feat(remotion): audio layer — self-authored music bed + transition SFX in FlexStory
Adds audio to the scene engine without any third-party/geo-blocked sourcing: the beds + SFX are synthesized with ffmpeg, so they're license-free (CC0, self-authored) and need no acquisition — the same play as self-authoring Lottie. - public/audio/: music-ambient.mp3 (soft 3-tone pad, looped) + sfx-whoosh/pop/chime. - FlexStory: optional music/musicVolume/sfx props (optional so the existing render binding needs no change). Renders <Audio loop> for the bed + a whoosh at each scene start and a chime on the final scene, driven by precomputed scene starts. - check-assets: now also scans public/audio (+ lottie) with folder-prefixed keys; assets.json ledgers the 4 audio files (CC0 self-authored). Verified: tsc clean; a 6s FlexStory render produces an MP4 with a real audio stream (ffprobe: codec_type=audio). NOTE: these are placeholder/SFX-grade; a premium curated music library (by vibe) is a separate sourcing sweep, and the studio music picker → FlexStory `music` prop is a follow-up wiring. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -1,5 +1,5 @@
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import React from "react";
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import { AbsoluteFill, Sequence, useVideoConfig } from "remotion";
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import { AbsoluteFill, Audio, Sequence, staticFile, useVideoConfig } from "remotion";
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import { z } from "zod";
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import { colorSchema } from "../lib/branding";
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import { FONT } from "../lib/fonts";
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@@ -21,11 +21,16 @@ export const flexStorySchema = z.object({
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props: z.record(z.string()),
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})
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),
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// Audio (optional so the existing render binding doesn't need to send them).
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music: z.string().optional(), // path/url of the music bed; "" = silent
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musicVolume: z.number().optional(),
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sfx: z.boolean().optional(), // transition whoosh + outro chime
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...colorSchema,
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});
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type Props = z.infer<typeof flexStorySchema>;
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const FPS = 30;
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const resolveAudio = (u: string) => (/^https?:\/\//.test(u) ? u : staticFile(u));
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export const flexStoryDefaults: Props = {
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scenes: [
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@@ -40,6 +45,9 @@ export const flexStoryDefaults: Props = {
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secondaryColor: "#6f9d96",
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backgroundColor: "#ece4d6",
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textColor: "#2b3a55",
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music: "audio/music-ambient.mp3",
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musicVolume: 0.6,
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sfx: true,
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};
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const activeScenes = (props: Props) =>
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@@ -55,21 +63,44 @@ export const FlexStory: React.FC<Props> = (props) => {
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textColor: props.textColor,
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};
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const scenes = activeScenes(props);
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let from = 0;
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const music = props.music === undefined ? "audio/music-ambient.mp3" : props.music;
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const musicVolume = props.musicVolume ?? 0.6;
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const sfx = props.sfx ?? true;
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// Precompute each scene's start frame + duration (shared by visuals + SFX).
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const starts: number[] = [];
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let acc = 0;
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const durations = scenes.map((sc) => {
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const dur = Math.round(clampDuration(sc.durationSec, getBlock(sc.blockId)!) * fps);
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starts.push(acc);
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acc += dur;
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return dur;
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});
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return (
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<AbsoluteFill style={{ backgroundColor: colors.backgroundColor, fontFamily: FONT }}>
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{music ? <Audio src={resolveAudio(music)} loop volume={musicVolume} /> : null}
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{scenes.map((sc, i) => {
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const block = getBlock(sc.blockId)!;
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const dur = Math.round(clampDuration(sc.durationSec, block) * fps);
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const Comp = block.component;
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const node = (
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<Sequence key={i} from={from} durationInFrames={dur}>
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<Comp data={withDefaults(block, sc.props || {})} colors={colors} L={L} index={i} total={scenes.length} durationInFrames={dur} />
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const Comp = getBlock(sc.blockId)!.component;
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return (
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<Sequence key={i} from={starts[i]} durationInFrames={durations[i]}>
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<Comp data={withDefaults(getBlock(sc.blockId)!, sc.props || {})} colors={colors} L={L} index={i} total={scenes.length} durationInFrames={durations[i]} />
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</Sequence>
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);
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from += dur;
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return node;
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})}
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{/* Transition SFX: whoosh at each scene start, a chime on the final scene. */}
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{sfx
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? scenes.map((_, i) => (
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<Sequence key={`sfx${i}`} from={starts[i]}>
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<Audio
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src={staticFile(i === scenes.length - 1 ? "audio/sfx-chime.mp3" : "audio/sfx-whoosh.mp3")}
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volume={0.5}
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/>
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</Sequence>
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))
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: null}
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</AbsoluteFill>
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);
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};
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