@adatechnology/game-destruction-three 0.13.0 → 0.14.0
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.
- package/README.md +1 -1
- package/dist/index.d.ts +151 -12
- package/dist/index.global.js +1738 -185
- package/dist/index.global.js.map +1 -1
- package/dist/index.js +665 -98
- package/dist/index.js.map +1 -1
- package/package.json +5 -5
package/dist/index.js
CHANGED
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@@ -2,6 +2,43 @@ var __defProp = Object.defineProperty;
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2
2
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var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
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3
3
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var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
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4
4
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5
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+
// src/audio/impact-keys.ts
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6
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var IMPACT_FAMILY_TAGS = [
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7
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["metal", "metal"],
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8
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["glass", "glass"],
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9
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["ceramic", "ceramic"],
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10
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["soil", "soil"],
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["masonry", "masonry"],
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12
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["wood", "wood"],
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13
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["plant", "plant"],
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14
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["plastic", "plastic"],
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["rubber", "rubber"],
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["wax", "wax"],
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["fabric", "soft"]
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];
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function impactFamily(def) {
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const tags = def?.tags ?? [];
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for (const [tag, family] of IMPACT_FAMILY_TAGS) if (tags.includes(tag)) return family;
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return void 0;
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}
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24
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var ordered = (prefix, material, family, blow) => {
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const keys = [];
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26
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if (material && blow) keys.push(`${prefix}_${material}_${blow}`);
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27
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if (material) keys.push(`${prefix}_${material}`);
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28
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if (family && blow) keys.push(`${prefix}_${family}_${blow}`);
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29
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if (family) keys.push(`${prefix}_${family}`);
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30
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return keys;
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};
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32
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function impactSoundKeys(material, def, blow) {
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return { keys: ordered("impact", material, impactFamily(def), blow) };
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34
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}
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function breakSoundKeys(material, def, blow) {
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return { keys: ordered("break", material, impactFamily(def), blow) };
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}
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38
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function ricochetSoundKeys(material, def) {
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39
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return { keys: ordered("ricochet", material, impactFamily(def), void 0) };
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40
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}
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41
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5
42
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// src/renderer.ts
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6
43
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import { DEFERRED_QUEUE_ID, blastShove, warnOnce } from "@adatechnology/game-contracts";
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7
44
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import { createVfx, effectForEvent, EVENT_EFFECTS_MAP } from "@adatechnology/game-vfx";
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@@ -174,10 +211,10 @@ var FragmentSystem = class {
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*/
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warmMeshes() {
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const opaque = this.materialFor("warm", 8421504, false);
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177
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-
const
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const glass2 = this.materialFor("warm", 8421504, true);
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const geometries = [this.box, ...Array.from({ length: SHARD_SHAPES }, (_, index) => this.shardGeometry(index))];
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const { geometry, material } = this.markParts();
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180
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-
return [...geometries.flatMap((shared) => [new this.THREE.Mesh(shared, opaque), new this.THREE.Mesh(shared,
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217
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return [...geometries.flatMap((shared) => [new this.THREE.Mesh(shared, opaque), new this.THREE.Mesh(shared, glass2)]), new this.THREE.Mesh(geometry, material)];
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}
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/**
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* Bullet holes that stay on a fragment (`Fragment.marks`): dark discs that are children of its mesh, so they fall, spin and settle with it. The mesh is
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@@ -528,6 +565,9 @@ var GroundSpots = class {
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528
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};
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529
566
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// src/pieces.ts
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568
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var SLAM_MIN_SPEED = 2;
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569
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var SLAM_BOUNCE = 0.2;
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570
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var SLAM_FLOOR_NORMAL = 0.7;
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531
571
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var SUB_DT = 1 / 120;
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var MU = 0.7;
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var SLEEP_AFTER = 0.5;
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@@ -762,9 +802,34 @@ var PieceSystem = class {
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const fixed = this.o.staticTopAt?.(x, z, y, step) ?? -Infinity;
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return Math.max(top, fixed);
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}
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805
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/** Stops a piece that ran into something on its way from `start` to `pos` (`sweep`): moves it back to where it met it and takes the speed into it. */
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806
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sweepOn(b, start, pos) {
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807
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const travel = Math.hypot(pos[0] - start[0], pos[1] - start[1], pos[2] - start[2]);
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808
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if (travel < 1e-3) return;
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809
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const hit = this.o.sweep?.(b, start, pos);
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810
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if (!hit || hit.normal[1] > SLAM_FLOOR_NORMAL) return;
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811
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const v = b.velocity;
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812
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const n = hit.normal;
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813
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const into = -(v[0] * n[0] + v[1] * n[1] + v[2] * n[2]);
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814
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if (into <= 0) return;
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815
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const k = Math.min(1, hit.distance / travel);
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816
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for (let i = 0; i < 3; i++) {
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817
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pos[i] = start[i] + (pos[i] - start[i]) * k;
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818
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v[i] += (1 + SLAM_BOUNCE) * into * n[i];
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819
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}
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820
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const w = b.angularVelocity;
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821
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w[0] *= 0.5;
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822
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w[1] *= 0.5;
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823
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w[2] *= 0.5;
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824
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if (into >= SLAM_MIN_SPEED && this.time - b.lastHit > 0.15) {
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825
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b.lastHit = this.time;
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826
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this.o.onSlam?.(b, hit, into);
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827
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}
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828
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+
}
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765
829
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integrate(b, dt) {
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766
830
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const c = this.centerOf(b, this.p);
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767
831
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const pos = [c.x, c.y, c.z];
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832
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+
const start = [c.x, c.y, c.z];
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768
833
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const q = this.q.copy(b.root.quaternion);
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769
834
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const v = b.velocity;
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835
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const w = b.angularVelocity;
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@@ -874,11 +939,11 @@ var PieceSystem = class {
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874
939
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if (contactedLast) touched = true;
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875
940
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if (!contactedLast) continue;
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876
941
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pos[1] += Math.max(0, maxPen - SLOP * 0.5);
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877
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-
let
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878
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for (const r of rs)
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879
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-
const restitution =
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880
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-
if (
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881
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landing =
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942
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let impact2 = 0;
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943
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for (const r of rs) impact2 = Math.max(impact2, -(v[1] + w[2] * r[0] - w[0] * r[2]));
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944
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const restitution = impact2 > 2 ? 0.25 : 0;
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945
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if (impact2 > landing) {
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946
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landing = impact2;
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882
947
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let sx = 0;
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883
948
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let sz = 0;
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884
949
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for (const r of rs) {
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@@ -1009,6 +1074,7 @@ var PieceSystem = class {
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1009
1074
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v[0] *= fd;
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1010
1075
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v[2] *= fd;
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1011
1076
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}
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1077
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+
if (this.o.sweep && !b.held) this.sweepOn(b, start, pos);
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1012
1078
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b.root.quaternion.copy(q);
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1013
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const off = this.ax.copy(b.centerV).applyQuaternion(q);
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1080
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b.root.position.set(pos[0] - off.x, pos[1] - off.y, pos[2] - off.z);
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@@ -2168,10 +2234,10 @@ var Visuals = class {
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2168
2234
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const sy = lerp(1, 0.25, melt);
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2235
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const sxz = 1 + 0.18 * melt;
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2170
2236
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for (let i = range[0] * 3, v = 0; i < range[1] * 3; i += 3, v++) {
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2171
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-
const
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2237
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+
const noise3 = (Math.imul(v + 1, 2654435761) >>> 0) % 1e3 / 1e3;
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2172
2238
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arr[i] = cx + (work[i] - cx) * sxz;
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2173
2239
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arr[i + 2] = cz + (work[i + 2] - cz) * sxz;
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2174
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-
arr[i + 1] = Math.max(minY, minY + (work[i + 1] - minY) * sy -
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2240
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arr[i + 1] = Math.max(minY, minY + (work[i + 1] - minY) * sy - noise3 * melt * h * 0.04);
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2175
2241
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}
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2176
2242
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}
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2177
2243
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/** The colour attribute of the host's current geometry (created white when there is none) with vertex colours switched on in its material. */
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@@ -2421,12 +2487,14 @@ var GLOW_FROM_C = 430;
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2421
2487
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var QUEUE_CAP = 4e3;
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2422
2488
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var MIN_FRAGMENTS_PER_SLICE = 8;
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2423
2489
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var STATIC_REFRESH = 0.5;
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2490
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+
var STATIC_REFRESH_SLICE_MS = 1;
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2424
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var STATIC_SPAN = 3;
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2425
2492
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var FEET_BAND = 0.03;
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2426
2493
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var TIP_MIN_HEIGHT = 0.3;
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2427
2494
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var TIP_NARROW = 0.3;
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2428
2495
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var FIRE_CEILING_SECONDS = 3600;
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2429
2496
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var GENERIC_REFERENCE_RADIUS = 15;
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2497
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+
var SWEEP_CORE = 0.15;
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2430
2498
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var PRIMED_FIRE_RADIUS = 0.2;
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2431
2499
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var FLUID_COLORS = {
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2432
2500
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water: 9226495,
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@@ -2469,6 +2537,7 @@ function impactKey(def) {
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2469
2537
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if (def.fracture === "tear") return "impact_soft";
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2470
2538
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return def.fracture === "none" ? "impact_metal" : "impact_wood";
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2471
2539
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}
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2540
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+
var shotKey = (def) => impactKey(def).replace("impact_", "shot_");
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2472
2541
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var dragSoundKey = (def) => impactKey(def).replace("impact_", "drag_");
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2473
2542
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function fractureKey(def, style) {
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2474
2543
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switch (style) {
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@@ -2518,6 +2587,8 @@ var Renderer = class {
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2518
2587
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/** Objects to measure again; `staticAll` measures every one. */
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2519
2588
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__publicField(this, "staticDirty", /* @__PURE__ */ new Set());
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2520
2589
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__publicField(this, "staticAll", true);
|
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2590
|
+
/** The periodic refresh: the objects still to measure again in this round, a slice per call. */
|
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2591
|
+
__publicField(this, "staticRound", []);
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2521
2592
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/** Boxes of the pieces' meshes (as `staticBoxes`), with the time they were measured. */
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2522
2593
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__publicField(this, "pieceBoxes", /* @__PURE__ */ new WeakMap());
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2523
2594
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__publicField(this, "staticAt", 0);
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@@ -2609,7 +2680,9 @@ var Renderer = class {
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2609
2680
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staticTopAt: (x, z, y, step) => this.staticTopAt(x, z, y, step),
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2610
2681
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gravity: this.gravity,
|
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2611
2682
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scene: o.scene,
|
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2612
|
-
onHardLanding: (p, point, speed) => this.hardLanding(p, point, speed)
|
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2683
|
+
onHardLanding: (p, point, speed) => this.hardLanding(p, point, speed),
|
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2684
|
+
sweep: (p, from, to) => this.sweepPiece(p, from, to),
|
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2685
|
+
onSlam: (p, hit, speed) => this.slam(p, hit, speed)
|
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2613
2686
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});
|
|
2614
2687
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this.unsubscribe = this.world.on("*", (ev) => {
|
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2615
2688
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if (this.queue.length < QUEUE_CAP) this.queue.push(ev);
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@@ -2799,26 +2872,58 @@ var Renderer = class {
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|
2799
2872
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const p = this.pieceSys.get(objectId);
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2800
2873
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if (p) this.pieceSys.impulse(p, impulse, point);
|
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2801
2874
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}
|
|
2875
|
+
/**
|
|
2876
|
+
* What a piece moving from `from` to `to` runs into: the core of its box (its thinnest half each way, at most `SWEEP_CORE`) swept through the world, the piece itself left out,
|
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2877
|
+
* so a crate thrown by a blast stops at the wall instead of passing through it. Null for a world that cannot sweep.
|
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2878
|
+
*/
|
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2879
|
+
sweepPiece(p, from, to) {
|
|
2880
|
+
if (typeof this.world.sweepBox !== "function") return null;
|
|
2881
|
+
const d = [to[0] - from[0], to[1] - from[1], to[2] - from[2]];
|
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2882
|
+
const travel = Math.hypot(d[0], d[1], d[2]);
|
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2883
|
+
if (travel < 1e-4) return null;
|
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2884
|
+
const core = Math.min(SWEEP_CORE, ...p.halfExtents);
|
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2885
|
+
const box = { min: [from[0] - core, from[1] - core, from[2] - core], max: [from[0] + core, from[1] + core, from[2] + core] };
|
|
2886
|
+
const hit = this.world.sweepBox(box, d, travel, { ignore: p.objectId, spacing: Math.max(0.05, core) });
|
|
2887
|
+
if (!hit) return null;
|
|
2888
|
+
return { object: hit.object, part: hit.part, distance: hit.distance, point: hit.point, normal: hit.normal };
|
|
2889
|
+
}
|
|
2890
|
+
/** A piece thrown into a wall: the wall takes the blow of its weight where it met it, the piece takes it too, and each sounds as its material does. */
|
|
2891
|
+
slam(p, hit, speed) {
|
|
2892
|
+
const energy = 0.5 * p.mass * speed * speed;
|
|
2893
|
+
const direction = [-hit.normal[0], -hit.normal[1], -hit.normal[2]];
|
|
2894
|
+
this.landingSound(hit.object, hit.point, clamp(speed / 10, 0.2, 1));
|
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2895
|
+
this.syncBound(p.objectId);
|
|
2896
|
+
try {
|
|
2897
|
+
this.world.hitPart(hit.object, hit.part, { type: "blunt", point: hit.point, energy, radius: 0.1, direction, normal: hit.normal, source: p.objectId });
|
|
2898
|
+
this.world.hit(p.objectId, { type: "blunt", point: hit.point, energy, radius: 0.08, direction: hit.normal, source: "slam" });
|
|
2899
|
+
} catch {
|
|
2900
|
+
}
|
|
2901
|
+
}
|
|
2802
2902
|
hardLanding(p, point, speed) {
|
|
2803
|
-
|
|
2804
|
-
this.sound(key, point, clamp(speed / 10, 0.2, 1));
|
|
2903
|
+
this.landingSound(p.objectId, point, clamp(speed / 10, 0.2, 1));
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2805
2904
|
this.syncBound(p.objectId);
|
|
2806
2905
|
try {
|
|
2807
2906
|
this.world.hit(p.objectId, { type: "blunt", point, energy: 0.5 * p.mass * speed * speed, radius: 0.08, direction: [0, -1, 0], source: "fall" });
|
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2808
2907
|
} catch {
|
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2809
2908
|
}
|
|
2810
2909
|
}
|
|
2811
|
-
|
|
2910
|
+
/** The impact of the heaviest part of an object (a piece landing): its material and the blunt blow of the fall. */
|
|
2911
|
+
landingSound(objectId, point, volume) {
|
|
2812
2912
|
const st = this.world.state(objectId);
|
|
2813
|
-
let best;
|
|
2913
|
+
let best = "";
|
|
2814
2914
|
let mass = -1;
|
|
2815
2915
|
for (const p of st?.parts ?? []) {
|
|
2816
2916
|
if (p.mass > mass) {
|
|
2817
2917
|
mass = p.mass;
|
|
2818
|
-
best =
|
|
2918
|
+
best = p.material;
|
|
2819
2919
|
}
|
|
2820
2920
|
}
|
|
2821
|
-
|
|
2921
|
+
this.impactSound(best, point, volume, "blunt");
|
|
2922
|
+
}
|
|
2923
|
+
/** The impact on a material by a blow: the legacy family key (`impactKey`) with the more specific keys to try first (`impactSoundKeys`). */
|
|
2924
|
+
impactSound(material, point, volume, blow) {
|
|
2925
|
+
const def = this.world.materials.get(material);
|
|
2926
|
+
this.sound(impactKey(def), point, volume, impactSoundKeys(material, def, blow));
|
|
2822
2927
|
}
|
|
2823
2928
|
// ----------------------------------------------------------------------------------------------------------------------------------
|
|
2824
2929
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// Update
|
|
@@ -2950,9 +3055,9 @@ var Renderer = class {
|
|
|
2950
3055
|
staticNow() {
|
|
2951
3056
|
if (this.time - this.staticAt > STATIC_REFRESH) {
|
|
2952
3057
|
this.staticAt = this.time;
|
|
2953
|
-
this.
|
|
3058
|
+
if (this.staticRound.length === 0) this.staticRound = [...this.bounds.keys()].reverse();
|
|
2954
3059
|
}
|
|
2955
|
-
if (!this.staticAll && this.staticDirty.size === 0) return this.staticBoxes;
|
|
3060
|
+
if (!this.staticAll && this.staticDirty.size === 0 && this.staticRound.length === 0) return this.staticBoxes;
|
|
2956
3061
|
const box = new this.THREE.Box3();
|
|
2957
3062
|
const measure = (b) => {
|
|
2958
3063
|
if (b.piece || this.pieceSys.get(b.id)) {
|
|
@@ -2972,14 +3077,21 @@ var Renderer = class {
|
|
|
2972
3077
|
}
|
|
2973
3078
|
this.staticBoxes.set(b.id, out.length > 6 ? out : []);
|
|
2974
3079
|
};
|
|
3080
|
+
const measureId = (id) => {
|
|
3081
|
+
const b = this.bounds.get(id);
|
|
3082
|
+
if (b) measure(b);
|
|
3083
|
+
else this.staticBoxes.delete(id);
|
|
3084
|
+
};
|
|
2975
3085
|
if (this.staticAll) {
|
|
2976
3086
|
this.staticBoxes.clear();
|
|
2977
3087
|
for (const b of this.bounds.values()) measure(b);
|
|
3088
|
+
this.staticRound = [];
|
|
2978
3089
|
} else {
|
|
2979
|
-
for (const id of this.staticDirty)
|
|
2980
|
-
|
|
2981
|
-
|
|
2982
|
-
|
|
3090
|
+
for (const id of this.staticDirty) measureId(id);
|
|
3091
|
+
const until = performance.now() + STATIC_REFRESH_SLICE_MS;
|
|
3092
|
+
while (this.staticRound.length > 0) {
|
|
3093
|
+
measureId(this.staticRound.pop());
|
|
3094
|
+
if (performance.now() >= until) break;
|
|
2983
3095
|
}
|
|
2984
3096
|
}
|
|
2985
3097
|
this.staticAll = false;
|
|
@@ -3039,7 +3151,8 @@ var Renderer = class {
|
|
|
3039
3151
|
case "ricochet": {
|
|
3040
3152
|
const d = ev.direction;
|
|
3041
3153
|
this.vfx.burst("sparks", ev.point, d, 4 + Math.min(10, ev.energy / 150), 4);
|
|
3042
|
-
this.
|
|
3154
|
+
const glanced = this.partVis(ev.object, ev.part)?.material ?? "";
|
|
3155
|
+
this.sound("ricochet", ev.point, 0.7, ricochetSoundKeys(glanced, this.world.materials.get(glanced)));
|
|
3043
3156
|
break;
|
|
3044
3157
|
}
|
|
3045
3158
|
case "debris":
|
|
@@ -3081,7 +3194,7 @@ var Renderer = class {
|
|
|
3081
3194
|
this.vfx.fire({ point: ev.point, radius: PRIMED_FIRE_RADIUS, life: ev.delay });
|
|
3082
3195
|
this.primedBurning.add(`${ev.object}|${ev.part}`);
|
|
3083
3196
|
this.activate(ev.object, ev.part);
|
|
3084
|
-
this.sound("
|
|
3197
|
+
this.sound("primed", ev.point, 0.7, { seconds: ev.delay });
|
|
3085
3198
|
this.sound("burn_loop", ev.point, 0.5);
|
|
3086
3199
|
}
|
|
3087
3200
|
break;
|
|
@@ -3195,8 +3308,9 @@ var Renderer = class {
|
|
|
3195
3308
|
const b = this.bounds.get(objectId);
|
|
3196
3309
|
return b ? [b.root.position.x, b.root.position.y, b.root.position.z] : [0, 0, 0];
|
|
3197
3310
|
}
|
|
3198
|
-
sound(key, point, volume) {
|
|
3199
|
-
this.o.onSound?.(key, point, volume);
|
|
3311
|
+
sound(key, point, volume, detail) {
|
|
3312
|
+
if (detail) this.o.onSound?.(key, point, volume, detail);
|
|
3313
|
+
else this.o.onSound?.(key, point, volume);
|
|
3200
3314
|
}
|
|
3201
3315
|
partVis(objectId, partId) {
|
|
3202
3316
|
return this.bounds.get(objectId)?.parts.get(partId) ?? null;
|
|
@@ -3261,7 +3375,7 @@ var Renderer = class {
|
|
|
3261
3375
|
const reach = shown.reduce((widest, mv) => Math.max(widest, this.visuals.dentReach(mv, wp, ev.dent)), ev.dent.radius);
|
|
3262
3376
|
this.visuals.applyPartDent(shown, wp, wn, ev.dent, reach);
|
|
3263
3377
|
if (def?.tags?.includes("metal")) this.vfx.burst("sparks", ev.worldPoint, [wn.x, wn.y, wn.z], 4 + Math.min(8, ev.dent.depth * 150), 3.2);
|
|
3264
|
-
this.
|
|
3378
|
+
this.impactSound(pv.material, ev.worldPoint, clamp(0.3 + ev.dent.depth * 12, 0.3, 1), ev.blow);
|
|
3265
3379
|
}
|
|
3266
3380
|
onHole(ev) {
|
|
3267
3381
|
const b = this.bounds.get(ev.object);
|
|
@@ -3290,7 +3404,7 @@ var Renderer = class {
|
|
|
3290
3404
|
this.vfx.burst("dust", ev.worldPoint, [n.x, n.y, n.z], this.low ? 5 : 10, 0.7, puff);
|
|
3291
3405
|
if (ev.hole.through && ev.exitPoint) this.vfx.burst("dust", ev.exitPoint, [-n.x, -n.y, -n.z], this.low ? 10 : 20, 1.3, puff);
|
|
3292
3406
|
}
|
|
3293
|
-
this.sound(
|
|
3407
|
+
this.sound(shotKey(def), ev.worldPoint, 0.6, impactSoundKeys(pv.material, def, ev.blow));
|
|
3294
3408
|
}
|
|
3295
3409
|
onCrack(ev) {
|
|
3296
3410
|
const b = this.bounds.get(ev.object);
|
|
@@ -3300,13 +3414,13 @@ var Renderer = class {
|
|
|
3300
3414
|
const wp = new this.THREE.Vector3(ev.worldPoint[0], ev.worldPoint[1], ev.worldPoint[2]);
|
|
3301
3415
|
const mv = this.nearestMesh(pv, wp);
|
|
3302
3416
|
if (mv) {
|
|
3303
|
-
const
|
|
3417
|
+
const glass2 = !!def?.visual?.transparent;
|
|
3304
3418
|
const own = this.partColor(pv, def) ?? fallbackColor(pv.material, def);
|
|
3305
|
-
const color =
|
|
3306
|
-
const length =
|
|
3419
|
+
const color = glass2 ? 15267071 : new this.THREE.Color(own).multiplyScalar(0.45).getHex();
|
|
3420
|
+
const length = glass2 ? ev.crack.length : Math.min(ev.crack.length, OPAQUE_CRACK);
|
|
3307
3421
|
this.visuals.addCrack(mv, wp, this.worldDir(b, ev.crack.normal), ev.crack.rays, length, color, hashNumbers(ev.time, ev.worldPoint[0], ev.worldPoint[1], ev.worldPoint[2]));
|
|
3308
3422
|
}
|
|
3309
|
-
this.
|
|
3423
|
+
this.impactSound(pv.material, ev.worldPoint, 0.5, ev.blow);
|
|
3310
3424
|
}
|
|
3311
3425
|
/** Outward normal of the face of `mv` nearest to a world point: the thin axis of its world box (right for a wall; a sloped face is left to the vertex-range binding). */
|
|
3312
3426
|
faceNormal(mv, point) {
|
|
@@ -3363,7 +3477,7 @@ var Renderer = class {
|
|
|
3363
3477
|
this.fragments.spawn(fr, this.fragments.materialFor(fr.material, fdef === def || !fdef ? color : fallbackColor(fr.material, fdef), false), ev.object, maxAlive);
|
|
3364
3478
|
}
|
|
3365
3479
|
if (!played) this.vfx.burst("dust", ev.opening.center, [0, 1, 0], 14, 1.2, { color });
|
|
3366
|
-
this.
|
|
3480
|
+
this.impactSound(pv?.material ?? "", ev.opening.center, 0.8, ev.blow);
|
|
3367
3481
|
}
|
|
3368
3482
|
/**
|
|
3369
3483
|
* A unit came out of a wall of units: the unit flies as a fragment with a puff of its dust, and the marks drawn on it (bullet holes, spalls, the impact
|
|
@@ -3377,11 +3491,11 @@ var Renderer = class {
|
|
|
3377
3491
|
const maxAlive = this.low ? Math.floor(this.maxFragments / 2) : this.maxFragments;
|
|
3378
3492
|
for (const fr of ev.fragments) {
|
|
3379
3493
|
const fdef = this.world.materials.get(fr.material);
|
|
3380
|
-
const
|
|
3381
|
-
this.fragments.spawn(fr, this.fragments.materialFor(fr.material,
|
|
3494
|
+
const tone3 = fr.inner && fdef?.visual?.innerColor !== void 0 ? fdef.visual.innerColor : fdef === def ? color : fallbackColor(fr.material, fdef);
|
|
3495
|
+
this.fragments.spawn(fr, this.fragments.materialFor(fr.material, tone3, false), ev.object, maxAlive);
|
|
3382
3496
|
}
|
|
3383
3497
|
if (ev.torn) {
|
|
3384
|
-
this.
|
|
3498
|
+
this.impactSound(pv?.material ?? "", ev.center, 0.5, ev.blow);
|
|
3385
3499
|
return;
|
|
3386
3500
|
}
|
|
3387
3501
|
const T = this.THREE;
|
|
@@ -3391,7 +3505,7 @@ var Renderer = class {
|
|
|
3391
3505
|
for (const part of this.bounds.get(ev.object)?.parts.values() ?? []) for (const mv of part.meshes) this.visuals.clearDecals(mv, center, half, rotation);
|
|
3392
3506
|
this.vfx.peekWorkshop()?.decals.clearInside(ev.center, [half.x, half.y, half.z], ev.rotation);
|
|
3393
3507
|
this.vfx.burst("dust", ev.center, [0, 1, 0], 8, 0.8, { color });
|
|
3394
|
-
this.
|
|
3508
|
+
this.impactSound(pv?.material ?? "", ev.center, 0.7, ev.blow);
|
|
3395
3509
|
}
|
|
3396
3510
|
onFracture(ev) {
|
|
3397
3511
|
const b = this.bounds.get(ev.object);
|
|
@@ -3432,7 +3546,7 @@ var Renderer = class {
|
|
|
3432
3546
|
default:
|
|
3433
3547
|
this.vfx.burst("sparks", ev.point, up, 10, 4);
|
|
3434
3548
|
}
|
|
3435
|
-
this.sound(fractureKey(def, ev.style), ev.point, clamp(0.4 + ev.fragments.length * 0.03, 0.4, 1));
|
|
3549
|
+
this.sound(fractureKey(def, ev.style), ev.point, clamp(0.4 + ev.fragments.length * 0.03, 0.4, 1), breakSoundKeys(matId, def, ev.blow));
|
|
3436
3550
|
}
|
|
3437
3551
|
/** Spawns the fragments of a fracture from index `from`; what does not fit in this frame's budget is spawned by the next frames. */
|
|
3438
3552
|
spawnFragments(ev, from, look) {
|
|
@@ -3445,8 +3559,8 @@ var Renderer = class {
|
|
|
3445
3559
|
}
|
|
3446
3560
|
const fr = ev.fragments[i];
|
|
3447
3561
|
const fdef = this.world.materials.get(fr.material);
|
|
3448
|
-
const
|
|
3449
|
-
const mat = this.fragments.materialFor(fr.material,
|
|
3562
|
+
const tone3 = fr.inner && fdef?.visual?.innerColor !== void 0 ? fdef.visual.innerColor : fdef === look.def || !fdef ? look.color : fallbackColor(fr.material, fdef);
|
|
3563
|
+
const mat = this.fragments.materialFor(fr.material, tone3, look.transparent || fdef?.visual?.transparent === true, look.opacity);
|
|
3450
3564
|
this.fragments.spawn(fr, mat, ev.object, maxAlive);
|
|
3451
3565
|
}
|
|
3452
3566
|
}
|
|
@@ -3569,10 +3683,11 @@ var Renderer = class {
|
|
|
3569
3683
|
const report = options.report;
|
|
3570
3684
|
const confinement = report?.find((r) => r.blast !== void 0)?.blast?.confinement ?? 1;
|
|
3571
3685
|
const energy = ev.energy * confinement;
|
|
3572
|
-
const reachOf = (objectId) => report?.find((r) => r.object === objectId)?.blast?.shelter ?? 1;
|
|
3686
|
+
const reachOf = (objectId, at) => report?.find((r) => r.object === objectId)?.blast?.shelter ?? this.world.blastReach?.(p, at, { ignore: ev.object ? [ev.object, objectId] : [objectId] }) ?? 1;
|
|
3573
3687
|
const shove = (pc) => {
|
|
3574
3688
|
this.pieceSys.centerOf(pc, c);
|
|
3575
|
-
|
|
3689
|
+
if (c.distanceTo(this.v2.set(p[0], p[1], p[2])) > ev.radius) return;
|
|
3690
|
+
const hit = blastShove({ point: p, energy, radius: ev.radius, reach: reachOf(pc.objectId, [c.x, c.y, c.z]) }, { position: [c.x, c.y, c.z], mass: pc.mass }, this.o.blastShove);
|
|
3576
3691
|
if (!hit) return;
|
|
3577
3692
|
const spread = pc.halfExtents[0];
|
|
3578
3693
|
const momentum = hit.speed * pc.mass;
|
|
@@ -3581,7 +3696,12 @@ var Renderer = class {
|
|
|
3581
3696
|
for (const pc of [...this.pieceSys.list]) shove(pc);
|
|
3582
3697
|
if (this.o.shoveable) this.loosen(p, ev.radius, energy, reachOf);
|
|
3583
3698
|
this.fragments.blast(p, ev.radius, Math.min(20, Math.sqrt(energy) * 0.08));
|
|
3584
|
-
this.sound("explode", p, clamp(0.5 + ev.radius / 10, 0.5, 1)
|
|
3699
|
+
this.sound("explode", p, clamp(0.5 + ev.radius / 10, 0.5, 1), {
|
|
3700
|
+
radius: ev.radius,
|
|
3701
|
+
...ev.effect !== void 0 ? { effect: ev.effect } : {},
|
|
3702
|
+
...options.effect !== void 0 ? { effect: options.effect } : {},
|
|
3703
|
+
...report ? { confinement } : {}
|
|
3704
|
+
});
|
|
3585
3705
|
}
|
|
3586
3706
|
/** The bound objects without a piece that the host lets a blast move (`shoveable`): the ones it reaches with enough speed become pieces and get the shove. */
|
|
3587
3707
|
loosen(point, radius, energy, reachOf) {
|
|
@@ -3592,7 +3712,8 @@ var Renderer = class {
|
|
|
3592
3712
|
const { half, center } = this.measure(b.root, this.meshesOf(b));
|
|
3593
3713
|
const world = center.clone().applyQuaternion(b.root.quaternion).add(b.root.position);
|
|
3594
3714
|
const mass = this.massOf(b.id);
|
|
3595
|
-
|
|
3715
|
+
if (world.distanceTo(this.v2.set(point[0], point[1], point[2])) > radius) continue;
|
|
3716
|
+
const hit = blastShove({ point, energy, radius, reach: reachOf(b.id, [world.x, world.y, world.z]) }, { position: [world.x, world.y, world.z], mass }, this.o.blastShove);
|
|
3596
3717
|
if (!hit) continue;
|
|
3597
3718
|
const piece = this.makePiece(b.id, { mass });
|
|
3598
3719
|
const body = this.pieceSys.get(b.id);
|
|
@@ -3616,9 +3737,9 @@ var Renderer = class {
|
|
|
3616
3737
|
this.fires.set(key, { object: ev.object, part: ev.part, point: ev.point, follow: { x: ev.point[0], y: ev.point[1], z: ev.point[2] } });
|
|
3617
3738
|
}
|
|
3618
3739
|
stopFire(key) {
|
|
3619
|
-
const
|
|
3620
|
-
if (!
|
|
3621
|
-
if (
|
|
3740
|
+
const fire2 = this.fires.get(key);
|
|
3741
|
+
if (!fire2) return;
|
|
3742
|
+
if (fire2.handle !== void 0) this.vfx.stop(fire2.handle);
|
|
3622
3743
|
this.fires.delete(key);
|
|
3623
3744
|
}
|
|
3624
3745
|
// ----------------------------------------------------------------------------------------------------------------------------------
|
|
@@ -3655,9 +3776,9 @@ var Renderer = class {
|
|
|
3655
3776
|
if (ps.status === "melted") this.onGone(a.object, pv, "melted", def);
|
|
3656
3777
|
else if (ps.status === "ashes") this.onGone(a.object, pv, "ashes", def);
|
|
3657
3778
|
}
|
|
3658
|
-
const
|
|
3659
|
-
if (
|
|
3660
|
-
if (ps.burning && ps.status !== "broken" && ps.status !== "ashes" && ps.status !== "melted") this.emitFire(
|
|
3779
|
+
const fire2 = this.fires.get(key);
|
|
3780
|
+
if (fire2) {
|
|
3781
|
+
if (ps.burning && ps.status !== "broken" && ps.status !== "ashes" && ps.status !== "melted") this.emitFire(fire2, pv, def);
|
|
3661
3782
|
else this.stopFire(key);
|
|
3662
3783
|
}
|
|
3663
3784
|
const hot = def?.visual?.glows === true && ps.temperature > GLOW_FROM_C;
|
|
@@ -3787,10 +3908,12 @@ var Renderer = class {
|
|
|
3787
3908
|
this.scene.remove(b.root);
|
|
3788
3909
|
this.pieceSys.remove(b.id);
|
|
3789
3910
|
this.bounds.delete(b.id);
|
|
3911
|
+
this.staticDirty.add(b.id);
|
|
3790
3912
|
}
|
|
3791
3913
|
}
|
|
3792
3914
|
}
|
|
3793
3915
|
clear() {
|
|
3916
|
+
this.staticAll = true;
|
|
3794
3917
|
this.queue.length = 0;
|
|
3795
3918
|
this.slices.length = 0;
|
|
3796
3919
|
this.active.clear();
|
|
@@ -3817,6 +3940,8 @@ var Renderer = class {
|
|
|
3817
3940
|
this.rng = createRng(RNG_SEED);
|
|
3818
3941
|
this.time = 0;
|
|
3819
3942
|
this.staticAt = 0;
|
|
3943
|
+
this.staticRound = [];
|
|
3944
|
+
this.staticAll = true;
|
|
3820
3945
|
this.throttles.clear();
|
|
3821
3946
|
this.fragments.reset();
|
|
3822
3947
|
this.pieceSys.reset();
|
|
@@ -3874,43 +3999,242 @@ var Renderer = class {
|
|
|
3874
3999
|
};
|
|
3875
4000
|
|
|
3876
4001
|
// src/audio/recipes.ts
|
|
3877
|
-
import { DISTANCE_CURVES, sceneMany as
|
|
3878
|
-
|
|
4002
|
+
import { DISTANCE_CURVES, sceneMany as many2, sceneNoise as noise2, sceneRecipe as sceneRecipe2, sceneTone as tone2 } from "@adatechnology/game-audio";
|
|
4003
|
+
|
|
4004
|
+
// src/audio/blast-fire.ts
|
|
4005
|
+
import { sceneMany as many, sceneNoise as noise, sceneRecipe, sceneTone as tone } from "@adatechnology/game-audio";
|
|
4006
|
+
var BLAST_FALLOFF = { model: "inverse_square", k: 12e-4, cutoffK: 6e-3, minGain: 2e-3 };
|
|
4007
|
+
var BLAST_FAR_FALLOFF = { model: "inverse_square", k: 8e-5, scale: 0.3, minGain: 1e-3 };
|
|
4008
|
+
var FIRE_FALLOFF = { model: "inverse_square", k: 0.01, cutoffK: 0.01, minGain: 5e-3 };
|
|
4009
|
+
var BLAST_FAR_DISTANCE = 60;
|
|
4010
|
+
var BLAST_KINDS = ["grenade", "big", "fuel", "car", "pipe_bomb", "rocket", "flashbang", "molotov"];
|
|
4011
|
+
var BLAST_KIND_OF = {
|
|
4012
|
+
m67: "grenade",
|
|
4013
|
+
vog_25: "grenade",
|
|
4014
|
+
m79_40mm: "grenade",
|
|
4015
|
+
claymore: "grenade",
|
|
4016
|
+
generic: "grenade",
|
|
4017
|
+
c4: "big",
|
|
4018
|
+
dynamite: "big",
|
|
4019
|
+
fuel_station_tank: "big",
|
|
4020
|
+
propane_p13: "fuel",
|
|
4021
|
+
fuel_barrel: "fuel",
|
|
4022
|
+
fuel_pump: "fuel",
|
|
4023
|
+
car_fuel_tank: "car",
|
|
4024
|
+
pipe_bomb: "pipe_bomb",
|
|
4025
|
+
m72_66mm: "rocket",
|
|
4026
|
+
at4_84mm: "rocket",
|
|
4027
|
+
carl_gustaf_84mm: "rocket",
|
|
4028
|
+
pg7v: "rocket",
|
|
4029
|
+
flashbang: "flashbang",
|
|
4030
|
+
molotov: "molotov"
|
|
4031
|
+
};
|
|
4032
|
+
var BIG_BLAST_RADIUS = 8;
|
|
4033
|
+
var blast = (id, layers, sources, falloff = BLAST_FALLOFF) => ({
|
|
4034
|
+
...sceneRecipe(id, layers, ""),
|
|
4035
|
+
falloff,
|
|
4036
|
+
sources
|
|
4037
|
+
});
|
|
4038
|
+
var crack = (f, d, vol) => noise({ type: "highpass", f, a: 1e-3, d, vol });
|
|
4039
|
+
var debris = (count, from, to, vol) => [
|
|
4040
|
+
...many(count, () => noise({ type: "bandpass", f: [300, 1400], q: 2.5, d: [0.03, 0.09], vol, delay: [from, to] })),
|
|
4041
|
+
...many(Math.ceil(count / 3), () => noise({ type: "bandpass", f: [1800, 3600], q: 5, d: [0.02, 0.04], vol: [vol[0] * 0.6, vol[1] * 0.6], delay: [from + 0.1, to] }))
|
|
4042
|
+
];
|
|
4043
|
+
var shrapnel = (count, to) => many(count, () => noise({ type: "bandpass", f: [2500, 6e3], q: 6, d: [0.015, 0.045], vol: [0.08, 0.16], delay: [0.02, to] }));
|
|
4044
|
+
var glass = (count, from) => [
|
|
4045
|
+
noise({ type: "highpass", f: [2600, 3e3], d: 0.4, vol: 0.7, wet: 0.5, delay: from }),
|
|
4046
|
+
...many(count, () => tone({ f: [3e3, 7500], d: [0.05, 0.13], vol: 0.12, delay: [from, from + 0.7] }))
|
|
4047
|
+
];
|
|
4048
|
+
var BLAST_SOUNDS = [
|
|
4049
|
+
blast(
|
|
4050
|
+
"explosion_grenade",
|
|
4051
|
+
[
|
|
4052
|
+
crack([2300, 2700], 0.06, 2.4),
|
|
4053
|
+
noise({ f: [2500, 3e3], f2: 160, d: 0.7, vol: 2, wet: 0.35 }),
|
|
4054
|
+
tone({ f: [80, 92], f2: 32, d: 0.5, vol: 1.6 }),
|
|
4055
|
+
noise({ type: "bandpass", f: [620, 760], q: 0.8, d: 0.18, vol: 1.1 }),
|
|
4056
|
+
...shrapnel(14, 0.7),
|
|
4057
|
+
...debris(10, 0.35, 1.8, [0.1, 0.2])
|
|
4058
|
+
],
|
|
4059
|
+
["sdk: frag grenade (M67, VOG-25, 40 mm): sharp crack, short body, fragments striking, a little debris"]
|
|
4060
|
+
),
|
|
4061
|
+
blast(
|
|
4062
|
+
"explosion_big",
|
|
4063
|
+
[
|
|
4064
|
+
crack([1900, 2300], 0.08, 2.4),
|
|
4065
|
+
noise({ f: [2200, 2600], f2: 90, d: 1.6, vol: 2.2, wet: 0.45 }),
|
|
4066
|
+
tone({ f: [52, 60], f2: 22, d: 1.6, vol: 1.9 }),
|
|
4067
|
+
noise({ f: [280, 330], f2: 60, a: 0.25, d: 2.8, vol: 0.8, wet: 0.6, delay: 0.05 }),
|
|
4068
|
+
...debris(24, 0.5, 3.6, [0.12, 0.25])
|
|
4069
|
+
],
|
|
4070
|
+
["sdk: big charge (C4, dynamite, a fuel station tank): crack, long deep roar, debris falling for 2 to 4 s"]
|
|
4071
|
+
),
|
|
4072
|
+
blast(
|
|
4073
|
+
"explosion_fuel",
|
|
4074
|
+
[
|
|
4075
|
+
noise({ type: "highpass", f: [1700, 2e3], a: 1e-3, d: 0.05, vol: 1 }),
|
|
4076
|
+
tone({ f: [380, 450], f2: 300, d: 0.4, vol: 0.3 }),
|
|
4077
|
+
noise({ f: [1700, 2e3], f2: 150, a: 0.03, d: 1.4, vol: 2.1, wet: 0.4 }),
|
|
4078
|
+
tone({ f: [48, 56], f2: 25, d: 1.2, vol: 1.7 }),
|
|
4079
|
+
noise({ type: "bandpass", f: [450, 560], q: 0.6, a: 0.15, d: 2.2, vol: 0.85, wet: 0.5, delay: 0.1 }),
|
|
4080
|
+
...debris(10, 0.5, 2.6, [0.08, 0.16])
|
|
4081
|
+
],
|
|
4082
|
+
['sdk: a fuel vessel bursting (propane P13, fuel barrel, pump): the shell tearing, a fireball "whoomp" and its roar']
|
|
4083
|
+
),
|
|
4084
|
+
blast(
|
|
4085
|
+
"explosion_car",
|
|
4086
|
+
[
|
|
4087
|
+
noise({ type: "highpass", f: [1700, 2e3], a: 1e-3, d: 0.06, vol: 1.1 }),
|
|
4088
|
+
noise({ f: [1600, 1900], f2: 140, a: 0.03, d: 1.6, vol: 2.1, wet: 0.4 }),
|
|
4089
|
+
tone({ f: [44, 52], f2: 24, d: 1.4, vol: 1.8 }),
|
|
4090
|
+
noise({ type: "bandpass", f: [420, 520], q: 0.6, a: 0.15, d: 2.6, vol: 0.9, wet: 0.5, delay: 0.1 }),
|
|
4091
|
+
...glass(10, 0.04),
|
|
4092
|
+
tone({ f: [130, 150], f2: 85, d: 1.1, vol: 0.18, delay: [0.3, 0.5] }),
|
|
4093
|
+
...debris(16, 0.6, 3.2, [0.1, 0.2])
|
|
4094
|
+
],
|
|
4095
|
+
["sdk: a car going up: the fuel tank fireball, every window breaking, the body groaning, parts falling"]
|
|
4096
|
+
),
|
|
4097
|
+
blast(
|
|
4098
|
+
"explosion_pipe_bomb",
|
|
4099
|
+
[
|
|
4100
|
+
crack([2e3, 2400], 0.07, 2.2),
|
|
4101
|
+
noise({ f: [2e3, 2400], f2: 150, d: 0.8, vol: 1.9, wet: 0.35 }),
|
|
4102
|
+
tone({ f: [70, 82], f2: 30, d: 0.6, vol: 1.5 }),
|
|
4103
|
+
...many(6, () => tone({ f: [1800, 3200], f2: 1200, d: [0.06, 0.12], vol: 0.06, delay: [0.05, 0.6] })),
|
|
4104
|
+
...shrapnel(18, 0.9),
|
|
4105
|
+
...debris(8, 0.4, 1.8, [0.08, 0.16])
|
|
4106
|
+
],
|
|
4107
|
+
["sdk: pipe bomb: crack, body, the steel pipe flying apart in ringing pieces"]
|
|
4108
|
+
),
|
|
4109
|
+
blast(
|
|
4110
|
+
"explosion_rocket",
|
|
4111
|
+
[
|
|
4112
|
+
crack([2100, 2500], 0.08, 2.4),
|
|
4113
|
+
noise({ f: [2400, 2800], f2: 120, d: 1.1, vol: 2.1, wet: 0.4 }),
|
|
4114
|
+
tone({ f: [60, 70], f2: 26, d: 0.9, vol: 1.8 }),
|
|
4115
|
+
noise({ f: [350, 420], f2: 80, a: 0.08, d: 1.8, vol: 0.9, wet: 0.6, delay: 0.05 }),
|
|
4116
|
+
...shrapnel(10, 0.8),
|
|
4117
|
+
...debris(16, 0.4, 2.6, [0.1, 0.2])
|
|
4118
|
+
],
|
|
4119
|
+
["sdk: rocket or anti-tank warhead (M72, AT4, RPG): hard crack, heavy body, debris"]
|
|
4120
|
+
),
|
|
4121
|
+
blast(
|
|
4122
|
+
"explosion_flashbang",
|
|
4123
|
+
[crack([1400, 1700], 0.12, 2.8), noise({ f: [1900, 2200], f2: 300, d: 0.35, vol: 1.3, wet: 0.3 }), tone({ f: [110, 130], f2: 60, d: 0.2, vol: 0.8 })],
|
|
4124
|
+
["sdk: flashbang: a deafening crack with almost no body and no fragments"]
|
|
4125
|
+
),
|
|
4126
|
+
blast(
|
|
4127
|
+
"molotov_break_ignite",
|
|
4128
|
+
[
|
|
4129
|
+
...glass(8, 0),
|
|
4130
|
+
noise({ f: [280, 340], f2: 2200, a: 0.12, d: 0.9, vol: 1.5, wet: 0.6, delay: 0.05 }),
|
|
4131
|
+
tone({ f: [85, 95], f2: 55, d: 0.4, vol: 0.5, delay: 0.08 })
|
|
4132
|
+
],
|
|
4133
|
+
['sdk: molotov: the bottle breaking and the fuel catching with a "fuuush"'],
|
|
4134
|
+
FIRE_FALLOFF
|
|
4135
|
+
),
|
|
4136
|
+
blast(
|
|
4137
|
+
"explosion_far",
|
|
4138
|
+
[
|
|
4139
|
+
noise({ f: [550, 650], f2: 80, a: 0.03, d: 2.5, vol: 2, wet: 1.4 }),
|
|
4140
|
+
tone({ f: [42, 48], f2: 25, d: 1.8, vol: 1.2 }),
|
|
4141
|
+
noise({ f: [350, 420], f2: 70, a: 0.1, d: 1.6, vol: 0.6, wet: 1.5, delay: [0.6, 1] })
|
|
4142
|
+
],
|
|
4143
|
+
["sdk: any blast far away: no crack left, a dull thud and the echo rolling back"],
|
|
4144
|
+
BLAST_FAR_FALLOFF
|
|
4145
|
+
),
|
|
4146
|
+
blast(
|
|
4147
|
+
"explosion_indoor_tail",
|
|
4148
|
+
[
|
|
4149
|
+
...many(3, () => noise({ f: [650, 800], d: 0.12, vol: 0.5, delay: [0.04, 0.2] })),
|
|
4150
|
+
noise({ f: [850, 950], f2: 120, a: 0.05, d: 2.6, vol: 0.9, wet: 1.6, delay: 0.08 })
|
|
4151
|
+
],
|
|
4152
|
+
["sdk: the room answering a blast inside it: slaps off the walls and a boomy tail"]
|
|
4153
|
+
)
|
|
4154
|
+
];
|
|
4155
|
+
var FIRE_SOUNDS = [
|
|
4156
|
+
{
|
|
4157
|
+
...blast(
|
|
4158
|
+
"fire_ignite",
|
|
4159
|
+
[noise({ f: [230, 270], f2: 1500, a: 0.07, d: 0.5, vol: 1.6 }), tone({ f: [80, 90], f2: 55, d: 0.3, vol: 0.45 }), noise({ type: "highpass", f: 3e3, d: 0.3, vol: 0.1, delay: 0.1 })],
|
|
4160
|
+
['sdk: fire catching, a soft "fuuump"'],
|
|
4161
|
+
FIRE_FALLOFF
|
|
4162
|
+
),
|
|
4163
|
+
group: "fire_ignite"
|
|
4164
|
+
},
|
|
4165
|
+
{
|
|
4166
|
+
...blast("gas_leak", [noise({ type: "bandpass", f: [3200, 3800], q: 0.7, a: 0.08, d: { param: "seconds" }, vol: 0.3 })], ["sdk: gas jetting from a punctured vessel"], FIRE_FALLOFF),
|
|
4167
|
+
vars: { seconds: 2 }
|
|
4168
|
+
},
|
|
4169
|
+
{
|
|
4170
|
+
...blast(
|
|
4171
|
+
"fire_extinguish",
|
|
4172
|
+
[noise({ type: "highpass", f: [2300, 2700], a: 0.03, d: { param: "seconds" }, vol: 0.3 }), noise({ type: "bandpass", f: [800, 1e3], q: 0.5, d: 0.5, vol: 0.25 })],
|
|
4173
|
+
["sdk: water or foam on a fire: a steam puff and a sizzle"],
|
|
4174
|
+
FIRE_FALLOFF
|
|
4175
|
+
),
|
|
4176
|
+
vars: { seconds: 1.2 }
|
|
4177
|
+
},
|
|
4178
|
+
{ ...blast("fire_crackle", [noise({ type: "highpass", f: [1500, 3e3], d: [0.01, 0.025], vol: [1.2, 2.2] })], ["sdk: a crackle of the fire"], FIRE_FALLOFF), group: "fire_crackle" },
|
|
4179
|
+
{ ...blast("fire_pop", [noise({ type: "bandpass", f: [500, 1100], q: 1, d: [0.03, 0.06], vol: [3, 4.5] })], ["sdk: a log or a resin pocket popping"], FIRE_FALLOFF), group: "fire_crackle" }
|
|
4180
|
+
];
|
|
4181
|
+
var FIRE_LOOP = {
|
|
4182
|
+
id: "fire_loop",
|
|
4183
|
+
bus: "world",
|
|
4184
|
+
order: "chain_loop",
|
|
4185
|
+
source: { kind: "noise", loop: true },
|
|
4186
|
+
filters: { mode: "serial", bank: [{ type: "lowpass", frequency: { set: 950 }, q: 0.5 }] },
|
|
4187
|
+
volume: 0,
|
|
4188
|
+
sources: ["sdk: the roar under the crackles of a fire"]
|
|
4189
|
+
};
|
|
4190
|
+
var BLAST_SOUND_OF = {
|
|
4191
|
+
grenade: "explosion_grenade",
|
|
4192
|
+
big: "explosion_big",
|
|
4193
|
+
fuel: "explosion_fuel",
|
|
4194
|
+
car: "explosion_car",
|
|
4195
|
+
pipe_bomb: "explosion_pipe_bomb",
|
|
4196
|
+
rocket: "explosion_rocket",
|
|
4197
|
+
flashbang: "explosion_flashbang",
|
|
4198
|
+
molotov: "molotov_break_ignite"
|
|
4199
|
+
};
|
|
4200
|
+
|
|
4201
|
+
// src/audio/recipes.ts
|
|
4202
|
+
var scene = (id, layers, line, vars) => sceneRecipe2(id, layers, line, vars ? { vars } : {});
|
|
3879
4203
|
var boomLayers = (big) => [
|
|
3880
|
-
|
|
3881
|
-
|
|
3882
|
-
|
|
3883
|
-
...big ? [
|
|
3884
|
-
...
|
|
4204
|
+
noise2({ f: 1200, f2: 120, d: 1.8, vol: 2, wet: 1.2 }),
|
|
4205
|
+
tone2({ f: 65, f2: 24, d: 1, vol: 1.8 }),
|
|
4206
|
+
noise2({ type: "highpass", f: 1500, d: 0.2, vol: 0.8 }),
|
|
4207
|
+
...big ? [noise2({ f: 500, f2: 90, a: 0.2, d: 2.4, vol: 1.2, wet: 1, delay: 0.15 })] : [],
|
|
4208
|
+
...many2(8, () => tone2({ f: [2600, 5600], d: 0.05, vol: 0.08, delay: [0.4, 1.6] }))
|
|
3885
4209
|
];
|
|
3886
4210
|
var SCENE_SOUNDS = [
|
|
3887
4211
|
scene(
|
|
3888
4212
|
"glass_shatter",
|
|
3889
|
-
[
|
|
4213
|
+
[noise2({ type: "highpass", f: 2800, d: 0.45, vol: 0.9, wet: 0.5 }), ...many2(12, () => tone2({ f: [3e3, 7500], d: [0.06, 0.14], vol: 0.18, delay: [0, 0.55] }))],
|
|
3890
4214
|
"L1359 glass"
|
|
3891
4215
|
),
|
|
3892
4216
|
scene(
|
|
3893
4217
|
"wood_hit",
|
|
3894
|
-
[
|
|
4218
|
+
[noise2({ type: "bandpass", f: 850, q: 1, d: 0.25, vol: 0.9, wet: 0.3 }), tone2({ f: 210, f2: 90, d: 0.1, vol: 0.6 }), noise2({ type: "highpass", f: 2e3, d: 0.04, vol: 0.5 })],
|
|
3895
4219
|
"L1360 wood"
|
|
3896
4220
|
),
|
|
3897
|
-
scene("thunk", [
|
|
3898
|
-
scene("ping", [
|
|
3899
|
-
scene("clang", [
|
|
3900
|
-
scene("chip", [
|
|
4221
|
+
scene("thunk", [noise2({ type: "bandpass", f: 700, q: 2, d: 0.07, vol: 0.4 })], "L1361 thunk"),
|
|
4222
|
+
scene("ping", [tone2({ f: [2600, 3500], f2: 1400, d: 0.14, vol: 0.18, wet: 0.3 })], "L1362 ping"),
|
|
4223
|
+
scene("clang", [tone2({ f: [520, 720], f2: 480, d: 0.5, vol: 0.35, wet: 0.4 }), tone2({ f: 1370, f2: 1300, d: 0.3, vol: 0.15 }), noise2({ type: "highpass", f: 2e3, d: 0.05, vol: 0.5 })], "L1363 clang"),
|
|
4224
|
+
scene("chip", [noise2({ type: "bandpass", f: 1600, q: 1.2, d: 0.06, vol: 0.5 })], "L1364 chip"),
|
|
3901
4225
|
scene(
|
|
3902
4226
|
"crumble",
|
|
3903
|
-
[
|
|
4227
|
+
[noise2({ f: 900, f2: 200, d: 0.6, vol: 0.9, wet: 0.3 }), ...many2(5, () => noise2({ type: "bandpass", f: [500, 1400], q: 2, d: 0.05, vol: 0.4, delay: [0.1, 0.5] }))],
|
|
3904
4228
|
"L1365 crumble"
|
|
3905
4229
|
),
|
|
3906
4230
|
// `thud(x, z, v)`: `v` is the `scale` param (default 1)
|
|
3907
|
-
scene("thud", [
|
|
4231
|
+
scene("thud", [tone2({ f: 75, f2: 38, d: 0.22, vol: { param: "scale", scale: 0.6 } }), noise2({ f: 420, d: 0.16, vol: { param: "scale", scale: 0.45 } })], "L1358 thud", { scale: 1 }),
|
|
3908
4232
|
// `hiss(x, z, d)`: `seconds` is the param `d` (default 1.2)
|
|
3909
|
-
scene("hiss", [
|
|
4233
|
+
scene("hiss", [noise2({ type: "highpass", f: 3500, a: 0.05, d: { param: "seconds" }, vol: 0.35 })], "L1366 hiss", { seconds: 1.2 }),
|
|
3910
4234
|
scene("boom", boomLayers(false), "L1367 boom"),
|
|
3911
4235
|
scene("boom_big", boomLayers(true), "L1367 boom (big)"),
|
|
3912
|
-
scene("burst", [
|
|
3913
|
-
scene("crack", [
|
|
4236
|
+
scene("burst", [noise2({ f: 700, f2: 120, d: 0.7, vol: 1.4, wet: 0.5 }), noise2({ type: "highpass", f: 3e3, a: 0.05, d: 1.2, vol: 0.4, delay: 0.1 })], "L1357 burst"),
|
|
4237
|
+
scene("crack", [noise2({ type: "highpass", f: 1800, d: 0.05, vol: 0.8 }), tone2({ f: 420, f2: 180, d: 0.06, vol: 0.4 })], "L1354 crack")
|
|
3914
4238
|
];
|
|
3915
4239
|
var EXPLOSION_BOOM = {
|
|
3916
4240
|
id: "explosion_boom",
|
|
@@ -3939,29 +4263,129 @@ var BURN_LOOP = {
|
|
|
3939
4263
|
volume: 0,
|
|
3940
4264
|
sources: ["cena:L1316 fire loop (silent in the page: its gain is never raised)", "sdk: the level while burning"]
|
|
3941
4265
|
};
|
|
3942
|
-
var drag = (id, layers) => ({ ...
|
|
4266
|
+
var drag = (id, layers) => ({ ...sceneRecipe2(id, layers, ""), sources: ["sdk: a base dragged on a floor, one grain per stretch"] });
|
|
3943
4267
|
var DRAG_SOUNDS = [
|
|
3944
|
-
drag("drag_wood", [
|
|
3945
|
-
drag("drag_metal", [
|
|
3946
|
-
drag("drag_glass", [
|
|
3947
|
-
drag("drag_masonry", [
|
|
3948
|
-
drag("drag_soft", [
|
|
4268
|
+
drag("drag_wood", [noise2({ type: "bandpass", f: 380, q: 1.4, d: 0.28, vol: 0.5 }), noise2({ type: "bandpass", f: [900, 1300], q: 3, d: 0.08, vol: 0.14 })]),
|
|
4269
|
+
drag("drag_metal", [noise2({ type: "bandpass", f: 1500, q: 4, d: 0.26, vol: 0.32 }), tone2({ f: [880, 1240], f2: 760, d: 0.18, vol: 0.05 })]),
|
|
4270
|
+
drag("drag_glass", [noise2({ type: "bandpass", f: 2600, q: 5, d: 0.2, vol: 0.22 })]),
|
|
4271
|
+
drag("drag_masonry", [noise2({ type: "bandpass", f: 260, q: 0.9, d: 0.3, vol: 0.62 }), ...many2(3, () => noise2({ type: "bandpass", f: [600, 1200], q: 2, d: 0.04, vol: 0.14, delay: [0, 0.2] }))]),
|
|
4272
|
+
drag("drag_soft", [noise2({ type: "lowpass", f: 420, d: 0.28, vol: 0.3 })])
|
|
3949
4273
|
];
|
|
3950
|
-
var leaf = (id, layers) => ({ ...
|
|
4274
|
+
var leaf = (id, layers) => ({ ...sceneRecipe2(id, layers, ""), sources: ["sdk: a door, lid or drawer worked by hand"] });
|
|
3951
4275
|
var LEAF_SOUNDS = [
|
|
3952
|
-
leaf("latch", [
|
|
3953
|
-
leaf("creak_wood", [
|
|
3954
|
-
leaf("creak_metal", [
|
|
3955
|
-
leaf("shut_wood", [
|
|
3956
|
-
leaf("shut_metal", [
|
|
3957
|
-
leaf("shut_soft", [
|
|
3958
|
-
leaf("rattle",
|
|
3959
|
-
leaf("slide", [
|
|
4276
|
+
leaf("latch", [noise2({ type: "bandpass", f: 2400, q: 4, d: 0.03, vol: 0.35 }), tone2({ f: 1900, f2: 1500, d: 0.025, vol: 0.06, delay: 0.035 })]),
|
|
4277
|
+
leaf("creak_wood", [tone2({ f: [190, 240], f2: 310, d: 0.5, vol: 0.05 }), noise2({ type: "bandpass", f: 520, q: 6, a: 0.05, d: 0.45, vol: 0.12 })]),
|
|
4278
|
+
leaf("creak_metal", [tone2({ f: [620, 760], f2: 900, d: 0.35, vol: 0.035 }), noise2({ type: "bandpass", f: 1400, q: 8, a: 0.04, d: 0.3, vol: 0.08 })]),
|
|
4279
|
+
leaf("shut_wood", [tone2({ f: 120, f2: 60, d: 0.14, vol: 0.5 }), noise2({ type: "bandpass", f: 600, q: 1.2, d: 0.1, vol: 0.55, wet: 0.25 }), noise2({ type: "bandpass", f: 2400, q: 4, d: 0.03, vol: 0.25, delay: 0.02 })]),
|
|
4280
|
+
leaf("shut_metal", [tone2({ f: 160, f2: 85, d: 0.18, vol: 0.55 }), noise2({ type: "bandpass", f: 900, q: 1.6, d: 0.12, vol: 0.45, wet: 0.3 }), tone2({ f: 1250, f2: 1150, d: 0.12, vol: 0.06 })]),
|
|
4281
|
+
leaf("shut_soft", [tone2({ f: 95, f2: 55, d: 0.12, vol: 0.35 }), noise2({ type: "lowpass", f: 500, d: 0.1, vol: 0.3 })]),
|
|
4282
|
+
leaf("rattle", many2(5, () => noise2({ type: "bandpass", f: [1600, 2600], q: 3, d: 0.035, vol: 0.32, delay: [0, 0.45] }))),
|
|
4283
|
+
leaf("slide", [noise2({ type: "bandpass", f: 700, q: 2, a: 0.04, d: 0.35, vol: 0.22 }), noise2({ type: "bandpass", f: 2200, q: 5, d: 0.3, vol: 0.05 })]),
|
|
4284
|
+
// an item taken in the hand: the fingers on a hard surface and the sleeve moving, or a soft thing gathered up (the kit's recordings answer these ids)
|
|
4285
|
+
leaf("grab_hard", [noise2({ type: "bandpass", f: 1800, q: 3, d: 0.03, vol: 0.18 }), noise2({ type: "bandpass", f: 900, q: 1.2, a: 0.02, d: 0.14, vol: 0.08 })]),
|
|
4286
|
+
leaf("grab_soft", [noise2({ type: "lowpass", f: 1400, a: 0.02, d: 0.16, vol: 0.14 })])
|
|
4287
|
+
];
|
|
4288
|
+
var impact = (id, layers) => ({ ...sceneRecipe2(id, layers, ""), sources: ["sdk: a blow on a material, by material and kind of blow (synthesised until the recorded samples arrive)"] });
|
|
4289
|
+
var IMPACT_SOUNDS = [
|
|
4290
|
+
// metal
|
|
4291
|
+
impact("metal_bullet", [noise2({ type: "highpass", f: 3e3, d: 0.03, vol: 0.8 }), tone2({ f: [2600, 3400], f2: 1800, d: 0.14, vol: 0.28, wet: 0.35 }), tone2({ f: [520, 720], f2: 480, d: 0.35, vol: 0.22, wet: 0.35 })]),
|
|
4292
|
+
impact("metal_blunt", [noise2({ type: "bandpass", f: 800, q: 1, d: 0.05, vol: 0.5 }), tone2({ f: [150, 210], f2: 120, d: 0.6, vol: 0.5, wet: 0.4 }), tone2({ f: [420, 520], f2: 400, d: 0.4, vol: 0.12 })]),
|
|
4293
|
+
impact("metal_blade", [noise2({ type: "bandpass", f: [3500, 4500], q: 6, a: 0.01, d: 0.18, vol: 0.45 }), tone2({ f: [2200, 2800], f2: 3e3, d: 0.15, vol: 0.06 })]),
|
|
4294
|
+
impact("metal_thin", [noise2({ type: "highpass", f: 2500, d: 0.04, vol: 0.6 }), tone2({ f: [900, 1300], f2: 700, d: 0.25, vol: 0.22, wet: 0.3 }), noise2({ type: "bandpass", f: 1200, q: 2, d: 0.08, vol: 0.3 })]),
|
|
4295
|
+
// wood (the bullet keeps the art scene's `wood_hit`)
|
|
4296
|
+
impact("wood_blunt", [tone2({ f: [110, 150], f2: 70, d: 0.14, vol: 0.6 }), noise2({ type: "bandpass", f: 500, q: 1.2, d: 0.12, vol: 0.55, wet: 0.2 })]),
|
|
4297
|
+
impact("wood_blade", [noise2({ type: "bandpass", f: [1800, 2400], q: 2, a: 0.01, d: 0.12, vol: 0.5 }), ...many2(3, () => noise2({ type: "bandpass", f: [2500, 4e3], q: 3, d: 0.02, vol: 0.22, delay: [0.02, 0.1] }))]),
|
|
4298
|
+
impact("mdf_puff", [noise2({ type: "lowpass", f: 900, d: 0.08, vol: 1 }), tone2({ f: [180, 230], f2: 110, d: 0.06, vol: 0.3 }), noise2({ type: "highpass", f: 3e3, a: 0.01, d: 0.2, vol: 0.1 })]),
|
|
4299
|
+
// glass and ceramic
|
|
4300
|
+
impact("glass_bullet", [noise2({ type: "highpass", f: 4e3, d: 0.05, vol: 0.7 }), tone2({ f: [3200, 4200], f2: 2600, d: 0.2, vol: 0.14, wet: 0.3 }), ...many2(4, () => tone2({ f: [4e3, 7e3], d: 0.05, vol: 0.07, delay: [0.02, 0.2] }))]),
|
|
4301
|
+
impact("glass_blunt", [noise2({ type: "bandpass", f: 2200, q: 3, d: 0.05, vol: 0.8 }), tone2({ f: [1400, 1800], f2: 1300, d: 0.2, vol: 0.16, wet: 0.3 })]),
|
|
4302
|
+
impact("glass_blade", [noise2({ type: "bandpass", f: 5e3, q: 8, a: 0.02, d: 0.25, vol: 0.3 })]),
|
|
4303
|
+
impact("ceramic_hit", [noise2({ type: "bandpass", f: 3e3, q: 2, d: 0.03, vol: 0.6 }), tone2({ f: [1800, 2400], f2: 1600, d: 0.1, vol: 0.2 })]),
|
|
4304
|
+
impact("ceramic_bullet", [noise2({ type: "highpass", f: 2500, d: 0.06, vol: 0.85 }), ...many2(5, () => tone2({ f: [2500, 5e3], d: 0.04, vol: 0.09, delay: [0, 0.15] }))]),
|
|
4305
|
+
// masonry and the ground
|
|
4306
|
+
impact("masonry_bullet", [noise2({ type: "bandpass", f: [1600, 2e3], q: 1, d: 0.05, vol: 1.8 }), noise2({ type: "lowpass", f: 600, d: 0.12, vol: 0.9, wet: 0.2 }), ...many2(4, () => noise2({ type: "bandpass", f: [2e3, 4e3], q: 3, d: 0.02, vol: 0.28, delay: [0.03, 0.3] }))]),
|
|
4307
|
+
impact("masonry_blunt", [tone2({ f: [70, 95], f2: 45, d: 0.12, vol: 0.55 }), noise2({ type: "lowpass", f: 400, d: 0.1, vol: 0.5 })]),
|
|
4308
|
+
impact("masonry_blade", [noise2({ type: "bandpass", f: [2500, 3500], q: 4, a: 0.01, d: 0.15, vol: 0.4 })]),
|
|
4309
|
+
impact("plaster_puff", [noise2({ type: "lowpass", f: 900, d: 0.09, vol: 0.7 }), noise2({ type: "highpass", f: 3e3, a: 0.01, d: 0.2, vol: 0.14 })]),
|
|
4310
|
+
impact("soil_bullet", [noise2({ type: "lowpass", f: 700, d: 0.08, vol: 2.2 }), ...many2(3, () => noise2({ type: "bandpass", f: [1200, 2200], q: 2, d: 0.03, vol: 0.18, delay: [0.02, 0.2] }))]),
|
|
4311
|
+
impact("soil_blunt", [tone2({ f: [55, 70], f2: 40, d: 0.1, vol: 0.45 }), noise2({ type: "lowpass", f: 300, d: 0.08, vol: 0.4 })]),
|
|
4312
|
+
impact("sand_hit", [noise2({ type: "bandpass", f: 3500, q: 0.8, a: 5e-3, d: 0.15, vol: 0.45 }), noise2({ type: "lowpass", f: 500, d: 0.06, vol: 0.45 })]),
|
|
4313
|
+
impact("gravel_hit", [noise2({ type: "lowpass", f: 500, d: 0.06, vol: 0.45 }), ...many2(6, () => noise2({ type: "bandpass", f: [1500, 3500], q: 3, d: 0.025, vol: 0.28, delay: [0, 0.18] }))]),
|
|
4314
|
+
// plastic, rubber, wax
|
|
4315
|
+
impact("plastic_hit", [noise2({ type: "bandpass", f: 1600, q: 3, d: 0.04, vol: 0.5 }), tone2({ f: [380, 520], f2: 300, d: 0.08, vol: 0.32 })]),
|
|
4316
|
+
impact("plastic_bullet", [noise2({ type: "bandpass", f: 2500, q: 2, d: 0.03, vol: 1.3 }), tone2({ f: [600, 800], f2: 450, d: 0.06, vol: 0.4 })]),
|
|
4317
|
+
impact("rubber_hit", [tone2({ f: [90, 130], f2: 60, d: 0.1, vol: 0.45 }), noise2({ type: "lowpass", f: 350, d: 0.06, vol: 0.28 })]),
|
|
4318
|
+
impact("wax_hit", [noise2({ type: "lowpass", f: 800, d: 0.05, vol: 0.45 }), tone2({ f: [240, 280], f2: 180, d: 0.05, vol: 0.22 })]),
|
|
4319
|
+
// soft things, paper, plants
|
|
4320
|
+
impact("soft_bullet", [noise2({ type: "lowpass", f: 450, a: 3e-3, d: 0.1, vol: 1.8 }), noise2({ type: "bandpass", f: 900, q: 1, d: 0.05, vol: 0.5 })]),
|
|
4321
|
+
impact("fabric_rip", [noise2({ type: "bandpass", f: [2e3, 2800], q: 1.5, a: 0.02, d: 0.25, vol: 0.4 }), ...many2(4, () => noise2({ type: "bandpass", f: [3e3, 5e3], q: 4, d: 0.02, vol: 0.14, delay: [0, 0.22] }))]),
|
|
4322
|
+
impact("paper_hit", [noise2({ type: "bandpass", f: 2200, q: 1, d: 0.05, vol: 0.45 })]),
|
|
4323
|
+
impact("paper_tear", [noise2({ type: "highpass", f: 2500, a: 0.02, d: 0.3, vol: 0.15 })]),
|
|
4324
|
+
impact("leaf_rustle", many2(6, () => noise2({ type: "bandpass", f: [2500, 6e3], q: 2, d: 0.05, vol: 0.16, delay: [0, 0.3] }))),
|
|
4325
|
+
impact("branch_cut", [noise2({ type: "bandpass", f: 1500, q: 2, d: 0.04, vol: 0.55 }), tone2({ f: [260, 340], f2: 150, d: 0.05, vol: 0.22 })]),
|
|
4326
|
+
impact("fruit_splat", [noise2({ type: "lowpass", f: 1200, d: 0.12, vol: 0.55 }), noise2({ type: "bandpass", f: 600, q: 0.7, d: 0.2, vol: 0.32 })]),
|
|
4327
|
+
// a round glancing off: steel whines down in pitch ("piiuu"), stone and concrete give a short crack with grit
|
|
4328
|
+
impact("ricochet_metal", [noise2({ type: "highpass", f: 3e3, d: 0.02, vol: 0.6 }), tone2({ f: [2800, 3600], f2: 900, d: 0.38, vol: 0.2, wet: 0.4 }), tone2({ f: [5200, 6400], f2: 2e3, d: 0.2, vol: 0.05 })]),
|
|
4329
|
+
impact("ricochet_stone", [noise2({ type: "bandpass", f: [2200, 2800], q: 2, d: 0.04, vol: 0.8 }), tone2({ f: [1800, 2400], f2: 1200, d: 0.08, vol: 0.1 }), ...many2(3, () => noise2({ type: "bandpass", f: [2500, 4500], q: 3, d: 0.015, vol: 0.2, delay: [0.02, 0.12] }))]),
|
|
4330
|
+
// breaks a material has of its own (the rest keep the art scene's shatter, crumble and splinter)
|
|
4331
|
+
impact("ceramic_break", [noise2({ type: "highpass", f: 1800, d: 0.3, vol: 0.85, wet: 0.4 }), ...many2(8, () => tone2({ f: [1800, 4500], d: [0.04, 0.1], vol: 0.15, delay: [0, 0.4] }))]),
|
|
4332
|
+
impact("tempered_burst", [noise2({ type: "highpass", f: 3500, d: 0.6, vol: 0.9, wet: 0.4 }), ...many2(16, () => tone2({ f: [4e3, 8e3], d: 0.04, vol: 0.08, delay: [0, 0.8] }))]),
|
|
4333
|
+
impact("plastic_crack", [noise2({ type: "bandpass", f: 1800, q: 2, d: 0.06, vol: 0.75 }), tone2({ f: [450, 550], f2: 250, d: 0.05, vol: 0.22 })]),
|
|
4334
|
+
impact("mdf_crumble", [noise2({ type: "lowpass", f: 700, d: 0.25, vol: 0.75, wet: 0.2 }), ...many2(4, () => noise2({ type: "lowpass", f: 500, d: 0.05, vol: 0.32, delay: [0.05, 0.3] }))])
|
|
3960
4335
|
];
|
|
3961
|
-
var DESTRUCTION_SOUND_BANK = { id: "destruction_three", sounds: [...SCENE_SOUNDS, ...DRAG_SOUNDS, ...LEAF_SOUNDS, EXPLOSION_BOOM], loops: [BURN_LOOP] };
|
|
4336
|
+
var DESTRUCTION_SOUND_BANK = { id: "destruction_three", sounds: [...SCENE_SOUNDS, ...DRAG_SOUNDS, ...LEAF_SOUNDS, ...IMPACT_SOUNDS, EXPLOSION_BOOM, ...BLAST_SOUNDS, ...FIRE_SOUNDS], loops: [BURN_LOOP, FIRE_LOOP] };
|
|
3962
4337
|
|
|
3963
4338
|
// src/audio/sound.ts
|
|
3964
|
-
import { GAME_SFX_BANK } from "@adatechnology/game-audio";
|
|
4339
|
+
import { FOLEY_BANK, GAME_SFX_BANK } from "@adatechnology/game-audio";
|
|
4340
|
+
var IMPACT_SOUND_KEYS = {
|
|
4341
|
+
impact_metal_ballistic: { sound: "metal_bullet" },
|
|
4342
|
+
impact_metal_blunt: { sound: "metal_blunt" },
|
|
4343
|
+
impact_metal_slash: { sound: "metal_blade" },
|
|
4344
|
+
impact_aluminium_ballistic: { sound: "metal_thin" },
|
|
4345
|
+
impact_aluminium_blunt: { sound: "metal_thin" },
|
|
4346
|
+
impact_copper_ballistic: { sound: "metal_thin" },
|
|
4347
|
+
impact_copper_blunt: { sound: "metal_thin" },
|
|
4348
|
+
impact_wood_ballistic: { sound: "wood_hit" },
|
|
4349
|
+
impact_wood_blunt: { sound: "wood_blunt" },
|
|
4350
|
+
impact_wood_slash: { sound: "wood_blade" },
|
|
4351
|
+
impact_mdf_ballistic: { sound: "mdf_puff" },
|
|
4352
|
+
impact_mdf_blunt: { sound: "mdf_puff", volumeScale: 0.8 },
|
|
4353
|
+
impact_glass_ballistic: { sound: "glass_bullet" },
|
|
4354
|
+
impact_glass_blunt: { sound: "glass_blunt" },
|
|
4355
|
+
impact_glass_slash: { sound: "glass_blade" },
|
|
4356
|
+
impact_ceramic: { sound: "ceramic_hit" },
|
|
4357
|
+
impact_ceramic_ballistic: { sound: "ceramic_bullet" },
|
|
4358
|
+
impact_masonry_ballistic: { sound: "masonry_bullet" },
|
|
4359
|
+
impact_masonry_blunt: { sound: "masonry_blunt" },
|
|
4360
|
+
impact_masonry_slash: { sound: "masonry_blade" },
|
|
4361
|
+
impact_plaster: { sound: "plaster_puff" },
|
|
4362
|
+
impact_soil: { sound: "soil_blunt" },
|
|
4363
|
+
impact_soil_ballistic: { sound: "soil_bullet" },
|
|
4364
|
+
impact_sand: { sound: "sand_hit" },
|
|
4365
|
+
impact_gravel: { sound: "gravel_hit" },
|
|
4366
|
+
impact_plastic: { sound: "plastic_hit" },
|
|
4367
|
+
impact_plastic_ballistic: { sound: "plastic_bullet" },
|
|
4368
|
+
impact_rubber: { sound: "rubber_hit" },
|
|
4369
|
+
impact_wax: { sound: "wax_hit" },
|
|
4370
|
+
impact_soft_ballistic: { sound: "soft_bullet" },
|
|
4371
|
+
impact_soft_slash: { sound: "fabric_rip" },
|
|
4372
|
+
impact_paper: { sound: "paper_hit" },
|
|
4373
|
+
impact_paper_slash: { sound: "paper_tear" },
|
|
4374
|
+
impact_plant: { sound: "leaf_rustle" },
|
|
4375
|
+
impact_plant_slash: { sound: "branch_cut" },
|
|
4376
|
+
impact_flesh_fruit: { sound: "fruit_splat" },
|
|
4377
|
+
ricochet_metal: { sound: "ricochet_metal" },
|
|
4378
|
+
ricochet_masonry: { sound: "ricochet_stone" },
|
|
4379
|
+
ricochet_soil: { sound: "ricochet_stone" },
|
|
4380
|
+
ricochet_ceramic: { sound: "ricochet_stone" },
|
|
4381
|
+
break_ceramic: { sound: "ceramic_break" },
|
|
4382
|
+
break_tempered_glass: { sound: "tempered_burst" },
|
|
4383
|
+
break_plastic: { sound: "plastic_crack" },
|
|
4384
|
+
break_mdf: { sound: "mdf_crumble" },
|
|
4385
|
+
break_soft: { sound: "fabric_rip" },
|
|
4386
|
+
break_paper: { sound: "paper_tear" },
|
|
4387
|
+
break_plant: { sound: "branch_cut" }
|
|
4388
|
+
};
|
|
3965
4389
|
var DESTRUCTION_SOUND_KEYS = {
|
|
3966
4390
|
art_scene: {
|
|
3967
4391
|
impact_metal: { sound: "clang" },
|
|
@@ -3969,6 +4393,12 @@ var DESTRUCTION_SOUND_KEYS = {
|
|
|
3969
4393
|
impact_glass: { sound: "ping" },
|
|
3970
4394
|
impact_masonry: { sound: "chip" },
|
|
3971
4395
|
impact_soft: { sound: "thud" },
|
|
4396
|
+
// a round strikes: the steel rings high, glass cracks, wood and masonry chip, a soft part takes a dull thunk
|
|
4397
|
+
shot_metal: { sound: "ping" },
|
|
4398
|
+
shot_wood: { sound: "chip" },
|
|
4399
|
+
shot_glass: { sound: "crack" },
|
|
4400
|
+
shot_masonry: { sound: "chip" },
|
|
4401
|
+
shot_soft: { sound: "thunk" },
|
|
3972
4402
|
drag_wood: { sound: "drag_wood" },
|
|
3973
4403
|
drag_metal: { sound: "drag_metal" },
|
|
3974
4404
|
drag_glass: { sound: "drag_glass" },
|
|
@@ -3994,22 +4424,38 @@ var DESTRUCTION_SOUND_KEYS = {
|
|
|
3994
4424
|
hood_shut: { sound: "shut_metal" },
|
|
3995
4425
|
trunk_shut: { sound: "shut_metal" },
|
|
3996
4426
|
door_close: { sound: "shut_wood", volumeScale: 0.7 },
|
|
4427
|
+
// a vehicle's leaves (the vehicle bank of game-vehicles-three): a car door shuts with a padded thump and a latch, not like a fridge
|
|
4428
|
+
vehicle_door_open: { sound: "car_door_open", fallback: "latch" },
|
|
4429
|
+
vehicle_door_shut: { sound: "car_door_close", fallback: "shut_metal" },
|
|
4430
|
+
vehicle_trunk_open: { sound: "car_door_open", fallback: "latch" },
|
|
4431
|
+
vehicle_trunk_shut: { sound: "car_trunk_close", fallback: "shut_metal" },
|
|
4432
|
+
vehicle_hood_open: { sound: "car_door_open", fallback: "latch" },
|
|
4433
|
+
vehicle_hood_shut: { sound: "car_hood_close", fallback: "shut_metal" },
|
|
3997
4434
|
drawer_open: { sound: "slide" },
|
|
3998
4435
|
drawer_close: { sound: "slide" },
|
|
3999
4436
|
lid_open: { sound: "latch" },
|
|
4000
4437
|
lid_close: { sound: "shut_soft" },
|
|
4001
4438
|
flap_open: { sound: "latch" },
|
|
4002
4439
|
flap_close: { sound: "shut_soft" },
|
|
4440
|
+
// an item taken in the hand, by what it is made of (game-audio's KIT_SAMPLE_ALIASES puts recordings on these ids)
|
|
4441
|
+
grab_metal: { sound: "grab_hard" },
|
|
4442
|
+
grab_wood: { sound: "grab_hard" },
|
|
4443
|
+
grab_glass: { sound: "grab_hard", volumeScale: 0.7 },
|
|
4444
|
+
grab_masonry: { sound: "grab_hard" },
|
|
4445
|
+
grab_soft: { sound: "grab_soft" },
|
|
4003
4446
|
shatter_glass: { sound: "glass_shatter" },
|
|
4004
4447
|
crumble: { sound: "crumble" },
|
|
4005
4448
|
splinter: { sound: "crack" },
|
|
4006
4449
|
ricochet: { sound: "ping" },
|
|
4007
4450
|
unscrew: { sound: "chip" },
|
|
4008
4451
|
detach: { sound: "thunk" },
|
|
4009
|
-
ignite: { sound: "
|
|
4010
|
-
|
|
4452
|
+
ignite: { sound: "fire_ignite" },
|
|
4453
|
+
primed: { sound: "gas_leak" },
|
|
4454
|
+
extinguish: { sound: "fire_extinguish" },
|
|
4011
4455
|
melt_sizzle: { sound: "hiss", params: { seconds: 0.6 } },
|
|
4012
|
-
|
|
4456
|
+
// the blast family comes from the explosion's effect (`BLAST_KIND_OF`); this rule answers only an explosion the kit cannot place
|
|
4457
|
+
explode: { sound: "explosion_grenade", above: { volume: 0.9, sound: "explosion_big" } },
|
|
4458
|
+
...IMPACT_SOUND_KEYS
|
|
4013
4459
|
},
|
|
4014
4460
|
game: {
|
|
4015
4461
|
impact_metal: { sound: "sfx_impact" },
|
|
@@ -4023,14 +4469,26 @@ var DESTRUCTION_SOUND_KEYS = {
|
|
|
4023
4469
|
explode: { sound: "explosion_boom" }
|
|
4024
4470
|
}
|
|
4025
4471
|
};
|
|
4026
|
-
var DEFAULT_FIRE = { perFire: 0.
|
|
4472
|
+
var DEFAULT_FIRE = { perFire: 0.08, max: 0.45 };
|
|
4473
|
+
var DEFAULT_CRACKLES = { base: 2, perSqrtFire: 3, max: 14, volume: 0.5 };
|
|
4474
|
+
var DEFAULT_INDOOR_CONFINEMENT = 1.3;
|
|
4027
4475
|
function createDestructionSound(engine, options = {}) {
|
|
4028
4476
|
engine.register(DESTRUCTION_SOUND_BANK);
|
|
4029
4477
|
engine.register(GAME_SFX_BANK);
|
|
4030
|
-
|
|
4478
|
+
engine.register(FOLEY_BANK);
|
|
4479
|
+
const fire2 = { ...DEFAULT_FIRE, ...options.fire };
|
|
4480
|
+
const crackles = options.crackles === false ? null : { ...DEFAULT_CRACKLES, ...options.crackles };
|
|
4481
|
+
const fireLoop = options.fireLoop ?? "fire_loop";
|
|
4482
|
+
const kinds = { ...BLAST_KIND_OF, ...options.blastKinds };
|
|
4483
|
+
const farDistance = options.blastFarDistance ?? BLAST_FAR_DISTANCE;
|
|
4484
|
+
const indoorFrom = options.indoorConfinement ?? DEFAULT_INDOOR_CONFINEMENT;
|
|
4031
4485
|
const rules = { ...DESTRUCTION_SOUND_KEYS.art_scene, ...options.style === "game" ? DESTRUCTION_SOUND_KEYS.game : {}, ...options.keys };
|
|
4486
|
+
const blastByKind = options.style !== "game" && !(options.keys && "explode" in options.keys);
|
|
4487
|
+
const channel = engine.channel({ seed: options.seed ?? 1 });
|
|
4032
4488
|
let loop;
|
|
4033
4489
|
let burning = 0;
|
|
4490
|
+
const fires = [];
|
|
4491
|
+
let nextCrackle = 0;
|
|
4034
4492
|
const setFire = () => {
|
|
4035
4493
|
if (options.burnLoop === false) return;
|
|
4036
4494
|
if (burning <= 0) {
|
|
@@ -4038,48 +4496,157 @@ function createDestructionSound(engine, options = {}) {
|
|
|
4038
4496
|
loop = void 0;
|
|
4039
4497
|
return;
|
|
4040
4498
|
}
|
|
4041
|
-
loop ?? (loop = engine.loop(
|
|
4042
|
-
loop.set({ volume: Math.min(
|
|
4499
|
+
loop ?? (loop = engine.loop(fireLoop));
|
|
4500
|
+
loop.set({ volume: Math.min(fire2.max, fire2.perFire * burning) });
|
|
4501
|
+
};
|
|
4502
|
+
const forget = (point) => {
|
|
4503
|
+
let best = -1;
|
|
4504
|
+
let bestD = Infinity;
|
|
4505
|
+
fires.forEach((f, i) => {
|
|
4506
|
+
const d = (f[0] - point[0]) ** 2 + (f[1] - point[1]) ** 2 + (f[2] - point[2]) ** 2;
|
|
4507
|
+
if (d < bestD) {
|
|
4508
|
+
bestD = d;
|
|
4509
|
+
best = i;
|
|
4510
|
+
}
|
|
4511
|
+
});
|
|
4512
|
+
if (best >= 0) fires.splice(best, 1);
|
|
4513
|
+
};
|
|
4514
|
+
const blastSound = (point, volume, detail) => {
|
|
4515
|
+
const named = detail?.effect === void 0 ? void 0 : kinds[detail.effect];
|
|
4516
|
+
const kind = named ?? ((detail?.radius ?? 0) >= BIG_BLAST_RADIUS || volume >= 0.9 ? "big" : "grenade");
|
|
4517
|
+
const sound = BLAST_SOUND_OF[kind];
|
|
4518
|
+
const distance = engine.plan(sound, { position: point, seed: 1 })?.distance ?? 0;
|
|
4519
|
+
return kind !== "molotov" && distance > farDistance ? "explosion_far" : sound;
|
|
4043
4520
|
};
|
|
4044
4521
|
return {
|
|
4045
|
-
onSound(key, point, volume) {
|
|
4522
|
+
onSound(key, point, volume, detail) {
|
|
4046
4523
|
if (key === "burn_loop") {
|
|
4047
4524
|
burning += 1;
|
|
4525
|
+
fires.push(point);
|
|
4048
4526
|
setFire();
|
|
4049
4527
|
return;
|
|
4050
4528
|
}
|
|
4051
4529
|
if (key === "burn_end") {
|
|
4052
4530
|
if (burning > 0) burning -= 1;
|
|
4531
|
+
forget(point);
|
|
4053
4532
|
setFire();
|
|
4054
4533
|
return;
|
|
4055
4534
|
}
|
|
4056
|
-
|
|
4057
|
-
|
|
4058
|
-
|
|
4059
|
-
|
|
4535
|
+
if (key === "explode" && blastByKind) {
|
|
4536
|
+
const sound2 = blastSound(point, volume, detail);
|
|
4537
|
+
engine.play(sound2, { position: point, volume });
|
|
4538
|
+
if (sound2 !== "explosion_far" && sound2 !== "molotov_break_ignite" && (detail?.confinement ?? 1) >= indoorFrom) engine.play("explosion_indoor_tail", { position: point, volume });
|
|
4539
|
+
return;
|
|
4540
|
+
}
|
|
4541
|
+
let rule;
|
|
4542
|
+
for (const k of detail?.keys ?? []) {
|
|
4543
|
+
if (k in rules) {
|
|
4544
|
+
rule = rules[k];
|
|
4545
|
+
break;
|
|
4546
|
+
}
|
|
4547
|
+
}
|
|
4548
|
+
if (rule === void 0) rule = key in rules ? rules[key] : rules[key.replace(/^shot_/, "impact_")];
|
|
4549
|
+
if (rule === null) return;
|
|
4550
|
+
if (!rule) {
|
|
4551
|
+
if (engine.registry.sound(key)) engine.play(key, { position: point, volume });
|
|
4552
|
+
return;
|
|
4553
|
+
}
|
|
4554
|
+
const wanted = rule.above && volume >= rule.above.volume ? rule.above.sound : rule.sound;
|
|
4555
|
+
const sound = rule.fallback && !engine.registry.sound(wanted) ? rule.fallback : wanted;
|
|
4556
|
+
const params = detail?.seconds === void 0 ? rule.params : { ...rule.params, seconds: detail.seconds };
|
|
4557
|
+
engine.play(sound, { position: point, volume: volume * (rule.volumeScale ?? 1), ...params ? { params } : {} });
|
|
4558
|
+
},
|
|
4559
|
+
update(dt) {
|
|
4560
|
+
if (!crackles || fires.length === 0 || options.burnLoop === false) return;
|
|
4561
|
+
nextCrackle -= dt;
|
|
4562
|
+
for (let i = 0; i < 4 && nextCrackle <= 0; i++) {
|
|
4563
|
+
const rate = Math.min(crackles.max, crackles.base + crackles.perSqrtFire * Math.sqrt(fires.length));
|
|
4564
|
+
nextCrackle += (0.4 + channel.random() * 1.2) / rate;
|
|
4565
|
+
const at = fires[Math.floor(channel.random() * fires.length)];
|
|
4566
|
+
engine.play(channel.random() < 0.18 ? "fire_pop" : "fire_crackle", { position: at, volume: crackles.volume });
|
|
4567
|
+
}
|
|
4568
|
+
if (nextCrackle < 0) nextCrackle = 0;
|
|
4569
|
+
},
|
|
4570
|
+
blastSound,
|
|
4571
|
+
rule(key, detail) {
|
|
4572
|
+
for (const k of detail?.keys ?? []) if (k in rules) return rules[k] ?? void 0;
|
|
4573
|
+
return rules[key] ?? void 0;
|
|
4060
4574
|
},
|
|
4061
|
-
rule: (key) => rules[key] ?? void 0,
|
|
4062
4575
|
burning: () => burning,
|
|
4063
4576
|
dispose() {
|
|
4064
4577
|
loop?.stop();
|
|
4065
4578
|
loop = void 0;
|
|
4066
4579
|
burning = 0;
|
|
4580
|
+
fires.length = 0;
|
|
4067
4581
|
}
|
|
4068
4582
|
};
|
|
4069
4583
|
}
|
|
4584
|
+
|
|
4585
|
+
// src/audio/samples.ts
|
|
4586
|
+
import { sampleBankFromManifest } from "@adatechnology/game-audio";
|
|
4587
|
+
var blast2 = (gain) => ({ bus: "world", gain, falloff: BLAST_FALLOFF, cutoffK: 6e-3, priority: 3 });
|
|
4588
|
+
var fire = (gain, group) => ({ bus: "world", gain, falloff: FIRE_FALLOFF, cutoffK: 0.01, ...group ? { group } : {} });
|
|
4589
|
+
var BLAST_FIRE_SAMPLES = {
|
|
4590
|
+
explosion_grenade: blast2(1),
|
|
4591
|
+
explosion_big: blast2(1),
|
|
4592
|
+
explosion_car: blast2(1),
|
|
4593
|
+
explosion_flashbang: blast2(1),
|
|
4594
|
+
molotov_break_ignite: blast2(0.8),
|
|
4595
|
+
// the far takes are already muffled: no extra distance lowpass
|
|
4596
|
+
explosion_far: { bus: "world", gain: 1, falloff: BLAST_FAR_FALLOFF, cutoffK: 0, priority: 2 },
|
|
4597
|
+
fire_ignite: fire(0.8, "fire_ignite"),
|
|
4598
|
+
fire_crackle: fire(0.8, "fire_crackle"),
|
|
4599
|
+
fire_pop: fire(0.6, "fire_crackle"),
|
|
4600
|
+
fire_extinguish: fire(0.7),
|
|
4601
|
+
gas_leak: fire(0.5),
|
|
4602
|
+
// the roar: recorded fires chained with a crossfade (the level comes from `createDestructionSound`, by how much burns)
|
|
4603
|
+
fire_loop: { bus: "world", gain: 4, loop: { crossfade: 1 } }
|
|
4604
|
+
};
|
|
4605
|
+
function blastFireSampleBank(manifest, options = {}) {
|
|
4606
|
+
const sounds = options.sounds ?? BLAST_FIRE_SAMPLES;
|
|
4607
|
+
const bank = sampleBankFromManifest(manifest, { id: options.id ?? "destruction-samples", ...options.baseUrl === void 0 ? {} : { baseUrl: options.baseUrl }, sounds });
|
|
4608
|
+
const samples = (bank.samples ?? []).map((sample) => {
|
|
4609
|
+
const loop = sounds[sample.id]?.loop;
|
|
4610
|
+
return loop === void 0 ? sample : { ...sample, loop };
|
|
4611
|
+
});
|
|
4612
|
+
return { ...bank, samples };
|
|
4613
|
+
}
|
|
4070
4614
|
export {
|
|
4615
|
+
BIG_BLAST_RADIUS,
|
|
4616
|
+
BLAST_FALLOFF,
|
|
4617
|
+
BLAST_FAR_DISTANCE,
|
|
4618
|
+
BLAST_FAR_FALLOFF,
|
|
4619
|
+
BLAST_FIRE_SAMPLES,
|
|
4620
|
+
BLAST_KINDS,
|
|
4621
|
+
BLAST_KIND_OF,
|
|
4622
|
+
BLAST_SOUNDS,
|
|
4623
|
+
BLAST_SOUND_OF,
|
|
4071
4624
|
BURN_LOOP,
|
|
4625
|
+
DEFAULT_CRACKLES,
|
|
4072
4626
|
DEFAULT_FIRE,
|
|
4627
|
+
DEFAULT_INDOOR_CONFINEMENT,
|
|
4073
4628
|
DESTRUCTION_SOUND_BANK,
|
|
4074
4629
|
DESTRUCTION_SOUND_KEYS,
|
|
4075
4630
|
DRAG_SOUNDS,
|
|
4076
4631
|
EXPLOSION_BOOM,
|
|
4632
|
+
FIRE_FALLOFF,
|
|
4633
|
+
FIRE_LOOP,
|
|
4634
|
+
FIRE_SOUNDS,
|
|
4635
|
+
IMPACT_FAMILY_TAGS,
|
|
4636
|
+
IMPACT_SOUNDS,
|
|
4637
|
+
IMPACT_SOUND_KEYS,
|
|
4077
4638
|
SCENE_SOUNDS,
|
|
4639
|
+
blastFireSampleBank,
|
|
4640
|
+
breakSoundKeys,
|
|
4078
4641
|
createDestructionRenderer,
|
|
4079
4642
|
createDestructionSound,
|
|
4080
4643
|
dragSoundKey,
|
|
4081
4644
|
heatColor,
|
|
4645
|
+
impactFamily,
|
|
4082
4646
|
impactKey,
|
|
4647
|
+
impactSoundKeys,
|
|
4648
|
+
ricochetSoundKeys,
|
|
4649
|
+
shotKey,
|
|
4083
4650
|
specFromObject3D
|
|
4084
4651
|
};
|
|
4085
4652
|
//# sourceMappingURL=index.js.map
|