@adatechnology/game-audio 0.4.0 → 0.6.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1067) hide show
  1. package/README.md +20 -0
  2. package/assets/sfx/CREDITOS.md +1057 -0
  3. package/assets/sfx/ambiente/ambience_city_day_01.ogg +0 -0
  4. package/assets/sfx/ambiente/ambience_city_day_02.ogg +0 -0
  5. package/assets/sfx/ambiente/ambience_construction_01.ogg +0 -0
  6. package/assets/sfx/ambiente/ambience_night_01.ogg +0 -0
  7. package/assets/sfx/ambiente/ambience_room_tone_01.ogg +0 -0
  8. package/assets/sfx/ambiente/ambience_room_tone_02.ogg +0 -0
  9. package/assets/sfx/ambiente/ambience_rural_day_01.ogg +0 -0
  10. package/assets/sfx/ambiente/ambience_rural_day_02.ogg +0 -0
  11. package/assets/sfx/ambiente/rain_loop_01.ogg +0 -0
  12. package/assets/sfx/ambiente/water_river_loop_01.ogg +0 -0
  13. package/assets/sfx/ambiente/water_river_loop_02.ogg +0 -0
  14. package/assets/sfx/ambiente/water_river_loop_03.ogg +0 -0
  15. package/assets/sfx/ambiente/water_splash_01.ogg +0 -0
  16. package/assets/sfx/ambiente/water_splash_02.ogg +0 -0
  17. package/assets/sfx/ambiente/water_splash_03.ogg +0 -0
  18. package/assets/sfx/ambiente/water_splash_04.ogg +0 -0
  19. package/assets/sfx/ambiente/water_splash_05.ogg +0 -0
  20. package/assets/sfx/ambiente/water_splash_06.ogg +0 -0
  21. package/assets/sfx/ambiente/water_splash_07.ogg +0 -0
  22. package/assets/sfx/ambiente/water_splash_08.ogg +0 -0
  23. package/assets/sfx/ambiente/water_splash_09.ogg +0 -0
  24. package/assets/sfx/ambiente/water_splash_10.ogg +0 -0
  25. package/assets/sfx/ambiente/water_splash_11.ogg +0 -0
  26. package/assets/sfx/ambiente/water_splash_12.ogg +0 -0
  27. package/assets/sfx/ambiente/water_splash_13.ogg +0 -0
  28. package/assets/sfx/ambiente/water_splash_14.ogg +0 -0
  29. package/assets/sfx/ambiente/water_splash_15.ogg +0 -0
  30. package/assets/sfx/armas/bolt_lift_medium_01.ogg +0 -0
  31. package/assets/sfx/armas/bolt_lift_medium_02.ogg +0 -0
  32. package/assets/sfx/armas/bolt_lift_medium_03.ogg +0 -0
  33. package/assets/sfx/armas/bolt_lift_medium_04.ogg +0 -0
  34. package/assets/sfx/armas/bolt_lift_medium_05.ogg +0 -0
  35. package/assets/sfx/armas/bolt_lock_medium_01.ogg +0 -0
  36. package/assets/sfx/armas/bolt_lock_medium_02.ogg +0 -0
  37. package/assets/sfx/armas/bolt_lock_medium_03.ogg +0 -0
  38. package/assets/sfx/armas/bolt_lock_medium_04.ogg +0 -0
  39. package/assets/sfx/armas/bolt_lock_medium_05.ogg +0 -0
  40. package/assets/sfx/armas/bolt_pull_heavy_01.ogg +0 -0
  41. package/assets/sfx/armas/bolt_pull_medium_01.ogg +0 -0
  42. package/assets/sfx/armas/bolt_pull_medium_02.ogg +0 -0
  43. package/assets/sfx/armas/bolt_pull_medium_03.ogg +0 -0
  44. package/assets/sfx/armas/bolt_pull_medium_04.ogg +0 -0
  45. package/assets/sfx/armas/bolt_pull_medium_05.ogg +0 -0
  46. package/assets/sfx/armas/bolt_pull_medium_06.ogg +0 -0
  47. package/assets/sfx/armas/bolt_push_heavy_01.ogg +0 -0
  48. package/assets/sfx/armas/bolt_push_medium_01.ogg +0 -0
  49. package/assets/sfx/armas/bolt_push_medium_02.ogg +0 -0
  50. package/assets/sfx/armas/bolt_push_medium_03.ogg +0 -0
  51. package/assets/sfx/armas/bolt_push_medium_04.ogg +0 -0
  52. package/assets/sfx/armas/bolt_push_medium_05.ogg +0 -0
  53. package/assets/sfx/armas/bolt_push_medium_06.ogg +0 -0
  54. package/assets/sfx/armas/casing_drop_concreto_01.ogg +0 -0
  55. package/assets/sfx/armas/casing_drop_concreto_02.ogg +0 -0
  56. package/assets/sfx/armas/casing_drop_concreto_03.ogg +0 -0
  57. package/assets/sfx/armas/casing_drop_metal_01.ogg +0 -0
  58. package/assets/sfx/armas/casing_drop_metal_02.ogg +0 -0
  59. package/assets/sfx/armas/casing_drop_metal_03.ogg +0 -0
  60. package/assets/sfx/armas/casing_drop_terra_01.ogg +0 -0
  61. package/assets/sfx/armas/casing_drop_terra_02.ogg +0 -0
  62. package/assets/sfx/armas/casing_drop_terra_03.ogg +0 -0
  63. package/assets/sfx/armas/charging_handle_pull_light_01.ogg +0 -0
  64. package/assets/sfx/armas/charging_handle_pull_light_02.ogg +0 -0
  65. package/assets/sfx/armas/charging_handle_pull_light_03.ogg +0 -0
  66. package/assets/sfx/armas/charging_handle_pull_light_04.ogg +0 -0
  67. package/assets/sfx/armas/charging_handle_pull_medium_01.ogg +0 -0
  68. package/assets/sfx/armas/charging_handle_pull_medium_02.ogg +0 -0
  69. package/assets/sfx/armas/charging_handle_pull_medium_03.ogg +0 -0
  70. package/assets/sfx/armas/charging_handle_pull_medium_04.ogg +0 -0
  71. package/assets/sfx/armas/charging_handle_pull_medium_05.ogg +0 -0
  72. package/assets/sfx/armas/charging_handle_release_medium_01.ogg +0 -0
  73. package/assets/sfx/armas/charging_handle_release_medium_02.ogg +0 -0
  74. package/assets/sfx/armas/charging_handle_release_medium_03.ogg +0 -0
  75. package/assets/sfx/armas/charging_handle_release_medium_04.ogg +0 -0
  76. package/assets/sfx/armas/charging_handle_release_medium_05.ogg +0 -0
  77. package/assets/sfx/armas/cylinder_close_light_01.ogg +0 -0
  78. package/assets/sfx/armas/cylinder_close_light_02.ogg +0 -0
  79. package/assets/sfx/armas/cylinder_close_light_03.ogg +0 -0
  80. package/assets/sfx/armas/cylinder_close_light_04.ogg +0 -0
  81. package/assets/sfx/armas/cylinder_close_light_05.ogg +0 -0
  82. package/assets/sfx/armas/cylinder_eject_light_01.ogg +0 -0
  83. package/assets/sfx/armas/cylinder_eject_light_02.ogg +0 -0
  84. package/assets/sfx/armas/cylinder_eject_light_03.ogg +0 -0
  85. package/assets/sfx/armas/cylinder_open_light_01.ogg +0 -0
  86. package/assets/sfx/armas/cylinder_open_light_02.ogg +0 -0
  87. package/assets/sfx/armas/cylinder_open_light_03.ogg +0 -0
  88. package/assets/sfx/armas/cylinder_open_light_04.ogg +0 -0
  89. package/assets/sfx/armas/cylinder_open_light_05.ogg +0 -0
  90. package/assets/sfx/armas/lever_close_medium_01.ogg +0 -0
  91. package/assets/sfx/armas/lever_close_medium_02.ogg +0 -0
  92. package/assets/sfx/armas/lever_open_medium_01.ogg +0 -0
  93. package/assets/sfx/armas/lever_open_medium_02.ogg +0 -0
  94. package/assets/sfx/armas/mag_out_heavy_01.ogg +0 -0
  95. package/assets/sfx/armas/mag_out_heavy_02.ogg +0 -0
  96. package/assets/sfx/armas/mag_out_light_01.ogg +0 -0
  97. package/assets/sfx/armas/mag_out_light_02.ogg +0 -0
  98. package/assets/sfx/armas/mag_out_light_03.ogg +0 -0
  99. package/assets/sfx/armas/mag_out_light_04.ogg +0 -0
  100. package/assets/sfx/armas/mag_out_medium_01.ogg +0 -0
  101. package/assets/sfx/armas/mag_out_medium_02.ogg +0 -0
  102. package/assets/sfx/armas/mag_out_medium_03.ogg +0 -0
  103. package/assets/sfx/armas/mag_seat_heavy_01.ogg +0 -0
  104. package/assets/sfx/armas/mag_seat_heavy_02.ogg +0 -0
  105. package/assets/sfx/armas/mag_seat_light_01.ogg +0 -0
  106. package/assets/sfx/armas/mag_seat_light_02.ogg +0 -0
  107. package/assets/sfx/armas/mag_seat_light_03.ogg +0 -0
  108. package/assets/sfx/armas/mag_seat_light_04.ogg +0 -0
  109. package/assets/sfx/armas/mag_seat_light_05.ogg +0 -0
  110. package/assets/sfx/armas/mag_seat_light_06.ogg +0 -0
  111. package/assets/sfx/armas/mag_seat_medium_01.ogg +0 -0
  112. package/assets/sfx/armas/mag_seat_medium_02.ogg +0 -0
  113. package/assets/sfx/armas/mag_seat_medium_03.ogg +0 -0
  114. package/assets/sfx/armas/pistol_22lr_close_01.ogg +0 -0
  115. package/assets/sfx/armas/pistol_22lr_close_02.ogg +0 -0
  116. package/assets/sfx/armas/pistol_22lr_far_01.ogg +0 -0
  117. package/assets/sfx/armas/pistol_22lr_far_02.ogg +0 -0
  118. package/assets/sfx/armas/pistol_22lr_far_03.ogg +0 -0
  119. package/assets/sfx/armas/pistol_22lr_far_04.ogg +0 -0
  120. package/assets/sfx/armas/pistol_45_close_01.ogg +0 -0
  121. package/assets/sfx/armas/pistol_45_close_02.ogg +0 -0
  122. package/assets/sfx/armas/pistol_45_close_03.ogg +0 -0
  123. package/assets/sfx/armas/pistol_45_close_04.ogg +0 -0
  124. package/assets/sfx/armas/pistol_45_close_05.ogg +0 -0
  125. package/assets/sfx/armas/pistol_45_far_01.ogg +0 -0
  126. package/assets/sfx/armas/pistol_45_far_02.ogg +0 -0
  127. package/assets/sfx/armas/pistol_45_far_03.ogg +0 -0
  128. package/assets/sfx/armas/pistol_45_far_04.ogg +0 -0
  129. package/assets/sfx/armas/pistol_9mm_close_01.ogg +0 -0
  130. package/assets/sfx/armas/pistol_9mm_close_02.ogg +0 -0
  131. package/assets/sfx/armas/pistol_9mm_close_03.ogg +0 -0
  132. package/assets/sfx/armas/pistol_9mm_close_04.ogg +0 -0
  133. package/assets/sfx/armas/pistol_9mm_close_05.ogg +0 -0
  134. package/assets/sfx/armas/pistol_9mm_close_06.ogg +0 -0
  135. package/assets/sfx/armas/pistol_9mm_far_01.ogg +0 -0
  136. package/assets/sfx/armas/pistol_9mm_far_02.ogg +0 -0
  137. package/assets/sfx/armas/pistol_9mm_far_03.ogg +0 -0
  138. package/assets/sfx/armas/pistol_9mm_far_04.ogg +0 -0
  139. package/assets/sfx/armas/pump_back_heavy_01.ogg +0 -0
  140. package/assets/sfx/armas/pump_back_heavy_02.ogg +0 -0
  141. package/assets/sfx/armas/pump_back_heavy_03.ogg +0 -0
  142. package/assets/sfx/armas/pump_back_heavy_04.ogg +0 -0
  143. package/assets/sfx/armas/pump_back_heavy_05.ogg +0 -0
  144. package/assets/sfx/armas/pump_forward_heavy_01.ogg +0 -0
  145. package/assets/sfx/armas/pump_forward_heavy_02.ogg +0 -0
  146. package/assets/sfx/armas/pump_forward_heavy_03.ogg +0 -0
  147. package/assets/sfx/armas/revolver_38_357_close_01.ogg +0 -0
  148. package/assets/sfx/armas/revolver_38_357_close_02.ogg +0 -0
  149. package/assets/sfx/armas/revolver_38_357_close_03.ogg +0 -0
  150. package/assets/sfx/armas/revolver_38_357_close_04.ogg +0 -0
  151. package/assets/sfx/armas/revolver_38_357_far_01.ogg +0 -0
  152. package/assets/sfx/armas/revolver_38_357_far_02.ogg +0 -0
  153. package/assets/sfx/armas/revolver_38_357_far_03.ogg +0 -0
  154. package/assets/sfx/armas/revolver_38_357_far_04.ogg +0 -0
  155. package/assets/sfx/armas/rifle_308_3006_close_01.ogg +0 -0
  156. package/assets/sfx/armas/rifle_308_3006_close_02.ogg +0 -0
  157. package/assets/sfx/armas/rifle_308_3006_close_03.ogg +0 -0
  158. package/assets/sfx/armas/rifle_308_3006_close_04.ogg +0 -0
  159. package/assets/sfx/armas/rifle_308_3006_close_05.ogg +0 -0
  160. package/assets/sfx/armas/rifle_308_3006_close_06.ogg +0 -0
  161. package/assets/sfx/armas/rifle_308_3006_far_01.ogg +0 -0
  162. package/assets/sfx/armas/rifle_308_3006_far_02.ogg +0 -0
  163. package/assets/sfx/armas/rifle_308_3006_far_03.ogg +0 -0
  164. package/assets/sfx/armas/rifle_308_3006_far_04.ogg +0 -0
  165. package/assets/sfx/armas/rifle_308_3006_far_05.ogg +0 -0
  166. package/assets/sfx/armas/rifle_308_3006_far_06.ogg +0 -0
  167. package/assets/sfx/armas/rifle_5_56_close_01.ogg +0 -0
  168. package/assets/sfx/armas/rifle_5_56_close_02.ogg +0 -0
  169. package/assets/sfx/armas/rifle_5_56_close_03.ogg +0 -0
  170. package/assets/sfx/armas/rifle_5_56_close_04.ogg +0 -0
  171. package/assets/sfx/armas/rifle_5_56_close_05.ogg +0 -0
  172. package/assets/sfx/armas/rifle_5_56_far_01.ogg +0 -0
  173. package/assets/sfx/armas/rifle_5_56_far_02.ogg +0 -0
  174. package/assets/sfx/armas/rifle_5_56_far_03.ogg +0 -0
  175. package/assets/sfx/armas/rifle_5_56_far_04.ogg +0 -0
  176. package/assets/sfx/armas/rifle_7_62x39_close_01.ogg +0 -0
  177. package/assets/sfx/armas/rifle_7_62x39_close_02.ogg +0 -0
  178. package/assets/sfx/armas/rifle_7_62x39_close_03.ogg +0 -0
  179. package/assets/sfx/armas/rifle_7_62x39_close_04.ogg +0 -0
  180. package/assets/sfx/armas/rifle_7_62x39_close_05.ogg +0 -0
  181. package/assets/sfx/armas/rifle_7_62x39_close_06.ogg +0 -0
  182. package/assets/sfx/armas/rifle_7_62x39_close_07.ogg +0 -0
  183. package/assets/sfx/armas/rifle_7_62x39_close_08.ogg +0 -0
  184. package/assets/sfx/armas/rifle_7_62x39_close_09.ogg +0 -0
  185. package/assets/sfx/armas/rifle_7_62x39_close_10.ogg +0 -0
  186. package/assets/sfx/armas/rifle_7_62x39_close_11.ogg +0 -0
  187. package/assets/sfx/armas/rifle_7_62x39_close_12.ogg +0 -0
  188. package/assets/sfx/armas/rifle_7_62x39_far_01.ogg +0 -0
  189. package/assets/sfx/armas/rifle_7_62x39_far_02.ogg +0 -0
  190. package/assets/sfx/armas/rifle_7_62x39_far_03.ogg +0 -0
  191. package/assets/sfx/armas/shell_insert_heavy_01.ogg +0 -0
  192. package/assets/sfx/armas/shell_insert_heavy_02.ogg +0 -0
  193. package/assets/sfx/armas/shell_insert_heavy_03.ogg +0 -0
  194. package/assets/sfx/armas/shell_insert_heavy_04.ogg +0 -0
  195. package/assets/sfx/armas/shell_insert_heavy_05.ogg +0 -0
  196. package/assets/sfx/armas/shell_insert_heavy_06.ogg +0 -0
  197. package/assets/sfx/armas/shell_insert_heavy_07.ogg +0 -0
  198. package/assets/sfx/armas/shell_insert_heavy_08.ogg +0 -0
  199. package/assets/sfx/armas/shell_insert_heavy_09.ogg +0 -0
  200. package/assets/sfx/armas/shotgun_12_close_01.ogg +0 -0
  201. package/assets/sfx/armas/shotgun_12_close_02.ogg +0 -0
  202. package/assets/sfx/armas/shotgun_12_close_03.ogg +0 -0
  203. package/assets/sfx/armas/shotgun_12_close_04.ogg +0 -0
  204. package/assets/sfx/armas/shotgun_12_close_05.ogg +0 -0
  205. package/assets/sfx/armas/shotgun_12_close_06.ogg +0 -0
  206. package/assets/sfx/armas/shotgun_12_far_01.ogg +0 -0
  207. package/assets/sfx/armas/shotgun_12_far_02.ogg +0 -0
  208. package/assets/sfx/armas/shotgun_12_far_03.ogg +0 -0
  209. package/assets/sfx/armas/shotgun_12_far_04.ogg +0 -0
  210. package/assets/sfx/armas/shotgun_12_far_05.ogg +0 -0
  211. package/assets/sfx/armas/shotgun_12_far_06.ogg +0 -0
  212. package/assets/sfx/armas/slide_release_light_01.ogg +0 -0
  213. package/assets/sfx/armas/slide_release_light_02.ogg +0 -0
  214. package/assets/sfx/armas/slide_release_light_03.ogg +0 -0
  215. package/assets/sfx/armas/slide_release_light_04.ogg +0 -0
  216. package/assets/sfx/armas/slide_release_light_05.ogg +0 -0
  217. package/assets/sfx/armas/slide_release_light_06.ogg +0 -0
  218. package/assets/sfx/armas/slide_release_medium_01.ogg +0 -0
  219. package/assets/sfx/armas/slide_release_medium_02.ogg +0 -0
  220. package/assets/sfx/armas/slide_release_medium_03.ogg +0 -0
  221. package/assets/sfx/armas/slide_release_medium_04.ogg +0 -0
  222. package/assets/sfx/armas/sniper_338_300wm_close_01.ogg +0 -0
  223. package/assets/sfx/armas/sniper_338_300wm_close_02.ogg +0 -0
  224. package/assets/sfx/armas/sniper_338_300wm_close_03.ogg +0 -0
  225. package/assets/sfx/armas/sniper_338_300wm_close_04.ogg +0 -0
  226. package/assets/sfx/armas/sniper_338_300wm_close_05.ogg +0 -0
  227. package/assets/sfx/armas/sniper_338_300wm_close_06.ogg +0 -0
  228. package/assets/sfx/armas/sniper_338_300wm_close_07.ogg +0 -0
  229. package/assets/sfx/armas/sniper_338_300wm_far_01.ogg +0 -0
  230. package/assets/sfx/armas/sniper_338_300wm_far_02.ogg +0 -0
  231. package/assets/sfx/armas/sniper_338_300wm_far_03.ogg +0 -0
  232. package/assets/sfx/armas/sniper_338_300wm_far_04.ogg +0 -0
  233. package/assets/sfx/armas/sniper_338_300wm_far_05.ogg +0 -0
  234. package/assets/sfx/armas/sniper_338_300wm_far_06.ogg +0 -0
  235. package/assets/sfx/armas/speedloader_light_01.ogg +0 -0
  236. package/assets/sfx/armas/speedloader_light_02.ogg +0 -0
  237. package/assets/sfx/armas/speedloader_light_03.ogg +0 -0
  238. package/assets/sfx/armas/speedloader_light_04.ogg +0 -0
  239. package/assets/sfx/armas/speedloader_light_05.ogg +0 -0
  240. package/assets/sfx/armas/speedloader_light_06.ogg +0 -0
  241. package/assets/sfx/armas/speedloader_light_07.ogg +0 -0
  242. package/assets/sfx/armas/speedloader_light_08.ogg +0 -0
  243. package/assets/sfx/armas/suppressed_pistol_close_01.ogg +0 -0
  244. package/assets/sfx/armas/suppressed_pistol_close_02.ogg +0 -0
  245. package/assets/sfx/armas/suppressed_pistol_close_03.ogg +0 -0
  246. package/assets/sfx/armas/suppressed_pistol_close_04.ogg +0 -0
  247. package/assets/sfx/armas/suppressed_pistol_close_05.ogg +0 -0
  248. package/assets/sfx/armas/suppressed_pistol_far_01.ogg +0 -0
  249. package/assets/sfx/armas/suppressed_pistol_far_02.ogg +0 -0
  250. package/assets/sfx/armas/suppressed_pistol_far_03.ogg +0 -0
  251. package/assets/sfx/armas/suppressed_pistol_far_04.ogg +0 -0
  252. package/assets/sfx/armas/suppressed_pistol_far_05.ogg +0 -0
  253. package/assets/sfx/armas/suppressed_rifle_close_01.ogg +0 -0
  254. package/assets/sfx/armas/suppressed_rifle_close_02.ogg +0 -0
  255. package/assets/sfx/armas/suppressed_rifle_close_03.ogg +0 -0
  256. package/assets/sfx/armas/suppressed_rifle_close_04.ogg +0 -0
  257. package/assets/sfx/armas/suppressed_rifle_far_01.ogg +0 -0
  258. package/assets/sfx/armas/suppressed_rifle_far_02.ogg +0 -0
  259. package/assets/sfx/armas/suppressed_rifle_far_03.ogg +0 -0
  260. package/assets/sfx/armas/suppressed_rifle_far_04.ogg +0 -0
  261. package/assets/sfx/explosoes-fogo/debris_rain_mixed_01.ogg +0 -0
  262. package/assets/sfx/explosoes-fogo/debris_rain_mixed_02.ogg +0 -0
  263. package/assets/sfx/explosoes-fogo/debris_rain_mixed_03.ogg +0 -0
  264. package/assets/sfx/explosoes-fogo/debris_rain_mixed_04.ogg +0 -0
  265. package/assets/sfx/explosoes-fogo/debris_rain_mixed_05.ogg +0 -0
  266. package/assets/sfx/explosoes-fogo/debris_rain_mixed_06.ogg +0 -0
  267. package/assets/sfx/explosoes-fogo/debris_rain_mixed_07.ogg +0 -0
  268. package/assets/sfx/explosoes-fogo/debris_rain_stone_01.ogg +0 -0
  269. package/assets/sfx/explosoes-fogo/debris_rain_stone_02.ogg +0 -0
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  1056. package/dist/index.d.ts +153 -3
  1057. package/dist/index.global.js +3423 -1112
  1058. package/dist/index.global.js.map +1 -1
  1059. package/dist/index.js +842 -6
  1060. package/dist/index.js.map +1 -1
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  1063. package/dist/testing.js +11 -3
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  1067. package/dist/testing-BZQid7h0.d.ts +0 -653
package/dist/index.js CHANGED
@@ -3,52 +3,123 @@ import {
3
3
  BUILD_ORDERS,
4
4
  BUS_IDS,
5
5
  BUS_PRIORITY,
6
+ CALIBRATION_ID,
7
+ CALIBRATION_LOOP_ID,
8
+ CALIBRATION_LOOP_SOUND,
9
+ CALIBRATION_SOUND,
10
+ CRITERIA,
11
+ CRITERIA_TARGETS,
12
+ CROSSFADE_STEPS,
13
+ DEFAULT_CROSSOVER,
6
14
  DEFAULT_LISTENER,
15
+ DEFAULT_LOOP_CROSSFADE,
7
16
  DEFAULT_MAX_VOICES,
8
17
  DEFAULT_MIX,
18
+ DEFAULT_SAMPLE_CUTOFF_K,
19
+ DEFAULT_SAMPLE_FALLOFF,
20
+ DEFAULT_SAMPLE_PITCH,
21
+ DEFAULT_TAIL_GAIN,
9
22
  DISTANCE_CURVES,
10
23
  GAME_SFX_BANK,
11
24
  GAME_SFX_CLASSES,
12
25
  GAME_SFX_FALLBACK,
26
+ KIT_CATEGORY_BUS,
27
+ KIT_SAMPLES_BANK,
28
+ KIT_SAMPLE_ALIASES,
29
+ LAYER_FLOOR,
13
30
  LIBRARY_BANK,
14
31
  LIBRARY_LOOPS,
15
32
  LIBRARY_SOUNDS,
16
33
  LOOP_SMOOTHING,
17
34
  LOOP_START_ABOVE,
18
35
  MIX_PROFILES,
36
+ OPEN_CUTOFF,
19
37
  PAN_LIMIT,
20
38
  PAN_MIN_DISTANCE,
39
+ SAMPLE_ENVIRONMENTS,
40
+ SDK_LICENSES,
41
+ SFX_BLOWS,
42
+ SFX_CATALOG,
43
+ SFX_CATEGORIES,
44
+ SFX_IMPACTS,
45
+ SFX_LAYERS,
46
+ SFX_MATERIALS,
47
+ SFX_TIERS,
48
+ USER_SAMPLES_BANK,
49
+ USER_SOUND_PREFIX,
21
50
  VOICE_GROUPS,
22
51
  audioBenchTextOf,
52
+ balanceOf,
23
53
  bufferOf,
24
54
  buildChain,
25
55
  busGain,
26
56
  busPriority,
57
+ calibrationLoader,
58
+ centroidHz,
59
+ countHits,
27
60
  createAudioEngine,
28
61
  createAudioTestModule,
29
62
  createLoopState,
30
63
  createRng,
64
+ createSampleStore,
31
65
  createSetPicker,
32
66
  createSoundRegistry,
33
67
  createVoiceManager,
68
+ crossGains,
34
69
  cutoffDivisor,
70
+ dbOf,
35
71
  drawBetween,
72
+ encodeWav,
73
+ endDropDb,
74
+ equalPowerIn,
36
75
  falloffGain,
76
+ farMixAt,
77
+ fetchLoader,
37
78
  fillImpulse,
38
79
  fillNoise,
39
80
  globalContext,
81
+ impactSoundId,
82
+ inlineLoader,
83
+ isCalibrationUrl,
40
84
  isSilent,
85
+ kitSampleBank,
86
+ kitSampleDefaults,
87
+ limiterCurve,
41
88
  listenerDistance,
89
+ loadKitSamples,
90
+ loadUserSamples,
91
+ loopCrossfade,
92
+ measureCriteria,
42
93
  noiseClassRecipe,
94
+ onsetIndex,
43
95
  panFor,
96
+ parseSfxName,
97
+ peakIndex,
98
+ peakOf,
99
+ pickTake,
100
+ planSample,
44
101
  planSound,
45
102
  realize,
103
+ realizeSample,
104
+ recordOutput,
46
105
  resolveMix,
47
106
  retunePlan,
107
+ ringSeconds,
108
+ rmsDb,
109
+ sampleBankFromManifest,
110
+ sampleCutoff,
111
+ sampleLength,
112
+ sampleUrls,
113
+ sfxState,
114
+ soundSourceOf,
115
+ splitTier,
48
116
  streamFor,
49
117
  streamSeed,
50
- unlockContext
51
- } from "./chunk-DZITVFMJ.js";
118
+ tierFor,
119
+ unlockContext,
120
+ userSampleBank,
121
+ withAliases
122
+ } from "./chunk-KBTUANNG.js";
52
123
 
53
124
  // src/recipes/scene.ts
54
125
  var ATTACK = 2e-3;
@@ -127,6 +198,678 @@ function sceneRecipe(id, layers, line, options = {}) {
127
198
  };
128
199
  }
129
200
 
201
+ // src/library/cabin.ts
202
+ var CABIN_SOUNDS = [
203
+ {
204
+ id: "blinker_tick",
205
+ bus: "world",
206
+ duration: 0.03,
207
+ layers: [
208
+ // the relay: a click of bright noise and a short low knock
209
+ { source: { kind: "noise", offset: "random" }, filters: { mode: "serial", bank: [{ type: "highpass", frequency: { set: 2600 } }] }, envelope: [[0, 0.22, "set"], [0.025, 1e-4, "exp", "fixed"]] },
210
+ { source: { kind: "osc", wave: "triangle", frequency: { set: 180 } }, envelope: [[0, 0.12, "set"], [0.03, 1e-4, "exp", "fixed"]] }
211
+ ],
212
+ falloff: { model: "none" }
213
+ },
214
+ {
215
+ id: "starter_crank",
216
+ bus: "world",
217
+ duration: 0.9,
218
+ layers: [
219
+ // the starter motor turning the engine over: low noise chopped at the compression strokes
220
+ {
221
+ source: { kind: "noise", offset: "random" },
222
+ filters: { mode: "serial", bank: [{ type: "lowpass", frequency: { set: 420 } }] },
223
+ modulators: [{ target: "gain", wave: "square", rate: 11, depth: 0.08, base: 0.1 }],
224
+ envelope: [[0, 1e-4, "set", "fixed"], [0.05, 0.25, "linear"], [0.8, 0.22, "set"], [0.9, 1e-4, "exp", "fixed"]]
225
+ },
226
+ { source: { kind: "osc", wave: "sawtooth", frequency: { set: 95, to: 120, curve: "linear", over: 0.9 } }, filters: { mode: "serial", bank: [{ type: "lowpass", frequency: { set: 300 } }] }, envelope: [[0, 0.04, "set"], [0.9, 1e-4, "exp", "fixed"]] }
227
+ ],
228
+ falloff: { model: "none" }
229
+ },
230
+ {
231
+ id: "car_alarm",
232
+ bus: "world",
233
+ order: "siren",
234
+ duration: 3,
235
+ tail: 0.1,
236
+ layers: [
237
+ // the whoop of a car alarm: a square swept up and down three times a second
238
+ {
239
+ source: { kind: "osc", wave: "square", frequency: { set: 1100 } },
240
+ modulators: [{ target: "frequency", wave: "triangle", rate: 3, depth: 420 }],
241
+ filters: { mode: "serial", bank: [{ type: "lowpass", frequency: { set: 2600 } }] },
242
+ envelope: [[0, 1e-4, "set", "fixed"], [0.05, 0.05, "linear"], [2.9, 0.05, "set"], [3, 1e-4, "exp", "fixed"]]
243
+ }
244
+ ],
245
+ falloff: { model: "none" }
246
+ },
247
+ {
248
+ id: "alarm_chirp",
249
+ bus: "world",
250
+ duration: 0.1,
251
+ layers: [{ source: { kind: "osc", wave: "square", frequency: { set: 2300 } }, repeat: { count: 2, spacing: 0.16 }, envelope: [[0, 0.05, "set"], [0.09, 1e-4, "exp", "fixed"]] }],
252
+ falloff: { model: "none" }
253
+ },
254
+ {
255
+ id: "wiper_swish",
256
+ bus: "world",
257
+ duration: 0.45,
258
+ layers: [
259
+ {
260
+ source: { kind: "noise", offset: "random" },
261
+ filters: { mode: "serial", bank: [{ type: "bandpass", frequency: { set: 700, to: 1100, curve: "linear", over: 0.45 }, q: 1.2 }] },
262
+ envelope: [[0, 1e-4, "set", "fixed"], [0.2, 0.06, "linear"], [0.45, 1e-4, "exp", "fixed"]]
263
+ }
264
+ ],
265
+ falloff: { model: "none" }
266
+ },
267
+ {
268
+ id: "seatbelt_chime",
269
+ bus: "world",
270
+ duration: 0.5,
271
+ layers: [{ source: { kind: "osc", wave: "sine", frequency: { set: 880 } }, repeat: { count: 3, spacing: 0.7 }, envelope: [[0, 0.06, "set"], [0.5, 1e-4, "exp", "fixed"]] }],
272
+ falloff: { model: "none" }
273
+ }
274
+ ];
275
+ var CABIN_BANK = { id: "vehicle_cabin", sounds: CABIN_SOUNDS, loops: [] };
276
+
277
+ // src/recipes/foley.ts
278
+ var FOLEY_FALLOFF = {
279
+ model: "inverse_square",
280
+ k: 0.02,
281
+ cutoffK: 0.04,
282
+ minGain: 4e-3
283
+ };
284
+ var vary = (f, pct = 0.04) => [Math.round(f * (1 - pct)), Math.round(f * (1 + pct))];
285
+ var foley = (id, layers, note) => ({
286
+ id,
287
+ bus: "world",
288
+ pan: true,
289
+ layers,
290
+ falloff: FOLEY_FALLOFF,
291
+ sources: [`sdk: ${note}`]
292
+ });
293
+ var click = (f, vol, delay = 0) => [
294
+ sceneNoise({
295
+ type: "bandpass",
296
+ f: vary(f, 0.08),
297
+ q: 4,
298
+ d: [0.018, 0.03],
299
+ vol: [vol * 0.85, vol * 1.1],
300
+ delay
301
+ }),
302
+ sceneTone({
303
+ f: vary(f * 0.8, 0.06),
304
+ f2: Math.round(f * 0.62),
305
+ d: [0.015, 0.025],
306
+ vol: vol * 0.18,
307
+ delay
308
+ })
309
+ ];
310
+ var meet = (body, panel, vol, latch) => [
311
+ sceneTone({
312
+ f: vary(body),
313
+ f2: Math.round(body * 0.5),
314
+ d: [0.12, 0.16],
315
+ vol: [vol * 0.9, vol * 1.1]
316
+ }),
317
+ sceneNoise({
318
+ type: "bandpass",
319
+ f: vary(panel, 0.06),
320
+ q: 1.2,
321
+ d: [0.08, 0.12],
322
+ vol: [vol * 0.9, vol * 1.1],
323
+ wet: 0.25
324
+ }),
325
+ ...click(latch, vol * 0.45, [0.012, 0.028])
326
+ ];
327
+ var LEAF_FOLEY = [
328
+ // a wooden house door or wardrobe door: latch, a short creak, the leaf on the frame (the hard slam adds the frame rattling)
329
+ foley("door_wood_open", click(2400, 0.4), "the latch of a wooden door giving"),
330
+ foley(
331
+ "door_creak",
332
+ [
333
+ sceneTone({ f: [190, 240], f2: 310, d: [0.4, 0.55], vol: [0.04, 0.06] }),
334
+ sceneNoise({
335
+ type: "bandpass",
336
+ f: [480, 560],
337
+ q: 6,
338
+ a: 0.05,
339
+ d: [0.35, 0.5],
340
+ vol: [0.1, 0.14]
341
+ })
342
+ ],
343
+ "a wooden hinge turning"
344
+ ),
345
+ foley("door_wood_close", meet(120, 600, 0.55, 2400), "a wooden leaf meeting its frame"),
346
+ foley(
347
+ "door_wood_slam",
348
+ [
349
+ ...meet(110, 560, 0.85, 2300),
350
+ ...sceneMany(
351
+ 3,
352
+ () => sceneNoise({
353
+ type: "bandpass",
354
+ f: [900, 1500],
355
+ q: 3,
356
+ d: 0.03,
357
+ vol: [0.08, 0.14],
358
+ delay: [0.05, 0.18]
359
+ })
360
+ )
361
+ ],
362
+ "a wooden door slammed: the frame and the hinges rattle after the hit"
363
+ ),
364
+ // a metal door or gate: a hollow panel that rings a little
365
+ foley("door_metal_open_close", [...meet(160, 900, 0.55, 2e3), sceneTone({ f: vary(1250), f2: 1150, d: [0.1, 0.16], vol: 0.06, wet: 0.3 })], "a metal door or gate meeting its frame"),
366
+ foley(
367
+ "door_creak_metal",
368
+ [
369
+ sceneTone({ f: [620, 760], f2: 900, d: [0.3, 0.4], vol: [0.03, 0.045] }),
370
+ sceneNoise({
371
+ type: "bandpass",
372
+ f: [1300, 1500],
373
+ q: 8,
374
+ a: 0.04,
375
+ d: [0.25, 0.35],
376
+ vol: [0.07, 0.09]
377
+ })
378
+ ],
379
+ "a metal hinge turning"
380
+ ),
381
+ // the handle of a locked door shaken: the latch knocking in its keeper, five to seven times in half a second
382
+ foley(
383
+ "door_locked_rattle",
384
+ [
385
+ ...sceneMany(
386
+ 6,
387
+ () => sceneNoise({
388
+ type: "bandpass",
389
+ f: [1600, 2600],
390
+ q: 3,
391
+ d: [0.025, 0.04],
392
+ vol: [0.22, 0.34],
393
+ delay: [0, 0.45]
394
+ })
395
+ ),
396
+ ...sceneMany(
397
+ 3,
398
+ () => sceneTone({
399
+ f: [170, 210],
400
+ f2: 120,
401
+ d: 0.05,
402
+ vol: [0.12, 0.18],
403
+ delay: [0.02, 0.4]
404
+ })
405
+ )
406
+ ],
407
+ "the handle of a locked door shaken: latch knocks and the leaf thumping in its frame"
408
+ ),
409
+ // a fridge: the rubber seal lets go with a soft suck, the bottles in the door clink; closing it is a soft thump and the seal pulling shut
410
+ foley(
411
+ "fridge_open",
412
+ [
413
+ sceneNoise({
414
+ type: "lowpass",
415
+ f: [320, 380],
416
+ a: 0.03,
417
+ d: [0.14, 0.2],
418
+ vol: [0.32, 0.4]
419
+ }),
420
+ sceneNoise({
421
+ type: "bandpass",
422
+ f: [800, 950],
423
+ f2: 1400,
424
+ q: 2,
425
+ a: 0.02,
426
+ d: 0.12,
427
+ vol: [0.08, 0.12]
428
+ }),
429
+ ...sceneMany(
430
+ 2,
431
+ () => sceneTone({
432
+ f: [2600, 4200],
433
+ d: [0.04, 0.08],
434
+ vol: [0.015, 0.03],
435
+ delay: [0.08, 0.22]
436
+ })
437
+ )
438
+ ],
439
+ "a fridge door: the seal letting go and the bottles in the door"
440
+ ),
441
+ foley(
442
+ "fridge_close",
443
+ [
444
+ sceneTone({ f: vary(85), f2: 45, d: [0.1, 0.13], vol: [0.38, 0.46] }),
445
+ sceneNoise({
446
+ type: "lowpass",
447
+ f: [520, 620],
448
+ d: [0.08, 0.12],
449
+ vol: [0.3, 0.36]
450
+ }),
451
+ sceneNoise({
452
+ type: "lowpass",
453
+ f: [260, 320],
454
+ a: 0.02,
455
+ d: 0.1,
456
+ vol: [0.12, 0.18],
457
+ delay: [0.04, 0.07]
458
+ }),
459
+ ...sceneMany(
460
+ 2,
461
+ () => sceneTone({
462
+ f: [2600, 4200],
463
+ d: [0.04, 0.07],
464
+ vol: [0.015, 0.03],
465
+ delay: [0.03, 0.12]
466
+ })
467
+ )
468
+ ],
469
+ "a fridge door shut: a soft thump, the seal pulling and the bottles"
470
+ ),
471
+ // a microwave: the spring catch of the door, plastic on plastic
472
+ foley(
473
+ "microwave_open",
474
+ [
475
+ ...click(1800, 0.34),
476
+ sceneTone({
477
+ f: [3e3, 3400],
478
+ f2: 2800,
479
+ d: 0.05,
480
+ vol: 0.025,
481
+ delay: [0.01, 0.02]
482
+ })
483
+ ],
484
+ "the spring catch of a microwave door"
485
+ ),
486
+ foley(
487
+ "microwave_close",
488
+ [
489
+ sceneNoise({
490
+ type: "bandpass",
491
+ f: [1200, 1450],
492
+ q: 2.5,
493
+ d: [0.04, 0.06],
494
+ vol: [0.36, 0.44]
495
+ }),
496
+ sceneTone({ f: vary(180), f2: 120, d: 0.05, vol: [0.16, 0.22] }),
497
+ ...click(2200, 0.2, [8e-3, 0.016])
498
+ ],
499
+ "a microwave door clacking shut"
500
+ ),
501
+ foley("microwave_beep", [sceneTone({ wave: "square", f: 2e3, d: 0.12, vol: 0.05 })], "the beep of a microwave"),
502
+ // drawers and sliding leaves: the runners, then the stop
503
+ foley(
504
+ "drawer_open",
505
+ [
506
+ sceneNoise({
507
+ type: "bandpass",
508
+ f: [620, 780],
509
+ q: 2,
510
+ a: 0.04,
511
+ d: [0.28, 0.36],
512
+ vol: [0.18, 0.24]
513
+ }),
514
+ sceneNoise({ type: "bandpass", f: [2e3, 2400], q: 5, d: 0.28, vol: 0.04 }),
515
+ ...click(1400, 0.16, [0.28, 0.34])
516
+ ],
517
+ "a drawer on its runners and its stop"
518
+ ),
519
+ foley(
520
+ "drawer_close",
521
+ [
522
+ sceneNoise({
523
+ type: "bandpass",
524
+ f: [620, 780],
525
+ q: 2,
526
+ a: 0.03,
527
+ d: [0.2, 0.28],
528
+ vol: [0.18, 0.24]
529
+ }),
530
+ sceneTone({
531
+ f: vary(150),
532
+ f2: 90,
533
+ d: 0.08,
534
+ vol: [0.22, 0.3],
535
+ delay: [0.2, 0.26]
536
+ })
537
+ ],
538
+ "a drawer pushed home"
539
+ )
540
+ ];
541
+ var ITEM_FOLEY = [
542
+ // the hand closing on the item: a touch of skin and cloth, then the item's own small sound
543
+ foley(
544
+ "item_pickup_metal",
545
+ [
546
+ sceneNoise({ type: "bandpass", f: [700, 900], q: 1, d: 0.06, vol: 0.18 }),
547
+ sceneTone({
548
+ f: [1900, 2600],
549
+ f2: 1700,
550
+ d: [0.05, 0.08],
551
+ vol: [0.06, 0.09],
552
+ delay: [0.01, 0.03]
553
+ })
554
+ ],
555
+ "picking up a metal thing"
556
+ ),
557
+ foley(
558
+ "item_pickup_plastic",
559
+ [
560
+ sceneNoise({ type: "bandpass", f: [700, 900], q: 1, d: 0.06, vol: 0.18 }),
561
+ sceneNoise({
562
+ type: "bandpass",
563
+ f: [1500, 1900],
564
+ q: 3,
565
+ d: 0.03,
566
+ vol: [0.15, 0.21],
567
+ delay: [0.01, 0.03]
568
+ })
569
+ ],
570
+ "picking up a plastic thing"
571
+ ),
572
+ foley(
573
+ "item_pickup_glass",
574
+ [
575
+ sceneNoise({ type: "bandpass", f: [700, 900], q: 1, d: 0.06, vol: 0.15 }),
576
+ sceneTone({
577
+ f: [3200, 4200],
578
+ d: [0.05, 0.08],
579
+ vol: [0.038, 0.06],
580
+ delay: [0.01, 0.03]
581
+ })
582
+ ],
583
+ "picking up a glass thing"
584
+ ),
585
+ foley(
586
+ "item_pickup_paper",
587
+ [
588
+ sceneNoise({
589
+ type: "highpass",
590
+ f: [2600, 3400],
591
+ a: 0.01,
592
+ d: [0.1, 0.14],
593
+ vol: [0.12, 0.18]
594
+ }),
595
+ sceneNoise({ type: "bandpass", f: [800, 1e3], q: 1, d: 0.05, vol: 0.12 })
596
+ ],
597
+ "picking up paper or cardboard"
598
+ ),
599
+ foley(
600
+ "item_pickup_fabric",
601
+ [
602
+ sceneNoise({
603
+ type: "bandpass",
604
+ f: [900, 1300],
605
+ q: 0.8,
606
+ a: 0.02,
607
+ d: [0.12, 0.16],
608
+ vol: [0.15, 0.21]
609
+ })
610
+ ],
611
+ "picking up cloth"
612
+ ),
613
+ foley(
614
+ "item_pickup_wood",
615
+ [
616
+ sceneNoise({ type: "bandpass", f: [700, 900], q: 1, d: 0.06, vol: 0.18 }),
617
+ sceneNoise({
618
+ type: "bandpass",
619
+ f: [900, 1100],
620
+ q: 2,
621
+ d: 0.04,
622
+ vol: [0.15, 0.21],
623
+ delay: [0.01, 0.03]
624
+ })
625
+ ],
626
+ "picking up a wooden thing"
627
+ ),
628
+ foley(
629
+ "item_pickup_food",
630
+ [
631
+ sceneNoise({ type: "bandpass", f: [700, 900], q: 1, d: 0.06, vol: 0.18 }),
632
+ sceneNoise({
633
+ type: "lowpass",
634
+ f: [500, 650],
635
+ d: 0.05,
636
+ vol: 0.12,
637
+ delay: [0.01, 0.03]
638
+ })
639
+ ],
640
+ "picking up food"
641
+ ),
642
+ foley(
643
+ "item_throw",
644
+ [
645
+ sceneNoise({
646
+ type: "bandpass",
647
+ f: [450, 650],
648
+ f2: 1400,
649
+ q: 1.5,
650
+ a: 0.05,
651
+ d: 0.18,
652
+ vol: [0.1, 0.14]
653
+ })
654
+ ],
655
+ "the arm throwing something: air"
656
+ ),
657
+ // a can: the tab cracks, the gas hisses out; drinking is gulps; crushing it crumples the sheet
658
+ foley(
659
+ "can_open",
660
+ [
661
+ ...click(3200, 0.36),
662
+ sceneNoise({
663
+ type: "highpass",
664
+ f: [3600, 4400],
665
+ a: 5e-3,
666
+ d: [0.22, 0.3],
667
+ vol: [0.16, 0.22],
668
+ delay: [0.012, 0.02]
669
+ }),
670
+ ...sceneMany(5, () => sceneTone({ f: [4e3, 7e3], d: 0.02, vol: 0.01, delay: [0.05, 0.4] }))
671
+ ],
672
+ "the tab of a can and the gas hissing out"
673
+ ),
674
+ foley(
675
+ "can_crush",
676
+ [
677
+ sceneNoise({
678
+ type: "bandpass",
679
+ f: [1600, 2200],
680
+ q: 1.2,
681
+ d: [0.18, 0.25],
682
+ vol: [0.3, 0.38]
683
+ }),
684
+ ...sceneMany(
685
+ 6,
686
+ () => sceneTone({
687
+ f: [1200, 3400],
688
+ f2: 900,
689
+ d: 0.03,
690
+ vol: [0.03, 0.06],
691
+ delay: [0, 0.2]
692
+ })
693
+ )
694
+ ],
695
+ "a can crushed in the hand"
696
+ ),
697
+ foley(
698
+ "can_puncture_spray",
699
+ [
700
+ sceneNoise({
701
+ type: "highpass",
702
+ f: [2400, 3e3],
703
+ a: 5e-3,
704
+ d: [0.5, 0.7],
705
+ vol: [0.2, 0.26]
706
+ }),
707
+ sceneNoise({ type: "bandpass", f: [600, 800], q: 2, d: 0.4, vol: 0.06 })
708
+ ],
709
+ "a can holed: the jet hissing out"
710
+ ),
711
+ foley(
712
+ "bottle_open",
713
+ [
714
+ ...sceneMany(
715
+ 5,
716
+ () => sceneNoise({
717
+ type: "bandpass",
718
+ f: [2200, 3e3],
719
+ q: 4,
720
+ d: 8e-3,
721
+ vol: [0.1, 0.16],
722
+ delay: [0, 0.18]
723
+ })
724
+ ),
725
+ sceneNoise({
726
+ type: "highpass",
727
+ f: 3800,
728
+ a: 5e-3,
729
+ d: 0.12,
730
+ vol: [0.06, 0.1],
731
+ delay: [0.18, 0.22]
732
+ })
733
+ ],
734
+ "the screw cap of a bottle turning off"
735
+ ),
736
+ foley(
737
+ "drink_gulp",
738
+ [
739
+ sceneNoise({
740
+ type: "lowpass",
741
+ f: [280, 360],
742
+ a: 0.02,
743
+ d: [0.1, 0.14],
744
+ vol: [0.24, 0.3]
745
+ }),
746
+ sceneTone({ f: [140, 170], f2: 85, d: [0.08, 0.11], vol: [0.12, 0.16] })
747
+ ],
748
+ "a gulp"
749
+ ),
750
+ foley(
751
+ "eat_crunch",
752
+ [
753
+ ...sceneMany(
754
+ 4,
755
+ () => sceneNoise({
756
+ type: "bandpass",
757
+ f: [1800, 3200],
758
+ q: 1.5,
759
+ d: [0.02, 0.04],
760
+ vol: [0.12, 0.2],
761
+ delay: [0, 0.12]
762
+ })
763
+ )
764
+ ],
765
+ "a bite of something crunchy"
766
+ ),
767
+ foley(
768
+ "eat_chew",
769
+ [
770
+ sceneNoise({
771
+ type: "lowpass",
772
+ f: [450, 600],
773
+ a: 0.03,
774
+ d: [0.1, 0.14],
775
+ vol: [0.12, 0.16]
776
+ }),
777
+ sceneNoise({
778
+ type: "bandpass",
779
+ f: [1100, 1400],
780
+ q: 2,
781
+ d: 0.04,
782
+ vol: 0.04,
783
+ delay: [0.03, 0.06]
784
+ })
785
+ ],
786
+ "chewing"
787
+ ),
788
+ foley(
789
+ "bandage_wrap",
790
+ [
791
+ sceneNoise({
792
+ type: "bandpass",
793
+ f: [1400, 1800],
794
+ f2: 2400,
795
+ q: 1,
796
+ a: 0.04,
797
+ d: [0.3, 0.4],
798
+ vol: [0.12, 0.16]
799
+ })
800
+ ],
801
+ "a bandage unrolled round a limb"
802
+ ),
803
+ foley(
804
+ "pills_shake",
805
+ [
806
+ ...sceneMany(
807
+ 8,
808
+ () => sceneTone({
809
+ f: [2400, 3600],
810
+ d: 0.015,
811
+ vol: [0.03, 0.05],
812
+ delay: [0, 0.25]
813
+ })
814
+ ),
815
+ sceneNoise({ type: "bandpass", f: [1500, 1900], q: 2, d: 0.25, vol: 0.05 })
816
+ ],
817
+ "pills shaken in their bottle"
818
+ ),
819
+ foley(
820
+ "medkit_use",
821
+ [
822
+ ...click(1700, 0.24),
823
+ sceneNoise({
824
+ type: "bandpass",
825
+ f: [1e3, 1400],
826
+ q: 1,
827
+ a: 0.03,
828
+ d: [0.25, 0.32],
829
+ vol: [0.08, 0.12],
830
+ delay: [0.05, 0.08]
831
+ })
832
+ ],
833
+ "a first aid kit opened and rummaged"
834
+ ),
835
+ foley("flashlight_click", click(2600, 0.3), "the switch of a flashlight")
836
+ ];
837
+ var FOLEY_BANK = {
838
+ id: "foley",
839
+ sounds: [...LEAF_FOLEY, ...ITEM_FOLEY]
840
+ };
841
+ var PICKUP_CLASSES = ["metal", "plastic", "glass", "paper", "fabric", "wood", "food"];
842
+ var LEAF_FOLEY_SETS = {
843
+ wood_door: {
844
+ open: "door_wood_open",
845
+ turn: "door_creak",
846
+ close: "door_wood_close",
847
+ slam: "door_wood_slam",
848
+ locked: "door_locked_rattle"
849
+ },
850
+ metal_door: {
851
+ open: "door_wood_open",
852
+ turn: "door_creak_metal",
853
+ close: "door_metal_open_close",
854
+ locked: "door_locked_rattle"
855
+ },
856
+ fridge: {
857
+ open: "fridge_open",
858
+ close: "fridge_close",
859
+ locked: "door_locked_rattle"
860
+ },
861
+ microwave: {
862
+ open: "microwave_open",
863
+ close: "microwave_close",
864
+ locked: "door_locked_rattle"
865
+ },
866
+ drawer: {
867
+ open: "drawer_open",
868
+ close: "drawer_close",
869
+ locked: "door_locked_rattle"
870
+ }
871
+ };
872
+
130
873
  // src/recipes/body-foley.ts
131
874
  import {
132
875
  BODY_SOUND_IDS,
@@ -317,7 +1060,8 @@ function createAudioSink(engine) {
317
1060
  ...request.volume === void 0 ? {} : { volume: request.volume },
318
1061
  ...request.params ? { params: request.params } : {},
319
1062
  ...request.seed === void 0 ? {} : { seed: request.seed },
320
- ...request.delay === void 0 ? {} : { delay: request.delay }
1063
+ ...request.delay === void 0 ? {} : { delay: request.delay },
1064
+ ...request.urgent ? { urgent: true } : {}
321
1065
  });
322
1066
  if (!handle) return null;
323
1067
  playing.set(handle.id, handle);
@@ -327,9 +1071,22 @@ function createAudioSink(engine) {
327
1071
  playing.get(handle.id)?.stop();
328
1072
  playing.delete(handle.id);
329
1073
  },
330
- loop(sound) {
1074
+ loop(sound, options) {
331
1075
  const loop = engine.loop(sound);
332
- return { set: (state) => loop.set({ ...state.volume === void 0 ? {} : { volume: state.volume }, ...state.frequency === void 0 ? {} : { frequency: state.frequency } }), stop: () => loop.stop() };
1076
+ let position = options?.position;
1077
+ return {
1078
+ set: (state) => {
1079
+ position = state.position ?? position;
1080
+ const cutoff = state.params?.["cutoff"];
1081
+ loop.set({
1082
+ ...state.volume === void 0 ? {} : { volume: state.volume },
1083
+ ...state.frequency === void 0 ? {} : { frequency: state.frequency },
1084
+ ...position ? { position } : {},
1085
+ ...cutoff === void 0 ? {} : { cutoff }
1086
+ });
1087
+ },
1088
+ stop: () => loop.stop()
1089
+ };
333
1090
  },
334
1091
  setListener(listener) {
335
1092
  engine.setListener(listener);
@@ -348,57 +1105,136 @@ export {
348
1105
  BUILD_ORDERS,
349
1106
  BUS_IDS,
350
1107
  BUS_PRIORITY,
1108
+ CABIN_BANK,
1109
+ CABIN_SOUNDS,
1110
+ CALIBRATION_ID,
1111
+ CALIBRATION_LOOP_ID,
1112
+ CALIBRATION_LOOP_SOUND,
1113
+ CALIBRATION_SOUND,
1114
+ CRITERIA,
1115
+ CRITERIA_TARGETS,
1116
+ CROSSFADE_STEPS,
1117
+ DEFAULT_CROSSOVER,
351
1118
  DEFAULT_LISTENER,
1119
+ DEFAULT_LOOP_CROSSFADE,
352
1120
  DEFAULT_MAX_VOICES,
353
1121
  DEFAULT_MIX,
1122
+ DEFAULT_SAMPLE_CUTOFF_K,
1123
+ DEFAULT_SAMPLE_FALLOFF,
1124
+ DEFAULT_SAMPLE_PITCH,
1125
+ DEFAULT_TAIL_GAIN,
354
1126
  DISTANCE_CURVES,
1127
+ FOLEY_BANK,
1128
+ FOLEY_FALLOFF,
355
1129
  FOOTSTEP_FALLOFF,
356
1130
  GAME_SFX_BANK,
357
1131
  GAME_SFX_CLASSES,
358
1132
  GAME_SFX_FALLBACK,
1133
+ ITEM_FOLEY,
1134
+ KIT_CATEGORY_BUS,
1135
+ KIT_SAMPLES_BANK,
1136
+ KIT_SAMPLE_ALIASES,
1137
+ LAYER_FLOOR,
1138
+ LEAF_FOLEY,
1139
+ LEAF_FOLEY_SETS,
359
1140
  LIBRARY_BANK,
360
1141
  LIBRARY_LOOPS,
361
1142
  LIBRARY_SOUNDS,
362
1143
  LOOP_SMOOTHING,
363
1144
  LOOP_START_ABOVE,
364
1145
  MIX_PROFILES,
1146
+ OPEN_CUTOFF,
365
1147
  PAN_LIMIT,
366
1148
  PAN_MIN_DISTANCE,
1149
+ PICKUP_CLASSES,
1150
+ SAMPLE_ENVIRONMENTS,
1151
+ SDK_LICENSES,
1152
+ SFX_BLOWS,
1153
+ SFX_CATALOG,
1154
+ SFX_CATEGORIES,
1155
+ SFX_IMPACTS,
1156
+ SFX_LAYERS,
1157
+ SFX_MATERIALS,
1158
+ SFX_TIERS,
1159
+ USER_SAMPLES_BANK,
1160
+ USER_SOUND_PREFIX,
367
1161
  VOICE_GROUPS,
368
1162
  audioBenchTextOf,
1163
+ balanceOf,
369
1164
  bufferOf,
370
1165
  buildChain,
371
1166
  busGain,
372
1167
  busPriority,
1168
+ calibrationLoader,
1169
+ centroidHz,
1170
+ countHits,
373
1171
  createAudioEngine,
374
1172
  createAudioSink,
375
1173
  createAudioTestModule,
376
1174
  createLoopState,
377
1175
  createRng,
1176
+ createSampleStore,
378
1177
  createSetPicker,
379
1178
  createSoundRegistry,
380
1179
  createVoiceManager,
1180
+ crossGains,
381
1181
  cutoffDivisor,
1182
+ dbOf,
382
1183
  drawBetween,
1184
+ encodeWav,
1185
+ endDropDb,
1186
+ equalPowerIn,
383
1187
  falloffGain,
1188
+ farMixAt,
1189
+ fetchLoader,
384
1190
  fillImpulse,
385
1191
  fillNoise,
386
1192
  globalContext,
1193
+ impactSoundId,
1194
+ inlineLoader,
1195
+ isCalibrationUrl,
387
1196
  isSilent,
1197
+ kitSampleBank,
1198
+ kitSampleDefaults,
1199
+ limiterCurve,
388
1200
  listenerDistance,
1201
+ loadKitSamples,
1202
+ loadUserSamples,
1203
+ loopCrossfade,
1204
+ measureCriteria,
389
1205
  noiseClassRecipe,
1206
+ onsetIndex,
390
1207
  panFor,
1208
+ parseSfxName,
1209
+ peakIndex,
1210
+ peakOf,
1211
+ pickTake,
1212
+ planSample,
391
1213
  planSound,
392
1214
  realize,
1215
+ realizeSample,
1216
+ recordOutput,
393
1217
  resolveMix,
394
1218
  retunePlan,
1219
+ ringSeconds,
1220
+ rmsDb,
1221
+ sampleBankFromManifest,
1222
+ sampleCutoff,
1223
+ sampleLength,
1224
+ sampleUrls,
395
1225
  sceneMany,
396
1226
  sceneNoise,
397
1227
  sceneRecipe,
398
1228
  sceneTone,
399
1229
  sceneVoice,
1230
+ sfxState,
1231
+ soundSourceOf,
1232
+ splitTier,
400
1233
  streamFor,
401
1234
  streamSeed,
402
- unlockContext
1235
+ tierFor,
1236
+ unlockContext,
1237
+ userSampleBank,
1238
+ withAliases
403
1239
  };
404
1240
  //# sourceMappingURL=index.js.map