mirror of
https://github.com/SillyTavern/SillyTavern.git
synced 2025-06-05 21:59:27 +02:00
Reformat code.
This commit is contained in:
@ -11,7 +11,7 @@ Ideas:
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import { saveSettingsDebounced, getRequestHeaders } from "../../../script.js";
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import { getContext, extension_settings, ModuleWorkerWrapper } from "../../extensions.js";
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import {isDataURL} from "../../utils.js";
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import { isDataURL } from "../../utils.js";
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export { MODULE_NAME };
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const extensionName = "audio";
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@ -96,7 +96,7 @@ function loadSettings() {
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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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@ -146,7 +146,7 @@ async function onAmbientMuteClick() {
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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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$("#audio_character_bgm").prop("volume", extension_settings.audio.bgm_volume * 0.01);
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$("#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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@ -154,7 +154,7 @@ async function onBGMVolumeChange() {
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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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$("#audio_ambient").prop("volume", extension_settings.audio.ambient_volume * 0.01);
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$("#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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@ -164,7 +164,7 @@ async function onBGMCooldownInput() {
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extension_settings.audio.bgm_cooldown = ~~($("#audio_bgm_cooldown").val());
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cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
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saveSettingsDebounced();
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console.debug(DEBUG_PREFIX,"UPDATED BGM cooldown to",extension_settings.audio.bgm_cooldown);
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console.debug(DEBUG_PREFIX, "UPDATED BGM cooldown to", extension_settings.audio.bgm_cooldown);
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}
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//#############################//
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@ -172,15 +172,15 @@ async function onBGMCooldownInput() {
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//#############################//
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async function getAssetsList(type) {
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console.debug(DEBUG_PREFIX, "getting assets of type",type);
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console.debug(DEBUG_PREFIX, "getting assets of type", type);
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try {
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const result = await fetch(`/get_assets`, {
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method: 'POST',
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headers: getRequestHeaders(),
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});
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const assets = result.ok ? (await result.json()) : {type:[]};
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console.debug(DEBUG_PREFIX, "Found assets:",assets);
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const assets = result.ok ? (await result.json()) : { type: [] };
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console.debug(DEBUG_PREFIX, "Found assets:", assets);
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return assets[type];
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}
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catch (err) {
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@ -222,21 +222,21 @@ async function moduleWorker() {
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if (moduleEnabled) {
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if(cooldownBGM > 0)
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if (cooldownBGM > 0)
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cooldownBGM -= UPDATE_INTERVAL;
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if (fallback_BGMS == null){
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console.debug(DEBUG_PREFIX,"Updating audio bgm assets...");
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if (fallback_BGMS == null) {
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console.debug(DEBUG_PREFIX, "Updating audio bgm assets...");
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fallback_BGMS = await getAssetsList(ASSETS_BGM_FOLDER);
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fallback_BGMS = fallback_BGMS.filter((filename) => filename != ".placeholder")
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console.debug(DEBUG_PREFIX,"Detected assets:",fallback_BGMS);
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console.debug(DEBUG_PREFIX, "Detected assets:", fallback_BGMS);
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}
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if (ambients == null){
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console.debug(DEBUG_PREFIX,"Updating audio ambient assets...");
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if (ambients == null) {
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console.debug(DEBUG_PREFIX, "Updating audio ambient assets...");
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ambients = await getAssetsList(ASSETS_AMBIENT_FOLDER);
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ambients = ambients.filter((filename) => filename != ".placeholder")
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console.debug(DEBUG_PREFIX,"Detected assets:",ambients);
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console.debug(DEBUG_PREFIX, "Detected assets:", ambients);
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}
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// 1) Update ambient audio
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@ -244,19 +244,18 @@ async function moduleWorker() {
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let newBackground = $("#bg1").css("background-image");
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const custom_background = getContext()["chatMetadata"]["custom_background"];
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if(custom_background !== undefined)
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if (custom_background !== undefined)
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newBackground = custom_background
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if (!isDataURL(newBackground))
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{
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newBackground = newBackground.substring(newBackground.lastIndexOf("/")+1).replace(/\.[^/.]+$/, "").replaceAll("%20","-").replaceAll(" ","-"); // remove path and spaces
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if (!isDataURL(newBackground)) {
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newBackground = newBackground.substring(newBackground.lastIndexOf("/") + 1).replace(/\.[^/.]+$/, "").replaceAll("%20", "-").replaceAll(" ", "-"); // remove path and spaces
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//console.debug(DEBUG_PREFIX,"Current backgroung:",newBackground);
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if (currentBackground !== newBackground) {
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currentBackground = newBackground;
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console.debug(DEBUG_PREFIX,"Changing ambient audio for",currentBackground);
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console.debug(DEBUG_PREFIX, "Changing ambient audio for", currentBackground);
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updateAmbient();
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}
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}
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@ -282,7 +281,7 @@ async function moduleWorker() {
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await loadCharacterBGM(newCharacter);
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currentExpressionBGM = FALLBACK_EXPRESSION;
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//currentCharacterBGM = newCharacter;
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//updateBGM();
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//cooldownBGM = BGM_UPDATE_COOLDOWN;
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return;
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@ -295,8 +294,8 @@ async function moduleWorker() {
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await updateBGM();
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cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
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}
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catch(error){
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console.debug(DEBUG_PREFIX,"Error while trying to update BGM character, will try again");
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catch (error) {
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console.debug(DEBUG_PREFIX, "Error while trying to update BGM character, will try again");
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currentCharacterBGM = null
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}
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return;
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@ -306,7 +305,7 @@ async function moduleWorker() {
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// 1.3) Same character but different expression
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if (currentExpressionBGM !== newExpression) {
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// Check cooldown
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if (cooldownBGM > 0) {
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//console.debug(DEBUG_PREFIX,"(SOLO) BGM switch on cooldown:",cooldownBGM);
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@ -317,10 +316,10 @@ async function moduleWorker() {
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await updateBGM();
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cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
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currentExpressionBGM = newExpression;
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console.debug(DEBUG_PREFIX,"(SOLO) Updated current character expression to",currentExpressionBGM,"cooldown",cooldownBGM);
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console.debug(DEBUG_PREFIX, "(SOLO) Updated current character expression to", currentExpressionBGM, "cooldown", cooldownBGM);
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}
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catch(error){
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console.debug(DEBUG_PREFIX,"Error while trying to update BGM expression, will try again");
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catch (error) {
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console.debug(DEBUG_PREFIX, "Error while trying to update BGM expression, will try again");
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currentCharacterBGM = null
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}
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return;
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@ -331,9 +330,9 @@ async function moduleWorker() {
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// 2) Update BGM (group chat)
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// -----------------------------
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newCharacter = context.chat[context.chat.length-1].name;
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newCharacter = context.chat[context.chat.length - 1].name;
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const userName = context.name1;
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if (newCharacter !== undefined && newCharacter != userName) {
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//console.log(DEBUG_PREFIX,"GROUP CHAT MODE"); // DBG
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@ -351,17 +350,17 @@ async function moduleWorker() {
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//console.debug(DEBUG_PREFIX,"(GROUP) BGM switch on cooldown:",cooldownBGM);
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return;
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}
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try {
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currentCharacterBGM = newCharacter;
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await updateBGM();
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cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
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currentCharacterBGM = newCharacter;
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currentExpressionBGM = FALLBACK_EXPRESSION;
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console.debug(DEBUG_PREFIX,"(GROUP) Updated current character BGM to",currentExpressionBGM,"cooldown",cooldownBGM);
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console.debug(DEBUG_PREFIX, "(GROUP) Updated current character BGM to", currentExpressionBGM, "cooldown", cooldownBGM);
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}
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catch(error){
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console.debug(DEBUG_PREFIX,"Error while trying to update BGM group, will try again");
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catch (error) {
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console.debug(DEBUG_PREFIX, "Error while trying to update BGM group, will try again");
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currentCharacterBGM = null
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}
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return;
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@ -372,7 +371,7 @@ async function moduleWorker() {
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// 1.3) Same character but different expression
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if (currentExpressionBGM !== newExpression) {
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// Check cooldown
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if (cooldownBGM > 0) {
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console.debug(DEBUG_PREFIX,"BGM switch on cooldown:",cooldownBGM);
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@ -389,44 +388,44 @@ async function moduleWorker() {
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return;*/
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}
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// Case 3: Same character/expression or BGM switch on cooldown keep playing same BGM
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//console.debug(DEBUG_PREFIX,"Nothing to do for",currentCharacterBGM, newCharacter, currentExpressionBGM, cooldownBGM);
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}
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}
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async function loadCharacterBGM(newCharacter) {
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console.debug(DEBUG_PREFIX,"New character detected, loading BGM folder of",newCharacter);
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console.debug(DEBUG_PREFIX, "New character detected, loading BGM folder of", newCharacter);
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// 1.1) First time character appear, load its music folder
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const audio_file_paths = await getCharacterBgmList(newCharacter);
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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[newCharacter] = {};
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for(const e of DEFAULT_EXPRESSIONS)
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for (const e of DEFAULT_EXPRESSIONS)
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characterMusics[newCharacter][e] = [];
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for(const i of audio_file_paths) {
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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 DEFAULT_EXPRESSIONS)
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for (const e of DEFAULT_EXPRESSIONS)
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if (i.includes(e))
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characterMusics[newCharacter][e].push(i);
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}
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console.debug(DEBUG_PREFIX,"Updated BGM map of",newCharacter,"to",characterMusics[newCharacter]);
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console.debug(DEBUG_PREFIX, "Updated BGM map of", newCharacter, "to", characterMusics[newCharacter]);
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}
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function getNewExpression() {
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let newExpression;
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let newExpression;
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// HACK: use sprite file name as expression detection
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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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console.error(DEBUG_PREFIX, "ERROR: expression sprite does not exist, cannot extract expression from ", SPRITE_DOM_ID)
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return FALLBACK_EXPRESSION;
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}
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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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newExpression = spriteFile.substring(spriteFile.lastIndexOf("/") + 1).replace(/\.[^/.]+$/, "");
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//
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// No sprite to detect expression
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@ -436,7 +435,7 @@ function getNewExpression() {
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}
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if (!DEFAULT_EXPRESSIONS.includes(newExpression)) {
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console.info(DEBUG_PREFIX,"Warning:",newExpression," is not a handled expression, expected one of",FALLBACK_EXPRESSION);
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console.info(DEBUG_PREFIX, "Warning:", newExpression, " is not a handled expression, expected one of", FALLBACK_EXPRESSION);
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return FALLBACK_EXPRESSION;
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}
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@ -446,54 +445,54 @@ function getNewExpression() {
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async function updateBGM() {
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let audio_files = characterMusics[currentCharacterBGM][currentExpressionBGM];// Try char expression BGM
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if (audio_files === undefined || audio_files.length == 0) {
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console.debug(DEBUG_PREFIX,"No BGM for", currentCharacterBGM,currentExpressionBGM);
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if (audio_files === undefined || audio_files.length == 0) {
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console.debug(DEBUG_PREFIX, "No BGM for", currentCharacterBGM, currentExpressionBGM);
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audio_files = characterMusics[currentCharacterBGM][FALLBACK_EXPRESSION]; // Try char FALLBACK BGM
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if (audio_files === undefined || audio_files.length == 0) {
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console.debug(DEBUG_PREFIX,"No default BGM for",currentCharacterBGM,FALLBACK_EXPRESSION, "switch to ST BGM");
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console.debug(DEBUG_PREFIX, "No default BGM for", currentCharacterBGM, FALLBACK_EXPRESSION, "switch to ST BGM");
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audio_files = fallback_BGMS; // ST FALLBACK BGM
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if(audio_files.length == 0) {
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console.debug(DEBUG_PREFIX,"No default BGM file found, bgm folder may be empty.");
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if (audio_files.length == 0) {
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console.debug(DEBUG_PREFIX, "No default BGM file found, bgm folder may be empty.");
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return;
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}
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}
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}
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const audio_file_path = audio_files[Math.floor(Math.random() * audio_files.length)];
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console.log(DEBUG_PREFIX,"Updating BGM");
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console.log(DEBUG_PREFIX,"Checking file",audio_file_path);
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console.log(DEBUG_PREFIX, "Updating BGM");
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console.log(DEBUG_PREFIX, "Checking file", audio_file_path);
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try {
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const response = await fetch(audio_file_path);
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if (!response.ok) {
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console.log(DEBUG_PREFIX,"File not found!")
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console.log(DEBUG_PREFIX, "File not found!")
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}
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else {
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console.log(DEBUG_PREFIX,"Switching BGM to",currentExpressionBGM)
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console.log(DEBUG_PREFIX, "Switching BGM to", currentExpressionBGM)
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const audio = $("#audio_character_bgm");
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if (audio.attr("src") == audio_file_path) {
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console.log(DEBUG_PREFIX,"Already playing, ignored");
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console.log(DEBUG_PREFIX, "Already playing, ignored");
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return;
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}
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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.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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audio.animate({ volume: extension_settings.audio.bgm_volume * 0.01 }, 2000);
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})
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}
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} catch(error) {
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console.log(DEBUG_PREFIX,"Error while trying to fetch",audio_file_path,":",error);
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} catch (error) {
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console.log(DEBUG_PREFIX, "Error while trying to fetch", audio_file_path, ":", error);
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}
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}
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async function updateAmbient() {
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let audio_file_path = null;
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for(const i of ambients) {
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for (const i of ambients) {
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console.debug(i)
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if (i.includes(currentBackground)) {
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audio_file_path = i;
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@ -502,23 +501,23 @@ async function updateAmbient() {
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}
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if (audio_file_path === null) {
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console.debug(DEBUG_PREFIX,"No ambient file found for background",currentBackground);
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console.debug(DEBUG_PREFIX, "No ambient file found for background", currentBackground);
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const audio = $("#audio_ambient");
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audio.attr("src","");
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audio.attr("src", "");
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audio[0].pause();
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return;
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}
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//const audio_file_path = AMBIENT_FOLDER+currentBackground+".mp3";
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console.log(DEBUG_PREFIX,"Updating ambient");
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console.log(DEBUG_PREFIX,"Checking file",audio_file_path);
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console.log(DEBUG_PREFIX, "Updating ambient");
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console.log(DEBUG_PREFIX, "Checking file", audio_file_path);
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const audio = $("#audio_ambient");
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audio.animate({volume: 0.0}, 2000, function() {
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audio.attr("src",audio_file_path);
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audio.animate({ volume: 0.0 }, 2000, function () {
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audio.attr("src", audio_file_path);
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audio[0].play();
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audio.volume = extension_settings.audio.ambient_volume * 0.01;
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audio.animate({volume: extension_settings.audio.ambient_volume * 0.01}, 2000);
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audio.animate({ volume: extension_settings.audio.ambient_volume * 0.01 }, 2000);
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});
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}
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@ -533,14 +532,14 @@ jQuery(async () => {
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$('#extensions_settings').append(windowHtml);
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loadSettings();
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$("#audio_character_bgm").attr("loop",true);
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$("#audio_ambient").attr("loop",true);
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$("#audio_character_bgm").attr("loop", true);
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$("#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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$("#audio_character_bgm_mute").on("click", onBGMMuteClick);
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$("#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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@ -549,8 +548,8 @@ jQuery(async () => {
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$("#audio_bgm_cooldown").on("input", onBGMCooldownInput);
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// DBG
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$("#audio_debug").on("click",function() {
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if($("#audio_debug").is(':checked')) {
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$("#audio_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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@ -564,4 +563,4 @@ jQuery(async () => {
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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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Reference in New Issue
Block a user