Context Management Rules
#### context-reuse-single
Reuse a single AudioContext instance; do not create new ones per sound.
Fail:
```ts
function playSound() {
const ctx = new AudioContext();
// Creates new context every call
}
```
Pass:
```ts
let audioContext: AudioContext | null = null;
function getAudioContext(): AudioContext {
if (!audioContext) {
audioContext = new AudioContext();
}
return audioContext;
}
```
#### context-resume-suspended
Check and resume suspended AudioContext before playing.
Fail:
```ts
function playSound() {
const ctx = getAudioContext();
// Plays immediately without checking state
}
```
Pass:
```ts
function playSound() {
const ctx = getAudioContext();
if (ctx.state === "suspended") {
ctx.resume();
}
}
```
#### context-cleanup-nodes
Disconnect and clean up audio nodes after playback.
Fail:
```ts
source.start();
// Nodes remain connected after sound ends
```
Pass:
```ts
source.start();
source.onended = () => {
source.disconnect();
gain.disconnect();
};
```
Envelope Rules
#### envelope-exponential-decay
Use exponential ramps for natural decay, not linear.
Fail:
```ts
gain.gain.linearRampToValueAtTime(0, t + 0.05);
```
Pass:
```ts
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.05);
```
#### envelope-no-zero-target
Exponential ramps cannot target 0; use 0.001 or similar small value.
Fail:
```ts
gain.gain.exponentialRampToValueAtTime(0, t + 0.05);
```
Pass:
```ts
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.05);
```
#### envelope-set-initial-value
Set initial value before ramping to avoid glitches.
Fail:
```ts
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.05);
// No setValueAtTime before ramp
```
Pass:
```ts
gain.gain.setValueAtTime(0.3, t);
gain.gain.exponentialRampToValueAtTime(0.001, t + 0.05);
```
Sound Design Rules
#### design-noise-for-percussion
Use filtered noise for clicks/taps, not oscillators.
Fail:
```ts
// Click sound using sine oscillator
const osc = ctx.createOscillator();
osc.type = "sine";
// Results in tonal "beep" not "click"
```
Pass:
```ts
// Click sound using noise burst
const buffer = ctx.createBuffer(1, ctx.sampleRate * 0.008, ctx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < data.length; i++) {
data[i] = (Math.random() 2 - 1) Math.exp(-i / 50);
}
```
#### design-oscillator-for-tonal
Use oscillators with pitch movement for tonal sounds (pops, confirmations).
Fail:
```ts
// Confirmation sound using static frequency
osc.frequency.value = 400;
```
Pass:
```ts
// Confirmation sound with pitch sweep
osc.frequency.setValueAtTime(400, t);
osc.frequency.exponentialRampToValueAtTime(600, t + 0.04);
```
#### design-filter-for-character
Apply bandpass filter to shape percussive sounds.
Fail:
```ts
// Raw noise without filtering
source.connect(gain).connect(ctx.destination);
```
Pass:
```ts
const filter = ctx.createBiquadFilter();
filter.type = "bandpass";
filter.frequency.value = 4000;
filter.Q.value = 3;
source.connect(filter).connect(gain).connect(ctx.destination);
```
Parameter Rules
#### param-click-duration
Click/tap sounds should be 5-15ms duration.
Fail:
```ts
const buffer = ctx.createBuffer(1, ctx.sampleRate * 0.1, ctx.sampleRate);
// 100ms is too long for a click
```
Pass:
```ts
const buffer = ctx.createBuffer(1, ctx.sampleRate * 0.008, ctx.sampleRate);
// 8ms is appropriate for a click
```
#### param-filter-frequency-range
Bandpass filter for clicks should be 3000-6000Hz.
Fail:
```ts
filter.frequency.value = 500; // Too low, sounds muffled
```
Pass:
```ts
filter.frequency.value = 4000; // Crisp, present
```
#### param-reasonable-gain
Gain values should not exceed 1.0 to prevent clipping.
Fail:
```ts
gain.gain.setValueAtTime(1.5, t);
```
Pass:
```ts
gain.gain.setValueAtTime(0.3, t);
```
#### param-q-value-range
Filter Q for clicks should be 2-5 for focused but not harsh sound.
Fail:
```ts
filter.Q.value = 15; // Too resonant, harsh
```
Pass:
```ts
filter.Q.value = 3; // Focused but natural
```