add: initial commit
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use std::f32::consts::TAU;
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use std::io::Cursor;
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use std::sync::Arc;
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use serenity::all::{
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ButtonStyle, ChannelId, CreateActionRow, CreateButton, GuildId, MessageId, UserId,
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};
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use serenity::prelude::TypeMapKey;
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use songbird::input::{Input, RawAdapter};
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use tokio::sync::Mutex;
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pub const BUZZER_CUSTOM_ID: &str = "buzzer:press";
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pub const RESET_CUSTOM_ID: &str = "buzzer:reset";
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pub const LOCK_CUSTOM_ID: &str = "buzzer:lock";
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pub const UNLOCK_CUSTOM_ID: &str = "buzzer:unlock";
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#[derive(Debug)]
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pub struct BuzzerSession {
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pub guild_id: GuildId,
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pub host_id: UserId,
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pub voice_channel_id: ChannelId,
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pub text_channel_id: ChannelId,
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pub button_message_id: MessageId,
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pub buzzed_user: Option<UserId>,
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pub is_open: bool,
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}
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impl BuzzerSession {
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pub fn new(
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guild_id: GuildId,
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host_id: UserId,
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voice_channel_id: ChannelId,
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text_channel_id: ChannelId,
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button_message_id: MessageId,
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) -> Self {
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Self {
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guild_id,
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host_id,
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voice_channel_id,
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text_channel_id,
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button_message_id,
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buzzed_user: None,
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is_open: true,
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}
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}
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}
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pub fn is_session_component(custom_id: &str) -> bool {
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matches!(
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custom_id,
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BUZZER_CUSTOM_ID | RESET_CUSTOM_ID | LOCK_CUSTOM_ID | UNLOCK_CUSTOM_ID
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)
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}
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pub fn session_components(is_open: bool) -> Vec<CreateActionRow> {
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control_components(is_open, false)
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}
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pub fn stopped_session_components() -> Vec<CreateActionRow> {
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control_components(false, true)
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}
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fn control_components(is_open: bool, session_ended: bool) -> Vec<CreateActionRow> {
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let buzzer = CreateButton::new(BUZZER_CUSTOM_ID)
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.label("BUZZ!")
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.style(ButtonStyle::Danger)
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.disabled(!is_open || session_ended);
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let reset = CreateButton::new(RESET_CUSTOM_ID)
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.label("Reset")
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.style(ButtonStyle::Secondary)
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.disabled(session_ended);
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let lock = CreateButton::new(LOCK_CUSTOM_ID)
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.label("Lock")
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.style(ButtonStyle::Secondary)
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.disabled(!is_open || session_ended);
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let unlock = CreateButton::new(UNLOCK_CUSTOM_ID)
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.label("Unlock")
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.style(ButtonStyle::Success)
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.disabled(is_open || session_ended);
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vec![CreateActionRow::Buttons(vec![buzzer, reset, lock, unlock])]
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}
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/// Produces a short, self-contained buzzer tone as stereo f32 PCM.
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pub fn buzzer_sound() -> Input {
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const SAMPLE_RATE: u32 = 48_000;
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const DURATION_SECONDS: f32 = 0.4;
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const FREQUENCY_HZ: f32 = 180.0;
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let sample_count = (SAMPLE_RATE as f32 * DURATION_SECONDS) as usize;
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let mut pcm = Vec::with_capacity(sample_count * 2 * size_of::<f32>());
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for sample_index in 0..sample_count {
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let time = sample_index as f32 / SAMPLE_RATE as f32;
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let progress = sample_index as f32 / sample_count as f32;
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let attack = (time / 0.01).min(1.0);
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let release = ((1.0 - progress) / 0.08).min(1.0);
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let envelope = attack * release;
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// Odd harmonics give the tone the rasp of a physical game-show buzzer.
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let phase = TAU * FREQUENCY_HZ * time;
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let value =
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envelope * (phase.sin() + (3.0 * phase).sin() / 3.0 + (5.0 * phase).sin() / 5.0) * 0.32;
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for _ in 0..2 {
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pcm.extend_from_slice(&value.to_le_bytes());
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}
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}
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RawAdapter::new(Cursor::new(pcm), SAMPLE_RATE, 2).into()
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}
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/// The application's single active buzzer session.
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///
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/// Keeping the optional session behind one shared mutex makes the check and
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/// creation performed by `/start` atomic, even when commands arrive together.
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pub type ActiveBuzzerSession = Arc<Mutex<Option<BuzzerSession>>>;
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pub struct BuzzerSessionKey;
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impl TypeMapKey for BuzzerSessionKey {
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type Value = ActiveBuzzerSession;
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}
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