground);
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if (currentBackground !== newBackground & newBackground != "none") {
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currentBackground = newBackground;
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console.debug(DEBUG_PREFIX,"Changing ambient audio");
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updateAmbient();
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}
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const newCharacter = getContext().name2;
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// Case 1: character changed (new chat or group chat)
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if (currentCharacter !== newCharacter) {
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currentCharacter = newCharacter;
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console.debug(DEBUG_PREFIX,"Updated current character to",currentCharacter);
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// 1.1) First time character appear, load its music folder
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if (characterMusics[currentCharacter] === undefined) {
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const audio_file_paths = await getMusicsList(currentCharacter);
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console.debug(DEBUG_PREFIX, "Recieved", audio_file_paths);
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// Initialise expression/files mapping
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characterMusics[currentCharacter] = {};
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for(const e of EXPRESSIONS_LIST)
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characterMusics[currentCharacter][e] = [];
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for(const i of audio_file_paths) {
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//console.debug(DEBUG_PREFIX,"File found:",i);
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for(const e of EXPRESSIONS_LIST)
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if (i["label"].includes(e))
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characterMusics[currentCharacter][e].push(i["path"]);
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}
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console.debug(DEBUG_PREFIX,"Updated BGM map of",currentCharacter,"to",characterMusics[currentCharacter]);
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}
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// Character changed require BGM/ambient update whatever the expression
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currentExpression = "default";
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updateBGM();
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return;
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}
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let newExpression = MUSIC_FALLBACK;
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if (!$(SPRITE_DOM_ID).length) {
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console.error(DEBUG_PREFIX,"ERROR: expression sprite does not exist, cannot extract expression from ",SPRITE_DOM_ID)
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}
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// HACK: use sprite file name as expression detection
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const spriteFile = $("#expression-image").attr("src");
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newExpression = spriteFile.substring(spriteFile.lastIndexOf("/")+1).replace(/\.[^/.]+$/, "");
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console.debug(DEBUG_PREFIX,"Current expression",newExpression);
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if (!EXPRESSIONS_LIST.includes(newExpression)) {
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console.debug(DEBUG_PREFIX,"Not a valid expression, ignored");
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return;
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}
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// Case 2: Same character but different expression
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if (currentExpression !== newExpression) {
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currentExpression = newExpression;
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console.debug(DEBUG_PREFIX,"Updated current character expression to",currentExpression);
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updateBGM();
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return;
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}
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// Case 3: Same character/expression keep playing same BGM
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}
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}
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async function updateBGM() {
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const audio_files = characterMusics[currentCharacter][currentExpression];
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const audio_file_path = audio_files[Math.floor(Math.random() * audio_files.length)]; // random pick
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console.log("<MUSIC module> Checking audio file",audio_file_path)
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fetch(audio_file_path)
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.then(response => {
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if (!response.ok) {
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console.log("<MUSIC module> File not found!")
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}
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else {
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console.log("<MUSIC module> Playing emotion",currentExpression)
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const audio = $("#audio_character_bgm");
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audio.animate({volume: 0.0}, 2000, function() {
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audio.attr("src",audio_file_path);
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audio[0].play();
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audio.volume = extension_settings.audio.bgm_volume * 0.01;
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audio.animate({volume: extension_settings.audio.bgm_volume * 0.01}, 2000);
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})
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}
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});
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}
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async function updateAmbient() {
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const audio_file_path = AMBIENT_FOLDER+currentBackground+".mp3";
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console.log("<MUSIC module> Changing ambient audio for",audio_file_path)
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fetch(audio_file_path)
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.then(response => {
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if (!response.ok) {
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console.log("<MUSIC module> File not found!")
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}
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else {
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console.log("<MUSIC module> Changing ambient audio for",currentBackground)
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const audio = $("#audio_ambient");
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audio.animate({volume: 0.0}, 2000, function() {
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audio.attr("src",audio_file_path);
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audio[0].play();
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audio.volume = extension_settings.audio.ambient_volume * 0.01;
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audio.animate({volume: extension_settings.audio.ambient_volume * 0.01}, 2000);
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})
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}
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});
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}
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