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Getting started

Requirements

  1. Node (check .nvmrc for version)
  2. pnpm

Install dependencies

pnpm install

Run

pnpm start

Run in offline mode

Plays dummy local video instead of YouTube to work properly in offline environments (eg. planes).

pnpm start:mock

Run over HTTPS

pnpm start:https

The app normally runs on plain http://localhost:3000. Browsers treat localhost as a secure context, so the Service Worker, microphone access and the clipboard all work there without any certificate setup.

HTTPS mode is only needed when you want to open the dev server from another device - most notably a phone acting as a remote mic. Such a device reaches the app via the LAN IP (eg. 192.168.1.10:3000), which is not a secure context, so getUserMedia would be blocked. pnpm start:https therefore both enables TLS and exposes the server on the LAN (no need for an extra --host flag).

It serves a self-signed certificate, so the phone will show a certificate warning that you have to accept. See this document how to generate a locally-trusted certificate and get rid of the warning.

Build for production

pnpm build

Development

By default, dummy (simulated) microphones are used. You can use whatever other mic.

Connecting remote mic to dev server

You can just copy the link and open it in a new browser tab or whole new browser - that stays on localhost and works with the default pnpm start.

To connect an actual phone you need HTTPS mode (pnpm start:https) and to open the LAN IP link. Over plain HTTP the phone isn't a secure context, so the browser blocks microphone access.

Note that some songs won't work (YouTube will block the access), probably due to the host being an IP.

Tip: a tunnel (eg. cloudflared tunnel --url http://localhost:3000) is an alternative that gives the phone a real, trusted HTTPS hostname - no certificate warning, and it avoids the YouTube-blocking issue above.

E2E tests

Running against the dev server if it's running by simply running

pnpm e2e

You can run specific test and specific browser, headed or with debug like so

pnpm e2e --project="chromium" --headed --debug tests/song-list.spec.ts

It's also possible to run the tests against prod build (same as in CI) - it makes the tests run slightly faster:

cp .dev.vars.example .dev.vars
pnpm e2e:prod

For that you might want to keep following command running separately to not have the app built every time tests are run:

pnpm build:serve

Run unit tests

pnpm test

Misc docs

Documentation about specific topics can be found in docs/ folder.

Terminology:

  • frequency - a frequency of player's voice in Hz
  • frequencyRecord - object containing frequency and timestamp (of the song) when it was recorded
  • pitch - an actual sound (eg A, C, F#) as a number where 0 = C0
  • section - either a verse (containing notes) or a "pause section" - A.K.A instrumental part of the song when nothing's sung
  • note - a single singable syllabe with assigned target pitch, starting beat, length and lyric. Is also one of several types (see below)
  • distance - a number of pitches between player's note pitch and target note pitch, disregarding the octave (so for example player's note C0 has distance 0 to note's target pitch of C4). Note a tolerance can apply - eg with tolerance of 1, distance between pitches 66 and 65 will be 0 (while between 67 and 65 would be 2)
  • playerNote - group of frequencyRecords recorded directly after eachother, matched (by time) to a note with the same distance to it. Basically represents the player sung lines shown in the game

Note types

  • normal - regular note
  • star - golden note, gives bonus points
  • rap / freestyle - notes that are always hit if any singing is detected. Gives reduced points

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Online Karaoke game with pitch detection in your browser

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