feat: replace orb avatar with a livekit-style LED wall driven by agent audio
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- Swap the CSS orb for a 21x21 LED dot matrix on a glass panel, matching
  the livekit.com LED-array hero visual.
- Pulse driven by the agent's rendered audio: an expanding radial bloom
  brightens and widens with remote-audio level, dimmer when listening on
  the mic, faint static matrix when idle, and a subtle warm breathing
  state while thinking.
- State-tinted palettes: cool azure when speaking, blue when listening,
  amber when thinking, dim slate when idle.
- Drop the unused orb CSS-variable pulse plumbing and the presence-breathe
  / orbit-turn keyframes; the wall renders per-frame from the analyser.
This commit is contained in:
snowspeeder committed 2026-08-29 17:05:57 -04:00
1 parent e2626ba54e
commit 68f4c461c8
3 files changed
+148 -157

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@@ -58,7 +58,7 @@ const muteBtn = document.getElementById("muteBtn");
let micMuted = false;
const statusEl = document.getElementById("status");
const messagesEl = document.getElementById("messages");
const orbEl = document.getElementById("orb");
const ledWallEl = document.getElementById("ledWall");
const stateLabelEl = document.getElementById("stateLabel");
const thinkingChipEl = document.getElementById("thinkingChip");
const bargeHintEl = document.getElementById("bargeHint");
@@ -262,6 +262,84 @@ function teardownAudio() {
remoteCtx = remoteAnalyser = remoteFreqBuf = null;
}
// ── LED wall — a grid of dots that pulses with the agent's audio ────────────
const LED_COLS = 21;
const LED_ROWS = 21;
const LED_GROW = 1.4; // how much the dots grow toward the center
let ledDots = [];
let ledWallTime = 0;
function buildLedWall() {
const inner = Math.floor(LED_COLS / 2);
const frag = document.createDocumentFragment();
for (let r = 0; r < LED_ROWS; r++) {
for (let c = 0; c < LED_COLS; c++) {
const b = document.createElement("button");
b.type = "button";
b.className = "led-dot";
b.disabled = true;
b.tabIndex = -1;
// Radial position: 0 at the center, 1 at the corner
const dx = (c - inner) / (LED_COLS / 2);
const dy = (r - inner) / (LED_ROWS / 2);
const rad = Math.sqrt(dx * dx + dy * dy);
// Push a radial cluster toward the center; scale its base brightness down
// as it moves outward so the wall reads as a soft round bloom.
b.dataset.rad = rad.toFixed(4);
// A per-dot phase so the wave ripples rather than flashing in unison.
b.dataset.phase = (Math.sin(r * 12.9898 + c * 78.233) * 43758.5453 % 1 * Math.PI * 2).toFixed(3);
ledDots.push(b);
frag.appendChild(b);
}
}
ledWallEl.appendChild(frag);
}
// Renders one frame of the LED wall. `level` is 0..1 (agent audio when speaking,
// mic when listening). `mode` picks the palette/gradient by conversation state.
function renderLedWall(level, mode) {
ledWallTime += 1;
ledWallEl.dataset.mode = mode;
const n = ledDots.length;
for (let i = 0; i < n; i++) {
const dot = ledDots[i];
const rad = parseFloat(dot.dataset.rad);
const phase = parseFloat(dot.dataset.phase || 0);
let vis = 0;
let size = 1;
if (mode === "idle") {
// A faint, static dot matrix — present but clearly dormant.
vis = 0.16 - rad * 0.08;
size = 1;
} else if (level > 0.005) {
// Centered breathing bloom that widens and brightens with the
// signal. A soft gaussian falloff keeps it circular; a gentle
// per-dot phase ripple adds life without banding.
const lvl = Math.min(1, level * 1.3);
const falloff = Math.exp(-rad * rad * (2.0 - lvl * 1.1));
const ripple = 0.62 + 0.38 * Math.sin(ledWallTime * 0.32 + phase);
vis = falloff * (0.35 + lvl) * ripple;
size = 1 + (1 - rad) * LED_GROW * lvl;
// Keep listening dimmer than speaking so the wall leans into the
// agent's output.
if (mode !== "speaking") vis *= 0.55;
} else {
// Powered state with no signal (e.g. thinking gap) — soft breathing.
const breathe = 0.5 + 0.5 * Math.sin(ledWallTime * 0.12 + phase);
vis = 0.14 - rad * 0.06 + 0.04 * breathe;
size = 1 + (1 - rad) * 0.3;
}
vis = Math.max(0.02, Math.min(1, vis));
// Dot grows toward the center and sits on a subtle 4px grid inset.
const px = (2 * size).toFixed(1);
dot.style.setProperty("--sz", `${px}px`);
dot.style.opacity = vis.toFixed(3);
}
}
function readMicLevel() {
let level = 0;
if (micAnalyser && micBuf) {
@@ -308,7 +386,7 @@ const STATE_LABELS = {
function setState(next) {
uiState = next;
orbEl.dataset.state = next;
ledWallEl.dataset.state = next;
stateLabelEl.textContent = STATE_LABELS[conversationMode][next] || next;
// Thinking timer: show the "thinking..." chip if it lingers past 2s
@@ -359,16 +437,14 @@ function startVisualLoop() {
// Mic meter (thin bar under the status line)
micMeterFillEl.style.width = `${Math.min(100, Math.round(micLevel * 250))}%`;
// Orb pulse: scale/opacity from whichever stream is active
// LED wall: pulse on the agent's rendered audio when speaking, the mic
// while listening, and hold a faint matrix when idle.
if (uiState === "speaking") {
orbEl.style.setProperty("--pulse-scale", (1 + agentAudioLevel * 0.35).toFixed(3));
orbEl.style.setProperty("--pulse-opacity", Math.min(1, 0.55 + agentAudioLevel).toFixed(3));
renderLedWall(agentAudioLevel, "speaking");
} else if (uiState === "listening" && userSpeaking) {
orbEl.style.setProperty("--pulse-scale", (1 + micLevel * 0.4).toFixed(3));
orbEl.style.setProperty("--pulse-opacity", Math.min(1, 0.5 + micLevel).toFixed(3));
renderLedWall(micLevel, "listening");
} else {
orbEl.style.setProperty("--pulse-scale", "1");
orbEl.style.setProperty("--pulse-opacity", "");
renderLedWall(0, "idle");
}
// Agent audio visualizer bars on the latest agent bubble
@@ -393,8 +469,7 @@ function stopVisualLoop() {
if (visualTimer) clearInterval(visualTimer);
visualTimer = null;
micMeterFillEl.style.width = "0%";
orbEl.style.setProperty("--pulse-scale", "1");
orbEl.style.setProperty("--pulse-opacity", "");
renderLedWall(0, "idle");
}
// ── Conversation history (localStorage) ─────────────────────────────────────
@@ -1587,3 +1662,4 @@ closeMediaBtn.addEventListener("click", () => setMediaOpen(false));
startMediaPolling();
updateMediaControls();
buildLedWall();