feat(web): add onboarding walkthrough + ambient sounds for focus mode

- OnboardingOverlay: 3-step walkthrough for first-time users (localStorage flag)
- ambient-sounds.ts: Web Audio API noise generators (rain, white noise, brown noise, coffee shop)
- FocusView: ambient sound picker with volume slider, auto-stops on session end
This commit is contained in:
saravanakumardb1 2026-02-28 13:35:06 -08:00
parent 02ac682c52
commit 4e1a22f869
4 changed files with 446 additions and 1 deletions

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@ -17,6 +17,7 @@ import { BUILT_IN_CATEGORIES, matchesCategory } from '@/lib/categories';
import Link from 'next/link';
import { FeedbackButton } from './FeedbackButton';
import { InstallPrompt } from './InstallPrompt';
import { OnboardingOverlay } from './OnboardingOverlay';
import { useTheme } from '@/lib/use-theme';
import { getSnoozeSuggestions } from '@/lib/adaptive-snooze';
import type { SnoozeSuggestion } from '@/lib/adaptive-snooze';
@ -127,6 +128,9 @@ export function Dashboard() {
Skip to content
</a>
{/* Onboarding walkthrough for first-time users */}
<OnboardingOverlay />
{/* Alarm overlay for firing timers */}
<AlarmOverlay />

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@ -13,7 +13,11 @@ import {
Clock,
Shield,
Zap,
Volume2,
VolumeX,
} from 'lucide-react';
import { AMBIENT_SOUNDS, startAmbientSound, stopAmbientSound, setAmbientVolume } from '@/lib/ambient-sounds';
import type { AmbientSoundType } from '@/lib/ambient-sounds';
// ── Types ──────────────────────────────────────────────────────
@ -54,6 +58,10 @@ export function FocusView({ onExit }: FocusViewProps) {
const rafRef = useRef<number>(0);
const nextTimer = useTimerStore((s) => s.getNextFiringTimer());
// Ambient sound state
const [ambientType, setAmbientType] = useState<AmbientSoundType | null>(null);
const [ambientVolume, setAmbientVolumeState] = useState(0.3);
// Tick loop for countdown
useEffect(() => {
if (!session?.isActive) return;
@ -95,6 +103,8 @@ export function FocusView({ onExit }: FocusViewProps) {
}, []);
const endFocus = useCallback(() => {
stopAmbientSound();
setAmbientType(null);
setSession((prev) => {
if (!prev) return prev;
return { ...prev, isActive: false, isCompleted: true };
@ -367,8 +377,58 @@ export function FocusView({ onExit }: FocusViewProps) {
</button>
</div>
{/* Ambient sound controls */}
<div className="mt-6 flex flex-col items-center gap-3">
<div className="flex items-center gap-2">
{ambientType ? <Volume2 size={14} style={{ color: 'var(--cm-accent-secondary)' }} /> : <VolumeX size={14} style={{ color: 'var(--cm-text-tertiary)' }} />}
<span className="text-xs" style={{ color: 'var(--cm-text-tertiary)' }}>
{ambientType ? AMBIENT_SOUNDS.find(s => s.type === ambientType)?.label : 'No ambient sound'}
</span>
</div>
<div className="flex gap-1.5">
{AMBIENT_SOUNDS.map((sound) => (
<button
key={sound.type}
onClick={() => {
if (ambientType === sound.type) {
stopAmbientSound();
setAmbientType(null);
} else {
startAmbientSound(sound.type, ambientVolume);
setAmbientType(sound.type);
}
}}
className="px-3 py-1.5 rounded-lg text-xs font-medium transition-all cursor-pointer"
style={{
backgroundColor: ambientType === sound.type ? 'rgba(46,230,214,0.15)' : 'var(--cm-surface-muted)',
color: ambientType === sound.type ? 'var(--cm-accent-secondary)' : 'var(--cm-text-tertiary)',
border: ambientType === sound.type ? '1px solid rgba(46,230,214,0.3)' : '1px solid transparent',
}}
title={sound.description}
>
{sound.label}
</button>
))}
</div>
{ambientType && (
<input
type="range"
min={0}
max={100}
value={Math.round(ambientVolume * 100)}
onChange={(e) => {
const v = parseInt(e.target.value) / 100;
setAmbientVolumeState(v);
setAmbientVolume(v);
}}
className="w-40 accent-[var(--cm-accent-secondary)]"
title={`Volume: ${Math.round(ambientVolume * 100)}%`}
/>
)}
</div>
{/* Elapsed time */}
<div className="mt-6 text-xs" style={{ color: 'var(--cm-text-tertiary)' }}>
<div className="mt-4 text-xs" style={{ color: 'var(--cm-text-tertiary)' }}>
Focused for {formatDurationCompact(elapsed)}
</div>
</div>

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@ -0,0 +1,167 @@
'use client';
import { useState, useEffect } from 'react';
import { Clock, Timer, Bell, ChevronRight, X } from 'lucide-react';
const ONBOARDING_KEY = 'cm-onboarding-complete';
interface OnboardingStep {
title: string;
description: string;
icon: React.ReactNode;
hint: string;
}
const STEPS: OnboardingStep[] = [
{
title: 'Create a Timer',
description: 'Tap "New Timer" or press N to create your first timer. Try natural language like "meeting in 30 min".',
icon: <Timer size={32} />,
hint: 'Timers can be alarms, countdowns, Pomodoro sessions, or event countdowns.',
},
{
title: 'Set Pre-Warning Cascades',
description: 'Choose how early you want reminders — Aggressive gives you many warnings, Light just a few gentle nudges.',
icon: <Bell size={32} />,
hint: 'Cascades are what make ChronoMind unique. Never be caught off-guard again.',
},
{
title: 'Watch Your Timeline',
description: 'Active timers appear here sorted by fire time. Each card shows countdown, cascade progress, and urgency level.',
icon: <Clock size={32} />,
hint: 'Try Focus mode (eye icon) for distraction-free sessions, or Routines for multi-step workflows.',
},
];
export function OnboardingOverlay() {
const [step, setStep] = useState(0);
const [visible, setVisible] = useState(false);
useEffect(() => {
if (typeof window === 'undefined') return;
const done = localStorage.getItem(ONBOARDING_KEY);
if (!done) setVisible(true);
}, []);
const dismiss = () => {
setVisible(false);
localStorage.setItem(ONBOARDING_KEY, 'true');
};
const next = () => {
if (step < STEPS.length - 1) {
setStep(step + 1);
} else {
dismiss();
}
};
if (!visible) return null;
const current = STEPS[step];
return (
<div className="fixed inset-0 z-[60] flex items-center justify-center">
{/* Backdrop */}
<div className="absolute inset-0 bg-black/70 backdrop-blur-sm" />
{/* Card */}
<div
className="relative w-full max-w-sm mx-4 rounded-2xl border shadow-2xl overflow-hidden"
style={{
backgroundColor: 'var(--cm-bg-elevated)',
borderColor: 'var(--cm-border)',
}}
>
{/* Close */}
<button
onClick={dismiss}
className="absolute top-3 right-3 p-1 rounded-lg transition-colors cursor-pointer z-10"
style={{ color: 'var(--cm-text-tertiary)' }}
aria-label="Skip onboarding"
>
<X size={18} />
</button>
{/* Step indicator */}
<div className="flex gap-1.5 px-6 pt-5">
{STEPS.map((_, i) => (
<div
key={i}
className="flex-1 h-1 rounded-full transition-colors"
style={{
backgroundColor: i <= step ? 'var(--cm-accent)' : 'var(--cm-surface-muted)',
}}
/>
))}
</div>
{/* Content */}
<div className="px-6 pt-6 pb-4 text-center">
<div
className="w-16 h-16 rounded-2xl flex items-center justify-center mx-auto mb-4"
style={{ backgroundColor: 'rgba(90,140,255,0.12)', color: 'var(--cm-accent)' }}
>
{current.icon}
</div>
<h3
className="text-lg font-semibold mb-2"
style={{ color: 'var(--cm-text-primary)' }}
>
{current.title}
</h3>
<p
className="text-sm leading-relaxed mb-3"
style={{ color: 'var(--cm-text-secondary)' }}
>
{current.description}
</p>
<p
className="text-xs italic"
style={{ color: 'var(--cm-text-tertiary)' }}
>
{current.hint}
</p>
</div>
{/* Actions */}
<div className="px-6 pb-6 flex gap-3">
{step > 0 && (
<button
onClick={() => setStep(step - 1)}
className="flex-1 py-2.5 rounded-xl text-sm font-medium transition-colors cursor-pointer"
style={{
backgroundColor: 'var(--cm-surface-muted)',
color: 'var(--cm-text-secondary)',
}}
>
Back
</button>
)}
<button
onClick={next}
className="flex-1 py-2.5 rounded-xl text-sm font-semibold transition-colors cursor-pointer flex items-center justify-center gap-1"
style={{
backgroundColor: 'var(--cm-accent)',
color: '#fff',
}}
>
{step === STEPS.length - 1 ? 'Get Started' : 'Next'}
{step < STEPS.length - 1 && <ChevronRight size={16} />}
</button>
</div>
{/* Skip link */}
<div className="pb-4 text-center">
<button
onClick={dismiss}
className="text-xs cursor-pointer underline"
style={{ color: 'var(--cm-text-tertiary)' }}
>
Skip walkthrough
</button>
</div>
</div>
</div>
);
}

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@ -0,0 +1,214 @@
// ── Ambient Background Sounds ────────────────────────────────
// Web Audio API noise generators for focus mode.
// No external audio files — all generated programmatically.
export type AmbientSoundType = 'rain' | 'white_noise' | 'brown_noise' | 'coffee_shop';
export interface AmbientSoundConfig {
type: AmbientSoundType;
label: string;
description: string;
}
export const AMBIENT_SOUNDS: AmbientSoundConfig[] = [
{ type: 'rain', label: 'Rain', description: 'Gentle rainfall' },
{ type: 'white_noise', label: 'White Noise', description: 'Even static hiss' },
{ type: 'brown_noise', label: 'Brown Noise', description: 'Deep, warm rumble' },
{ type: 'coffee_shop', label: 'Coffee Shop', description: 'Low murmur ambience' },
];
let audioCtx: AudioContext | null = null;
let activeNodes: AudioNode[] = [];
let gainNode: GainNode | null = null;
function getAudioContext(): AudioContext {
if (!audioCtx) {
audioCtx = new AudioContext();
}
if (audioCtx.state === 'suspended') {
audioCtx.resume();
}
return audioCtx;
}
function stopAll(): void {
for (const node of activeNodes) {
try {
node.disconnect();
} catch {
// already disconnected
}
}
activeNodes = [];
gainNode = null;
}
/**
* Create white noise: uniform random samples.
*/
function createWhiteNoise(ctx: AudioContext, gain: GainNode): void {
const bufferSize = ctx.sampleRate * 2; // 2 seconds looping
const buffer = ctx.createBuffer(1, bufferSize, ctx.sampleRate);
const data = buffer.getChannelData(0);
for (let i = 0; i < bufferSize; i++) {
data[i] = Math.random() * 2 - 1;
}
const source = ctx.createBufferSource();
source.buffer = buffer;
source.loop = true;
source.connect(gain);
source.start();
activeNodes.push(source);
}
/**
* Create brown noise: accumulated random walk with low-pass filtering.
*/
function createBrownNoise(ctx: AudioContext, gain: GainNode): void {
const bufferSize = ctx.sampleRate * 2;
const buffer = ctx.createBuffer(1, bufferSize, ctx.sampleRate);
const data = buffer.getChannelData(0);
let last = 0;
for (let i = 0; i < bufferSize; i++) {
const white = Math.random() * 2 - 1;
last = (last + 0.02 * white) / 1.02;
data[i] = last * 3.5; // normalize
}
const source = ctx.createBufferSource();
source.buffer = buffer;
source.loop = true;
source.connect(gain);
source.start();
activeNodes.push(source);
}
/**
* Create rain-like sound: filtered noise with gentle modulation.
*/
function createRain(ctx: AudioContext, gain: GainNode): void {
// Base: brown noise for body
const bufferSize = ctx.sampleRate * 4;
const buffer = ctx.createBuffer(1, bufferSize, ctx.sampleRate);
const data = buffer.getChannelData(0);
let last = 0;
for (let i = 0; i < bufferSize; i++) {
const white = Math.random() * 2 - 1;
last = (last + 0.02 * white) / 1.02;
// Add occasional louder "drops"
const drop = Math.random() < 0.001 ? (Math.random() * 0.3) : 0;
data[i] = (last * 2.5) + drop;
}
const source = ctx.createBufferSource();
source.buffer = buffer;
source.loop = true;
// Band-pass filter to shape like rain
const filter = ctx.createBiquadFilter();
filter.type = 'bandpass';
filter.frequency.value = 2000;
filter.Q.value = 0.5;
source.connect(filter);
filter.connect(gain);
source.start();
activeNodes.push(source, filter);
}
/**
* Create coffee shop ambience: layered filtered noise.
*/
function createCoffeeShop(ctx: AudioContext, gain: GainNode): void {
// Layer 1: low murmur (brown noise, low-pass)
const bufferSize = ctx.sampleRate * 3;
const buffer1 = ctx.createBuffer(1, bufferSize, ctx.sampleRate);
const data1 = buffer1.getChannelData(0);
let last1 = 0;
for (let i = 0; i < bufferSize; i++) {
const white = Math.random() * 2 - 1;
last1 = (last1 + 0.02 * white) / 1.02;
data1[i] = last1 * 2;
}
const source1 = ctx.createBufferSource();
source1.buffer = buffer1;
source1.loop = true;
const lpf = ctx.createBiquadFilter();
lpf.type = 'lowpass';
lpf.frequency.value = 600;
const gain1 = ctx.createGain();
gain1.gain.value = 0.7;
source1.connect(lpf);
lpf.connect(gain1);
gain1.connect(gain);
source1.start();
// Layer 2: high chatter (white noise, band-pass)
const buffer2 = ctx.createBuffer(1, bufferSize, ctx.sampleRate);
const data2 = buffer2.getChannelData(0);
for (let i = 0; i < bufferSize; i++) {
data2[i] = Math.random() * 2 - 1;
}
const source2 = ctx.createBufferSource();
source2.buffer = buffer2;
source2.loop = true;
const bpf = ctx.createBiquadFilter();
bpf.type = 'bandpass';
bpf.frequency.value = 1500;
bpf.Q.value = 1.5;
const gain2 = ctx.createGain();
gain2.gain.value = 0.15;
source2.connect(bpf);
bpf.connect(gain2);
gain2.connect(gain);
source2.start();
activeNodes.push(source1, lpf, gain1, source2, bpf, gain2);
}
/**
* Start playing an ambient sound at given volume (0-1).
*/
export function startAmbientSound(type: AmbientSoundType, volume: number = 0.3): void {
stopAll();
const ctx = getAudioContext();
gainNode = ctx.createGain();
gainNode.gain.value = Math.max(0, Math.min(1, volume));
gainNode.connect(ctx.destination);
switch (type) {
case 'rain':
createRain(ctx, gainNode);
break;
case 'white_noise':
createWhiteNoise(ctx, gainNode);
break;
case 'brown_noise':
createBrownNoise(ctx, gainNode);
break;
case 'coffee_shop':
createCoffeeShop(ctx, gainNode);
break;
}
}
/**
* Stop all ambient sounds.
*/
export function stopAmbientSound(): void {
stopAll();
}
/**
* Set the volume of the currently playing ambient sound.
*/
export function setAmbientVolume(volume: number): void {
if (gainNode) {
gainNode.gain.value = Math.max(0, Math.min(1, volume));
}
}
/**
* Check if ambient sound is currently playing.
*/
export function isAmbientPlaying(): boolean {
return activeNodes.length > 0;
}