Move dynamic audio to external repository

This commit is contained in:
Cohee 2023-10-15 23:03:53 +03:00
parent c8dace09b7
commit 6a9f4a57b9
4 changed files with 0 additions and 1123 deletions

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@ -1,917 +0,0 @@
/*
Ideas:
- Clean design of new ui
- change select text versus options for playing: audio
- cross fading between bgm / start a different time
- fading should appear before end when switching randomly
- Background based ambient sounds
- import option on background UI ?
- 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, getRequestHeaders } from "../../../script.js";
import { getContext, extension_settings, ModuleWorkerWrapper } from "../../extensions.js";
import { isDataURL } from "../../utils.js";
export { MODULE_NAME };
const extensionName = "audio";
const extensionFolderPath = `scripts/extensions/${extensionName}`;
const MODULE_NAME = 'Audio';
const DEBUG_PREFIX = "<Audio module> ";
const UPDATE_INTERVAL = 1000;
const ASSETS_BGM_FOLDER = "bgm";
const ASSETS_AMBIENT_FOLDER = "ambient";
const CHARACTER_BGM_FOLDER = "bgm"
const FALLBACK_EXPRESSION = "neutral";
const DEFAULT_EXPRESSIONS = [
//"talkinghead",
"admiration",
"amusement",
"anger",
"annoyance",
"approval",
"caring",
"confusion",
"curiosity",
"desire",
"disappointment",
"disapproval",
"disgust",
"embarrassment",
"excitement",
"fear",
"gratitude",
"grief",
"joy",
"love",
"nervousness",
"optimism",
"pride",
"realization",
"relief",
"remorse",
"sadness",
"surprise",
"neutral"
];
const SPRITE_DOM_ID = "#expression-image";
let current_chat_id = null
let fallback_BGMS = null; // Initialized only once with module workers
let ambients = null; // Initialized only once with module workers
let characterMusics = {}; // Updated with module workers
let currentCharacterBGM = null;
let currentExpressionBGM = null;
let currentBackground = null;
let cooldownBGM = 0;
let bgmEnded = true;
//#############################//
// Extension UI and Settings //
//#############################//
const defaultSettings = {
enabled: false,
dynamic_bgm_enabled: false,
//dynamic_ambient_enabled: false,
bgm_locked: true,
bgm_muted: true,
bgm_volume: 50,
bgm_selected: null,
ambient_locked: true,
ambient_muted: true,
ambient_volume: 50,
ambient_selected: null,
bgm_cooldown: 30
}
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);
$("#audio_dynamic_bgm_enabled").prop('checked', extension_settings.audio.dynamic_bgm_enabled);
//$("#audio_dynamic_ambient_enabled").prop('checked', extension_settings.audio.dynamic_ambient_enabled);
$("#audio_bgm_volume").text(extension_settings.audio.bgm_volume);
$("#audio_ambient_volume").text(extension_settings.audio.ambient_volume);
$("#audio_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_bgm_mute_icon").removeClass("fa-volume-high");
$("#audio_bgm_mute_icon").addClass("fa-volume-mute");
$("#audio_bgm_mute").addClass("redOverlayGlow");
$("#audio_bgm").prop("muted", true);
}
else {
$("#audio_bgm_mute_icon").addClass("fa-volume-high");
$("#audio_bgm_mute_icon").removeClass("fa-volume-mute");
$("#audio_bgm_mute").removeClass("redOverlayGlow");
$("#audio_bgm").prop("muted", false);
}
if (extension_settings.audio.bgm_locked) {
//$("#audio_bgm_lock_icon").removeClass("fa-lock-open");
//$("#audio_bgm_lock_icon").addClass("fa-lock");
$("#audio_bgm").attr("loop", true);
$("#audio_bgm_lock").addClass("redOverlayGlow");
}
else {
//$("#audio_bgm_lock_icon").removeClass("fa-lock");
//$("#audio_bgm_lock_icon").addClass("fa-lock-open");
$("#audio_bgm").attr("loop", false);
$("#audio_bgm_lock").removeClass("redOverlayGlow");
}
/*
if (extension_settings.audio.bgm_selected !== null) {
$("#audio_bgm_select").append(new Option(extension_settings.audio.bgm_selected, extension_settings.audio.bgm_selected));
$("#audio_bgm_select").val(extension_settings.audio.bgm_selected);
}*/
if (extension_settings.audio.ambient_locked) {
$("#audio_ambient_lock_icon").removeClass("fa-lock-open");
$("#audio_ambient_lock_icon").addClass("fa-lock");
$("#audio_ambient_lock").addClass("redOverlayGlow");
}
else {
$("#audio_ambient_lock_icon").removeClass("fa-lock");
$("#audio_ambient_lock_icon").addClass("fa-lock-open");
}
/*
if (extension_settings.audio.ambient_selected !== null) {
$("#audio_ambient_select").append(new Option(extension_settings.audio.ambient_selected, extension_settings.audio.ambient_selected));
$("#audio_ambient_select").val(extension_settings.audio.ambient_selected);
}*/
if (extension_settings.audio.ambient_muted) {
$("#audio_ambient_mute_icon").removeClass("fa-volume-high");
$("#audio_ambient_mute_icon").addClass("fa-volume-mute");
$("#audio_ambient_mute").addClass("redOverlayGlow");
$("#audio_ambient").prop("muted", true);
}
else {
$("#audio_ambient_mute_icon").addClass("fa-volume-high");
$("#audio_ambient_mute_icon").removeClass("fa-volume-mute");
$("#audio_ambient_mute").removeClass("redOverlayGlow");
$("#audio_ambient").prop("muted", false);
}
$("#audio_bgm_cooldown").val(extension_settings.audio.bgm_cooldown);
$("#audio_debug_div").hide(); // DBG: comment to see debug mode
}
async function onEnabledClick() {
extension_settings.audio.enabled = $('#audio_enabled').is(':checked');
if (extension_settings.audio.enabled) {
if ($("#audio_bgm").attr("src") != "")
$("#audio_bgm")[0].play();
if ($("#audio_ambient").attr("src") != "")
$("#audio_ambient")[0].play();
} else {
$("#audio_bgm")[0].pause();
$("#audio_ambient")[0].pause();
}
saveSettingsDebounced();
}
async function onDynamicBGMEnabledClick() {
extension_settings.audio.dynamic_bgm_enabled = $('#audio_dynamic_bgm_enabled').is(':checked');
currentCharacterBGM = null;
currentExpressionBGM = null;
cooldownBGM = 0;
saveSettingsDebounced();
}
/*
async function onDynamicAmbientEnabledClick() {
extension_settings.audio.dynamic_ambient_enabled = $('#audio_dynamic_ambient_enabled').is(':checked');
currentBackground = null;
saveSettingsDebounced();
}
*/
async function onBGMLockClick() {
extension_settings.audio.bgm_locked = !extension_settings.audio.bgm_locked;
if (extension_settings.audio.bgm_locked) {
extension_settings.audio.bgm_selected = $("#audio_bgm_select").val();
$("#audio_bgm").attr("loop", true);
}
else {
$("#audio_bgm").attr("loop", false);
}
//$("#audio_bgm_lock_icon").toggleClass("fa-lock");
//$("#audio_bgm_lock_icon").toggleClass("fa-lock-open");
$("#audio_bgm_lock").toggleClass("redOverlayGlow");
saveSettingsDebounced();
}
async function onBGMRandomClick() {
var select = document.getElementById('audio_bgm_select');
var items = select.getElementsByTagName('option');
if (items.length < 2)
return;
var index;
do {
index = Math.floor(Math.random() * items.length);
} while (index == select.selectedIndex);
select.selectedIndex = index;
onBGMSelectChange();
}
async function onBGMMuteClick() {
extension_settings.audio.bgm_muted = !extension_settings.audio.bgm_muted;
$("#audio_bgm_mute_icon").toggleClass("fa-volume-high");
$("#audio_bgm_mute_icon").toggleClass("fa-volume-mute");
$("#audio_bgm").prop("muted", !$("#audio_bgm").prop("muted"));
$("#audio_bgm_mute").toggleClass("redOverlayGlow");
saveSettingsDebounced();
}
async function onAmbientLockClick() {
extension_settings.audio.ambient_locked = !extension_settings.audio.ambient_locked;
if (extension_settings.audio.ambient_locked)
extension_settings.audio.ambient_selected = $("#audio_ambient_select").val();
else {
extension_settings.audio.ambient_selected = null;
currentBackground = null;
}
$("#audio_ambient_lock_icon").toggleClass("fa-lock");
$("#audio_ambient_lock_icon").toggleClass("fa-lock-open");
$("#audio_ambient_lock").toggleClass("redOverlayGlow");
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"));
$("#audio_ambient_mute").toggleClass("redOverlayGlow");
saveSettingsDebounced();
}
async function onBGMVolumeChange() {
extension_settings.audio.bgm_volume = ~~($("#audio_bgm_volume_slider").val());
$("#audio_bgm").prop("volume", extension_settings.audio.bgm_volume * 0.01);
$("#audio_bgm_volume").text(extension_settings.audio.bgm_volume);
saveSettingsDebounced();
//console.debug(DEBUG_PREFIX,"UPDATED BGM MAX TO",extension_settings.audio.bgm_volume);
}
async function onAmbientVolumeChange() {
extension_settings.audio.ambient_volume = ~~($("#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);
}
async function onBGMSelectChange() {
extension_settings.audio.bgm_selected = $("#audio_bgm_select").val();
updateBGM(true);
saveSettingsDebounced();
//console.debug(DEBUG_PREFIX,"UPDATED BGM MAX TO",extension_settings.audio.bgm_volume);
}
async function onAmbientSelectChange() {
extension_settings.audio.ambient_selected = $("#audio_ambient_select").val();
updateAmbient(true);
saveSettingsDebounced();
//console.debug(DEBUG_PREFIX,"UPDATED BGM MAX TO",extension_settings.audio.bgm_volume);
}
async function onBGMCooldownInput() {
extension_settings.audio.bgm_cooldown = ~~($("#audio_bgm_cooldown").val());
cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
saveSettingsDebounced();
console.debug(DEBUG_PREFIX, "UPDATED BGM cooldown to", extension_settings.audio.bgm_cooldown);
}
//#############################//
// API Calls //
//#############################//
async function getAssetsList(type) {
console.debug(DEBUG_PREFIX, "getting assets of type", type);
try {
const result = await fetch(`/api/assets/get`, {
method: 'POST',
headers: getRequestHeaders(),
});
const assets = result.ok ? (await result.json()) : { type: [] };
console.debug(DEBUG_PREFIX, "Found assets:", assets);
return assets[type];
}
catch (err) {
console.log(err);
return [];
}
}
async function getCharacterBgmList(name) {
console.debug(DEBUG_PREFIX, "getting bgm list for", name);
try {
const result = await fetch(`/api/assets/character?name=${encodeURIComponent(name)}&category=${CHARACTER_BGM_FOLDER}`, {
method: 'POST',
headers: getRequestHeaders(),
});
let musics = result.ok ? (await result.json()) : [];
return musics;
}
catch (err) {
console.log(err);
return [];
}
}
//#############################//
// Module Worker //
//#############################//
function fillBGMSelect() {
let found_last_selected_bgm = false;
// Update bgm list in UI
$("#audio_bgm_select")
.find('option')
.remove();
for (const file of fallback_BGMS) {
$('#audio_bgm_select').append(new Option("asset: " + file.replace(/^.*[\\\/]/, '').replace(/\.[^/.]+$/, ""), file));
if (file === extension_settings.audio.bgm_selected) {
$('#audio_bgm_select').val(extension_settings.audio.bgm_selected);
found_last_selected_bgm = true;
}
}
// Update bgm list in UI
for (const char in characterMusics)
for (const e in characterMusics[char])
for (const file of characterMusics[char][e]) {
$('#audio_bgm_select').append(new Option(char + ": " + file.replace(/^.*[\\\/]/, '').replace(/\.[^/.]+$/, ""), file));
if (file === extension_settings.audio.bgm_selected) {
$('#audio_bgm_select').val(extension_settings.audio.bgm_selected);
found_last_selected_bgm = true;
}
}
if (!found_last_selected_bgm) {
$('#audio_bgm_select').val($("#audio_bgm_select option:first").val());
extension_settings.audio.bgm_selected = null;
}
}
/*
- Update ambient sound
- Update character BGM
- Solo dynamique expression
- Group only neutral bgm
*/
async function moduleWorker() {
const moduleEnabled = extension_settings.audio.enabled;
if (moduleEnabled) {
if (cooldownBGM > 0)
cooldownBGM -= UPDATE_INTERVAL;
if (fallback_BGMS == null) {
console.debug(DEBUG_PREFIX, "Updating audio bgm assets...");
fallback_BGMS = await getAssetsList(ASSETS_BGM_FOLDER);
fallback_BGMS = fallback_BGMS.filter((filename) => filename != ".placeholder")
console.debug(DEBUG_PREFIX, "Detected assets:", fallback_BGMS);
fillBGMSelect();
}
if (ambients == null) {
console.debug(DEBUG_PREFIX, "Updating audio ambient assets...");
ambients = await getAssetsList(ASSETS_AMBIENT_FOLDER);
ambients = ambients.filter((filename) => filename != ".placeholder")
console.debug(DEBUG_PREFIX, "Detected assets:", ambients);
// Update bgm list in UI
$("#audio_ambient_select")
.find('option')
.remove();
if (extension_settings.audio.ambient_selected !== null) {
let ambient_label = extension_settings.audio.ambient_selected;
if (ambient_label.includes("assets"))
ambient_label = "asset: " + ambient_label.replace(/^.*[\\\/]/, '').replace(/\.[^/.]+$/, "");
else {
ambient_label = ambient_label.substring("/characters/".length);
ambient_label = ambient_label.substring(0, ambient_label.indexOf("/")) + ": " + ambient_label.substring(ambient_label.indexOf("/") + "/bgm/".length);
ambient_label = ambient_label.replace(/\.[^/.]+$/, "");
}
$('#audio_ambient_select').append(new Option(ambient_label, extension_settings.audio.ambient_selected));
}
for (const file of ambients) {
if (file !== extension_settings.audio.ambient_selected)
$("#audio_ambient_select").append(new Option("asset: " + file.replace(/^.*[\\\/]/, '').replace(/\.[^/.]+$/, ""), file));
}
}
// 1) Update ambient audio
// ---------------------------
//if (extension_settings.audio.dynamic_ambient_enabled) {
let newBackground = $("#bg1").css("background-image");
const custom_background = getContext()["chatMetadata"]["custom_background"];
if (custom_background !== undefined)
newBackground = custom_background
if (!isDataURL(newBackground)) {
newBackground = newBackground.substring(newBackground.lastIndexOf("/") + 1).replace(/\.[^/.]+$/, "").replaceAll("%20", "-").replaceAll(" ", "-"); // remove path and spaces
//console.debug(DEBUG_PREFIX,"Current backgroung:",newBackground);
if (currentBackground !== newBackground) {
currentBackground = newBackground;
console.debug(DEBUG_PREFIX, "Changing ambient audio for", currentBackground);
updateAmbient();
}
}
//}
const context = getContext();
//console.debug(DEBUG_PREFIX,context);
if (context.chat.length == 0)
return;
let chatIsGroup = context.chat[0].is_group;
let newCharacter = null;
// 1) Update BGM (single chat)
// -----------------------------
if (!chatIsGroup) {
// Reset bgm list on new chat
if (context.chatId != current_chat_id) {
current_chat_id = context.chatId;
characterMusics = {};
cooldownBGM = 0;
}
newCharacter = context.name2;
//console.log(DEBUG_PREFIX,"SOLO CHAT MODE"); // DBG
// 1.1) First time loading chat
if (characterMusics[newCharacter] === undefined) {
await loadCharacterBGM(newCharacter);
currentExpressionBGM = FALLBACK_EXPRESSION;
//currentCharacterBGM = newCharacter;
//updateBGM();
//cooldownBGM = BGM_UPDATE_COOLDOWN;
return;
}
// 1.2) Switched chat
if (currentCharacterBGM !== newCharacter) {
currentCharacterBGM = newCharacter;
try {
await updateBGM(false, true);
cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
}
catch (error) {
console.debug(DEBUG_PREFIX, "Error while trying to update BGM character, will try again");
currentCharacterBGM = null
}
return;
}
const newExpression = getNewExpression();
// 1.3) Same character but different expression
if (currentExpressionBGM !== newExpression) {
// Check cooldown
if (cooldownBGM > 0) {
//console.debug(DEBUG_PREFIX,"(SOLO) BGM switch on cooldown:",cooldownBGM);
return;
}
try {
currentExpressionBGM = newExpression;
await updateBGM();
cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
console.debug(DEBUG_PREFIX, "(SOLO) Updated current character expression to", currentExpressionBGM, "cooldown", cooldownBGM);
}
catch (error) {
console.debug(DEBUG_PREFIX, "Error while trying to update BGM expression, will try again");
currentCharacterBGM = null
}
return;
}
return;
}
// 2) Update BGM (group chat)
// -----------------------------
// Load current chat character bgms
// Reset bgm list on new chat
if (context.chatId != current_chat_id) {
current_chat_id = context.chatId;
characterMusics = {};
cooldownBGM = 0;
for (const message of context.chat) {
if (characterMusics[message.name] === undefined)
await loadCharacterBGM(message.name);
}
try {
newCharacter = context.chat[context.chat.length - 1].name;
currentCharacterBGM = newCharacter;
await updateBGM(false, true);
cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
currentCharacterBGM = newCharacter;
currentExpressionBGM = FALLBACK_EXPRESSION;
console.debug(DEBUG_PREFIX, "(GROUP) Updated current character BGM to", currentExpressionBGM, "cooldown", cooldownBGM);
}
catch (error) {
console.debug(DEBUG_PREFIX, "Error while trying to update BGM group, will try again");
currentCharacterBGM = null
}
return;
}
newCharacter = context.chat[context.chat.length - 1].name;
const userName = context.name1;
if (newCharacter !== undefined && newCharacter != userName) {
//console.log(DEBUG_PREFIX,"GROUP CHAT MODE"); // DBG
// 2.1) New character appear
if (characterMusics[newCharacter] === undefined) {
await loadCharacterBGM(newCharacter);
return;
}
// 2.2) Switched char
if (currentCharacterBGM !== newCharacter) {
// Check cooldown
if (cooldownBGM > 0) {
console.debug(DEBUG_PREFIX, "(GROUP) BGM switch on cooldown:", cooldownBGM);
return;
}
try {
currentCharacterBGM = newCharacter;
await updateBGM();
cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
currentCharacterBGM = newCharacter;
currentExpressionBGM = FALLBACK_EXPRESSION;
console.debug(DEBUG_PREFIX, "(GROUP) Updated current character BGM to", currentExpressionBGM, "cooldown", cooldownBGM);
}
catch (error) {
console.debug(DEBUG_PREFIX, "Error while trying to update BGM group, will try again");
currentCharacterBGM = null
}
return;
}
/*
const newExpression = getNewExpression();
// 1.3) Same character but different expression
if (currentExpressionBGM !== newExpression) {
// Check cooldown
if (cooldownBGM > 0) {
console.debug(DEBUG_PREFIX,"BGM switch on cooldown:",cooldownBGM);
return;
}
cooldownBGM = BGM_UPDATE_COOLDOWN;
currentExpressionBGM = newExpression;
console.debug(DEBUG_PREFIX,"Updated current character expression to",currentExpressionBGM);
updateBGM();
return;
}
return;*/
}
// Case 3: Same character/expression or BGM switch on cooldown keep playing same BGM
//console.debug(DEBUG_PREFIX,"Nothing to do for",currentCharacterBGM, newCharacter, currentExpressionBGM, cooldownBGM);
}
}
async function loadCharacterBGM(newCharacter) {
console.debug(DEBUG_PREFIX, "New character detected, loading BGM folder of", newCharacter);
// 1.1) First time character appear, load its music folder
const audio_file_paths = await getCharacterBgmList(newCharacter);
//console.debug(DEBUG_PREFIX, "Recieved", audio_file_paths);
// Initialise expression/files mapping
characterMusics[newCharacter] = {};
for (const e of DEFAULT_EXPRESSIONS)
characterMusics[newCharacter][e] = [];
for (const i of audio_file_paths) {
//console.debug(DEBUG_PREFIX,"File found:",i);
for (const e of DEFAULT_EXPRESSIONS)
if (i.includes(e))
characterMusics[newCharacter][e].push(i);
}
console.debug(DEBUG_PREFIX, "Updated BGM map of", newCharacter, "to", characterMusics[newCharacter]);
fillBGMSelect();
}
function getNewExpression() {
let newExpression;
// HACK: use sprite file name as expression detection
if (!$(SPRITE_DOM_ID).length) {
console.error(DEBUG_PREFIX, "ERROR: expression sprite does not exist, cannot extract expression from ", SPRITE_DOM_ID)
return FALLBACK_EXPRESSION;
}
const spriteFile = $("#expression-image").attr("src");
newExpression = spriteFile.substring(spriteFile.lastIndexOf("/") + 1).replace(/\.[^/.]+$/, "");
//
// No sprite to detect expression
if (newExpression == "") {
//console.info(DEBUG_PREFIX,"Warning: no expression extracted from sprite, switch to",FALLBACK_EXPRESSION);
newExpression = FALLBACK_EXPRESSION;
}
if (!DEFAULT_EXPRESSIONS.includes(newExpression)) {
console.info(DEBUG_PREFIX, "Warning:", newExpression, " is not a handled expression, expected one of", FALLBACK_EXPRESSION);
return FALLBACK_EXPRESSION;
}
return newExpression;
}
async function updateBGM(isUserInput = false, newChat = false) {
if (!isUserInput && !extension_settings.audio.dynamic_bgm_enabled && $("#audio_bgm").attr("src") != "" && !bgmEnded && !newChat) {
console.debug(DEBUG_PREFIX, "BGM already playing and dynamic switch disabled, no update done");
return;
}
let audio_file_path = ""
if (isUserInput || (extension_settings.audio.bgm_locked && extension_settings.audio.bgm_selected !== null)) {
audio_file_path = extension_settings.audio.bgm_selected;
if (isUserInput)
console.debug(DEBUG_PREFIX, "User selected BGM", audio_file_path);
if (extension_settings.audio.bgm_locked)
console.debug(DEBUG_PREFIX, "BGM locked keeping current audio", audio_file_path);
}
else {
let audio_files = null;
if (extension_settings.audio.dynamic_bgm_enabled) {
extension_settings.audio.bgm_selected = null;
saveSettingsDebounced();
audio_files = characterMusics[currentCharacterBGM][currentExpressionBGM];// Try char expression BGM
if (audio_files === undefined || audio_files.length == 0) {
console.debug(DEBUG_PREFIX, "No BGM for", currentCharacterBGM, currentExpressionBGM);
audio_files = characterMusics[currentCharacterBGM][FALLBACK_EXPRESSION]; // Try char FALLBACK BGM
if (audio_files === undefined || audio_files.length == 0) {
console.debug(DEBUG_PREFIX, "No default BGM for", currentCharacterBGM, FALLBACK_EXPRESSION, "switch to ST BGM");
audio_files = fallback_BGMS; // ST FALLBACK BGM
if (audio_files.length == 0) {
console.debug(DEBUG_PREFIX, "No default BGM file found, bgm folder may be empty.");
return;
}
}
}
}
else {
audio_files = [];
$("#audio_bgm_select option").each(function () { audio_files.push($(this).val()); });
}
audio_file_path = audio_files[Math.floor(Math.random() * audio_files.length)];
}
console.log(DEBUG_PREFIX, "Updating BGM");
console.log(DEBUG_PREFIX, "Checking file", audio_file_path);
try {
const response = await fetch(audio_file_path);
if (!response.ok) {
console.log(DEBUG_PREFIX, "File not found!")
}
else {
console.log(DEBUG_PREFIX, "Switching BGM to", currentExpressionBGM);
$("#audio_bgm_select").val(audio_file_path);
const audio = $("#audio_bgm");
if (audio.attr("src") == audio_file_path && !bgmEnded) {
console.log(DEBUG_PREFIX, "Already playing, ignored");
return;
}
let fade_time = 2000;
bgmEnded = false;
if (isUserInput || extension_settings.audio.bgm_locked) {
audio.attr("src", audio_file_path);
audio[0].play();
}
else {
audio.animate({ volume: 0.0 }, fade_time, 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 }, fade_time);
});
}
}
} catch (error) {
console.log(DEBUG_PREFIX, "Error while trying to fetch", audio_file_path, ":", error);
}
}
async function updateAmbient(isUserInput = false) {
let audio_file_path = null;
if (isUserInput || extension_settings.audio.ambient_locked) {
audio_file_path = extension_settings.audio.ambient_selected;
if (isUserInput)
console.debug(DEBUG_PREFIX, "User selected Ambient", audio_file_path);
if (extension_settings.audio.bgm_locked)
console.debug(DEBUG_PREFIX, "Ambient locked keeping current audio", audio_file_path);
}
else {
extension_settings.audio.ambient_selected = null;
for (const i of ambients) {
console.debug(i)
if (i.includes(currentBackground)) {
audio_file_path = i;
break;
}
}
}
if (audio_file_path === null) {
console.debug(DEBUG_PREFIX, "No bgm file found for background", currentBackground);
const audio = $("#audio_ambient");
audio.attr("src", "");
audio[0].pause();
return;
}
//const audio_file_path = AMBIENT_FOLDER+currentBackground+".mp3";
console.log(DEBUG_PREFIX, "Updating ambient");
console.log(DEBUG_PREFIX, "Checking file", audio_file_path);
$("#audio_ambient_select").val(audio_file_path);
let fade_time = 2000;
if (isUserInput)
fade_time = 0;
const audio = $("#audio_ambient");
if (audio.attr("src") == audio_file_path) {
console.log(DEBUG_PREFIX, "Already playing, ignored");
return;
}
audio.animate({ volume: 0.0 }, fade_time, 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 }, fade_time);
});
}
/**
* Handles wheel events on volume sliders.
* @param {WheelEvent} e Event
*/
function onVolumeSliderWheelEvent(e) {
const slider = $(this);
e.preventDefault();
e.stopPropagation();
const delta = e.deltaY / 20;
const sliderVal = Number(slider.val());
let newVal = sliderVal - delta;
if (newVal < 0) {
newVal = 0;
} else if (newVal > 100) {
newVal = 100;
}
slider.val(newVal).trigger('input');
}
//#############################//
// Extension load //
//#############################//
// This function is called when the extension is loaded
jQuery(async () => {
const windowHtml = $(await $.get(`${extensionFolderPath}/window.html`));
$('#extensions_settings').append(windowHtml);
loadSettings();
$("#audio_enabled").on("click", onEnabledClick);
$("#audio_dynamic_bgm_enabled").on("click", onDynamicBGMEnabledClick);
//$("#audio_dynamic_ambient_enabled").on("click", onDynamicAmbientEnabledClick);
//$("#audio_bgm").attr("loop", false);
$("#audio_ambient").attr("loop", true);
$("#audio_bgm").hide();
$("#audio_bgm_lock").on("click", onBGMLockClick);
$("#audio_bgm_mute").on("click", onBGMMuteClick);
$("#audio_bgm_volume_slider").on("input", onBGMVolumeChange);
$("#audio_bgm_random").on("click", onBGMRandomClick);
$("#audio_ambient").hide();
$("#audio_ambient_lock").on("click", onAmbientLockClick);
$("#audio_ambient_mute").on("click", onAmbientMuteClick);
$("#audio_ambient_volume_slider").on("input", onAmbientVolumeChange);
document.getElementById('audio_ambient_volume_slider').addEventListener('wheel', onVolumeSliderWheelEvent, { passive: false });
document.getElementById('audio_bgm_volume_slider').addEventListener('wheel', onVolumeSliderWheelEvent, { passive: false });
$("#audio_bgm_cooldown").on("input", onBGMCooldownInput);
// Reset assets container, will be redected like if ST restarted
$("#audio_refresh_assets").on("click", function () {
console.debug(DEBUG_PREFIX, "Refreshing audio assets");
current_chat_id = null
fallback_BGMS = null;
ambients = null;
characterMusics = {};
currentCharacterBGM = null;
currentExpressionBGM = null;
currentBackground = null;
})
$("#audio_bgm_select").on("change", onBGMSelectChange);
$("#audio_ambient_select").on("change", onAmbientSelectChange);
// DBG
$("#audio_debug").on("click", function () {
if ($("#audio_debug").is(':checked')) {
$("#audio_bgm").show();
$("#audio_ambient").show();
}
else {
$("#audio_bgm").hide();
$("#audio_ambient").hide();
}
});
//
$("#audio_bgm").on("ended", function () {
console.debug(DEBUG_PREFIX, "END OF BGM")
if (!extension_settings.audio.bgm_locked) {
bgmEnded = true;
updateBGM();
}
});
const wrapper = new ModuleWorkerWrapper(moduleWorker);
setInterval(wrapper.update.bind(wrapper), UPDATE_INTERVAL);
moduleWorker();
});

View File

@ -1,11 +0,0 @@
{
"display_name": "Dynamic Audio",
"loading_order": 14,
"requires": [],
"optional": ["classify"],
"js": "index.js",
"css": "style.css",
"author": "Keij#6799 and Deffcolony",
"version": "0.1.0",
"homePage": "https://github.com/SillyTavern/SillyTavern"
}

View File

@ -1,92 +0,0 @@
.audio-ui-block {
margin-bottom: 1em;
}
.audio-mixer-div {
display: flex;
flex-direction: row;
padding: 5px;
background-color: rgba(38, 38, 38, 0.5);
border: 1px rgb(75, 75, 75) solid;
border-radius: 10px;
}
.audio-label {
display: block;
text-align: center;
}
.audio-volume-div {
display: flex;
flex-direction: row;
align-items: center;
justify-content: center;
}
.audio-lock-button {
width: 100%;
height: 2em;
}
.audio-random-button {
width: 100%;
height: 2em;
}
.audio-mute-button {
width: 100%;
height: 2em;
}
.audio-slider {
width: 100% !important;
vertical-align: center;
}
.audio-mute-button-muted {
color: red;
}
#audio_refresh_assets {
width: 50px;
height: 30px;
}
.audio-mixer-mute {
width: 10%;
}
.audio-mixer-lock {
width: 10%;
}
.audio-mixer-random {
width: 10%;
}
.audio-container {
display: flex;
gap: 10px;
align-items: center;
}
.audio-container>.vol {
width: 100px;
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
}
.audio-container>.vol>input {
width: 100%;
}
.audio-container>.playlist {
flex-grow: 1;
}
.audio-container>.playlist>select {
height: 100%;
margin: 0 !important;
}

View File

@ -1,103 +0,0 @@
<div id="audio_settings">
<div class="inline-drawer">
<div class="inline-drawer-toggle inline-drawer-header">
<b>Dynamic 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>
<div id="audio_bgm_dynamic_enable_div">
<label class="checkbox_label" for="audio_dynamic_bgm_enabled">
<input type="checkbox" id="audio_dynamic_bgm_enabled" name="audio_dynamic_bgm_enabled">
<small>Enable expression BGM switch (req. character expression)</small>
</label>
</div>
<div id="audio_debug_div">
<label class="checkbox_label" for="audio_debug">
<input type="checkbox" id="audio_debug" name="audio_debug">
<small>Debug</small>
</label>
</div>
<div>
<label for="audio_refresh_assets">Refresh assets</label>
<div id="audio_refresh_assets" class="menu_button">
<i class="fa-solid fa-refresh fa-lg"></i>
</div>
</div>
</div>
<div>
<div class="audio-ui-block">
<label for="audio_bgm_volume_slider">Music</label>
<div class="audio-mixer-div audio-container">
<div class="audio-mixer-element audio-mixer-mute">
<div id="audio_bgm_mute" class="menu_button audio-mute-button">
<i class="fa-solid fa-volume-high fa-lg fa-fw" id="audio_bgm_mute_icon"></i>
</div>
</div>
<div class="audio-mixer-element vol audio-mixer-volume">
<input type="range" class ="audio-slider" id ="audio_bgm_volume_slider" value = "0" maxlength ="100">
</div>
<div class="audio-mixer-element playlist audio-mixer-playlist">
<select id="audio_bgm_select">
</select>
</div>
<div class="audio-mixer-element audio-mixer-lock">
<div id="audio_bgm_lock" class="menu_button audio-lock-button">
<i class="fa-solid fa-repeat fa-lg fa-fw" id="audio_bgm_lock_icon"></i>
</div>
</div>
<div class="audio-mixer-element audio-mixer-random">
<div id="audio_bgm_random" class="menu_button audio-random-button">
<i class="fa-solid fa-random fa-lg fa-fw" id="audio_bgm_random_icon"></i>
</div>
</div>
</div>
<audio id="audio_bgm" controls src="">
</div>
<div>
<label for="audio_ambient_volume_slider">Ambient</label>
<div class="audio-mixer-div audio-container">
<div class="audio-mixer-element audio-mixer-mute">
<div id="audio_ambient_mute" class="menu_button audio-mute-button">
<i class="fa-solid fa-volume-high fa-lg fa-fw" id="audio_ambient_mute_icon"></i>
</div>
</div>
<div class="audio-mixer-element vol audio-mixer-volume">
<input type="range" class ="audio-slider" id ="audio_ambient_volume_slider" value = "0" maxlength ="100">
</div>
<div class="audio-mixer-element playlist audio-mixer-playlist">
<select id="audio_ambient_select">
</select>
</div>
<div class="audio-mixer-element">
<div id="audio_ambient_lock" class="menu_button audio-lock-button">
<i class="fa-solid fa-lock-open fa-lg fa-fw" id="audio_ambient_lock_icon"></i>
</div>
</div>
</div>
<audio id="audio_ambient" controls src="">
</div>
<div>
<label for="audio_bgm_cooldown">Music update cooldown (in seconds)</label>
<input id="audio_bgm_cooldown" class="text_pole wide30p">
</div>
</div>
<div>
<b>Hint:</b>
<i>
Create new folder in the
<b>public/characters/</b>
folder and name it as the name of the character.
Create a folder name <b>bgm</b> inside of it.
Put bgm music with expressions there. File names should follow the pattern:
<it>[expression_label]_[number].mp3</it>
By default one of the <it>neutral_[number].mp3</it> will play if classify module is not active.
</i>
</div>
</div>
</div>
</div>