// The zap sound: "Jacobs Ladder from Side" by Parabolix, trimmed by egomassive // (freesound.org/s/536741, CC0), transcoded to mp3 for Safari and encoded // verbatim so hosted and standalone builds both include it. Decode ahead of // the tap; no network request is needed. import mp3 from './assets/zap.mp3.base64.txt' with { type: 'text' }; let context, buffer, loading, playing, idleTimer, sequence = 0; // Decoding happens in an OfflineAudioContext, which never touches the // speaker. A real AudioContext opens the phone's audio output the moment it // runs — and in the installed app (where autoplay is allowed) one made at // load ran at once, so every open or refocus re-opened the output with an // audible pop. So the real one is made on the first tap, and suspended again // once the sound has finished or the app goes to the background. function decodeZap() { if (loading) return loading; const Offline = window.OfflineAudioContext || window.webkitOfflineAudioContext; if (!Offline) return null; const bytes = Uint8Array.from(atob(mp3.trim()), c => c.charCodeAt(0)); loading = new Offline(1, 1, 48000).decodeAudioData(bytes.buffer).then(decoded => (buffer = decoded)); loading.catch(() => { loading = null; }); return loading; } function audioContext() { const AudioCtx = window.AudioContext || window.webkitAudioContext; if (!AudioCtx) return null; if (!context || context.state === 'closed') context = new AudioCtx({ latencyHint: 'interactive' }); return context; } function suspendSoon(ms = 1500) { clearTimeout(idleTimer); idleTimer = setTimeout(() => { if (!playing && context?.state === 'running') context.suspend().catch(() => {}); }, ms); } if (typeof document !== 'undefined') document.addEventListener('visibilitychange', () => { if (document.visibilityState === 'hidden' && context?.state === 'running') context.suspend().catch(() => {}); }); // A browser without audio must still be able to load the wallet. try { decodeZap(); } catch {} // tappedAt: when the finger landed — the caller's clock, since this module // may still have been loading when it did. export function playZapSound(tappedAt = performance.now()) { try { const ready = decodeZap(); const ctx = audioContext(); if (!ready || !ctx) return; const token = ++sequence; clearTimeout(idleTimer); if (ctx.state !== 'running') ctx.resume().catch(() => {}); const start = decoded => { // A very early tap may beat decoding. Never queue an old sound behind // a later zap or surprise the user after a stalled decoder recovers. if (token !== sequence || context !== ctx || performance.now() - tappedAt > 250) { if (token === sequence) suspendSoon(); return; } if (playing) { playing.stop(); playing.disconnect(); } const source = ctx.createBufferSource(), gain = ctx.createGain(); source.buffer = decoded; gain.gain.value = .65; source.connect(gain); gain.connect(ctx.destination); source.onended = () => { source.disconnect(); gain.disconnect(); if (playing === source) { playing = null; suspendSoon(); } }; playing = source; source.start(); }; if (buffer) start(buffer); else ready.then(start).catch(() => {}); } catch {} // Unavailable audio never interrupts a payment or its animation. }