@adatechnology/game-destruction-three 0.13.0 → 0.15.0

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/dist/index.js CHANGED
@@ -2,6 +2,43 @@ var __defProp = Object.defineProperty;
2
2
  var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
3
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  var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
4
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+ // src/audio/impact-keys.ts
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+ var IMPACT_FAMILY_TAGS = [
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+ ["metal", "metal"],
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+ ["glass", "glass"],
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+ ["ceramic", "ceramic"],
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+ ["soil", "soil"],
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+ ["masonry", "masonry"],
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+ ["wood", "wood"],
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+ ["plant", "plant"],
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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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+ var ordered = (prefix, material, family, blow) => {
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+ const keys = [];
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+ if (material && blow) keys.push(`${prefix}_${material}_${blow}`);
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+ if (material) keys.push(`${prefix}_${material}`);
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+ if (family && blow) keys.push(`${prefix}_${family}_${blow}`);
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+ if (family) keys.push(`${prefix}_${family}`);
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+ return keys;
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+ };
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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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+ }
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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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+ function ricochetSoundKeys(material, def) {
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+ return { keys: ordered("ricochet", material, impactFamily(def), void 0) };
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+ }
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+
5
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  // src/renderer.ts
6
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  import { DEFERRED_QUEUE_ID, blastShove, warnOnce } from "@adatechnology/game-contracts";
7
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  import { createVfx, effectForEvent, EVENT_EFFECTS_MAP } from "@adatechnology/game-vfx";
@@ -174,10 +211,10 @@ var FragmentSystem = class {
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  */
175
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  warmMeshes() {
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  const opaque = this.materialFor("warm", 8421504, false);
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- const glass = this.materialFor("warm", 8421504, true);
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+ const glass2 = this.materialFor("warm", 8421504, true);
178
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  const geometries = [this.box, ...Array.from({ length: SHARD_SHAPES }, (_, index) => this.shardGeometry(index))];
179
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  const { geometry, material } = this.markParts();
180
- return [...geometries.flatMap((shared) => [new this.THREE.Mesh(shared, opaque), new this.THREE.Mesh(shared, glass)]), new this.THREE.Mesh(geometry, material)];
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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)];
181
218
  }
182
219
  /**
183
220
  * 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
@@ -528,6 +565,9 @@ var GroundSpots = class {
528
565
  };
529
566
 
530
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  // src/pieces.ts
568
+ var SLAM_MIN_SPEED = 2;
569
+ var SLAM_BOUNCE = 0.2;
570
+ var SLAM_FLOOR_NORMAL = 0.7;
531
571
  var SUB_DT = 1 / 120;
532
572
  var MU = 0.7;
533
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  var SLEEP_AFTER = 0.5;
@@ -762,9 +802,34 @@ var PieceSystem = class {
762
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  const fixed = this.o.staticTopAt?.(x, z, y, step) ?? -Infinity;
763
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  return Math.max(top, fixed);
764
804
  }
805
+ /** 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. */
806
+ sweepOn(b, start, pos) {
807
+ const travel = Math.hypot(pos[0] - start[0], pos[1] - start[1], pos[2] - start[2]);
808
+ if (travel < 1e-3) return;
809
+ const hit = this.o.sweep?.(b, start, pos);
810
+ if (!hit || hit.normal[1] > SLAM_FLOOR_NORMAL) return;
811
+ const v = b.velocity;
812
+ const n = hit.normal;
813
+ const into = -(v[0] * n[0] + v[1] * n[1] + v[2] * n[2]);
814
+ if (into <= 0) return;
815
+ const k = Math.min(1, hit.distance / travel);
816
+ for (let i = 0; i < 3; i++) {
817
+ pos[i] = start[i] + (pos[i] - start[i]) * k;
818
+ v[i] += (1 + SLAM_BOUNCE) * into * n[i];
819
+ }
820
+ const w = b.angularVelocity;
821
+ w[0] *= 0.5;
822
+ w[1] *= 0.5;
823
+ w[2] *= 0.5;
824
+ if (into >= SLAM_MIN_SPEED && this.time - b.lastHit > 0.15) {
825
+ b.lastHit = this.time;
826
+ this.o.onSlam?.(b, hit, into);
827
+ }
828
+ }
765
829
  integrate(b, dt) {
766
830
  const c = this.centerOf(b, this.p);
767
831
  const pos = [c.x, c.y, c.z];
832
+ const start = [c.x, c.y, c.z];
768
833
  const q = this.q.copy(b.root.quaternion);
769
834
  const v = b.velocity;
770
835
  const w = b.angularVelocity;
@@ -874,11 +939,11 @@ var PieceSystem = class {
874
939
  if (contactedLast) touched = true;
875
940
  if (!contactedLast) continue;
876
941
  pos[1] += Math.max(0, maxPen - SLOP * 0.5);
877
- let impact = 0;
878
- for (const r of rs) impact = Math.max(impact, -(v[1] + w[2] * r[0] - w[0] * r[2]));
879
- const restitution = impact > 2 ? 0.25 : 0;
880
- if (impact > landing) {
881
- landing = impact;
942
+ let impact2 = 0;
943
+ for (const r of rs) impact2 = Math.max(impact2, -(v[1] + w[2] * r[0] - w[0] * r[2]));
944
+ const restitution = impact2 > 2 ? 0.25 : 0;
945
+ if (impact2 > landing) {
946
+ landing = impact2;
882
947
  let sx = 0;
883
948
  let sz = 0;
884
949
  for (const r of rs) {
@@ -1009,6 +1074,7 @@ var PieceSystem = class {
1009
1074
  v[0] *= fd;
1010
1075
  v[2] *= fd;
1011
1076
  }
1077
+ if (this.o.sweep && !b.held) this.sweepOn(b, start, pos);
1012
1078
  b.root.quaternion.copy(q);
1013
1079
  const off = this.ax.copy(b.centerV).applyQuaternion(q);
1014
1080
  b.root.position.set(pos[0] - off.x, pos[1] - off.y, pos[2] - off.z);
@@ -2168,10 +2234,10 @@ var Visuals = class {
2168
2234
  const sy = lerp(1, 0.25, melt);
2169
2235
  const sxz = 1 + 0.18 * melt;
2170
2236
  for (let i = range[0] * 3, v = 0; i < range[1] * 3; i += 3, v++) {
2171
- const noise2 = (Math.imul(v + 1, 2654435761) >>> 0) % 1e3 / 1e3;
2237
+ const noise3 = (Math.imul(v + 1, 2654435761) >>> 0) % 1e3 / 1e3;
2172
2238
  arr[i] = cx + (work[i] - cx) * sxz;
2173
2239
  arr[i + 2] = cz + (work[i + 2] - cz) * sxz;
2174
- arr[i + 1] = Math.max(minY, minY + (work[i + 1] - minY) * sy - noise2 * melt * h * 0.04);
2240
+ arr[i + 1] = Math.max(minY, minY + (work[i + 1] - minY) * sy - noise3 * melt * h * 0.04);
2175
2241
  }
2176
2242
  }
2177
2243
  /** The colour attribute of the host's current geometry (created white when there is none) with vertex colours switched on in its material. */
@@ -2421,12 +2487,14 @@ var GLOW_FROM_C = 430;
2421
2487
  var QUEUE_CAP = 4e3;
2422
2488
  var MIN_FRAGMENTS_PER_SLICE = 8;
2423
2489
  var STATIC_REFRESH = 0.5;
2490
+ var STATIC_REFRESH_SLICE_MS = 1;
2424
2491
  var STATIC_SPAN = 3;
2425
2492
  var FEET_BAND = 0.03;
2426
2493
  var TIP_MIN_HEIGHT = 0.3;
2427
2494
  var TIP_NARROW = 0.3;
2428
2495
  var FIRE_CEILING_SECONDS = 3600;
2429
2496
  var GENERIC_REFERENCE_RADIUS = 15;
2497
+ var SWEEP_CORE = 0.15;
2430
2498
  var PRIMED_FIRE_RADIUS = 0.2;
2431
2499
  var FLUID_COLORS = {
2432
2500
  water: 9226495,
@@ -2469,6 +2537,7 @@ function impactKey(def) {
2469
2537
  if (def.fracture === "tear") return "impact_soft";
2470
2538
  return def.fracture === "none" ? "impact_metal" : "impact_wood";
2471
2539
  }
2540
+ var shotKey = (def) => impactKey(def).replace("impact_", "shot_");
2472
2541
  var dragSoundKey = (def) => impactKey(def).replace("impact_", "drag_");
2473
2542
  function fractureKey(def, style) {
2474
2543
  switch (style) {
@@ -2518,6 +2587,8 @@ var Renderer = class {
2518
2587
  /** Objects to measure again; `staticAll` measures every one. */
2519
2588
  __publicField(this, "staticDirty", /* @__PURE__ */ new Set());
2520
2589
  __publicField(this, "staticAll", true);
2590
+ /** The periodic refresh: the objects still to measure again in this round, a slice per call. */
2591
+ __publicField(this, "staticRound", []);
2521
2592
  /** Boxes of the pieces' meshes (as `staticBoxes`), with the time they were measured. */
2522
2593
  __publicField(this, "pieceBoxes", /* @__PURE__ */ new WeakMap());
2523
2594
  __publicField(this, "staticAt", 0);
@@ -2609,7 +2680,9 @@ var Renderer = class {
2609
2680
  staticTopAt: (x, z, y, step) => this.staticTopAt(x, z, y, step),
2610
2681
  gravity: this.gravity,
2611
2682
  scene: o.scene,
2612
- onHardLanding: (p, point, speed) => this.hardLanding(p, point, speed)
2683
+ onHardLanding: (p, point, speed) => this.hardLanding(p, point, speed),
2684
+ sweep: (p, from, to) => this.sweepPiece(p, from, to),
2685
+ onSlam: (p, hit, speed) => this.slam(p, hit, speed)
2613
2686
  });
2614
2687
  this.unsubscribe = this.world.on("*", (ev) => {
2615
2688
  if (this.queue.length < QUEUE_CAP) this.queue.push(ev);
@@ -2799,26 +2872,58 @@ var Renderer = class {
2799
2872
  const p = this.pieceSys.get(objectId);
2800
2873
  if (p) this.pieceSys.impulse(p, impulse, point);
2801
2874
  }
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,
2877
+ * so a crate thrown by a blast stops at the wall instead of passing through it. Null for a world that cannot sweep.
2878
+ */
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]];
2882
+ const travel = Math.hypot(d[0], d[1], d[2]);
2883
+ if (travel < 1e-4) return null;
2884
+ const core = Math.min(SWEEP_CORE, ...p.halfExtents);
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));
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
- const key = this.impactSoundOf(p.objectId);
2804
- this.sound(key, point, clamp(speed / 10, 0.2, 1));
2903
+ this.landingSound(p.objectId, point, clamp(speed / 10, 0.2, 1));
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" });
2808
2907
  } catch {
2809
2908
  }
2810
2909
  }
2811
- impactSoundOf(objectId) {
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 = this.world.materials.get(p.material);
2918
+ best = p.material;
2819
2919
  }
2820
2920
  }
2821
- return impactKey(best);
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
  // 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.staticAll = true;
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
- const b = this.bounds.get(id);
2981
- if (b) measure(b);
2982
- else this.staticBoxes.delete(id);
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.sound("ricochet", ev.point, 0.7);
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":
@@ -3074,15 +3187,15 @@ var Renderer = class {
3074
3187
  this.startFire(ev);
3075
3188
  this.activate(ev.object, ev.part);
3076
3189
  this.sound("ignite", ev.point, 0.7);
3077
- this.sound("burn_loop", ev.point, 0.5);
3190
+ this.sound("burn_loop", ev.point, 0.5, this.burning(ev.object, ev.part));
3078
3191
  break;
3079
3192
  case "primed":
3080
3193
  if (ev.trigger !== "explosion") {
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("ignite", ev.point, 0.7);
3085
- this.sound("burn_loop", ev.point, 0.5);
3197
+ this.sound("primed", ev.point, 0.7, { seconds: ev.delay });
3198
+ this.sound("burn_loop", ev.point, 0.5, { fuel: "gas" });
3086
3199
  }
3087
3200
  break;
3088
3201
  case "spall":
@@ -3108,15 +3221,15 @@ var Renderer = class {
3108
3221
  this.stopFire(`${ev.object}|${ev.part}`);
3109
3222
  this.vfx.burst("steam", f.point, [0, 1, 0], 14, 1.2);
3110
3223
  }
3111
- if (f || primed) this.sound("burn_end", f?.point ?? this.rootPoint(ev.object), 0.5);
3224
+ if (f || primed) this.sound("burn_end", f?.point ?? this.rootPoint(ev.object), 0.5, primed ? { fuel: "gas" } : this.burning(ev.object, ev.part));
3112
3225
  this.activate(ev.object, ev.part);
3113
3226
  this.sound("extinguish", f?.point ?? this.rootPoint(ev.object), 0.6);
3114
3227
  break;
3115
3228
  }
3116
3229
  case "burnout": {
3117
3230
  this.stopFire(`${ev.object}|${ev.part}`);
3118
- this.primedBurning.delete(`${ev.object}|${ev.part}`);
3119
- this.sound("burn_end", ev.point, 0.5);
3231
+ const primed = this.primedBurning.delete(`${ev.object}|${ev.part}`);
3232
+ this.sound("burn_end", ev.point, 0.5, primed ? { fuel: "gas" } : this.burning(ev.object, ev.part));
3120
3233
  this.vfx.burst("ash", ev.point, [0, 1, 0], 16, 1);
3121
3234
  this.vfx.burst("smoke", ev.point, [0, 1, 0], 6, 0.8, { color: SMOKE_TONES.grey });
3122
3235
  const pv = this.partVis(ev.object, ev.part);
@@ -3184,7 +3297,7 @@ var Renderer = class {
3184
3297
  break;
3185
3298
  }
3186
3299
  case "explode":
3187
- this.primedBurning.delete(`${ev.object}|${ev.part}`);
3300
+ if (this.primedBurning.delete(`${ev.object}|${ev.part}`)) this.sound("burn_end", ev.point, 0.5, { fuel: "gas" });
3188
3301
  this.onExplode(ev);
3189
3302
  break;
3190
3303
  case "destroyed":
@@ -3195,8 +3308,14 @@ 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);
3314
+ }
3315
+ /** What a burning part is made of, for the fire's sound. */
3316
+ burning(objectId, partId) {
3317
+ const material = this.partVis(objectId, partId)?.material || this.world.part(objectId, partId)?.material;
3318
+ return material ? { material } : void 0;
3200
3319
  }
3201
3320
  partVis(objectId, partId) {
3202
3321
  return this.bounds.get(objectId)?.parts.get(partId) ?? null;
@@ -3261,7 +3380,7 @@ var Renderer = class {
3261
3380
  const reach = shown.reduce((widest, mv) => Math.max(widest, this.visuals.dentReach(mv, wp, ev.dent)), ev.dent.radius);
3262
3381
  this.visuals.applyPartDent(shown, wp, wn, ev.dent, reach);
3263
3382
  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.sound(impactKey(def), ev.worldPoint, clamp(0.3 + ev.dent.depth * 12, 0.3, 1));
3383
+ this.impactSound(pv.material, ev.worldPoint, clamp(0.3 + ev.dent.depth * 12, 0.3, 1), ev.blow);
3265
3384
  }
3266
3385
  onHole(ev) {
3267
3386
  const b = this.bounds.get(ev.object);
@@ -3290,7 +3409,7 @@ var Renderer = class {
3290
3409
  this.vfx.burst("dust", ev.worldPoint, [n.x, n.y, n.z], this.low ? 5 : 10, 0.7, puff);
3291
3410
  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
3411
  }
3293
- this.sound(impactKey(def), ev.worldPoint, 0.6);
3412
+ this.sound(shotKey(def), ev.worldPoint, 0.6, impactSoundKeys(pv.material, def, ev.blow));
3294
3413
  }
3295
3414
  onCrack(ev) {
3296
3415
  const b = this.bounds.get(ev.object);
@@ -3300,13 +3419,13 @@ var Renderer = class {
3300
3419
  const wp = new this.THREE.Vector3(ev.worldPoint[0], ev.worldPoint[1], ev.worldPoint[2]);
3301
3420
  const mv = this.nearestMesh(pv, wp);
3302
3421
  if (mv) {
3303
- const glass = !!def?.visual?.transparent;
3422
+ const glass2 = !!def?.visual?.transparent;
3304
3423
  const own = this.partColor(pv, def) ?? fallbackColor(pv.material, def);
3305
- const color = glass ? 15267071 : new this.THREE.Color(own).multiplyScalar(0.45).getHex();
3306
- const length = glass ? ev.crack.length : Math.min(ev.crack.length, OPAQUE_CRACK);
3424
+ const color = glass2 ? 15267071 : new this.THREE.Color(own).multiplyScalar(0.45).getHex();
3425
+ const length = glass2 ? ev.crack.length : Math.min(ev.crack.length, OPAQUE_CRACK);
3307
3426
  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
3427
  }
3309
- this.sound(impactKey(def), ev.worldPoint, 0.5);
3428
+ this.impactSound(pv.material, ev.worldPoint, 0.5, ev.blow);
3310
3429
  }
3311
3430
  /** 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
3431
  faceNormal(mv, point) {
@@ -3363,7 +3482,7 @@ var Renderer = class {
3363
3482
  this.fragments.spawn(fr, this.fragments.materialFor(fr.material, fdef === def || !fdef ? color : fallbackColor(fr.material, fdef), false), ev.object, maxAlive);
3364
3483
  }
3365
3484
  if (!played) this.vfx.burst("dust", ev.opening.center, [0, 1, 0], 14, 1.2, { color });
3366
- this.sound(impactKey(def), ev.opening.center, 0.8);
3485
+ this.impactSound(pv?.material ?? "", ev.opening.center, 0.8, ev.blow);
3367
3486
  }
3368
3487
  /**
3369
3488
  * 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 +3496,11 @@ var Renderer = class {
3377
3496
  const maxAlive = this.low ? Math.floor(this.maxFragments / 2) : this.maxFragments;
3378
3497
  for (const fr of ev.fragments) {
3379
3498
  const fdef = this.world.materials.get(fr.material);
3380
- const tone2 = fr.inner && fdef?.visual?.innerColor !== void 0 ? fdef.visual.innerColor : fdef === def ? color : fallbackColor(fr.material, fdef);
3381
- this.fragments.spawn(fr, this.fragments.materialFor(fr.material, tone2, false), ev.object, maxAlive);
3499
+ const tone3 = fr.inner && fdef?.visual?.innerColor !== void 0 ? fdef.visual.innerColor : fdef === def ? color : fallbackColor(fr.material, fdef);
3500
+ this.fragments.spawn(fr, this.fragments.materialFor(fr.material, tone3, false), ev.object, maxAlive);
3382
3501
  }
3383
3502
  if (ev.torn) {
3384
- this.sound(impactKey(def), ev.center, 0.5);
3503
+ this.impactSound(pv?.material ?? "", ev.center, 0.5, ev.blow);
3385
3504
  return;
3386
3505
  }
3387
3506
  const T = this.THREE;
@@ -3391,7 +3510,7 @@ var Renderer = class {
3391
3510
  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
3511
  this.vfx.peekWorkshop()?.decals.clearInside(ev.center, [half.x, half.y, half.z], ev.rotation);
3393
3512
  this.vfx.burst("dust", ev.center, [0, 1, 0], 8, 0.8, { color });
3394
- this.sound(impactKey(def), ev.center, 0.7);
3513
+ this.impactSound(pv?.material ?? "", ev.center, 0.7, ev.blow);
3395
3514
  }
3396
3515
  onFracture(ev) {
3397
3516
  const b = this.bounds.get(ev.object);
@@ -3432,7 +3551,7 @@ var Renderer = class {
3432
3551
  default:
3433
3552
  this.vfx.burst("sparks", ev.point, up, 10, 4);
3434
3553
  }
3435
- this.sound(fractureKey(def, ev.style), ev.point, clamp(0.4 + ev.fragments.length * 0.03, 0.4, 1));
3554
+ 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
3555
  }
3437
3556
  /** 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
3557
  spawnFragments(ev, from, look) {
@@ -3445,8 +3564,8 @@ var Renderer = class {
3445
3564
  }
3446
3565
  const fr = ev.fragments[i];
3447
3566
  const fdef = this.world.materials.get(fr.material);
3448
- const tone2 = fr.inner && fdef?.visual?.innerColor !== void 0 ? fdef.visual.innerColor : fdef === look.def || !fdef ? look.color : fallbackColor(fr.material, fdef);
3449
- const mat = this.fragments.materialFor(fr.material, tone2, look.transparent || fdef?.visual?.transparent === true, look.opacity);
3567
+ const tone3 = fr.inner && fdef?.visual?.innerColor !== void 0 ? fdef.visual.innerColor : fdef === look.def || !fdef ? look.color : fallbackColor(fr.material, fdef);
3568
+ const mat = this.fragments.materialFor(fr.material, tone3, look.transparent || fdef?.visual?.transparent === true, look.opacity);
3450
3569
  this.fragments.spawn(fr, mat, ev.object, maxAlive);
3451
3570
  }
3452
3571
  }
@@ -3569,10 +3688,11 @@ var Renderer = class {
3569
3688
  const report = options.report;
3570
3689
  const confinement = report?.find((r) => r.blast !== void 0)?.blast?.confinement ?? 1;
3571
3690
  const energy = ev.energy * confinement;
3572
- const reachOf = (objectId) => report?.find((r) => r.object === objectId)?.blast?.shelter ?? 1;
3691
+ 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
3692
  const shove = (pc) => {
3574
3693
  this.pieceSys.centerOf(pc, c);
3575
- const hit = blastShove({ point: p, energy, radius: ev.radius, reach: reachOf(pc.objectId) }, { position: [c.x, c.y, c.z], mass: pc.mass }, this.o.blastShove);
3694
+ if (c.distanceTo(this.v2.set(p[0], p[1], p[2])) > ev.radius) return;
3695
+ 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
3696
  if (!hit) return;
3577
3697
  const spread = pc.halfExtents[0];
3578
3698
  const momentum = hit.speed * pc.mass;
@@ -3581,7 +3701,12 @@ var Renderer = class {
3581
3701
  for (const pc of [...this.pieceSys.list]) shove(pc);
3582
3702
  if (this.o.shoveable) this.loosen(p, ev.radius, energy, reachOf);
3583
3703
  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));
3704
+ this.sound("explode", p, clamp(0.5 + ev.radius / 10, 0.5, 1), {
3705
+ radius: ev.radius,
3706
+ ...ev.effect !== void 0 ? { effect: ev.effect } : {},
3707
+ ...options.effect !== void 0 ? { effect: options.effect } : {},
3708
+ ...report ? { confinement } : {}
3709
+ });
3585
3710
  }
3586
3711
  /** 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
3712
  loosen(point, radius, energy, reachOf) {
@@ -3592,7 +3717,8 @@ var Renderer = class {
3592
3717
  const { half, center } = this.measure(b.root, this.meshesOf(b));
3593
3718
  const world = center.clone().applyQuaternion(b.root.quaternion).add(b.root.position);
3594
3719
  const mass = this.massOf(b.id);
3595
- const hit = blastShove({ point, energy, radius, reach: reachOf(b.id) }, { position: [world.x, world.y, world.z], mass }, this.o.blastShove);
3720
+ if (world.distanceTo(this.v2.set(point[0], point[1], point[2])) > radius) continue;
3721
+ 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
3722
  if (!hit) continue;
3597
3723
  const piece = this.makePiece(b.id, { mass });
3598
3724
  const body = this.pieceSys.get(b.id);
@@ -3616,9 +3742,9 @@ var Renderer = class {
3616
3742
  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
3743
  }
3618
3744
  stopFire(key) {
3619
- const fire = this.fires.get(key);
3620
- if (!fire) return;
3621
- if (fire.handle !== void 0) this.vfx.stop(fire.handle);
3745
+ const fire2 = this.fires.get(key);
3746
+ if (!fire2) return;
3747
+ if (fire2.handle !== void 0) this.vfx.stop(fire2.handle);
3622
3748
  this.fires.delete(key);
3623
3749
  }
3624
3750
  // ----------------------------------------------------------------------------------------------------------------------------------
@@ -3655,9 +3781,9 @@ var Renderer = class {
3655
3781
  if (ps.status === "melted") this.onGone(a.object, pv, "melted", def);
3656
3782
  else if (ps.status === "ashes") this.onGone(a.object, pv, "ashes", def);
3657
3783
  }
3658
- const fire = this.fires.get(key);
3659
- if (fire) {
3660
- if (ps.burning && ps.status !== "broken" && ps.status !== "ashes" && ps.status !== "melted") this.emitFire(fire, pv, def);
3784
+ const fire2 = this.fires.get(key);
3785
+ if (fire2) {
3786
+ if (ps.burning && ps.status !== "broken" && ps.status !== "ashes" && ps.status !== "melted") this.emitFire(fire2, pv, def);
3661
3787
  else this.stopFire(key);
3662
3788
  }
3663
3789
  const hot = def?.visual?.glows === true && ps.temperature > GLOW_FROM_C;
@@ -3787,10 +3913,12 @@ var Renderer = class {
3787
3913
  this.scene.remove(b.root);
3788
3914
  this.pieceSys.remove(b.id);
3789
3915
  this.bounds.delete(b.id);
3916
+ this.staticDirty.add(b.id);
3790
3917
  }
3791
3918
  }
3792
3919
  }
3793
3920
  clear() {
3921
+ this.staticAll = true;
3794
3922
  this.queue.length = 0;
3795
3923
  this.slices.length = 0;
3796
3924
  this.active.clear();
@@ -3817,6 +3945,8 @@ var Renderer = class {
3817
3945
  this.rng = createRng(RNG_SEED);
3818
3946
  this.time = 0;
3819
3947
  this.staticAt = 0;
3948
+ this.staticRound = [];
3949
+ this.staticAll = true;
3820
3950
  this.throttles.clear();
3821
3951
  this.fragments.reset();
3822
3952
  this.pieceSys.reset();
@@ -3874,43 +4004,283 @@ var Renderer = class {
3874
4004
  };
3875
4005
 
3876
4006
  // src/audio/recipes.ts
3877
- import { DISTANCE_CURVES, sceneMany as many, sceneNoise as noise, sceneRecipe, sceneTone as tone } from "@adatechnology/game-audio";
3878
- var scene = (id, layers, line, vars) => sceneRecipe(id, layers, line, vars ? { vars } : {});
4007
+ import { DISTANCE_CURVES, sceneMany as many2, sceneNoise as noise2, sceneRecipe as sceneRecipe2, sceneTone as tone2 } from "@adatechnology/game-audio";
4008
+
4009
+ // src/audio/blast-fire.ts
4010
+ import { sceneMany as many, sceneNoise as noise, sceneRecipe, sceneTone as tone } from "@adatechnology/game-audio";
4011
+ var BLAST_FALLOFF = { model: "inverse_square", k: 12e-4, cutoffK: 6e-3, minGain: 2e-3 };
4012
+ var BLAST_FAR_FALLOFF = { model: "inverse_square", k: 8e-5, scale: 0.3, minGain: 1e-3 };
4013
+ var FIRE_FALLOFF = { model: "inverse_square", k: 0.01, cutoffK: 0.01, minGain: 5e-3 };
4014
+ var BLAST_FAR_DISTANCE = 60;
4015
+ var BLAST_KINDS = ["grenade", "big", "fuel", "car", "pipe_bomb", "rocket", "flashbang", "molotov"];
4016
+ var BLAST_KIND_OF = {
4017
+ m67: "grenade",
4018
+ vog_25: "grenade",
4019
+ m79_40mm: "grenade",
4020
+ claymore: "grenade",
4021
+ generic: "grenade",
4022
+ c4: "big",
4023
+ dynamite: "big",
4024
+ fuel_station_tank: "big",
4025
+ propane_p13: "fuel",
4026
+ fuel_barrel: "fuel",
4027
+ fuel_pump: "fuel",
4028
+ car_fuel_tank: "car",
4029
+ pipe_bomb: "pipe_bomb",
4030
+ m72_66mm: "rocket",
4031
+ at4_84mm: "rocket",
4032
+ carl_gustaf_84mm: "rocket",
4033
+ pg7v: "rocket",
4034
+ flashbang: "flashbang",
4035
+ molotov: "molotov"
4036
+ };
4037
+ var BIG_BLAST_RADIUS = 8;
4038
+ var blast = (id, layers, sources, falloff = BLAST_FALLOFF) => ({
4039
+ ...sceneRecipe(id, layers, ""),
4040
+ falloff,
4041
+ sources
4042
+ });
4043
+ var crack = (f, d, vol) => noise({ type: "highpass", f, a: 1e-3, d, vol });
4044
+ var debris = (count, from, to, vol) => [
4045
+ ...many(count, () => noise({ type: "bandpass", f: [300, 1400], q: 2.5, d: [0.03, 0.09], vol, delay: [from, to] })),
4046
+ ...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] }))
4047
+ ];
4048
+ 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] }));
4049
+ var glass = (count, from) => [
4050
+ noise({ type: "highpass", f: [2600, 3e3], d: 0.4, vol: 0.7, wet: 0.5, delay: from }),
4051
+ ...many(count, () => tone({ f: [3e3, 7500], d: [0.05, 0.13], vol: 0.12, delay: [from, from + 0.7] }))
4052
+ ];
4053
+ var BLAST_SOUNDS = [
4054
+ blast(
4055
+ "explosion_grenade",
4056
+ [
4057
+ crack([2300, 2700], 0.06, 2.4),
4058
+ noise({ f: [2500, 3e3], f2: 160, d: 0.7, vol: 2, wet: 0.35 }),
4059
+ tone({ f: [80, 92], f2: 32, d: 0.5, vol: 1.6 }),
4060
+ noise({ type: "bandpass", f: [620, 760], q: 0.8, d: 0.18, vol: 1.1 }),
4061
+ ...shrapnel(14, 0.7),
4062
+ ...debris(10, 0.35, 1.8, [0.1, 0.2])
4063
+ ],
4064
+ ["sdk: frag grenade (M67, VOG-25, 40 mm): sharp crack, short body, fragments striking, a little debris"]
4065
+ ),
4066
+ blast(
4067
+ "explosion_big",
4068
+ [
4069
+ crack([1900, 2300], 0.08, 2.4),
4070
+ noise({ f: [2200, 2600], f2: 90, d: 1.6, vol: 2.2, wet: 0.45 }),
4071
+ tone({ f: [52, 60], f2: 22, d: 1.6, vol: 1.9 }),
4072
+ noise({ f: [280, 330], f2: 60, a: 0.25, d: 2.8, vol: 0.8, wet: 0.6, delay: 0.05 }),
4073
+ ...debris(24, 0.5, 3.6, [0.12, 0.25])
4074
+ ],
4075
+ ["sdk: big charge (C4, dynamite, a fuel station tank): crack, long deep roar, debris falling for 2 to 4 s"]
4076
+ ),
4077
+ blast(
4078
+ "explosion_fuel",
4079
+ [
4080
+ noise({ type: "highpass", f: [1700, 2e3], a: 1e-3, d: 0.05, vol: 1 }),
4081
+ tone({ f: [380, 450], f2: 300, d: 0.4, vol: 0.3 }),
4082
+ noise({ f: [1700, 2e3], f2: 150, a: 0.03, d: 1.4, vol: 2.1, wet: 0.4 }),
4083
+ tone({ f: [48, 56], f2: 25, d: 1.2, vol: 1.7 }),
4084
+ noise({ type: "bandpass", f: [450, 560], q: 0.6, a: 0.15, d: 2.2, vol: 0.85, wet: 0.5, delay: 0.1 }),
4085
+ ...debris(10, 0.5, 2.6, [0.08, 0.16])
4086
+ ],
4087
+ ['sdk: a fuel vessel bursting (propane P13, fuel barrel, pump): the shell tearing, a fireball "whoomp" and its roar']
4088
+ ),
4089
+ blast(
4090
+ "explosion_car",
4091
+ [
4092
+ noise({ type: "highpass", f: [1700, 2e3], a: 1e-3, d: 0.06, vol: 1.1 }),
4093
+ noise({ f: [1600, 1900], f2: 140, a: 0.03, d: 1.6, vol: 2.1, wet: 0.4 }),
4094
+ tone({ f: [44, 52], f2: 24, d: 1.4, vol: 1.8 }),
4095
+ noise({ type: "bandpass", f: [420, 520], q: 0.6, a: 0.15, d: 2.6, vol: 0.9, wet: 0.5, delay: 0.1 }),
4096
+ ...glass(10, 0.04),
4097
+ tone({ f: [130, 150], f2: 85, d: 1.1, vol: 0.18, delay: [0.3, 0.5] }),
4098
+ ...debris(16, 0.6, 3.2, [0.1, 0.2])
4099
+ ],
4100
+ ["sdk: a car going up: the fuel tank fireball, every window breaking, the body groaning, parts falling"]
4101
+ ),
4102
+ blast(
4103
+ "explosion_pipe_bomb",
4104
+ [
4105
+ crack([2e3, 2400], 0.07, 2.2),
4106
+ noise({ f: [2e3, 2400], f2: 150, d: 0.8, vol: 1.9, wet: 0.35 }),
4107
+ tone({ f: [70, 82], f2: 30, d: 0.6, vol: 1.5 }),
4108
+ ...many(6, () => tone({ f: [1800, 3200], f2: 1200, d: [0.06, 0.12], vol: 0.06, delay: [0.05, 0.6] })),
4109
+ ...shrapnel(18, 0.9),
4110
+ ...debris(8, 0.4, 1.8, [0.08, 0.16])
4111
+ ],
4112
+ ["sdk: pipe bomb: crack, body, the steel pipe flying apart in ringing pieces"]
4113
+ ),
4114
+ blast(
4115
+ "explosion_rocket",
4116
+ [
4117
+ crack([2100, 2500], 0.08, 2.4),
4118
+ noise({ f: [2400, 2800], f2: 120, d: 1.1, vol: 2.1, wet: 0.4 }),
4119
+ tone({ f: [60, 70], f2: 26, d: 0.9, vol: 1.8 }),
4120
+ noise({ f: [350, 420], f2: 80, a: 0.08, d: 1.8, vol: 0.9, wet: 0.6, delay: 0.05 }),
4121
+ ...shrapnel(10, 0.8),
4122
+ ...debris(16, 0.4, 2.6, [0.1, 0.2])
4123
+ ],
4124
+ ["sdk: rocket or anti-tank warhead (M72, AT4, RPG): hard crack, heavy body, debris"]
4125
+ ),
4126
+ blast(
4127
+ "explosion_flashbang",
4128
+ [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 })],
4129
+ ["sdk: flashbang: a deafening crack with almost no body and no fragments"]
4130
+ ),
4131
+ blast(
4132
+ "molotov_break_ignite",
4133
+ [
4134
+ ...glass(8, 0),
4135
+ noise({ f: [280, 340], f2: 2200, a: 0.12, d: 0.9, vol: 1.5, wet: 0.6, delay: 0.05 }),
4136
+ tone({ f: [85, 95], f2: 55, d: 0.4, vol: 0.5, delay: 0.08 })
4137
+ ],
4138
+ ['sdk: molotov: the bottle breaking and the fuel catching with a "fuuush"'],
4139
+ FIRE_FALLOFF
4140
+ ),
4141
+ blast(
4142
+ "explosion_far",
4143
+ [
4144
+ noise({ f: [550, 650], f2: 80, a: 0.03, d: 2.5, vol: 2, wet: 1.4 }),
4145
+ tone({ f: [42, 48], f2: 25, d: 1.8, vol: 1.2 }),
4146
+ noise({ f: [350, 420], f2: 70, a: 0.1, d: 1.6, vol: 0.6, wet: 1.5, delay: [0.6, 1] })
4147
+ ],
4148
+ ["sdk: any blast far away: no crack left, a dull thud and the echo rolling back"],
4149
+ BLAST_FAR_FALLOFF
4150
+ ),
4151
+ blast(
4152
+ "explosion_indoor_tail",
4153
+ [
4154
+ ...many(3, () => noise({ f: [650, 800], d: 0.12, vol: 0.5, delay: [0.04, 0.2] })),
4155
+ noise({ f: [850, 950], f2: 120, a: 0.05, d: 2.6, vol: 0.9, wet: 1.6, delay: 0.08 })
4156
+ ],
4157
+ ["sdk: the room answering a blast inside it: slaps off the walls and a boomy tail"]
4158
+ )
4159
+ ];
4160
+ var FIRE_SOUNDS = [
4161
+ {
4162
+ ...blast(
4163
+ "fire_ignite",
4164
+ [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 })],
4165
+ ['sdk: fire catching, a soft "fuuump"'],
4166
+ FIRE_FALLOFF
4167
+ ),
4168
+ group: "fire_ignite"
4169
+ },
4170
+ {
4171
+ ...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),
4172
+ vars: { seconds: 2 }
4173
+ },
4174
+ {
4175
+ ...blast(
4176
+ "fire_extinguish",
4177
+ [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 })],
4178
+ ["sdk: water or foam on a fire: a steam puff and a sizzle"],
4179
+ FIRE_FALLOFF
4180
+ ),
4181
+ vars: { seconds: 1.2 }
4182
+ },
4183
+ { ...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" },
4184
+ { ...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" }
4185
+ ];
4186
+ var FIRE_LOOP = {
4187
+ id: "fire_loop",
4188
+ bus: "world",
4189
+ order: "chain_loop",
4190
+ source: { kind: "noise", loop: true },
4191
+ filters: { mode: "serial", bank: [{ type: "lowpass", frequency: { set: 950 }, q: 0.5 }] },
4192
+ volume: 0,
4193
+ sources: ["sdk: the roar under the crackles of a fire"]
4194
+ };
4195
+ var FIRE_FUEL_OF = {
4196
+ wood_soft: "wood",
4197
+ wood_hard: "wood",
4198
+ plywood: "wood",
4199
+ mdf: "wood",
4200
+ green_wood: "wood",
4201
+ foliage: "wood",
4202
+ cactus: "wood",
4203
+ paper: "fabric",
4204
+ fabric: "fabric",
4205
+ leather: "fabric",
4206
+ foam: "plastic",
4207
+ plastic: "plastic",
4208
+ rubber: "plastic",
4209
+ wax: "plastic"
4210
+ };
4211
+ var FIRE_LOOP_OF = {
4212
+ wood: "fire_loop",
4213
+ fabric: "fire_loop",
4214
+ plastic: "fire_loop_plastic",
4215
+ gas: "fire_loop_gas",
4216
+ liquid: "fire_loop_liquid"
4217
+ };
4218
+ var FIRE_CRACKLE_OF = { wood: 1, fabric: 0.5, plastic: 0.35, gas: 0, liquid: 0 };
4219
+ var roar = (id, bank, source) => ({
4220
+ id,
4221
+ bus: "world",
4222
+ order: "chain_loop",
4223
+ source: { kind: "noise", loop: true },
4224
+ filters: { mode: "serial", bank },
4225
+ volume: 0,
4226
+ sources: [source]
4227
+ });
4228
+ var FIRE_FUEL_LOOPS = [
4229
+ // a gas jet: a steady, broad roar, brighter than wood and without crackles
4230
+ roar("fire_loop_gas", [{ type: "highpass", frequency: { set: 220 }, q: 0.7 }, { type: "lowpass", frequency: { set: 2400 }, q: 0.6 }], "sdk: a gas jet burning (a vessel venting into the flame)"),
4231
+ // a fuel pool: a soft, low, rolling roar
4232
+ roar("fire_loop_liquid", [{ type: "highpass", frequency: { set: 90 }, q: 0.7 }, { type: "lowpass", frequency: { set: 650 }, q: 0.9 }], "sdk: a pool of fuel burning"),
4233
+ // plastic and rubber: a thin sizzle over a low burn
4234
+ roar("fire_loop_plastic", [{ type: "bandpass", frequency: { set: 1800 }, q: 0.6 }], "sdk: plastic and rubber melting in the fire")
4235
+ ];
4236
+ var BLAST_SOUND_OF = {
4237
+ grenade: "explosion_grenade",
4238
+ big: "explosion_big",
4239
+ fuel: "explosion_fuel",
4240
+ car: "explosion_car",
4241
+ pipe_bomb: "explosion_pipe_bomb",
4242
+ rocket: "explosion_rocket",
4243
+ flashbang: "explosion_flashbang",
4244
+ molotov: "molotov_break_ignite"
4245
+ };
4246
+
4247
+ // src/audio/recipes.ts
4248
+ var scene = (id, layers, line, vars) => sceneRecipe2(id, layers, line, vars ? { vars } : {});
3879
4249
  var boomLayers = (big) => [
3880
- noise({ f: 1200, f2: 120, d: 1.8, vol: 2, wet: 1.2 }),
3881
- tone({ f: 65, f2: 24, d: 1, vol: 1.8 }),
3882
- noise({ type: "highpass", f: 1500, d: 0.2, vol: 0.8 }),
3883
- ...big ? [noise({ f: 500, f2: 90, a: 0.2, d: 2.4, vol: 1.2, wet: 1, delay: 0.15 })] : [],
3884
- ...many(8, () => tone({ f: [2600, 5600], d: 0.05, vol: 0.08, delay: [0.4, 1.6] }))
4250
+ noise2({ f: 1200, f2: 120, d: 1.8, vol: 2, wet: 1.2 }),
4251
+ tone2({ f: 65, f2: 24, d: 1, vol: 1.8 }),
4252
+ noise2({ type: "highpass", f: 1500, d: 0.2, vol: 0.8 }),
4253
+ ...big ? [noise2({ f: 500, f2: 90, a: 0.2, d: 2.4, vol: 1.2, wet: 1, delay: 0.15 })] : [],
4254
+ ...many2(8, () => tone2({ f: [2600, 5600], d: 0.05, vol: 0.08, delay: [0.4, 1.6] }))
3885
4255
  ];
3886
4256
  var SCENE_SOUNDS = [
3887
4257
  scene(
3888
4258
  "glass_shatter",
3889
- [noise({ type: "highpass", f: 2800, d: 0.45, vol: 0.9, wet: 0.5 }), ...many(12, () => tone({ f: [3e3, 7500], d: [0.06, 0.14], vol: 0.18, delay: [0, 0.55] }))],
4259
+ [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
4260
  "L1359 glass"
3891
4261
  ),
3892
4262
  scene(
3893
4263
  "wood_hit",
3894
- [noise({ type: "bandpass", f: 850, q: 1, d: 0.25, vol: 0.9, wet: 0.3 }), tone({ f: 210, f2: 90, d: 0.1, vol: 0.6 }), noise({ type: "highpass", f: 2e3, d: 0.04, vol: 0.5 })],
4264
+ [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
4265
  "L1360 wood"
3896
4266
  ),
3897
- scene("thunk", [noise({ type: "bandpass", f: 700, q: 2, d: 0.07, vol: 0.4 })], "L1361 thunk"),
3898
- scene("ping", [tone({ f: [2600, 3500], f2: 1400, d: 0.14, vol: 0.18, wet: 0.3 })], "L1362 ping"),
3899
- scene("clang", [tone({ f: [520, 720], f2: 480, d: 0.5, vol: 0.35, wet: 0.4 }), tone({ f: 1370, f2: 1300, d: 0.3, vol: 0.15 }), noise({ type: "highpass", f: 2e3, d: 0.05, vol: 0.5 })], "L1363 clang"),
3900
- scene("chip", [noise({ type: "bandpass", f: 1600, q: 1.2, d: 0.06, vol: 0.5 })], "L1364 chip"),
4267
+ scene("thunk", [noise2({ type: "bandpass", f: 700, q: 2, d: 0.07, vol: 0.4 })], "L1361 thunk"),
4268
+ scene("ping", [tone2({ f: [2600, 3500], f2: 1400, d: 0.14, vol: 0.18, wet: 0.3 })], "L1362 ping"),
4269
+ 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"),
4270
+ scene("chip", [noise2({ type: "bandpass", f: 1600, q: 1.2, d: 0.06, vol: 0.5 })], "L1364 chip"),
3901
4271
  scene(
3902
4272
  "crumble",
3903
- [noise({ f: 900, f2: 200, d: 0.6, vol: 0.9, wet: 0.3 }), ...many(5, () => noise({ type: "bandpass", f: [500, 1400], q: 2, d: 0.05, vol: 0.4, delay: [0.1, 0.5] }))],
4273
+ [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
4274
  "L1365 crumble"
3905
4275
  ),
3906
4276
  // `thud(x, z, v)`: `v` is the `scale` param (default 1)
3907
- scene("thud", [tone({ f: 75, f2: 38, d: 0.22, vol: { param: "scale", scale: 0.6 } }), noise({ f: 420, d: 0.16, vol: { param: "scale", scale: 0.45 } })], "L1358 thud", { scale: 1 }),
4277
+ 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
4278
  // `hiss(x, z, d)`: `seconds` is the param `d` (default 1.2)
3909
- scene("hiss", [noise({ type: "highpass", f: 3500, a: 0.05, d: { param: "seconds" }, vol: 0.35 })], "L1366 hiss", { seconds: 1.2 }),
4279
+ scene("hiss", [noise2({ type: "highpass", f: 3500, a: 0.05, d: { param: "seconds" }, vol: 0.35 })], "L1366 hiss", { seconds: 1.2 }),
3910
4280
  scene("boom", boomLayers(false), "L1367 boom"),
3911
4281
  scene("boom_big", boomLayers(true), "L1367 boom (big)"),
3912
- scene("burst", [noise({ f: 700, f2: 120, d: 0.7, vol: 1.4, wet: 0.5 }), noise({ type: "highpass", f: 3e3, a: 0.05, d: 1.2, vol: 0.4, delay: 0.1 })], "L1357 burst"),
3913
- scene("crack", [noise({ type: "highpass", f: 1800, d: 0.05, vol: 0.8 }), tone({ f: 420, f2: 180, d: 0.06, vol: 0.4 })], "L1354 crack")
4282
+ 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"),
4283
+ 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
4284
  ];
3915
4285
  var EXPLOSION_BOOM = {
3916
4286
  id: "explosion_boom",
@@ -3939,29 +4309,129 @@ var BURN_LOOP = {
3939
4309
  volume: 0,
3940
4310
  sources: ["cena:L1316 fire loop (silent in the page: its gain is never raised)", "sdk: the level while burning"]
3941
4311
  };
3942
- var drag = (id, layers) => ({ ...sceneRecipe(id, layers, ""), sources: ["sdk: a base dragged on a floor, one grain per stretch"] });
4312
+ var drag = (id, layers) => ({ ...sceneRecipe2(id, layers, ""), sources: ["sdk: a base dragged on a floor, one grain per stretch"] });
3943
4313
  var DRAG_SOUNDS = [
3944
- drag("drag_wood", [noise({ type: "bandpass", f: 380, q: 1.4, d: 0.28, vol: 0.5 }), noise({ type: "bandpass", f: [900, 1300], q: 3, d: 0.08, vol: 0.14 })]),
3945
- drag("drag_metal", [noise({ type: "bandpass", f: 1500, q: 4, d: 0.26, vol: 0.32 }), tone({ f: [880, 1240], f2: 760, d: 0.18, vol: 0.05 })]),
3946
- drag("drag_glass", [noise({ type: "bandpass", f: 2600, q: 5, d: 0.2, vol: 0.22 })]),
3947
- drag("drag_masonry", [noise({ type: "bandpass", f: 260, q: 0.9, d: 0.3, vol: 0.62 }), ...many(3, () => noise({ type: "bandpass", f: [600, 1200], q: 2, d: 0.04, vol: 0.14, delay: [0, 0.2] }))]),
3948
- drag("drag_soft", [noise({ type: "lowpass", f: 420, d: 0.28, vol: 0.3 })])
4314
+ 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 })]),
4315
+ 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 })]),
4316
+ drag("drag_glass", [noise2({ type: "bandpass", f: 2600, q: 5, d: 0.2, vol: 0.22 })]),
4317
+ 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] }))]),
4318
+ drag("drag_soft", [noise2({ type: "lowpass", f: 420, d: 0.28, vol: 0.3 })])
3949
4319
  ];
3950
- var leaf = (id, layers) => ({ ...sceneRecipe(id, layers, ""), sources: ["sdk: a door, lid or drawer worked by hand"] });
4320
+ var leaf = (id, layers) => ({ ...sceneRecipe2(id, layers, ""), sources: ["sdk: a door, lid or drawer worked by hand"] });
3951
4321
  var LEAF_SOUNDS = [
3952
- leaf("latch", [noise({ type: "bandpass", f: 2400, q: 4, d: 0.03, vol: 0.35 }), tone({ f: 1900, f2: 1500, d: 0.025, vol: 0.06, delay: 0.035 })]),
3953
- leaf("creak_wood", [tone({ f: [190, 240], f2: 310, d: 0.5, vol: 0.05 }), noise({ type: "bandpass", f: 520, q: 6, a: 0.05, d: 0.45, vol: 0.12 })]),
3954
- leaf("creak_metal", [tone({ f: [620, 760], f2: 900, d: 0.35, vol: 0.035 }), noise({ type: "bandpass", f: 1400, q: 8, a: 0.04, d: 0.3, vol: 0.08 })]),
3955
- leaf("shut_wood", [tone({ f: 120, f2: 60, d: 0.14, vol: 0.5 }), noise({ type: "bandpass", f: 600, q: 1.2, d: 0.1, vol: 0.55, wet: 0.25 }), noise({ type: "bandpass", f: 2400, q: 4, d: 0.03, vol: 0.25, delay: 0.02 })]),
3956
- leaf("shut_metal", [tone({ f: 160, f2: 85, d: 0.18, vol: 0.55 }), noise({ type: "bandpass", f: 900, q: 1.6, d: 0.12, vol: 0.45, wet: 0.3 }), tone({ f: 1250, f2: 1150, d: 0.12, vol: 0.06 })]),
3957
- leaf("shut_soft", [tone({ f: 95, f2: 55, d: 0.12, vol: 0.35 }), noise({ type: "lowpass", f: 500, d: 0.1, vol: 0.3 })]),
3958
- leaf("rattle", many(5, () => noise({ type: "bandpass", f: [1600, 2600], q: 3, d: 0.035, vol: 0.32, delay: [0, 0.45] }))),
3959
- leaf("slide", [noise({ type: "bandpass", f: 700, q: 2, a: 0.04, d: 0.35, vol: 0.22 }), noise({ type: "bandpass", f: 2200, q: 5, d: 0.3, vol: 0.05 })])
4322
+ 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 })]),
4323
+ 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 })]),
4324
+ 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 })]),
4325
+ 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 })]),
4326
+ 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 })]),
4327
+ 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 })]),
4328
+ leaf("rattle", many2(5, () => noise2({ type: "bandpass", f: [1600, 2600], q: 3, d: 0.035, vol: 0.32, delay: [0, 0.45] }))),
4329
+ 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 })]),
4330
+ // 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)
4331
+ 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 })]),
4332
+ leaf("grab_soft", [noise2({ type: "lowpass", f: 1400, a: 0.02, d: 0.16, vol: 0.14 })])
4333
+ ];
4334
+ 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)"] });
4335
+ var IMPACT_SOUNDS = [
4336
+ // metal
4337
+ 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 })]),
4338
+ 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 })]),
4339
+ 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 })]),
4340
+ 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 })]),
4341
+ // wood (the bullet keeps the art scene's `wood_hit`)
4342
+ 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 })]),
4343
+ 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] }))]),
4344
+ 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 })]),
4345
+ // glass and ceramic
4346
+ 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] }))]),
4347
+ 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 })]),
4348
+ impact("glass_blade", [noise2({ type: "bandpass", f: 5e3, q: 8, a: 0.02, d: 0.25, vol: 0.3 })]),
4349
+ 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 })]),
4350
+ 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] }))]),
4351
+ // masonry and the ground
4352
+ 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] }))]),
4353
+ 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 })]),
4354
+ impact("masonry_blade", [noise2({ type: "bandpass", f: [2500, 3500], q: 4, a: 0.01, d: 0.15, vol: 0.4 })]),
4355
+ 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 })]),
4356
+ 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] }))]),
4357
+ 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 })]),
4358
+ 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 })]),
4359
+ 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] }))]),
4360
+ // plastic, rubber, wax
4361
+ 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 })]),
4362
+ 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 })]),
4363
+ 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 })]),
4364
+ 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 })]),
4365
+ // soft things, paper, plants
4366
+ 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 })]),
4367
+ 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] }))]),
4368
+ impact("paper_hit", [noise2({ type: "bandpass", f: 2200, q: 1, d: 0.05, vol: 0.45 })]),
4369
+ impact("paper_tear", [noise2({ type: "highpass", f: 2500, a: 0.02, d: 0.3, vol: 0.15 })]),
4370
+ impact("leaf_rustle", many2(6, () => noise2({ type: "bandpass", f: [2500, 6e3], q: 2, d: 0.05, vol: 0.16, delay: [0, 0.3] }))),
4371
+ 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 })]),
4372
+ 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 })]),
4373
+ // a round glancing off: steel whines down in pitch ("piiuu"), stone and concrete give a short crack with grit
4374
+ 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 })]),
4375
+ 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] }))]),
4376
+ // breaks a material has of its own (the rest keep the art scene's shatter, crumble and splinter)
4377
+ 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] }))]),
4378
+ 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] }))]),
4379
+ 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 })]),
4380
+ 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
4381
  ];
3961
- var DESTRUCTION_SOUND_BANK = { id: "destruction_three", sounds: [...SCENE_SOUNDS, ...DRAG_SOUNDS, ...LEAF_SOUNDS, EXPLOSION_BOOM], loops: [BURN_LOOP] };
4382
+ 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, ...FIRE_FUEL_LOOPS] };
3962
4383
 
3963
4384
  // src/audio/sound.ts
3964
- import { GAME_SFX_BANK } from "@adatechnology/game-audio";
4385
+ import { FOLEY_BANK, GAME_SFX_BANK } from "@adatechnology/game-audio";
4386
+ var IMPACT_SOUND_KEYS = {
4387
+ impact_metal_ballistic: { sound: "metal_bullet" },
4388
+ impact_metal_blunt: { sound: "metal_blunt" },
4389
+ impact_metal_slash: { sound: "metal_blade" },
4390
+ impact_aluminium_ballistic: { sound: "metal_thin" },
4391
+ impact_aluminium_blunt: { sound: "metal_thin" },
4392
+ impact_copper_ballistic: { sound: "metal_thin" },
4393
+ impact_copper_blunt: { sound: "metal_thin" },
4394
+ impact_wood_ballistic: { sound: "wood_hit" },
4395
+ impact_wood_blunt: { sound: "wood_blunt" },
4396
+ impact_wood_slash: { sound: "wood_blade" },
4397
+ impact_mdf_ballistic: { sound: "mdf_puff" },
4398
+ impact_mdf_blunt: { sound: "mdf_puff", volumeScale: 0.8 },
4399
+ impact_glass_ballistic: { sound: "glass_bullet" },
4400
+ impact_glass_blunt: { sound: "glass_blunt" },
4401
+ impact_glass_slash: { sound: "glass_blade" },
4402
+ impact_ceramic: { sound: "ceramic_hit" },
4403
+ impact_ceramic_ballistic: { sound: "ceramic_bullet" },
4404
+ impact_masonry_ballistic: { sound: "masonry_bullet" },
4405
+ impact_masonry_blunt: { sound: "masonry_blunt" },
4406
+ impact_masonry_slash: { sound: "masonry_blade" },
4407
+ impact_plaster: { sound: "plaster_puff" },
4408
+ impact_soil: { sound: "soil_blunt" },
4409
+ impact_soil_ballistic: { sound: "soil_bullet" },
4410
+ impact_sand: { sound: "sand_hit" },
4411
+ impact_gravel: { sound: "gravel_hit" },
4412
+ impact_plastic: { sound: "plastic_hit" },
4413
+ impact_plastic_ballistic: { sound: "plastic_bullet" },
4414
+ impact_rubber: { sound: "rubber_hit" },
4415
+ impact_wax: { sound: "wax_hit" },
4416
+ impact_soft_ballistic: { sound: "soft_bullet" },
4417
+ impact_soft_slash: { sound: "fabric_rip" },
4418
+ impact_paper: { sound: "paper_hit" },
4419
+ impact_paper_slash: { sound: "paper_tear" },
4420
+ impact_plant: { sound: "leaf_rustle" },
4421
+ impact_plant_slash: { sound: "branch_cut" },
4422
+ impact_flesh_fruit: { sound: "fruit_splat" },
4423
+ ricochet_metal: { sound: "ricochet_metal" },
4424
+ ricochet_masonry: { sound: "ricochet_stone" },
4425
+ ricochet_soil: { sound: "ricochet_stone" },
4426
+ ricochet_ceramic: { sound: "ricochet_stone" },
4427
+ break_ceramic: { sound: "ceramic_break" },
4428
+ break_tempered_glass: { sound: "tempered_burst" },
4429
+ break_plastic: { sound: "plastic_crack" },
4430
+ break_mdf: { sound: "mdf_crumble" },
4431
+ break_soft: { sound: "fabric_rip" },
4432
+ break_paper: { sound: "paper_tear" },
4433
+ break_plant: { sound: "branch_cut" }
4434
+ };
3965
4435
  var DESTRUCTION_SOUND_KEYS = {
3966
4436
  art_scene: {
3967
4437
  impact_metal: { sound: "clang" },
@@ -3969,6 +4439,12 @@ var DESTRUCTION_SOUND_KEYS = {
3969
4439
  impact_glass: { sound: "ping" },
3970
4440
  impact_masonry: { sound: "chip" },
3971
4441
  impact_soft: { sound: "thud" },
4442
+ // a round strikes: the steel rings high, glass cracks, wood and masonry chip, a soft part takes a dull thunk
4443
+ shot_metal: { sound: "ping" },
4444
+ shot_wood: { sound: "chip" },
4445
+ shot_glass: { sound: "crack" },
4446
+ shot_masonry: { sound: "chip" },
4447
+ shot_soft: { sound: "thunk" },
3972
4448
  drag_wood: { sound: "drag_wood" },
3973
4449
  drag_metal: { sound: "drag_metal" },
3974
4450
  drag_glass: { sound: "drag_glass" },
@@ -3994,22 +4470,38 @@ var DESTRUCTION_SOUND_KEYS = {
3994
4470
  hood_shut: { sound: "shut_metal" },
3995
4471
  trunk_shut: { sound: "shut_metal" },
3996
4472
  door_close: { sound: "shut_wood", volumeScale: 0.7 },
4473
+ // 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
4474
+ vehicle_door_open: { sound: "car_door_open", fallback: "latch" },
4475
+ vehicle_door_shut: { sound: "car_door_close", fallback: "shut_metal" },
4476
+ vehicle_trunk_open: { sound: "car_door_open", fallback: "latch" },
4477
+ vehicle_trunk_shut: { sound: "car_trunk_close", fallback: "shut_metal" },
4478
+ vehicle_hood_open: { sound: "car_door_open", fallback: "latch" },
4479
+ vehicle_hood_shut: { sound: "car_hood_close", fallback: "shut_metal" },
3997
4480
  drawer_open: { sound: "slide" },
3998
4481
  drawer_close: { sound: "slide" },
3999
4482
  lid_open: { sound: "latch" },
4000
4483
  lid_close: { sound: "shut_soft" },
4001
4484
  flap_open: { sound: "latch" },
4002
4485
  flap_close: { sound: "shut_soft" },
4486
+ // an item taken in the hand, by what it is made of (game-audio's KIT_SAMPLE_ALIASES puts recordings on these ids)
4487
+ grab_metal: { sound: "grab_hard" },
4488
+ grab_wood: { sound: "grab_hard" },
4489
+ grab_glass: { sound: "grab_hard", volumeScale: 0.7 },
4490
+ grab_masonry: { sound: "grab_hard" },
4491
+ grab_soft: { sound: "grab_soft" },
4003
4492
  shatter_glass: { sound: "glass_shatter" },
4004
4493
  crumble: { sound: "crumble" },
4005
4494
  splinter: { sound: "crack" },
4006
4495
  ricochet: { sound: "ping" },
4007
4496
  unscrew: { sound: "chip" },
4008
4497
  detach: { sound: "thunk" },
4009
- ignite: { sound: "hiss", params: { seconds: 0.5 } },
4010
- extinguish: { sound: "hiss" },
4498
+ ignite: { sound: "fire_ignite" },
4499
+ primed: { sound: "gas_leak" },
4500
+ extinguish: { sound: "fire_extinguish" },
4011
4501
  melt_sizzle: { sound: "hiss", params: { seconds: 0.6 } },
4012
- explode: { sound: "boom", above: { volume: 0.9, sound: "boom_big" } }
4502
+ // the blast family comes from the explosion's effect (`BLAST_KIND_OF`); this rule answers only an explosion the kit cannot place
4503
+ explode: { sound: "explosion_grenade", above: { volume: 0.9, sound: "explosion_big" } },
4504
+ ...IMPACT_SOUND_KEYS
4013
4505
  },
4014
4506
  game: {
4015
4507
  impact_metal: { sound: "sfx_impact" },
@@ -4023,63 +4515,211 @@ var DESTRUCTION_SOUND_KEYS = {
4023
4515
  explode: { sound: "explosion_boom" }
4024
4516
  }
4025
4517
  };
4026
- var DEFAULT_FIRE = { perFire: 0.05, max: 0.2 };
4518
+ var DEFAULT_FIRE = { perFire: 0.08, max: 0.45 };
4519
+ var DEFAULT_CRACKLES = { base: 2, perSqrtFire: 3, max: 14, volume: 0.5 };
4520
+ var DEFAULT_INDOOR_CONFINEMENT = 1.3;
4027
4521
  function createDestructionSound(engine, options = {}) {
4028
4522
  engine.register(DESTRUCTION_SOUND_BANK);
4029
4523
  engine.register(GAME_SFX_BANK);
4030
- const fire = { ...DEFAULT_FIRE, ...options.fire };
4524
+ engine.register(FOLEY_BANK);
4525
+ const fire2 = { ...DEFAULT_FIRE, ...options.fire };
4526
+ const crackles = options.crackles === false ? null : { ...DEFAULT_CRACKLES, ...options.crackles };
4527
+ const fireLoop = options.fireLoop ?? "fire_loop";
4528
+ const kinds = { ...BLAST_KIND_OF, ...options.blastKinds };
4529
+ const farDistance = options.blastFarDistance ?? BLAST_FAR_DISTANCE;
4530
+ const indoorFrom = options.indoorConfinement ?? DEFAULT_INDOOR_CONFINEMENT;
4031
4531
  const rules = { ...DESTRUCTION_SOUND_KEYS.art_scene, ...options.style === "game" ? DESTRUCTION_SOUND_KEYS.game : {}, ...options.keys };
4032
- let loop;
4033
- let burning = 0;
4532
+ const blastByKind = options.style !== "game" && !(options.keys && "explode" in options.keys);
4533
+ const channel = engine.channel({ seed: options.seed ?? 1 });
4534
+ const fuelOf = { ...FIRE_FUEL_OF, ...options.fuels };
4535
+ const loopOf = { ...FIRE_LOOP_OF, ...options.fireLoop ? { wood: fireLoop, fabric: fireLoop } : {}, ...options.fireLoops };
4536
+ const defaultFuel = options.defaultFuel ?? "wood";
4537
+ const loops = /* @__PURE__ */ new Map();
4538
+ const fires = [];
4539
+ let nextCrackle = 0;
4540
+ const fuelFor = (detail) => detail?.fuel ?? (detail?.material !== void 0 ? fuelOf[detail.material] : void 0) ?? defaultFuel;
4034
4541
  const setFire = () => {
4035
4542
  if (options.burnLoop === false) return;
4036
- if (burning <= 0) {
4037
- loop?.stop();
4038
- loop = void 0;
4039
- return;
4543
+ const count = /* @__PURE__ */ new Map();
4544
+ for (const f of fires) {
4545
+ const id = loopOf[f.fuel];
4546
+ count.set(id, (count.get(id) ?? 0) + 1);
4547
+ }
4548
+ for (const [id, handle] of loops) {
4549
+ if (count.has(id)) continue;
4550
+ handle.stop();
4551
+ loops.delete(id);
4552
+ }
4553
+ for (const [id, n] of count) {
4554
+ let handle = loops.get(id);
4555
+ if (!handle) {
4556
+ handle = engine.loop(id);
4557
+ loops.set(id, handle);
4558
+ }
4559
+ handle.set({ volume: Math.min(fire2.max, fire2.perFire * n) });
4040
4560
  }
4041
- loop ?? (loop = engine.loop("burn_loop"));
4042
- loop.set({ volume: Math.min(fire.max, fire.perFire * burning) });
4561
+ };
4562
+ const forget = (point, fuel) => {
4563
+ let best = -1;
4564
+ let bestD = Infinity;
4565
+ fires.forEach((f, i) => {
4566
+ if (fuel !== void 0 && f.fuel !== fuel) return;
4567
+ const d = (f.point[0] - point[0]) ** 2 + (f.point[1] - point[1]) ** 2 + (f.point[2] - point[2]) ** 2;
4568
+ if (d < bestD) {
4569
+ bestD = d;
4570
+ best = i;
4571
+ }
4572
+ });
4573
+ if (best < 0 && fuel !== void 0) forget(point, void 0);
4574
+ else if (best >= 0) fires.splice(best, 1);
4575
+ };
4576
+ const reset = () => {
4577
+ for (const handle of loops.values()) handle.stop();
4578
+ loops.clear();
4579
+ fires.length = 0;
4580
+ };
4581
+ const blastSound = (point, volume, detail) => {
4582
+ const named = detail?.effect === void 0 ? void 0 : kinds[detail.effect];
4583
+ const kind = named ?? ((detail?.radius ?? 0) >= BIG_BLAST_RADIUS || volume >= 0.9 ? "big" : "grenade");
4584
+ const sound = BLAST_SOUND_OF[kind];
4585
+ const distance = engine.plan(sound, { position: point, seed: 1 })?.distance ?? 0;
4586
+ return kind !== "molotov" && distance > farDistance ? "explosion_far" : sound;
4043
4587
  };
4044
4588
  return {
4045
- onSound(key, point, volume) {
4589
+ onSound(key, point, volume, detail) {
4046
4590
  if (key === "burn_loop") {
4047
- burning += 1;
4591
+ fires.push({ point, fuel: fuelFor(detail) });
4048
4592
  setFire();
4049
4593
  return;
4050
4594
  }
4051
4595
  if (key === "burn_end") {
4052
- if (burning > 0) burning -= 1;
4596
+ forget(point, detail?.fuel ?? (detail?.material !== void 0 ? fuelOf[detail.material] : void 0));
4053
4597
  setFire();
4054
4598
  return;
4055
4599
  }
4056
- const rule = rules[key];
4057
- if (!rule) return;
4058
- const sound = rule.above && volume >= rule.above.volume ? rule.above.sound : rule.sound;
4059
- engine.play(sound, { position: point, volume: volume * (rule.volumeScale ?? 1), ...rule.params ? { params: rule.params } : {} });
4600
+ if (key === "explode" && blastByKind) {
4601
+ const sound2 = blastSound(point, volume, detail);
4602
+ engine.play(sound2, { position: point, volume });
4603
+ if (sound2 !== "explosion_far" && sound2 !== "molotov_break_ignite" && (detail?.confinement ?? 1) >= indoorFrom) engine.play("explosion_indoor_tail", { position: point, volume });
4604
+ return;
4605
+ }
4606
+ let rule;
4607
+ for (const k of detail?.keys ?? []) {
4608
+ if (k in rules) {
4609
+ rule = rules[k];
4610
+ break;
4611
+ }
4612
+ }
4613
+ if (rule === void 0) rule = key in rules ? rules[key] : rules[key.replace(/^shot_/, "impact_")];
4614
+ if (rule === null) return;
4615
+ if (!rule) {
4616
+ if (engine.registry.sound(key)) engine.play(key, { position: point, volume });
4617
+ return;
4618
+ }
4619
+ const wanted = rule.above && volume >= rule.above.volume ? rule.above.sound : rule.sound;
4620
+ const sound = rule.fallback && !engine.registry.sound(wanted) ? rule.fallback : wanted;
4621
+ const params = detail?.seconds === void 0 ? rule.params : { ...rule.params, seconds: detail.seconds };
4622
+ engine.play(sound, { position: point, volume: volume * (rule.volumeScale ?? 1), ...params ? { params } : {} });
4060
4623
  },
4061
- rule: (key) => rules[key] ?? void 0,
4062
- burning: () => burning,
4063
- dispose() {
4064
- loop?.stop();
4065
- loop = void 0;
4066
- burning = 0;
4067
- }
4624
+ update(dt) {
4625
+ if (!crackles || fires.length === 0 || options.burnLoop === false) return;
4626
+ const weight = fires.reduce((sum, f) => sum + FIRE_CRACKLE_OF[f.fuel], 0);
4627
+ if (weight <= 0) return;
4628
+ nextCrackle -= dt;
4629
+ for (let i = 0; i < 4 && nextCrackle <= 0; i++) {
4630
+ const rate = Math.min(crackles.max, crackles.base * Math.min(1, weight) + crackles.perSqrtFire * Math.sqrt(weight));
4631
+ nextCrackle += (0.4 + channel.random() * 1.2) / rate;
4632
+ let pick = channel.random() * weight;
4633
+ const at = fires.find((f) => (pick -= FIRE_CRACKLE_OF[f.fuel]) <= 0) ?? fires[fires.length - 1];
4634
+ engine.play(channel.random() < 0.18 ? "fire_pop" : "fire_crackle", { position: at.point, volume: crackles.volume });
4635
+ }
4636
+ if (nextCrackle < 0) nextCrackle = 0;
4637
+ },
4638
+ blastSound,
4639
+ rule(key, detail) {
4640
+ for (const k of detail?.keys ?? []) if (k in rules) return rules[k] ?? void 0;
4641
+ return rules[key] ?? void 0;
4642
+ },
4643
+ burning: () => fires.length,
4644
+ burningBy: () => {
4645
+ const by = {};
4646
+ for (const f of fires) by[f.fuel] = (by[f.fuel] ?? 0) + 1;
4647
+ return by;
4648
+ },
4649
+ reset,
4650
+ dispose: reset
4068
4651
  };
4069
4652
  }
4653
+
4654
+ // src/audio/samples.ts
4655
+ import { sampleBankFromManifest } from "@adatechnology/game-audio";
4656
+ var blast2 = (gain) => ({ bus: "world", gain, falloff: BLAST_FALLOFF, cutoffK: 6e-3, priority: 3 });
4657
+ var fire = (gain, group) => ({ bus: "world", gain, falloff: FIRE_FALLOFF, cutoffK: 0.01, ...group ? { group } : {} });
4658
+ var BLAST_FIRE_SAMPLES = {
4659
+ explosion_grenade: blast2(1),
4660
+ explosion_big: blast2(1),
4661
+ explosion_car: blast2(1),
4662
+ explosion_flashbang: blast2(1),
4663
+ molotov_break_ignite: blast2(0.8),
4664
+ // the far takes are already muffled: no extra distance lowpass
4665
+ explosion_far: { bus: "world", gain: 1, falloff: BLAST_FAR_FALLOFF, cutoffK: 0, priority: 2 },
4666
+ fire_ignite: fire(0.8, "fire_ignite"),
4667
+ fire_crackle: fire(0.8, "fire_crackle"),
4668
+ fire_pop: fire(0.6, "fire_crackle"),
4669
+ fire_extinguish: fire(0.7),
4670
+ gas_leak: fire(0.5),
4671
+ // the roar: recorded fires chained with a crossfade (the level comes from `createDestructionSound`, by how much burns)
4672
+ fire_loop: { bus: "world", gain: 4, loop: { crossfade: 1 } },
4673
+ // each fuel has its own roar: a gas jet (burners and torches), a pool of fuel, plastic and rubber sizzling under the flames
4674
+ fire_loop_gas: { bus: "world", gain: 6, loop: { crossfade: 1 } },
4675
+ fire_loop_liquid: { bus: "world", gain: 3.5, loop: { crossfade: 1 } },
4676
+ fire_loop_plastic: { bus: "world", gain: 1, loop: { crossfade: 0.6 } }
4677
+ };
4678
+ function blastFireSampleBank(manifest, options = {}) {
4679
+ const sounds = options.sounds ?? BLAST_FIRE_SAMPLES;
4680
+ const bank = sampleBankFromManifest(manifest, { id: options.id ?? "destruction-samples", ...options.baseUrl === void 0 ? {} : { baseUrl: options.baseUrl }, sounds });
4681
+ const samples = (bank.samples ?? []).map((sample) => {
4682
+ const loop = sounds[sample.id]?.loop;
4683
+ return loop === void 0 ? sample : { ...sample, loop };
4684
+ });
4685
+ return { ...bank, samples };
4686
+ }
4070
4687
  export {
4688
+ BIG_BLAST_RADIUS,
4689
+ BLAST_FALLOFF,
4690
+ BLAST_FAR_DISTANCE,
4691
+ BLAST_FAR_FALLOFF,
4692
+ BLAST_FIRE_SAMPLES,
4693
+ BLAST_KINDS,
4694
+ BLAST_KIND_OF,
4695
+ BLAST_SOUNDS,
4696
+ BLAST_SOUND_OF,
4071
4697
  BURN_LOOP,
4698
+ DEFAULT_CRACKLES,
4072
4699
  DEFAULT_FIRE,
4700
+ DEFAULT_INDOOR_CONFINEMENT,
4073
4701
  DESTRUCTION_SOUND_BANK,
4074
4702
  DESTRUCTION_SOUND_KEYS,
4075
4703
  DRAG_SOUNDS,
4076
4704
  EXPLOSION_BOOM,
4705
+ FIRE_FALLOFF,
4706
+ FIRE_LOOP,
4707
+ FIRE_SOUNDS,
4708
+ IMPACT_FAMILY_TAGS,
4709
+ IMPACT_SOUNDS,
4710
+ IMPACT_SOUND_KEYS,
4077
4711
  SCENE_SOUNDS,
4712
+ blastFireSampleBank,
4713
+ breakSoundKeys,
4078
4714
  createDestructionRenderer,
4079
4715
  createDestructionSound,
4080
4716
  dragSoundKey,
4081
4717
  heatColor,
4718
+ impactFamily,
4082
4719
  impactKey,
4720
+ impactSoundKeys,
4721
+ ricochetSoundKeys,
4722
+ shotKey,
4083
4723
  specFromObject3D
4084
4724
  };
4085
4725
  //# sourceMappingURL=index.js.map