Phase 5b of the my-sea voice batch. Resolves the Bug-B-vs-item-7 conflict per user call 2026-05-29: a click while connected MUTES (leaving stays on BYE/NVM), and the item-7 "--priRd/.fa-ban disconnected" visual maps onto the MUTED state. Replaces Phase 3's 2x-pulse stand-in with a real Web-Audio equalizer. - voice-mesh.js: an AnalyserNode taps each incoming peer stream (lazy AudioContext); `inputLevel()` returns the loudest current RMS (~0..1) across peers. Analysers torn down per-peer + on call end. - voice-glow.js: the live-mic glow now resolves to — alone → `.voice-pulse` (steady 2s cadence); others connected → `.voice-eq`, whose `--voice-level` CSS var is fed each frame from inputLevel() via a self-stopping rAF loop; muted → `.voice-muted` modifier on either (recolor only). rAF cancelled on destroy. - _burger.scss: `.voice-eq` box-shadow spread+alpha scale with `--voice-level` (no keyframe — audio drives it); `.voice-muted` recolors to --priRd (halo stays --ninUser) + flips the voice sub-btn icon to .fa-ban. Drops the unused `.voice-pulse--fast`. - VoiceGlowSpec: +4 specs (equalizer swap, muted-alone, muted-with-others, unmute clears); VoiceMeshSpec: +1 (inputLevel 0 with no analysers). 438 Jasmine specs green. Live-verify on staging (audio can't be auto-tested): the equalizer reacting to real speech + the muted/unmuted colour swap on a live call. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
176 lines
7.1 KiB
JavaScript
176 lines
7.1 KiB
JavaScript
// ── VoiceGlowSpec.js ─────────────────────────────────────────────────────────
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//
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// Unit specs for voice-glow.js — the my-sea voice-affordance glow/pulse state
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// machine (Phase 3, user-spec 2026-05-29).
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//
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// DOM contract:
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// #id_burger_btn — burger btn (carries .active when fan open, .glow-handoff
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// when the sea draw-nudge is on it)
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// #id_voice_btn — voice sub-btn (.active = voice available; .in-call once
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// the mic is live)
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// #id_sea_btn — sea sub-btn (.glow-handoff = sea draw-nudge active)
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//
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// Public API under test (window.bindVoiceGlow):
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// var vg = bindVoiceGlow(); // {render, setVoiceState, destroy}
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// vg.setVoiceState({inCall, peerCount});
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//
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// Glow classes: .voice-glow (steady), .voice-pulse (alone), .voice-pulse--fast
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// (a 2nd+ party connected).
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// ─────────────────────────────────────────────────────────────────────────────
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describe("VoiceGlow", () => {
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let burger, voice, sea, vg;
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function mk(id) {
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const el = document.createElement("button");
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el.id = id;
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document.body.appendChild(el);
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return el;
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}
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beforeEach(() => {
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// Ensure no stale singleton subscription from a prior page load.
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if (window.VoiceRoom) window.VoiceRoom._onState = null;
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burger = mk("id_burger_btn");
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voice = mk("id_voice_btn");
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sea = mk("id_sea_btn");
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voice.classList.add("active"); // voice available by default
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});
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afterEach(() => {
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if (vg) { vg.destroy(); vg = null; }
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[burger, voice, sea].forEach((el) => el && el.remove());
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});
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const hasGlow = (el) => el.classList.contains("voice-glow");
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const hasPulse = (el) => el.classList.contains("voice-pulse");
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const hasEq = (el) => el.classList.contains("voice-eq");
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const hasMuted = (el) => el.classList.contains("voice-muted");
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describe("bindVoiceGlow()", () => {
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it("returns null when the burger btn is absent", () => {
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burger.remove(); burger = null;
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expect(bindVoiceGlow()).toBeNull();
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});
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it("returns null when the voice btn is absent", () => {
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voice.remove(); voice = null;
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expect(bindVoiceGlow()).toBeNull();
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});
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});
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describe("pre-join nudge (voice available, mic not live)", () => {
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it("glows the burger when the fan is closed and no sea nudge", () => {
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vg = bindVoiceGlow();
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expect(hasGlow(burger)).toBe(true);
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expect(hasGlow(voice)).toBe(false);
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});
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it("does NOT glow when voice is unavailable (no .active)", () => {
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voice.classList.remove("active");
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vg = bindVoiceGlow();
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expect(hasGlow(burger)).toBe(false);
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expect(hasGlow(voice)).toBe(false);
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});
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it("yields burger precedence to the sea draw-nudge (sea glowing)", () => {
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sea.classList.add("glow-handoff");
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vg = bindVoiceGlow();
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expect(hasGlow(burger)).toBe(false); // sea keeps the burger
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});
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it("reclaims the burger once the sea nudge clears", () => {
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sea.classList.add("glow-handoff");
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vg = bindVoiceGlow();
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expect(hasGlow(burger)).toBe(false);
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sea.classList.remove("glow-handoff");
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vg.render();
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expect(hasGlow(burger)).toBe(true);
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});
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it("moves the glow to the voice sub-btn when the fan opens", () => {
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vg = bindVoiceGlow();
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burger.classList.add("active"); // fan open
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vg.render();
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expect(hasGlow(voice)).toBe(true);
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expect(hasGlow(burger)).toBe(false);
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});
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});
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describe("live (mic in use)", () => {
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it("pulses the burger (base cadence) while alone + fan closed", () => {
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vg = bindVoiceGlow();
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vg.setVoiceState({ inCall: true, peerCount: 0 });
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expect(hasGlow(burger)).toBe(true);
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expect(hasPulse(burger)).toBe(true);
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expect(hasEq(burger)).toBe(false);
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});
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it("pulses the voice sub-btn while alone + fan open", () => {
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vg = bindVoiceGlow();
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burger.classList.add("active");
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vg.setVoiceState({ inCall: true, peerCount: 0 });
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expect(hasPulse(voice)).toBe(true);
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expect(hasPulse(burger)).toBe(false);
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});
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it("switches to the equalizer once a 2nd party connects", () => {
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vg = bindVoiceGlow();
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vg.setVoiceState({ inCall: true, peerCount: 1 });
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expect(hasEq(burger)).toBe(true);
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expect(hasPulse(burger)).toBe(false);
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});
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it("recolors to muted (--priRd) when the mic is muted, both alone…", () => {
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vg = bindVoiceGlow();
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vg.setVoiceState({ inCall: true, peerCount: 0, muted: true });
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expect(hasPulse(burger)).toBe(true); // still pulsing (alone)
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expect(hasMuted(burger)).toBe(true); // …but in the muted colour
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});
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it("…and while the equalizer runs with others connected", () => {
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vg = bindVoiceGlow();
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vg.setVoiceState({ inCall: true, peerCount: 2, muted: true });
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expect(hasEq(burger)).toBe(true);
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expect(hasMuted(burger)).toBe(true);
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});
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it("drops the muted colour on unmute", () => {
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vg = bindVoiceGlow();
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vg.setVoiceState({ inCall: true, peerCount: 0, muted: true });
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expect(hasMuted(burger)).toBe(true);
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vg.setVoiceState({ inCall: true, peerCount: 0, muted: false });
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expect(hasMuted(burger)).toBe(false);
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});
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it("hands the pulse to whichever surface is showing (fan toggles)", () => {
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vg = bindVoiceGlow();
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vg.setVoiceState({ inCall: true, peerCount: 0 });
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expect(hasPulse(burger)).toBe(true);
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burger.classList.add("active"); // fan opens mid-call
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vg.render();
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expect(hasPulse(voice)).toBe(true);
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expect(hasPulse(burger)).toBe(false);
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});
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it("clears the pulse when the call ends", () => {
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vg = bindVoiceGlow();
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vg.setVoiceState({ inCall: true, peerCount: 0 });
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expect(hasPulse(burger)).toBe(true);
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vg.setVoiceState({ inCall: false, peerCount: 0 });
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expect(hasPulse(burger)).toBe(false);
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expect(hasGlow(burger)).toBe(true); // back to the pre-join nudge
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});
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});
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describe("idempotent reconcile", () => {
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it("does not stack duplicate classes across repeated renders", () => {
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vg = bindVoiceGlow();
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vg.setVoiceState({ inCall: true, peerCount: 1 });
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vg.render(); vg.render();
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const eqCount = (burger.className.match(/voice-eq/g) || []).length;
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expect(eqCount).toBe(1);
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});
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});
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});
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