mirror of
https://github.com/SillyTavern/SillyTavern.git
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531 lines
19 KiB
JavaScript
531 lines
19 KiB
JavaScript
/*
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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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- BGM switch cooldown
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- group chat
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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 FALLBACK_EXPRESSION = "neutral";
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const DEFAULT_EXPRESSIONS = [
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//"talkinghead",
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"admiration",
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"amusement",
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"anger",
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"annoyance",
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"approval",
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"caring",
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"confusion",
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"curiosity",
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"desire",
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"disappointment",
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"disapproval",
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"disgust",
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"embarrassment",
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"excitement",
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"fear",
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"gratitude",
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"grief",
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"joy",
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"love",
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"nervousness",
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"optimism",
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"pride",
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"realization",
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"relief",
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"remorse",
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"sadness",
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"surprise",
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"neutral"
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];
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const SPRITE_DOM_ID = "#expression-image";
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const AMBIENT_FOLDER = "sounds/ambient/";
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const FALLBACK_BGMS = ["sounds/bgm/cup-of-cohee.ogg"]; // TODO fetch them from folder default and custom
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let characterMusics = {}; // Updated with module workers
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//let ambientMusics = []; // Initialized only once
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let currentCharacterBGM = null;
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let currentExpressionBGM = null;
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let currentBackground = null;
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let cooldownBGM = 0;
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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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bgm_cooldown: 10
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}
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function loadSettings() {
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if (extension_settings.audio === undefined)
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extension_settings.audio = {};
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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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$("#audio_ambient").prop("muted", true);
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}
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$("#audio_bgm_cooldown").val(extension_settings.audio.bgm_cooldown);
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}
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async function onEnabledClick() {
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extension_settings.audio.enabled = $('#audio_enabled').is(':checked');
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if (extension_settings.audio.enabled) {
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if ($("#audio_character_bgm").attr("src") != "")
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$("#audio_character_bgm")[0].play();
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if ($("#audio_ambient").attr("src") != "")
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$("#audio_ambient")[0].play();
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} else {
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$("#audio_character_bgm")[0].pause();
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$("#audio_ambient")[0].pause();
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}
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saveSettingsDebounced();
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}
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async function onBGMMuteClick() {
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extension_settings.audio.bgm_muted = !extension_settings.audio.bgm_muted;
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$("#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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$("#audio_ambient_volume").text(extension_settings.audio.ambient_volume);
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saveSettingsDebounced();
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console.debug(DEBUG_PREFIX,"UPDATED Ambient MAX TO",extension_settings.audio.ambient_volume);
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}
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async function onBGMCooldownInput() {
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extension_settings.audio.bgm_cooldown = ~~($("#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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}
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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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<label for="audio_bgm_cooldown">Music update cooldown (in seconds)</label>
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<input id="audio_bgm_cooldown" class="text_pole wide30p">
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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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$("#audio_ambient_volume_slider").on("input", onAmbientVolumeChange);
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$("#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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$("#audio_character_bgm").show();
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$("#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 ambient sound
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- Update character BGM
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- Solo dynamique expression
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- Group only neutral bgm
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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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cooldownBGM -= UPDATE_INTERVAL;
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//console.debug(DEBUG_PREFIX,currentCharacterBGM,currentExpressionBGM);
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// 1) Update ambient audio
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// ---------------------------
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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) {
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currentBackground = newBackground;
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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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const context = getContext();
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//console.debug(DEBUG_PREFIX,context);
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if (context.chat.length == 0)
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return;
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let chatIsGroup = context.chat[0].is_group;
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let newCharacter = null;
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// 1) Update BGM (single chat)
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// -----------------------------
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if (!chatIsGroup) {
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newCharacter = context.name2;
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//console.log(DEBUG_PREFIX,"SOLO CHAT MODE"); // DBG
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// 1.1) First time loading chat
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if (characterMusics[newCharacter] === undefined) {
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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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}
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// 1.2) Switched chat
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if (currentCharacterBGM !== newCharacter) {
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currentCharacterBGM = newCharacter;
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updateBGM();
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cooldownBGM = extension_settings.audio.bgm_cooldown * 1000;
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return;
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}
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const newExpression = getNewExpression();
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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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return;
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}
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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);
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updateBGM();
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return;
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}
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return;
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}
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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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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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// 2.1) First time character appear
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if (characterMusics[newCharacter] === undefined) {
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await loadCharacterBGM(newCharacter);
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return;
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}
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// 2.2) Switched chat
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if (currentCharacterBGM !== newCharacter) {
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// Check cooldown
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if (cooldownBGM > 0) {
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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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cooldownBGM = extension_settings.audio.cooldownBGM;
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currentCharacterBGM = newCharacter;
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currentExpressionBGM = FALLBACK_EXPRESSION;
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updateBGM();
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console.debug(DEBUG_PREFIX,"(GROUP) Updated current character BGM to",currentExpressionBGM);
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return;
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}
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/*
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const newExpression = getNewExpression();
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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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return;
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}
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cooldownBGM = BGM_UPDATE_COOLDOWN;
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currentExpressionBGM = newExpression;
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console.debug(DEBUG_PREFIX,"Updated current character expression to",currentExpressionBGM);
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updateBGM();
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return;
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}
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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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// 1.1) First time character appear, load its music folder
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const audio_file_paths = await getMusicsList(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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characterMusics[newCharacter][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 DEFAULT_EXPRESSIONS)
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if (i["label"].includes(e))
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characterMusics[newCharacter][e].push(i["path"]);
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}
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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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// 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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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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//
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// No sprite to detect expression
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if (newExpression == "") {
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//console.info(DEBUG_PREFIX,"Warning: no expression extracted from sprite, switch to",FALLBACK_EXPRESSION);
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newExpression = FALLBACK_EXPRESSION;
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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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return FALLBACK_EXPRESSION;
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}
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return newExpression;
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}
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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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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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audio_files = FALLBACK_BGMS; // ST FALLBACK BGM
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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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fetch(audio_file_path)
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.then(response => {
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if (!response.ok) {
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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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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");
|
|
return;
|
|
}
|
|
|
|
audio.animate({volume: 0.0}, 2000, function() {
|
|
audio.attr("src",audio_file_path);
|
|
audio[0].play();
|
|
audio.volume = extension_settings.audio.bgm_volume * 0.01;
|
|
audio.animate({volume: extension_settings.audio.bgm_volume * 0.01}, 2000);
|
|
})
|
|
}
|
|
});
|
|
}
|
|
|
|
async function updateAmbient() {
|
|
const audio_file_path = AMBIENT_FOLDER+currentBackground+".mp3";
|
|
console.log(DEBUG_PREFIX,"Updating ambient");
|
|
console.log(DEBUG_PREFIX,"Checking file",audio_file_path);
|
|
fetch(audio_file_path)
|
|
.then(response => {
|
|
if (!response.ok) {
|
|
console.log(DEBUG_PREFIX,"File not found!")
|
|
}
|
|
else {
|
|
console.log(DEBUG_PREFIX,"Switching ambient to ",currentBackground)
|
|
const audio = $("#audio_ambient");
|
|
|
|
audio.animate({volume: 0.0}, 2000, function() {
|
|
audio.attr("src",audio_file_path);
|
|
audio[0].play();
|
|
audio.volume = extension_settings.audio.ambient_volume * 0.01;
|
|
audio.animate({volume: extension_settings.audio.ambient_volume * 0.01}, 2000);
|
|
})
|
|
}
|
|
});
|
|
} |