@adatechnology/game-animals-three 0.4.1 → 0.4.3

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@@ -46,6 +46,7 @@ var GameAnimalsThree = (() => {
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  });
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  // ../game-contracts/dist/index.js
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+ var DEFAULT_BLAST_IMPULSE = { bodyArea: 0.7, lift: 0.15, minSpeed: 0.3, tntPerJoule: 0.24 / 2e5 };
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  var DEFAULT_COST_ALLOCATION_BYTES = 1024 * 1024;
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  var DEFERRED_QUEUE_ID = {
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  DESTRUCTION_EVENTS: "destruction.events",
@@ -104,7 +105,7 @@ var GameAnimalsThree = (() => {
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  var BODY_FOLEY_IDS = [...FOOTSTEP_SOUND_IDS, ...LAND_SOUND_IDS, ...BODY_SOUND_IDS];
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  var SWING_LEAD_SECONDS = { punch: 0.07, kick: 0.09, shove: 0, blade: 0.05, blunt: 0.1, chop: 0.11 };
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- // ../game-audio/dist/chunk-7TLFY7VO.js
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+ // ../game-audio/dist/chunk-KBTUANNG.js
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  var DISTANCE_CURVES = {
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  /** The game's `sfx`: `vol / (1 + d² × 0.004)`, cutoff `/ (1 + d × 0.01)`, silent below 0.01 (jogo L62091–62092, L62101). */
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  game_sfx: { model: "inverse_square", k: 4e-3, cutoffK: 0.01, minGain: 0.01 },
@@ -317,7 +318,11 @@ var GameAnimalsThree = (() => {
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  ["casing_drop_terra_pistol", 1],
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  ["casing_drop_terra_rifle", 1],
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  ["casing_drop_terra_shell", 1],
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- ["rocket_fire", 2]
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+ ["rocket_fire", 2],
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+ ["smg_45_auto", 2, "sfx_pistol"],
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+ ["weapon_draw", 2],
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+ ["suppressor_attach", 3],
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+ ["suppressor_detach", 3]
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  ]),
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  ...entries("explosoes-fogo", [
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  ["explosion_grenade", 1, "boom"],
@@ -331,7 +336,11 @@ var GameAnimalsThree = (() => {
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  ["fire_loop_large", 1],
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  ["fire_extinguish", 2, "hiss"],
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  ["gas_leak_hiss", 2],
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- ["structure_collapse", 2, "crumble"]
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+ ["structure_collapse", 2, "crumble"],
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+ ["grenade_bounce", 1],
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+ ["c4_plant", 2],
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+ ["c4_beep", 2],
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+ ["c4_disarm", 2]
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  ]),
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  ...entries("personagem", [
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  ["footstep_concrete_walk", 1, "sfx_step"],
@@ -347,7 +356,19 @@ var GameAnimalsThree = (() => {
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  ["blunt_hit", 1],
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  ["bite", 1, "sfx_flesh"],
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  ["body_fall", 1],
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- ["player_hurt", 2]
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+ ["player_hurt", 2],
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+ ["footstep_tile_walk", 1, "sfx_step"],
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+ ["footstep_water_walk", 1, "sfx_step"],
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+ ["footstep_grate_walk", 2, "sfx_step"],
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+ ["footstep_duct_walk", 3, "sfx_step"],
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+ ["ladder_climb", 2],
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+ ["swim", 2],
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+ ["zombie_groan", 1],
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+ ["zombie_alert", 1],
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+ ["zombie_attack", 1],
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+ ["zombie_pain", 1],
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+ ["zombie_claw_hit", 1, "sfx_flesh"],
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+ ["zombie_claw_miss", 2]
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  ]),
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  ...entries("veiculos", [
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  ["engine_loop_car", 1],
@@ -375,7 +396,8 @@ var GameAnimalsThree = (() => {
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  ["wind_loop", 2],
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  ["thunder_near", 2],
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  ["thunder_far", 2],
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- ["water_splash", 2]
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+ ["water_splash", 2],
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+ ["helicopter_loop", 3]
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  ])
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  ];
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  var SFX_MATERIALS = [
@@ -464,6 +486,7 @@ var GameAnimalsThree = (() => {
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  category: "1 \xB7 Categoria",
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  sound: "1 \xB7 Som",
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  play: "1 \xB7 \u25B6 Tocar",
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+ play_user: "1 \xB7 \u25B6 Tocar o seu",
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  material: "2 \xB7 Material",
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  blow: "2 \xB7 Golpe",
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  strike: "2 \xB7 \u25B6 Tocar golpe",
@@ -485,6 +508,7 @@ var GameAnimalsThree = (() => {
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  approve: "5 \xB7 Aprovo (C10)"
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  },
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  hints: {
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+ play_user: "Toca a sua grava\xE7\xE3o deste som (dos seus pacotes, fora do git), mesmo quando o SDK tem uma melhor e toca na frente.",
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  sound: "A = arquivo, S = sintetizado, F = faltando. O que tem arquivo toca o arquivo; o resto toca o som atual.",
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  strike: "Toca impact_<material>_<golpe>: o arquivo se existir, sen\xE3o o som atual daquele material.",
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  wall: "P\xF5e a parede de casa entre voc\xEA e a fonte: o som fica abafado (C4).",
@@ -529,9 +553,10 @@ var GameAnimalsThree = (() => {
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  strengths: { light: "leve", medium: "m\xE9dio", heavy: "forte" },
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  states: { file: "A", synth: "S", missing: "F" },
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  criteria: { C1: "C1 Sincronia", C2: "C2 Certo p/ a\xE7\xE3o", C3: "C3 Dist\xE2ncia", C4: "C4 Posi\xE7\xE3o", C5: "C5 Varia\xE7\xE3o", C6: "C6 Volume", C7: "C7 Intensidade", C8: "C8 Cauda", C9: "C9 Rajada", C10: "C10 Escuta" },
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- metrics: { chosen: "1 \xB7 Escolhido", matrix: "2 \xB7 Matriz", last: "\xDAltimo tocado", ab: "4 \xB7 A \xD7 B", blind: "4 \xB7 X", verdicts: "4 \xB7 Prefer\xEAncias", state: "5 \xB7 Medi\xE7\xE3o", count: "1 \xB7 Cat\xE1logo" },
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+ metrics: { source: "1 \xB7 Fonte do que tocou", chosen: "1 \xB7 Escolhido", matrix: "2 \xB7 Matriz", last: "\xDAltimo tocado", ab: "4 \xB7 A \xD7 B", blind: "4 \xB7 X", verdicts: "4 \xB7 Prefer\xEAncias", state: "5 \xB7 Medi\xE7\xE3o", count: "1 \xB7 Cat\xE1logo" },
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  run: { idle: "parada", measuring: "medindo\u2026", done: "pronta", failed: "falhou", recording: "gravando\u2026", recorded: "grava\xE7\xE3o baixada" },
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  words: { none: "\u2014", hidden: "? (revele)", prefers: "prefere", approved: "aprovado pelo dono" },
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+ sources: { sdk: "SDK", user: "seu som", synth: "sintetizado" },
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  probe: "Fonte do som",
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  wall: "Parede (oclus\xE3o)",
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  scenarios: { pipeline: "Arquivo \u2192 decodifica \u2192 toca (round-robin, cauda)", criteria: "Crit\xE9rios C1\u2013C9 no som de calibra\xE7\xE3o", loop: "Loop de arquivo: emenda sem buraco (crossfade)", panel: "Painel: categorias, matriz, A/B e parede" }
@@ -544,6 +569,7 @@ var GameAnimalsThree = (() => {
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  category: "1 \xB7 Category",
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  sound: "1 \xB7 Sound",
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  play: "1 \xB7 \u25B6 Play",
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+ play_user: "1 \xB7 \u25B6 Play yours",
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  material: "2 \xB7 Material",
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  blow: "2 \xB7 Blow",
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  strike: "2 \xB7 \u25B6 Play blow",
@@ -565,6 +591,7 @@ var GameAnimalsThree = (() => {
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  approve: "5 \xB7 Approve (C10)"
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  },
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  hints: {
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+ play_user: "Plays your own take of this sound (from your packs, kept out of git), even where the SDK has a better one that plays first.",
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  sound: "A = file, S = synthesized, F = missing. A file plays the file; the rest plays the current sound.",
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  strike: "Plays impact_<material>_<blow>: the file if there is one, else the current sound of that material.",
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  wall: "Puts the house wall between you and the source: the sound is muffled (C4).",
@@ -599,9 +626,10 @@ var GameAnimalsThree = (() => {
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  environments: { indoor: "indoor", outdoor: "outdoor" },
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  strengths: { light: "light", medium: "medium", heavy: "heavy" },
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  criteria: { C1: "C1 Sync", C2: "C2 Right sound", C3: "C3 Distance", C4: "C4 Position", C5: "C5 Variation", C6: "C6 Level", C7: "C7 Strength", C8: "C8 Tail", C9: "C9 Burst", C10: "C10 Listening" },
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- metrics: { chosen: "1 \xB7 Chosen", matrix: "2 \xB7 Matrix", last: "Last played", ab: "4 \xB7 A \xD7 B", blind: "4 \xB7 X", verdicts: "4 \xB7 Preferences", state: "5 \xB7 Measurement", count: "1 \xB7 Catalogue" },
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+ metrics: { source: "1 \xB7 Source of what played", chosen: "1 \xB7 Chosen", matrix: "2 \xB7 Matrix", last: "Last played", ab: "4 \xB7 A \xD7 B", blind: "4 \xB7 X", verdicts: "4 \xB7 Preferences", state: "5 \xB7 Measurement", count: "1 \xB7 Catalogue" },
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  run: { idle: "idle", measuring: "measuring\u2026", done: "done", failed: "failed", recording: "recording\u2026", recorded: "recording downloaded" },
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  words: { none: "\u2014", hidden: "? (reveal)", prefers: "prefers", approved: "approved by the owner" },
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+ sources: { sdk: "SDK", user: "your sound", synth: "synthesized" },
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  probe: "Sound source",
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  wall: "Wall (occlusion)",
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  scenarios: { pipeline: "File \u2192 decode \u2192 play (round-robin, tail)", criteria: "Criteria C1\u2013C9 on the calibration sound", loop: "File loop: seamless joins (crossfade)", panel: "Panel: categories, matrix, A/B and wall" }