@combos-fun/plugin-sound 0.0.30 → 0.0.32

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@@ -6,22 +6,36 @@ var engine = require('@combos-fun/engine');
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  let SoundSystem$1 = class SoundSystem extends engine.System {
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  static { this.systemName = 'SoundSystem'; }
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  get muted() {
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- return this.gainNode ? this.gainNode.gain.value === 0 : false;
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+ return this._muted;
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  }
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  set muted(v) {
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- if (!this.gainNode) {
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- return;
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- }
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- this.gainNode.gain.setValueAtTime(v ? 0 : 1, 0);
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+ this._muted = v;
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+ this.applyGain();
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  }
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  get volume() {
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- return this.gainNode ? this.gainNode.gain.value : 1;
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+ return this._volume;
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  }
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  set volume(v) {
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- if (!this.gainNode || typeof v !== 'number' || v < 0 || v > 1) {
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+ if (typeof v !== 'number' || v < 0 || v > 1) {
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+ return;
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+ }
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+ this._volume = v;
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+ this.applyGain();
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+ }
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+ /**
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+ * Apply the effective gain (`muted ? 0 : volume`) to the gain node.
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+ *
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+ * Assigns `gain.value` directly rather than `setValueAtTime`: `.value` updates
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+ * the AudioParam's intrinsic value synchronously, so the `muted` / `volume`
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+ * getters reflect the change immediately. `setValueAtTime` only schedules an
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+ * event on the automation timeline and leaves `.value` stale until the next
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+ * render quantum, which made `muted` report the pre-change value.
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+ */
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+ applyGain() {
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+ if (!this.gainNode) {
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  return;
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  }
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- this.gainNode.gain.setValueAtTime(v, 0);
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+ this.gainNode.gain.value = this._muted ? 0 : this._volume;
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  }
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  get audioLocked() {
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  if (!this.ctx) {
@@ -37,6 +51,9 @@ let SoundSystem$1 = class SoundSystem extends engine.System {
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  this.pausedComponents = [];
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  this.audioBufferCache = {};
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  this.decodeAudioPromiseMap = {};
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+ /** Desired mute/volume are the source of truth; the gain node is derived. */
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+ this._muted = false;
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+ this._volume = 1;
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  Object.assign(this, obj);
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  }
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  /**
@@ -145,7 +162,7 @@ let SoundSystem$1 = class SoundSystem extends engine.System {
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  }
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  this.gainNode =
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  typeof this.ctx.createGain === 'undefined' ? this.ctx.createGainNode() : this.ctx.createGain();
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- this.gainNode.gain.setValueAtTime(this.muted ? 0 : this.volume, this.ctx.currentTime);
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+ this.applyGain();
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  this.gainNode.connect(this.ctx.destination);
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  this.unlockAudio();
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  }
@@ -235,7 +252,7 @@ var SoundSystem = SoundSystem$1;
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  /** Auto-generated by scripts/build-package.mjs — do not edit. */
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  Object.assign(SoundSystem, {
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  packageName: "@combos-fun/plugin-sound",
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- packageVersion: "0.0.30",
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+ packageVersion: "0.0.32",
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  });
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  class Sound extends engine.Component {
@@ -257,26 +274,36 @@ class Sound extends engine.Component {
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  }
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  static { this.componentName = 'Sound'; }
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  get muted() {
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- return this.gainNode ? this.gainNode.gain.value === 0 : false;
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+ return this.config.muted ?? false;
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  }
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  set muted(v) {
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- if (!this.gainNode) {
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- return;
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- }
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- this.gainNode.gain.setValueAtTime(v ? 0 : this.config.volume, 0);
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+ this.config.muted = v;
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+ this.applyGain();
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  }
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  get volume() {
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- return this.gainNode ? this.gainNode.gain.value : 1;
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+ return this.config.volume ?? 1;
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  }
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  set volume(v) {
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  if (typeof v !== 'number' || v < 0 || v > 1) {
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  return;
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  }
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  this.config.volume = v;
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+ this.applyGain();
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+ }
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+ /**
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+ * Apply the effective gain (`muted ? 0 : volume`) to the gain node.
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+ *
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+ * `config` is the source of truth and the gain is assigned via `gain.value`
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+ * (updates the AudioParam intrinsic value synchronously) so the `muted` /
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+ * `volume` getters — and anything reading them back, e.g. the scene-edit
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+ * volume slider — reflect the change immediately. `setValueAtTime` only
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+ * schedules on the automation timeline and leaves `.value` stale.
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+ */
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+ applyGain() {
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  if (!this.gainNode) {
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  return;
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  }
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- this.gainNode.gain.setValueAtTime(v, 0);
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+ this.gainNode.gain.value = this.config.muted ? 0 : (this.config.volume ?? 1);
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  }
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  init(obj) {
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  if (!obj) {
@@ -1 +1 @@
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- {"version":3,"file":"plugin-sound.cjs.js","sources":["../lib/SoundSystem.ts","../lib/__combosPackageMeta.gen.ts","../lib/Sound.ts"],"sourcesContent":["import { System, decorators, ComponentChanged, OBSERVER_TYPE, resource } from '@combos-fun/engine';\nimport SoundComponent from './Sound';\n\ninterface SoundSystemParams {\n autoPauseAndStart?: boolean;\n onError?: (error: any) => void;\n}\n\n@decorators.componentObserver({\n Sound: [],\n})\nclass SoundSystem extends System {\n static systemName = 'SoundSystem';\n\n private ctx: AudioContext;\n\n private gainNode: GainNode;\n\n /** Whether to pause/resume in sync with the game. */\n private autoPauseAndStart = true;\n\n private onError: (error: any) => void;\n\n private components: SoundComponent[] = [];\n\n private pausedComponents: SoundComponent[] = [];\n\n private audioBufferCache = {};\n\n private decodeAudioPromiseMap = {};\n\n get muted(): boolean {\n return this.gainNode ? this.gainNode.gain.value === 0 : false;\n }\n\n set muted(v: boolean) {\n if (!this.gainNode) {\n return;\n }\n this.gainNode.gain.setValueAtTime(v ? 0 : 1, 0);\n }\n\n get volume(): number {\n return this.gainNode ? this.gainNode.gain.value : 1;\n }\n\n set volume(v: number) {\n if (!this.gainNode || typeof v !== 'number' || v < 0 || v > 1) {\n return;\n }\n this.gainNode.gain.setValueAtTime(v, 0);\n }\n\n get audioLocked(): boolean {\n if (!this.ctx) {\n return true;\n }\n return this.ctx.state !== 'running';\n }\n\n constructor(obj?: SoundSystemParams) {\n super();\n Object.assign(this, obj);\n }\n\n /**\n * Resume playback of all paused audio.\n */\n resumeAll() {\n const handleResume = () => {\n this.pausedComponents.forEach(component => {\n component.play();\n });\n // Clear the previously cached paused list.\n this.pausedComponents = [];\n };\n this.ctx.resume().then(handleResume, handleResume);\n }\n\n /**\n * Pause all currently playing audio.\n */\n pauseAll() {\n this.components.forEach(component => {\n if (component.playing) {\n this.pausedComponents.push(component);\n component.pause();\n }\n });\n this.ctx.suspend().then();\n }\n\n /**\n * Stop all currently playing audio.\n */\n stopAll() {\n this.components.forEach(component => {\n if (component.playing) {\n component.stop();\n }\n });\n // Clear the previously cached paused list.\n this.pausedComponents = [];\n this.ctx.suspend().then();\n }\n\n /**\n * System init: configure params before the game starts.\n */\n init() {\n this.setupAudioContext();\n }\n\n update() {\n const changes = this.componentObserver.clear();\n for (const changed of changes) {\n this.componentChanged(changed);\n }\n }\n\n /**\n * Called when the game starts or resumes playing after a pause.\n */\n onResume() {\n if (!this.autoPauseAndStart) {\n return;\n }\n this.resumeAll();\n }\n\n /**\n * Called when the game is paused.\n */\n onPause() {\n if (!this.autoPauseAndStart) {\n return;\n }\n this.pauseAll();\n }\n\n /**\n * Called when the system is destroyed.\n */\n onDestroy() {\n this.components.forEach(component => {\n component.onDestroy();\n });\n this.components = [];\n if (this.ctx) {\n this.gainNode.disconnect();\n this.gainNode = null;\n this.ctx.close();\n this.ctx = null;\n }\n }\n\n async componentChanged(changed: ComponentChanged) {\n if (changed.componentName !== 'Sound') return;\n\n if (changed.type === OBSERVER_TYPE.ADD) {\n this.add(changed);\n }\n }\n\n private setupAudioContext() {\n try {\n const AudioContext = window.AudioContext || (window as any).webkitAudioContext;\n this.ctx = new AudioContext();\n } catch (error) {\n console.error(error);\n if (this.onError) {\n this.onError(error);\n }\n }\n\n if (!this.ctx) {\n return;\n }\n this.gainNode =\n typeof this.ctx.createGain === 'undefined' ? (this.ctx as any).createGainNode() : this.ctx.createGain();\n this.gainNode.gain.setValueAtTime(this.muted ? 0 : this.volume, this.ctx.currentTime);\n this.gainNode.connect(this.ctx.destination);\n this.unlockAudio();\n }\n\n private unlockAudio() {\n if (!this.ctx || !this.audioLocked) {\n return;\n }\n\n const unlock = () => {\n if (this.ctx) {\n const removeListenerFn = () => {\n document.body.removeEventListener('touchstart', unlock);\n document.body.removeEventListener('touchend', unlock);\n document.body.removeEventListener('click', unlock);\n };\n this.ctx.resume().then(removeListenerFn, removeListenerFn);\n }\n };\n document.body.addEventListener('touchstart', unlock);\n document.body.addEventListener('touchend', unlock);\n document.body.addEventListener('click', unlock);\n }\n\n private async add(changed: ComponentChanged) {\n const component = changed.component as SoundComponent;\n this.components.push(component);\n try {\n const { config } = component;\n component.state = 'loading';\n\n const audio = await resource.getResource(config.resource);\n if (!this.audioBufferCache[audio.name] && audio?.data?.audio) {\n this.audioBufferCache[audio.name] = await this.decodeAudioData(audio.data.audio, audio.name);\n }\n if (this.audioBufferCache[audio.name]) {\n component.systemContext = this.ctx;\n component.systemDestination = this.gainNode;\n component.onload(this.audioBufferCache[audio.name]);\n }\n } catch (error) {\n if (this.onError) {\n this.onError(error);\n }\n }\n }\n\n private decodeAudioData(arraybuffer: ArrayBuffer, name: string) {\n if (this.decodeAudioPromiseMap[name]) {\n return this.decodeAudioPromiseMap[name];\n }\n\n const promise = new Promise<AudioBuffer>((resolve, reject) => {\n if (!this.ctx) {\n reject(new Error('No audio support'));\n }\n\n const success = (decodedData: AudioBuffer) => {\n if (this.decodeAudioPromiseMap[name]) {\n delete this.decodeAudioPromiseMap[name];\n }\n if (decodedData) {\n resolve(decodedData);\n } else {\n reject(new Error(`Error decoding audio ${name}`));\n }\n };\n\n const error = (err: DOMException) => {\n if (this.decodeAudioPromiseMap[name]) {\n delete this.decodeAudioPromiseMap[name];\n }\n reject(new Error(`${err}. arrayBuffer byteLength: ${arraybuffer ? arraybuffer.byteLength : 0}`));\n };\n\n const promise = this.ctx.decodeAudioData(arraybuffer, success, error)\n if (promise instanceof Promise) {\n promise.catch((err) => {\n reject(new Error(`catch ${err}, arrayBuffer byteLength: ${arraybuffer ? arraybuffer.byteLength : 0}`));\n });\n }\n });\n\n this.decodeAudioPromiseMap[name] = promise;\n return promise;\n }\n}\n\nexport default SoundSystem;\n","/** Auto-generated by scripts/build-package.mjs — do not edit. */\n\nimport SoundSystem from './SoundSystem';\n\nObject.assign(SoundSystem, {\n packageName: \"@combos-fun/plugin-sound\",\n packageVersion: \"0.0.30\",\n});\n","import { Component } from '@combos-fun/engine';\n\nexport interface SoundParams {\n resource: string;\n autoplay?: boolean;\n muted?: boolean;\n volume?: number;\n loop?: boolean;\n seek?: number;\n duration?: number;\n onEnd?: () => void;\n}\n\nclass Sound extends Component<SoundParams> {\n static componentName = 'Sound';\n\n systemContext: AudioContext;\n\n systemDestination: GainNode;\n\n playing: boolean;\n\n state: 'unloaded' | 'loading' | 'loaded' = 'unloaded';\n\n config: SoundParams = {\n resource: '',\n autoplay: false,\n muted: false,\n volume: 1,\n loop: false,\n seek: 0,\n };\n\n private buffer: AudioBuffer;\n\n private sourceNode: AudioBufferSourceNode;\n\n private gainNode: GainNode;\n\n private paused: boolean;\n\n private playTime: number = 0;\n\n private startTime: number = 0;\n\n private duration: number = 0;\n\n private actionQueue: (() => void)[] = [];\n\n private endedListener: () => void;\n\n get muted(): boolean {\n return this.gainNode ? this.gainNode.gain.value === 0 : false;\n }\n\n set muted(v: boolean) {\n if (!this.gainNode) {\n return;\n }\n this.gainNode.gain.setValueAtTime(v ? 0 : this.config.volume, 0);\n }\n\n get volume(): number {\n return this.gainNode ? this.gainNode.gain.value : 1;\n }\n\n set volume(v: number) {\n if (typeof v !== 'number' || v < 0 || v > 1) {\n return;\n }\n this.config.volume = v;\n if (!this.gainNode) {\n return;\n }\n this.gainNode.gain.setValueAtTime(v, 0);\n }\n\n init(obj?: SoundParams) {\n if (!obj) {\n return;\n }\n\n Object.assign(this.config, obj);\n if (this.config.autoplay) {\n this.actionQueue.push(this.play.bind(this));\n }\n }\n\n play() {\n if (this.state !== 'loaded') {\n this.actionQueue.push(this.play.bind(this));\n }\n this.destroySource();\n this.createSource();\n\n if (!this.sourceNode) {\n return;\n }\n const when = this.systemContext.currentTime;\n const offset = this.config.seek;\n const duration = this.config.duration;\n\n this.sourceNode.start(0, offset, duration);\n\n this.startTime = when;\n this.playTime = when - offset;\n this.paused = false;\n this.playing = true;\n this.resetConfig();\n this.endedListener = () => {\n if (!this.sourceNode) {\n return;\n }\n if (this.config.onEnd) {\n this.config.onEnd();\n }\n // Release resources once non-interactive playback finishes.\n if (this.playing) {\n this.destroySource();\n }\n };\n this.sourceNode.addEventListener('ended', this.endedListener);\n }\n\n pause() {\n if (this.state !== 'loaded') {\n this.actionQueue.push(this.pause.bind(this));\n }\n if (this.paused || !this.playing) {\n return;\n }\n this.paused = true;\n this.playing = false;\n this.config.seek = this.getCurrentTime();\n this.destroySource();\n }\n\n stop() {\n if (this.state !== 'loaded') {\n this.actionQueue.push(this.stop.bind(this));\n }\n if (!this.paused && !this.playing) {\n return;\n }\n this.playing = false;\n this.paused = false;\n this.destroySource();\n this.resetConfig();\n }\n\n onload(buffer: AudioBuffer) {\n this.state = 'loaded';\n this.buffer = buffer;\n this.duration = this.buffer.duration;\n this.actionQueue.forEach(action => action());\n this.actionQueue.length = 0;\n }\n\n onDestroy() {\n this.actionQueue.length = 0;\n this.destroySource();\n }\n\n private resetConfig() {\n this.config.seek = 0;\n }\n\n private getCurrentTime() {\n if (this.config.loop && this.duration > 0) {\n return (this.systemContext.currentTime - this.playTime) % this.duration;\n }\n\n return this.systemContext.currentTime - this.playTime;\n }\n\n private createSource() {\n if (!this.systemContext || this.state !== 'loaded') {\n return;\n }\n this.sourceNode = this.systemContext.createBufferSource();\n this.sourceNode.buffer = this.buffer;\n this.sourceNode.loop = this.config.loop;\n\n if (!this.gainNode) {\n this.gainNode = this.systemContext.createGain();\n this.gainNode.connect(this.systemDestination);\n Object.assign(this, this.config);\n }\n this.sourceNode.connect(this.gainNode);\n }\n\n private destroySource() {\n if (!this.sourceNode) return;\n this.sourceNode.removeEventListener('ended', this.endedListener);\n this.sourceNode.stop();\n this.sourceNode.disconnect();\n this.sourceNode = null;\n\n this.startTime = 0;\n this.playTime = 0;\n this.playing = false;\n }\n}\n\nexport default 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+ {"version":3,"file":"plugin-sound.cjs.js","sources":["../lib/SoundSystem.ts","../lib/__combosPackageMeta.gen.ts","../lib/Sound.ts"],"sourcesContent":["import { System, decorators, ComponentChanged, OBSERVER_TYPE, resource } from '@combos-fun/engine';\nimport SoundComponent from './Sound';\n\ninterface SoundSystemParams {\n autoPauseAndStart?: boolean;\n onError?: (error: any) => void;\n}\n\n@decorators.componentObserver({\n Sound: [],\n})\nclass SoundSystem extends System {\n static systemName = 'SoundSystem';\n\n private ctx: AudioContext;\n\n private gainNode: GainNode;\n\n /** Whether to pause/resume in sync with the game. */\n private autoPauseAndStart = true;\n\n private onError: (error: any) => void;\n\n private components: SoundComponent[] = [];\n\n private pausedComponents: SoundComponent[] = [];\n\n private audioBufferCache = {};\n\n private decodeAudioPromiseMap = {};\n\n /** Desired mute/volume are the source of truth; the gain node is derived. */\n private _muted = false;\n\n private _volume = 1;\n\n get muted(): boolean {\n return this._muted;\n }\n\n set muted(v: boolean) {\n this._muted = v;\n this.applyGain();\n }\n\n get volume(): number {\n return this._volume;\n }\n\n set volume(v: number) {\n if (typeof v !== 'number' || v < 0 || v > 1) {\n return;\n }\n this._volume = v;\n this.applyGain();\n }\n\n /**\n * Apply the effective gain (`muted ? 0 : volume`) to the gain node.\n *\n * Assigns `gain.value` directly rather than `setValueAtTime`: `.value` updates\n * the AudioParam's intrinsic value synchronously, so the `muted` / `volume`\n * getters reflect the change immediately. `setValueAtTime` only schedules an\n * event on the automation timeline and leaves `.value` stale until the next\n * render quantum, which made `muted` report the pre-change value.\n */\n private applyGain() {\n if (!this.gainNode) {\n return;\n }\n this.gainNode.gain.value = this._muted ? 0 : this._volume;\n }\n\n get audioLocked(): boolean {\n if (!this.ctx) {\n return true;\n }\n return this.ctx.state !== 'running';\n }\n\n constructor(obj?: SoundSystemParams) {\n super();\n Object.assign(this, obj);\n }\n\n /**\n * Resume playback of all paused audio.\n */\n resumeAll() {\n const handleResume = () => {\n this.pausedComponents.forEach(component => {\n component.play();\n });\n // Clear the previously cached paused list.\n this.pausedComponents = [];\n };\n this.ctx.resume().then(handleResume, handleResume);\n }\n\n /**\n * Pause all currently playing audio.\n */\n pauseAll() {\n this.components.forEach(component => {\n if (component.playing) {\n this.pausedComponents.push(component);\n component.pause();\n }\n });\n this.ctx.suspend().then();\n }\n\n /**\n * Stop all currently playing audio.\n */\n stopAll() {\n this.components.forEach(component => {\n if (component.playing) {\n component.stop();\n }\n });\n // Clear the previously cached paused list.\n this.pausedComponents = [];\n this.ctx.suspend().then();\n }\n\n /**\n * System init: configure params before the game starts.\n */\n init() {\n this.setupAudioContext();\n }\n\n update() {\n const changes = this.componentObserver.clear();\n for (const changed of changes) {\n this.componentChanged(changed);\n }\n }\n\n /**\n * Called when the game starts or resumes playing after a pause.\n */\n onResume() {\n if (!this.autoPauseAndStart) {\n return;\n }\n this.resumeAll();\n }\n\n /**\n * Called when the game is paused.\n */\n onPause() {\n if (!this.autoPauseAndStart) {\n return;\n }\n this.pauseAll();\n }\n\n /**\n * Called when the system is destroyed.\n */\n onDestroy() {\n this.components.forEach(component => {\n component.onDestroy();\n });\n this.components = [];\n if (this.ctx) {\n this.gainNode.disconnect();\n this.gainNode = null;\n this.ctx.close();\n this.ctx = null;\n }\n }\n\n async componentChanged(changed: ComponentChanged) {\n if (changed.componentName !== 'Sound') return;\n\n if (changed.type === OBSERVER_TYPE.ADD) {\n this.add(changed);\n }\n }\n\n private setupAudioContext() {\n try {\n const AudioContext = window.AudioContext || (window as any).webkitAudioContext;\n this.ctx = new AudioContext();\n } catch (error) {\n console.error(error);\n if (this.onError) {\n this.onError(error);\n }\n }\n\n if (!this.ctx) {\n return;\n }\n this.gainNode =\n typeof this.ctx.createGain === 'undefined' ? (this.ctx as any).createGainNode() : this.ctx.createGain();\n this.applyGain();\n this.gainNode.connect(this.ctx.destination);\n this.unlockAudio();\n }\n\n private unlockAudio() {\n if (!this.ctx || !this.audioLocked) {\n return;\n }\n\n const unlock = () => {\n if (this.ctx) {\n const removeListenerFn = () => {\n document.body.removeEventListener('touchstart', unlock);\n document.body.removeEventListener('touchend', unlock);\n document.body.removeEventListener('click', unlock);\n };\n this.ctx.resume().then(removeListenerFn, removeListenerFn);\n }\n };\n document.body.addEventListener('touchstart', unlock);\n document.body.addEventListener('touchend', unlock);\n document.body.addEventListener('click', unlock);\n }\n\n private async add(changed: ComponentChanged) {\n const component = changed.component as SoundComponent;\n this.components.push(component);\n try {\n const { config } = component;\n component.state = 'loading';\n\n const audio = await resource.getResource(config.resource);\n if (!this.audioBufferCache[audio.name] && audio?.data?.audio) {\n this.audioBufferCache[audio.name] = await this.decodeAudioData(audio.data.audio, audio.name);\n }\n if (this.audioBufferCache[audio.name]) {\n component.systemContext = this.ctx;\n component.systemDestination = this.gainNode;\n component.onload(this.audioBufferCache[audio.name]);\n }\n } catch (error) {\n if (this.onError) {\n this.onError(error);\n }\n }\n }\n\n private decodeAudioData(arraybuffer: ArrayBuffer, name: string) {\n if (this.decodeAudioPromiseMap[name]) {\n return this.decodeAudioPromiseMap[name];\n }\n\n const promise = new Promise<AudioBuffer>((resolve, reject) => {\n if (!this.ctx) {\n reject(new Error('No audio support'));\n }\n\n const success = (decodedData: AudioBuffer) => {\n if (this.decodeAudioPromiseMap[name]) {\n delete this.decodeAudioPromiseMap[name];\n }\n if (decodedData) {\n resolve(decodedData);\n } else {\n reject(new Error(`Error decoding audio ${name}`));\n }\n };\n\n const error = (err: DOMException) => {\n if (this.decodeAudioPromiseMap[name]) {\n delete this.decodeAudioPromiseMap[name];\n }\n reject(new Error(`${err}. arrayBuffer byteLength: ${arraybuffer ? arraybuffer.byteLength : 0}`));\n };\n\n const promise = this.ctx.decodeAudioData(arraybuffer, success, error)\n if (promise instanceof Promise) {\n promise.catch((err) => {\n reject(new Error(`catch ${err}, arrayBuffer byteLength: ${arraybuffer ? arraybuffer.byteLength : 0}`));\n });\n }\n });\n\n this.decodeAudioPromiseMap[name] = promise;\n return promise;\n }\n}\n\nexport default SoundSystem;\n","/** Auto-generated by scripts/build-package.mjs — do not edit. */\n\nimport SoundSystem from './SoundSystem';\n\nObject.assign(SoundSystem, {\n packageName: \"@combos-fun/plugin-sound\",\n packageVersion: \"0.0.32\",\n});\n","import { Component } from '@combos-fun/engine';\n\nexport interface SoundParams {\n resource: string;\n autoplay?: boolean;\n muted?: boolean;\n volume?: number;\n loop?: boolean;\n seek?: number;\n duration?: number;\n onEnd?: () => void;\n}\n\nclass Sound extends Component<SoundParams> {\n static componentName = 'Sound';\n\n systemContext: AudioContext;\n\n systemDestination: GainNode;\n\n playing: boolean;\n\n state: 'unloaded' | 'loading' | 'loaded' = 'unloaded';\n\n config: SoundParams = {\n resource: '',\n autoplay: false,\n muted: false,\n volume: 1,\n loop: false,\n seek: 0,\n };\n\n private buffer: AudioBuffer;\n\n private sourceNode: AudioBufferSourceNode;\n\n private gainNode: GainNode;\n\n private paused: boolean;\n\n private playTime: number = 0;\n\n private startTime: number = 0;\n\n private duration: number = 0;\n\n private actionQueue: (() => void)[] = [];\n\n private endedListener: () => void;\n\n get muted(): boolean {\n return this.config.muted ?? false;\n }\n\n set muted(v: boolean) {\n this.config.muted = v;\n this.applyGain();\n }\n\n get volume(): number {\n return this.config.volume ?? 1;\n }\n\n set volume(v: number) {\n if (typeof v !== 'number' || v < 0 || v > 1) {\n return;\n }\n this.config.volume = v;\n this.applyGain();\n }\n\n /**\n * Apply the effective gain (`muted ? 0 : volume`) to the gain node.\n *\n * `config` is the source of truth and the gain is assigned via `gain.value`\n * (updates the AudioParam intrinsic value synchronously) so the `muted` /\n * `volume` getters — and anything reading them back, e.g. the scene-edit\n * volume slider — reflect the change immediately. `setValueAtTime` only\n * schedules on the automation timeline and leaves `.value` stale.\n */\n private applyGain() {\n if (!this.gainNode) {\n return;\n }\n this.gainNode.gain.value = this.config.muted ? 0 : (this.config.volume ?? 1);\n }\n\n init(obj?: SoundParams) {\n if (!obj) {\n return;\n }\n\n Object.assign(this.config, obj);\n if (this.config.autoplay) {\n this.actionQueue.push(this.play.bind(this));\n }\n }\n\n play() {\n if (this.state !== 'loaded') {\n this.actionQueue.push(this.play.bind(this));\n }\n this.destroySource();\n this.createSource();\n\n if (!this.sourceNode) {\n return;\n }\n const when = this.systemContext.currentTime;\n const offset = this.config.seek;\n const duration = this.config.duration;\n\n this.sourceNode.start(0, offset, duration);\n\n this.startTime = when;\n this.playTime = when - offset;\n this.paused = false;\n this.playing = true;\n this.resetConfig();\n this.endedListener = () => {\n if (!this.sourceNode) {\n return;\n }\n if (this.config.onEnd) {\n this.config.onEnd();\n }\n // Release resources once non-interactive playback finishes.\n if (this.playing) {\n this.destroySource();\n }\n };\n this.sourceNode.addEventListener('ended', this.endedListener);\n }\n\n pause() {\n if (this.state !== 'loaded') {\n this.actionQueue.push(this.pause.bind(this));\n }\n if (this.paused || !this.playing) {\n return;\n }\n this.paused = true;\n this.playing = false;\n this.config.seek = this.getCurrentTime();\n this.destroySource();\n }\n\n stop() {\n if (this.state !== 'loaded') {\n this.actionQueue.push(this.stop.bind(this));\n }\n if (!this.paused && !this.playing) {\n return;\n }\n this.playing = false;\n this.paused = false;\n this.destroySource();\n this.resetConfig();\n }\n\n onload(buffer: AudioBuffer) {\n this.state = 'loaded';\n this.buffer = buffer;\n this.duration = this.buffer.duration;\n this.actionQueue.forEach(action => action());\n this.actionQueue.length = 0;\n }\n\n onDestroy() {\n this.actionQueue.length = 0;\n this.destroySource();\n }\n\n private resetConfig() {\n this.config.seek = 0;\n }\n\n private getCurrentTime() {\n if (this.config.loop && this.duration > 0) {\n return (this.systemContext.currentTime - this.playTime) % this.duration;\n }\n\n return this.systemContext.currentTime - this.playTime;\n }\n\n private createSource() {\n if (!this.systemContext || this.state !== 'loaded') {\n return;\n }\n this.sourceNode = this.systemContext.createBufferSource();\n this.sourceNode.buffer = this.buffer;\n this.sourceNode.loop = this.config.loop;\n\n if (!this.gainNode) {\n this.gainNode = this.systemContext.createGain();\n this.gainNode.connect(this.systemDestination);\n Object.assign(this, this.config);\n }\n this.sourceNode.connect(this.gainNode);\n }\n\n private destroySource() {\n if (!this.sourceNode) return;\n this.sourceNode.removeEventListener('ended', this.endedListener);\n this.sourceNode.stop();\n this.sourceNode.disconnect();\n this.sourceNode = null;\n\n this.startTime = 0;\n this.playTime = 0;\n this.playing = false;\n }\n}\n\nexport default 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@@ -1 +1 @@
1
- "use strict";var t=require("tslib"),e=require("@combos-fun/engine");let s=class extends e.System{static{this.systemName="SoundSystem"}get muted(){return!!this.gainNode&&0===this.gainNode.gain.value}set muted(t){this.gainNode&&this.gainNode.gain.setValueAtTime(t?0:1,0)}get volume(){return this.gainNode?this.gainNode.gain.value:1}set volume(t){!this.gainNode||"number"!=typeof t||t<0||t>1||this.gainNode.gain.setValueAtTime(t,0)}get audioLocked(){return!this.ctx||"running"!==this.ctx.state}constructor(t){super(),this.autoPauseAndStart=!0,this.components=[],this.pausedComponents=[],this.audioBufferCache={},this.decodeAudioPromiseMap={},Object.assign(this,t)}resumeAll(){const t=()=>{this.pausedComponents.forEach(t=>{t.play()}),this.pausedComponents=[]};this.ctx.resume().then(t,t)}pauseAll(){this.components.forEach(t=>{t.playing&&(this.pausedComponents.push(t),t.pause())}),this.ctx.suspend().then()}stopAll(){this.components.forEach(t=>{t.playing&&t.stop()}),this.pausedComponents=[],this.ctx.suspend().then()}init(){this.setupAudioContext()}update(){const t=this.componentObserver.clear();for(const e of t)this.componentChanged(e)}onResume(){this.autoPauseAndStart&&this.resumeAll()}onPause(){this.autoPauseAndStart&&this.pauseAll()}onDestroy(){this.components.forEach(t=>{t.onDestroy()}),this.components=[],this.ctx&&(this.gainNode.disconnect(),this.gainNode=null,this.ctx.close(),this.ctx=null)}async componentChanged(t){"Sound"===t.componentName&&t.type===e.OBSERVER_TYPE.ADD&&this.add(t)}setupAudioContext(){try{const t=window.AudioContext||window.webkitAudioContext;this.ctx=new t}catch(t){console.error(t),this.onError&&this.onError(t)}this.ctx&&(this.gainNode=void 0===this.ctx.createGain?this.ctx.createGainNode():this.ctx.createGain(),this.gainNode.gain.setValueAtTime(this.muted?0:this.volume,this.ctx.currentTime),this.gainNode.connect(this.ctx.destination),this.unlockAudio())}unlockAudio(){if(!this.ctx||!this.audioLocked)return;const t=()=>{if(this.ctx){const e=()=>{document.body.removeEventListener("touchstart",t),document.body.removeEventListener("touchend",t),document.body.removeEventListener("click",t)};this.ctx.resume().then(e,e)}};document.body.addEventListener("touchstart",t),document.body.addEventListener("touchend",t),document.body.addEventListener("click",t)}async add(t){const s=t.component;this.components.push(s);try{const{config:t}=s;s.state="loading";const i=await e.resource.getResource(t.resource);!this.audioBufferCache[i.name]&&i?.data?.audio&&(this.audioBufferCache[i.name]=await this.decodeAudioData(i.data.audio,i.name)),this.audioBufferCache[i.name]&&(s.systemContext=this.ctx,s.systemDestination=this.gainNode,s.onload(this.audioBufferCache[i.name]))}catch(t){this.onError&&this.onError(t)}}decodeAudioData(t,e){if(this.decodeAudioPromiseMap[e])return this.decodeAudioPromiseMap[e];const s=new Promise((s,i)=>{this.ctx||i(new Error("No audio support"));const o=this.ctx.decodeAudioData(t,t=>{this.decodeAudioPromiseMap[e]&&delete this.decodeAudioPromiseMap[e],t?s(t):i(new Error(`Error decoding audio ${e}`))},s=>{this.decodeAudioPromiseMap[e]&&delete this.decodeAudioPromiseMap[e],i(new Error(`${s}. arrayBuffer byteLength: ${t?t.byteLength:0}`))});o instanceof Promise&&o.catch(e=>{i(new Error(`catch ${e}, arrayBuffer byteLength: ${t?t.byteLength:0}`))})});return this.decodeAudioPromiseMap[e]=s,s}};s=t.__decorate([e.decorators.componentObserver({Sound:[]})],s);var i=s;Object.assign(i,{packageName:"@combos-fun/plugin-sound",packageVersion:"0.0.30"});class o extends e.Component{constructor(){super(...arguments),this.state="unloaded",this.config={resource:"",autoplay:!1,muted:!1,volume:1,loop:!1,seek:0},this.playTime=0,this.startTime=0,this.duration=0,this.actionQueue=[]}static{this.componentName="Sound"}get muted(){return!!this.gainNode&&0===this.gainNode.gain.value}set muted(t){this.gainNode&&this.gainNode.gain.setValueAtTime(t?0:this.config.volume,0)}get volume(){return this.gainNode?this.gainNode.gain.value:1}set volume(t){"number"!=typeof t||t<0||t>1||(this.config.volume=t,this.gainNode&&this.gainNode.gain.setValueAtTime(t,0))}init(t){t&&(Object.assign(this.config,t),this.config.autoplay&&this.actionQueue.push(this.play.bind(this)))}play(){if("loaded"!==this.state&&this.actionQueue.push(this.play.bind(this)),this.destroySource(),this.createSource(),!this.sourceNode)return;const t=this.systemContext.currentTime,e=this.config.seek,s=this.config.duration;this.sourceNode.start(0,e,s),this.startTime=t,this.playTime=t-e,this.paused=!1,this.playing=!0,this.resetConfig(),this.endedListener=()=>{this.sourceNode&&(this.config.onEnd&&this.config.onEnd(),this.playing&&this.destroySource())},this.sourceNode.addEventListener("ended",this.endedListener)}pause(){"loaded"!==this.state&&this.actionQueue.push(this.pause.bind(this)),!this.paused&&this.playing&&(this.paused=!0,this.playing=!1,this.config.seek=this.getCurrentTime(),this.destroySource())}stop(){"loaded"!==this.state&&this.actionQueue.push(this.stop.bind(this)),(this.paused||this.playing)&&(this.playing=!1,this.paused=!1,this.destroySource(),this.resetConfig())}onload(t){this.state="loaded",this.buffer=t,this.duration=this.buffer.duration,this.actionQueue.forEach(t=>t()),this.actionQueue.length=0}onDestroy(){this.actionQueue.length=0,this.destroySource()}resetConfig(){this.config.seek=0}getCurrentTime(){return this.config.loop&&this.duration>0?(this.systemContext.currentTime-this.playTime)%this.duration:this.systemContext.currentTime-this.playTime}createSource(){this.systemContext&&"loaded"===this.state&&(this.sourceNode=this.systemContext.createBufferSource(),this.sourceNode.buffer=this.buffer,this.sourceNode.loop=this.config.loop,this.gainNode||(this.gainNode=this.systemContext.createGain(),this.gainNode.connect(this.systemDestination),Object.assign(this,this.config)),this.sourceNode.connect(this.gainNode))}destroySource(){this.sourceNode&&(this.sourceNode.removeEventListener("ended",this.endedListener),this.sourceNode.stop(),this.sourceNode.disconnect(),this.sourceNode=null,this.startTime=0,this.playTime=0,this.playing=!1)}}exports.Sound=o,exports.SoundSystem=i;
1
+ "use strict";var t=require("tslib"),e=require("@combos-fun/engine");let s=class extends e.System{static{this.systemName="SoundSystem"}get muted(){return this._muted}set muted(t){this._muted=t,this.applyGain()}get volume(){return this._volume}set volume(t){"number"!=typeof t||t<0||t>1||(this._volume=t,this.applyGain())}applyGain(){this.gainNode&&(this.gainNode.gain.value=this._muted?0:this._volume)}get audioLocked(){return!this.ctx||"running"!==this.ctx.state}constructor(t){super(),this.autoPauseAndStart=!0,this.components=[],this.pausedComponents=[],this.audioBufferCache={},this.decodeAudioPromiseMap={},this._muted=!1,this._volume=1,Object.assign(this,t)}resumeAll(){const t=()=>{this.pausedComponents.forEach(t=>{t.play()}),this.pausedComponents=[]};this.ctx.resume().then(t,t)}pauseAll(){this.components.forEach(t=>{t.playing&&(this.pausedComponents.push(t),t.pause())}),this.ctx.suspend().then()}stopAll(){this.components.forEach(t=>{t.playing&&t.stop()}),this.pausedComponents=[],this.ctx.suspend().then()}init(){this.setupAudioContext()}update(){const t=this.componentObserver.clear();for(const e of t)this.componentChanged(e)}onResume(){this.autoPauseAndStart&&this.resumeAll()}onPause(){this.autoPauseAndStart&&this.pauseAll()}onDestroy(){this.components.forEach(t=>{t.onDestroy()}),this.components=[],this.ctx&&(this.gainNode.disconnect(),this.gainNode=null,this.ctx.close(),this.ctx=null)}async componentChanged(t){"Sound"===t.componentName&&t.type===e.OBSERVER_TYPE.ADD&&this.add(t)}setupAudioContext(){try{const t=window.AudioContext||window.webkitAudioContext;this.ctx=new t}catch(t){console.error(t),this.onError&&this.onError(t)}this.ctx&&(this.gainNode=void 0===this.ctx.createGain?this.ctx.createGainNode():this.ctx.createGain(),this.applyGain(),this.gainNode.connect(this.ctx.destination),this.unlockAudio())}unlockAudio(){if(!this.ctx||!this.audioLocked)return;const t=()=>{if(this.ctx){const e=()=>{document.body.removeEventListener("touchstart",t),document.body.removeEventListener("touchend",t),document.body.removeEventListener("click",t)};this.ctx.resume().then(e,e)}};document.body.addEventListener("touchstart",t),document.body.addEventListener("touchend",t),document.body.addEventListener("click",t)}async add(t){const s=t.component;this.components.push(s);try{const{config:t}=s;s.state="loading";const i=await e.resource.getResource(t.resource);!this.audioBufferCache[i.name]&&i?.data?.audio&&(this.audioBufferCache[i.name]=await this.decodeAudioData(i.data.audio,i.name)),this.audioBufferCache[i.name]&&(s.systemContext=this.ctx,s.systemDestination=this.gainNode,s.onload(this.audioBufferCache[i.name]))}catch(t){this.onError&&this.onError(t)}}decodeAudioData(t,e){if(this.decodeAudioPromiseMap[e])return this.decodeAudioPromiseMap[e];const s=new Promise((s,i)=>{this.ctx||i(new Error("No audio support"));const o=this.ctx.decodeAudioData(t,t=>{this.decodeAudioPromiseMap[e]&&delete this.decodeAudioPromiseMap[e],t?s(t):i(new Error(`Error decoding audio ${e}`))},s=>{this.decodeAudioPromiseMap[e]&&delete this.decodeAudioPromiseMap[e],i(new Error(`${s}. arrayBuffer byteLength: ${t?t.byteLength:0}`))});o instanceof Promise&&o.catch(e=>{i(new Error(`catch ${e}, arrayBuffer byteLength: ${t?t.byteLength:0}`))})});return this.decodeAudioPromiseMap[e]=s,s}};s=t.__decorate([e.decorators.componentObserver({Sound:[]})],s);var i=s;Object.assign(i,{packageName:"@combos-fun/plugin-sound",packageVersion:"0.0.32"});class o extends e.Component{constructor(){super(...arguments),this.state="unloaded",this.config={resource:"",autoplay:!1,muted:!1,volume:1,loop:!1,seek:0},this.playTime=0,this.startTime=0,this.duration=0,this.actionQueue=[]}static{this.componentName="Sound"}get muted(){return this.config.muted??!1}set muted(t){this.config.muted=t,this.applyGain()}get volume(){return this.config.volume??1}set volume(t){"number"!=typeof t||t<0||t>1||(this.config.volume=t,this.applyGain())}applyGain(){this.gainNode&&(this.gainNode.gain.value=this.config.muted?0:this.config.volume??1)}init(t){t&&(Object.assign(this.config,t),this.config.autoplay&&this.actionQueue.push(this.play.bind(this)))}play(){if("loaded"!==this.state&&this.actionQueue.push(this.play.bind(this)),this.destroySource(),this.createSource(),!this.sourceNode)return;const t=this.systemContext.currentTime,e=this.config.seek,s=this.config.duration;this.sourceNode.start(0,e,s),this.startTime=t,this.playTime=t-e,this.paused=!1,this.playing=!0,this.resetConfig(),this.endedListener=()=>{this.sourceNode&&(this.config.onEnd&&this.config.onEnd(),this.playing&&this.destroySource())},this.sourceNode.addEventListener("ended",this.endedListener)}pause(){"loaded"!==this.state&&this.actionQueue.push(this.pause.bind(this)),!this.paused&&this.playing&&(this.paused=!0,this.playing=!1,this.config.seek=this.getCurrentTime(),this.destroySource())}stop(){"loaded"!==this.state&&this.actionQueue.push(this.stop.bind(this)),(this.paused||this.playing)&&(this.playing=!1,this.paused=!1,this.destroySource(),this.resetConfig())}onload(t){this.state="loaded",this.buffer=t,this.duration=this.buffer.duration,this.actionQueue.forEach(t=>t()),this.actionQueue.length=0}onDestroy(){this.actionQueue.length=0,this.destroySource()}resetConfig(){this.config.seek=0}getCurrentTime(){return this.config.loop&&this.duration>0?(this.systemContext.currentTime-this.playTime)%this.duration:this.systemContext.currentTime-this.playTime}createSource(){this.systemContext&&"loaded"===this.state&&(this.sourceNode=this.systemContext.createBufferSource(),this.sourceNode.buffer=this.buffer,this.sourceNode.loop=this.config.loop,this.gainNode||(this.gainNode=this.systemContext.createGain(),this.gainNode.connect(this.systemDestination),Object.assign(this,this.config)),this.sourceNode.connect(this.gainNode))}destroySource(){this.sourceNode&&(this.sourceNode.removeEventListener("ended",this.endedListener),this.sourceNode.stop(),this.sourceNode.disconnect(),this.sourceNode=null,this.startTime=0,this.playTime=0,this.playing=!1)}}exports.Sound=o,exports.SoundSystem=i;
@@ -15,10 +15,23 @@ declare class SoundSystem extends System {
15
15
  private pausedComponents;
16
16
  private audioBufferCache;
17
17
  private decodeAudioPromiseMap;
18
+ /** Desired mute/volume are the source of truth; the gain node is derived. */
19
+ private _muted;
20
+ private _volume;
18
21
  get muted(): boolean;
19
22
  set muted(v: boolean);
20
23
  get volume(): number;
21
24
  set volume(v: number);
25
+ /**
26
+ * Apply the effective gain (`muted ? 0 : volume`) to the gain node.
27
+ *
28
+ * Assigns `gain.value` directly rather than `setValueAtTime`: `.value` updates
29
+ * the AudioParam's intrinsic value synchronously, so the `muted` / `volume`
30
+ * getters reflect the change immediately. `setValueAtTime` only schedules an
31
+ * event on the automation timeline and leaves `.value` stale until the next
32
+ * render quantum, which made `muted` report the pre-change value.
33
+ */
34
+ private applyGain;
22
35
  get audioLocked(): boolean;
23
36
  constructor(obj?: SoundSystemParams);
24
37
  /**
@@ -87,6 +100,16 @@ declare class Sound extends Component<SoundParams> {
87
100
  set muted(v: boolean);
88
101
  get volume(): number;
89
102
  set volume(v: number);
103
+ /**
104
+ * Apply the effective gain (`muted ? 0 : volume`) to the gain node.
105
+ *
106
+ * `config` is the source of truth and the gain is assigned via `gain.value`
107
+ * (updates the AudioParam intrinsic value synchronously) so the `muted` /
108
+ * `volume` getters — and anything reading them back, e.g. the scene-edit
109
+ * volume slider — reflect the change immediately. `setValueAtTime` only
110
+ * schedules on the automation timeline and leaves `.value` stale.
111
+ */
112
+ private applyGain;
90
113
  init(obj?: SoundParams): void;
91
114
  play(): void;
92
115
  pause(): void;
@@ -4,22 +4,36 @@ import { System, OBSERVER_TYPE, resource, decorators, Component } from '@combos-
4
4
  let SoundSystem = class SoundSystem extends System {
5
5
  static { this.systemName = 'SoundSystem'; }
6
6
  get muted() {
7
- return this.gainNode ? this.gainNode.gain.value === 0 : false;
7
+ return this._muted;
8
8
  }
9
9
  set muted(v) {
10
- if (!this.gainNode) {
11
- return;
12
- }
13
- this.gainNode.gain.setValueAtTime(v ? 0 : 1, 0);
10
+ this._muted = v;
11
+ this.applyGain();
14
12
  }
15
13
  get volume() {
16
- return this.gainNode ? this.gainNode.gain.value : 1;
14
+ return this._volume;
17
15
  }
18
16
  set volume(v) {
19
- if (!this.gainNode || typeof v !== 'number' || v < 0 || v > 1) {
17
+ if (typeof v !== 'number' || v < 0 || v > 1) {
18
+ return;
19
+ }
20
+ this._volume = v;
21
+ this.applyGain();
22
+ }
23
+ /**
24
+ * Apply the effective gain (`muted ? 0 : volume`) to the gain node.
25
+ *
26
+ * Assigns `gain.value` directly rather than `setValueAtTime`: `.value` updates
27
+ * the AudioParam's intrinsic value synchronously, so the `muted` / `volume`
28
+ * getters reflect the change immediately. `setValueAtTime` only schedules an
29
+ * event on the automation timeline and leaves `.value` stale until the next
30
+ * render quantum, which made `muted` report the pre-change value.
31
+ */
32
+ applyGain() {
33
+ if (!this.gainNode) {
20
34
  return;
21
35
  }
22
- this.gainNode.gain.setValueAtTime(v, 0);
36
+ this.gainNode.gain.value = this._muted ? 0 : this._volume;
23
37
  }
24
38
  get audioLocked() {
25
39
  if (!this.ctx) {
@@ -35,6 +49,9 @@ let SoundSystem = class SoundSystem extends System {
35
49
  this.pausedComponents = [];
36
50
  this.audioBufferCache = {};
37
51
  this.decodeAudioPromiseMap = {};
52
+ /** Desired mute/volume are the source of truth; the gain node is derived. */
53
+ this._muted = false;
54
+ this._volume = 1;
38
55
  Object.assign(this, obj);
39
56
  }
40
57
  /**
@@ -143,7 +160,7 @@ let SoundSystem = class SoundSystem extends System {
143
160
  }
144
161
  this.gainNode =
145
162
  typeof this.ctx.createGain === 'undefined' ? this.ctx.createGainNode() : this.ctx.createGain();
146
- this.gainNode.gain.setValueAtTime(this.muted ? 0 : this.volume, this.ctx.currentTime);
163
+ this.applyGain();
147
164
  this.gainNode.connect(this.ctx.destination);
148
165
  this.unlockAudio();
149
166
  }
@@ -233,7 +250,7 @@ var SoundSystem$1 = SoundSystem;
233
250
  /** Auto-generated by scripts/build-package.mjs — do not edit. */
234
251
  Object.assign(SoundSystem$1, {
235
252
  packageName: "@combos-fun/plugin-sound",
236
- packageVersion: "0.0.30",
253
+ packageVersion: "0.0.32",
237
254
  });
238
255
 
239
256
  class Sound extends Component {
@@ -255,26 +272,36 @@ class Sound extends Component {
255
272
  }
256
273
  static { this.componentName = 'Sound'; }
257
274
  get muted() {
258
- return this.gainNode ? this.gainNode.gain.value === 0 : false;
275
+ return this.config.muted ?? false;
259
276
  }
260
277
  set muted(v) {
261
- if (!this.gainNode) {
262
- return;
263
- }
264
- this.gainNode.gain.setValueAtTime(v ? 0 : this.config.volume, 0);
278
+ this.config.muted = v;
279
+ this.applyGain();
265
280
  }
266
281
  get volume() {
267
- return this.gainNode ? this.gainNode.gain.value : 1;
282
+ return this.config.volume ?? 1;
268
283
  }
269
284
  set volume(v) {
270
285
  if (typeof v !== 'number' || v < 0 || v > 1) {
271
286
  return;
272
287
  }
273
288
  this.config.volume = v;
289
+ this.applyGain();
290
+ }
291
+ /**
292
+ * Apply the effective gain (`muted ? 0 : volume`) to the gain node.
293
+ *
294
+ * `config` is the source of truth and the gain is assigned via `gain.value`
295
+ * (updates the AudioParam intrinsic value synchronously) so the `muted` /
296
+ * `volume` getters — and anything reading them back, e.g. the scene-edit
297
+ * volume slider — reflect the change immediately. `setValueAtTime` only
298
+ * schedules on the automation timeline and leaves `.value` stale.
299
+ */
300
+ applyGain() {
274
301
  if (!this.gainNode) {
275
302
  return;
276
303
  }
277
- this.gainNode.gain.setValueAtTime(v, 0);
304
+ this.gainNode.gain.value = this.config.muted ? 0 : (this.config.volume ?? 1);
278
305
  }
279
306
  init(obj) {
280
307
  if (!obj) {
@@ -1 +1 @@
1
- {"version":3,"file":"plugin-sound.esm.js","sources":["../lib/SoundSystem.ts","../lib/__combosPackageMeta.gen.ts","../lib/Sound.ts"],"sourcesContent":["import { System, decorators, ComponentChanged, OBSERVER_TYPE, resource } from '@combos-fun/engine';\nimport SoundComponent from './Sound';\n\ninterface SoundSystemParams {\n autoPauseAndStart?: boolean;\n onError?: (error: any) => void;\n}\n\n@decorators.componentObserver({\n Sound: [],\n})\nclass SoundSystem extends System {\n static systemName = 'SoundSystem';\n\n private ctx: AudioContext;\n\n private gainNode: GainNode;\n\n /** Whether to pause/resume in sync with the game. */\n private autoPauseAndStart = true;\n\n private onError: (error: any) => void;\n\n private components: SoundComponent[] = [];\n\n private pausedComponents: SoundComponent[] = [];\n\n private audioBufferCache = {};\n\n private decodeAudioPromiseMap = {};\n\n get muted(): boolean {\n return this.gainNode ? this.gainNode.gain.value === 0 : false;\n }\n\n set muted(v: boolean) {\n if (!this.gainNode) {\n return;\n }\n this.gainNode.gain.setValueAtTime(v ? 0 : 1, 0);\n }\n\n get volume(): number {\n return this.gainNode ? this.gainNode.gain.value : 1;\n }\n\n set volume(v: number) {\n if (!this.gainNode || typeof v !== 'number' || v < 0 || v > 1) {\n return;\n }\n this.gainNode.gain.setValueAtTime(v, 0);\n }\n\n get audioLocked(): boolean {\n if (!this.ctx) {\n return true;\n }\n return this.ctx.state !== 'running';\n }\n\n constructor(obj?: SoundSystemParams) {\n super();\n Object.assign(this, obj);\n }\n\n /**\n * Resume playback of all paused audio.\n */\n resumeAll() {\n const handleResume = () => {\n this.pausedComponents.forEach(component => {\n component.play();\n });\n // Clear the previously cached paused list.\n this.pausedComponents = [];\n };\n this.ctx.resume().then(handleResume, handleResume);\n }\n\n /**\n * Pause all currently playing audio.\n */\n pauseAll() {\n this.components.forEach(component => {\n if (component.playing) {\n this.pausedComponents.push(component);\n component.pause();\n }\n });\n this.ctx.suspend().then();\n }\n\n /**\n * Stop all currently playing audio.\n */\n stopAll() {\n this.components.forEach(component => {\n if (component.playing) {\n component.stop();\n }\n });\n // Clear the previously cached paused list.\n this.pausedComponents = [];\n this.ctx.suspend().then();\n }\n\n /**\n * System init: configure params before the game starts.\n */\n init() {\n this.setupAudioContext();\n }\n\n update() {\n const changes = this.componentObserver.clear();\n for (const changed of changes) {\n this.componentChanged(changed);\n }\n }\n\n /**\n * Called when the game starts or resumes playing after a pause.\n */\n onResume() {\n if (!this.autoPauseAndStart) {\n return;\n }\n this.resumeAll();\n }\n\n /**\n * Called when the game is paused.\n */\n onPause() {\n if (!this.autoPauseAndStart) {\n return;\n }\n this.pauseAll();\n }\n\n /**\n * Called when the system is destroyed.\n */\n onDestroy() {\n this.components.forEach(component => {\n component.onDestroy();\n });\n this.components = [];\n if (this.ctx) {\n this.gainNode.disconnect();\n this.gainNode = null;\n this.ctx.close();\n this.ctx = null;\n }\n }\n\n async componentChanged(changed: ComponentChanged) {\n if (changed.componentName !== 'Sound') return;\n\n if (changed.type === OBSERVER_TYPE.ADD) {\n this.add(changed);\n }\n }\n\n private setupAudioContext() {\n try {\n const AudioContext = window.AudioContext || (window as any).webkitAudioContext;\n this.ctx = new AudioContext();\n } catch (error) {\n console.error(error);\n if (this.onError) {\n this.onError(error);\n }\n }\n\n if (!this.ctx) {\n return;\n }\n this.gainNode =\n typeof this.ctx.createGain === 'undefined' ? (this.ctx as any).createGainNode() : this.ctx.createGain();\n this.gainNode.gain.setValueAtTime(this.muted ? 0 : this.volume, this.ctx.currentTime);\n this.gainNode.connect(this.ctx.destination);\n this.unlockAudio();\n }\n\n private unlockAudio() {\n if (!this.ctx || !this.audioLocked) {\n return;\n }\n\n const unlock = () => {\n if (this.ctx) {\n const removeListenerFn = () => {\n document.body.removeEventListener('touchstart', unlock);\n document.body.removeEventListener('touchend', unlock);\n document.body.removeEventListener('click', unlock);\n };\n this.ctx.resume().then(removeListenerFn, removeListenerFn);\n }\n };\n document.body.addEventListener('touchstart', unlock);\n document.body.addEventListener('touchend', unlock);\n document.body.addEventListener('click', unlock);\n }\n\n private async add(changed: ComponentChanged) {\n const component = changed.component as SoundComponent;\n this.components.push(component);\n try {\n const { config } = component;\n component.state = 'loading';\n\n const audio = await resource.getResource(config.resource);\n if (!this.audioBufferCache[audio.name] && audio?.data?.audio) {\n this.audioBufferCache[audio.name] = await this.decodeAudioData(audio.data.audio, audio.name);\n }\n if (this.audioBufferCache[audio.name]) {\n component.systemContext = this.ctx;\n component.systemDestination = this.gainNode;\n component.onload(this.audioBufferCache[audio.name]);\n }\n } catch (error) {\n if (this.onError) {\n this.onError(error);\n }\n }\n }\n\n private decodeAudioData(arraybuffer: ArrayBuffer, name: string) {\n if (this.decodeAudioPromiseMap[name]) {\n return this.decodeAudioPromiseMap[name];\n }\n\n const promise = new Promise<AudioBuffer>((resolve, reject) => {\n if (!this.ctx) {\n reject(new Error('No audio support'));\n }\n\n const success = (decodedData: AudioBuffer) => {\n if (this.decodeAudioPromiseMap[name]) {\n delete this.decodeAudioPromiseMap[name];\n }\n if (decodedData) {\n resolve(decodedData);\n } else {\n reject(new Error(`Error decoding audio ${name}`));\n }\n };\n\n const error = (err: DOMException) => {\n if (this.decodeAudioPromiseMap[name]) {\n delete this.decodeAudioPromiseMap[name];\n }\n reject(new Error(`${err}. arrayBuffer byteLength: ${arraybuffer ? arraybuffer.byteLength : 0}`));\n };\n\n const promise = this.ctx.decodeAudioData(arraybuffer, success, error)\n if (promise instanceof Promise) {\n promise.catch((err) => {\n reject(new Error(`catch ${err}, arrayBuffer byteLength: ${arraybuffer ? arraybuffer.byteLength : 0}`));\n });\n }\n });\n\n this.decodeAudioPromiseMap[name] = promise;\n return promise;\n }\n}\n\nexport default SoundSystem;\n","/** Auto-generated by scripts/build-package.mjs — do not edit. */\n\nimport SoundSystem from './SoundSystem';\n\nObject.assign(SoundSystem, {\n packageName: \"@combos-fun/plugin-sound\",\n packageVersion: \"0.0.30\",\n});\n","import { Component } from '@combos-fun/engine';\n\nexport interface SoundParams {\n resource: string;\n autoplay?: boolean;\n muted?: boolean;\n volume?: number;\n loop?: boolean;\n seek?: number;\n duration?: number;\n onEnd?: () => void;\n}\n\nclass Sound extends Component<SoundParams> {\n static componentName = 'Sound';\n\n systemContext: AudioContext;\n\n systemDestination: GainNode;\n\n playing: boolean;\n\n state: 'unloaded' | 'loading' | 'loaded' = 'unloaded';\n\n config: SoundParams = {\n resource: '',\n autoplay: false,\n muted: false,\n volume: 1,\n loop: false,\n seek: 0,\n };\n\n private buffer: AudioBuffer;\n\n private sourceNode: AudioBufferSourceNode;\n\n private gainNode: GainNode;\n\n private paused: boolean;\n\n private playTime: number = 0;\n\n private startTime: number = 0;\n\n private duration: number = 0;\n\n private actionQueue: (() => void)[] = [];\n\n private endedListener: () => void;\n\n get muted(): boolean {\n return this.gainNode ? this.gainNode.gain.value === 0 : false;\n }\n\n set muted(v: boolean) {\n if (!this.gainNode) {\n return;\n }\n this.gainNode.gain.setValueAtTime(v ? 0 : this.config.volume, 0);\n }\n\n get volume(): number {\n return this.gainNode ? this.gainNode.gain.value : 1;\n }\n\n set volume(v: number) {\n if (typeof v !== 'number' || v < 0 || v > 1) {\n return;\n }\n this.config.volume = v;\n if (!this.gainNode) {\n return;\n }\n this.gainNode.gain.setValueAtTime(v, 0);\n }\n\n init(obj?: SoundParams) {\n if (!obj) {\n return;\n }\n\n Object.assign(this.config, obj);\n if (this.config.autoplay) {\n this.actionQueue.push(this.play.bind(this));\n }\n }\n\n play() {\n if (this.state !== 'loaded') {\n this.actionQueue.push(this.play.bind(this));\n }\n this.destroySource();\n this.createSource();\n\n if (!this.sourceNode) {\n return;\n }\n const when = this.systemContext.currentTime;\n const offset = this.config.seek;\n const duration = this.config.duration;\n\n this.sourceNode.start(0, offset, duration);\n\n this.startTime = when;\n this.playTime = when - offset;\n this.paused = false;\n this.playing = true;\n this.resetConfig();\n this.endedListener = () => {\n if (!this.sourceNode) {\n return;\n }\n if (this.config.onEnd) {\n this.config.onEnd();\n }\n // Release resources once non-interactive playback finishes.\n if (this.playing) {\n this.destroySource();\n }\n };\n this.sourceNode.addEventListener('ended', this.endedListener);\n }\n\n pause() {\n if (this.state !== 'loaded') {\n this.actionQueue.push(this.pause.bind(this));\n }\n if (this.paused || !this.playing) {\n return;\n }\n this.paused = true;\n this.playing = false;\n this.config.seek = this.getCurrentTime();\n this.destroySource();\n }\n\n stop() {\n if (this.state !== 'loaded') {\n this.actionQueue.push(this.stop.bind(this));\n }\n if (!this.paused && !this.playing) {\n return;\n }\n this.playing = false;\n this.paused = false;\n this.destroySource();\n this.resetConfig();\n }\n\n onload(buffer: AudioBuffer) {\n this.state = 'loaded';\n this.buffer = buffer;\n this.duration = this.buffer.duration;\n this.actionQueue.forEach(action => action());\n this.actionQueue.length = 0;\n }\n\n onDestroy() {\n this.actionQueue.length = 0;\n this.destroySource();\n }\n\n private resetConfig() {\n this.config.seek = 0;\n }\n\n private getCurrentTime() {\n if (this.config.loop && this.duration > 0) {\n return (this.systemContext.currentTime - this.playTime) % this.duration;\n }\n\n return this.systemContext.currentTime - this.playTime;\n }\n\n private createSource() {\n if (!this.systemContext || this.state !== 'loaded') {\n return;\n }\n this.sourceNode = this.systemContext.createBufferSource();\n this.sourceNode.buffer = this.buffer;\n this.sourceNode.loop = this.config.loop;\n\n if (!this.gainNode) {\n this.gainNode = this.systemContext.createGain();\n this.gainNode.connect(this.systemDestination);\n Object.assign(this, this.config);\n }\n this.sourceNode.connect(this.gainNode);\n }\n\n private destroySource() {\n if (!this.sourceNode) return;\n this.sourceNode.removeEventListener('ended', 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+ {"version":3,"file":"plugin-sound.esm.js","sources":["../lib/SoundSystem.ts","../lib/__combosPackageMeta.gen.ts","../lib/Sound.ts"],"sourcesContent":["import { System, decorators, ComponentChanged, OBSERVER_TYPE, resource } from '@combos-fun/engine';\nimport SoundComponent from './Sound';\n\ninterface SoundSystemParams {\n autoPauseAndStart?: boolean;\n onError?: (error: any) => void;\n}\n\n@decorators.componentObserver({\n Sound: [],\n})\nclass SoundSystem extends System {\n static systemName = 'SoundSystem';\n\n private ctx: AudioContext;\n\n private gainNode: GainNode;\n\n /** Whether to pause/resume in sync with the game. */\n private autoPauseAndStart = true;\n\n private onError: (error: any) => void;\n\n private components: SoundComponent[] = [];\n\n private pausedComponents: SoundComponent[] = [];\n\n private audioBufferCache = {};\n\n private decodeAudioPromiseMap = {};\n\n /** Desired mute/volume are the source of truth; the gain node is derived. */\n private _muted = false;\n\n private _volume = 1;\n\n get muted(): boolean {\n return this._muted;\n }\n\n set muted(v: boolean) {\n this._muted = v;\n this.applyGain();\n }\n\n get volume(): number {\n return this._volume;\n }\n\n set volume(v: number) {\n if (typeof v !== 'number' || v < 0 || v > 1) {\n return;\n }\n this._volume = v;\n this.applyGain();\n }\n\n /**\n * Apply the effective gain (`muted ? 0 : volume`) to the gain node.\n *\n * Assigns `gain.value` directly rather than `setValueAtTime`: `.value` updates\n * the AudioParam's intrinsic value synchronously, so the `muted` / `volume`\n * getters reflect the change immediately. `setValueAtTime` only schedules an\n * event on the automation timeline and leaves `.value` stale until the next\n * render quantum, which made `muted` report the pre-change value.\n */\n private applyGain() {\n if (!this.gainNode) {\n return;\n }\n this.gainNode.gain.value = this._muted ? 0 : this._volume;\n }\n\n get audioLocked(): boolean {\n if (!this.ctx) {\n return true;\n }\n return this.ctx.state !== 'running';\n }\n\n constructor(obj?: SoundSystemParams) {\n super();\n Object.assign(this, obj);\n }\n\n /**\n * Resume playback of all paused audio.\n */\n resumeAll() {\n const handleResume = () => {\n this.pausedComponents.forEach(component => {\n component.play();\n });\n // Clear the previously cached paused list.\n this.pausedComponents = [];\n };\n this.ctx.resume().then(handleResume, handleResume);\n }\n\n /**\n * Pause all currently playing audio.\n */\n pauseAll() {\n this.components.forEach(component => {\n if (component.playing) {\n this.pausedComponents.push(component);\n component.pause();\n }\n });\n this.ctx.suspend().then();\n }\n\n /**\n * Stop all currently playing audio.\n */\n stopAll() {\n this.components.forEach(component => {\n if (component.playing) {\n component.stop();\n }\n });\n // Clear the previously cached paused list.\n this.pausedComponents = [];\n this.ctx.suspend().then();\n }\n\n /**\n * System init: configure params before the game starts.\n */\n init() {\n this.setupAudioContext();\n }\n\n update() {\n const changes = this.componentObserver.clear();\n for (const changed of changes) {\n this.componentChanged(changed);\n }\n }\n\n /**\n * Called when the game starts or resumes playing after a pause.\n */\n onResume() {\n if (!this.autoPauseAndStart) {\n return;\n }\n this.resumeAll();\n }\n\n /**\n * Called when the game is paused.\n */\n onPause() {\n if (!this.autoPauseAndStart) {\n return;\n }\n this.pauseAll();\n }\n\n /**\n * Called when the system is destroyed.\n */\n onDestroy() {\n this.components.forEach(component => {\n component.onDestroy();\n });\n this.components = [];\n if (this.ctx) {\n this.gainNode.disconnect();\n this.gainNode = null;\n this.ctx.close();\n this.ctx = null;\n }\n }\n\n async componentChanged(changed: ComponentChanged) {\n if (changed.componentName !== 'Sound') return;\n\n if (changed.type === OBSERVER_TYPE.ADD) {\n this.add(changed);\n }\n }\n\n private setupAudioContext() {\n try {\n const AudioContext = window.AudioContext || (window as any).webkitAudioContext;\n this.ctx = new AudioContext();\n } catch (error) {\n console.error(error);\n if (this.onError) {\n this.onError(error);\n }\n }\n\n if (!this.ctx) {\n return;\n }\n this.gainNode =\n typeof this.ctx.createGain === 'undefined' ? (this.ctx as any).createGainNode() : this.ctx.createGain();\n this.applyGain();\n this.gainNode.connect(this.ctx.destination);\n this.unlockAudio();\n }\n\n private unlockAudio() {\n if (!this.ctx || !this.audioLocked) {\n return;\n }\n\n const unlock = () => {\n if (this.ctx) {\n const removeListenerFn = () => {\n document.body.removeEventListener('touchstart', unlock);\n document.body.removeEventListener('touchend', unlock);\n document.body.removeEventListener('click', unlock);\n };\n this.ctx.resume().then(removeListenerFn, removeListenerFn);\n }\n };\n document.body.addEventListener('touchstart', unlock);\n document.body.addEventListener('touchend', unlock);\n document.body.addEventListener('click', unlock);\n }\n\n private async add(changed: ComponentChanged) {\n const component = changed.component as SoundComponent;\n this.components.push(component);\n try {\n const { config } = component;\n component.state = 'loading';\n\n const audio = await resource.getResource(config.resource);\n if (!this.audioBufferCache[audio.name] && audio?.data?.audio) {\n this.audioBufferCache[audio.name] = await this.decodeAudioData(audio.data.audio, audio.name);\n }\n if (this.audioBufferCache[audio.name]) {\n component.systemContext = this.ctx;\n component.systemDestination = this.gainNode;\n component.onload(this.audioBufferCache[audio.name]);\n }\n } catch (error) {\n if (this.onError) {\n this.onError(error);\n }\n }\n }\n\n private decodeAudioData(arraybuffer: ArrayBuffer, name: string) {\n if (this.decodeAudioPromiseMap[name]) {\n return this.decodeAudioPromiseMap[name];\n }\n\n const promise = new Promise<AudioBuffer>((resolve, reject) => {\n if (!this.ctx) {\n reject(new Error('No audio support'));\n }\n\n const success = (decodedData: AudioBuffer) => {\n if (this.decodeAudioPromiseMap[name]) {\n delete this.decodeAudioPromiseMap[name];\n }\n if (decodedData) {\n resolve(decodedData);\n } else {\n reject(new Error(`Error decoding audio ${name}`));\n }\n };\n\n const error = (err: DOMException) => {\n if (this.decodeAudioPromiseMap[name]) {\n delete this.decodeAudioPromiseMap[name];\n }\n reject(new Error(`${err}. arrayBuffer byteLength: ${arraybuffer ? arraybuffer.byteLength : 0}`));\n };\n\n const promise = this.ctx.decodeAudioData(arraybuffer, success, error)\n if (promise instanceof Promise) {\n promise.catch((err) => {\n reject(new Error(`catch ${err}, arrayBuffer byteLength: ${arraybuffer ? arraybuffer.byteLength : 0}`));\n });\n }\n });\n\n this.decodeAudioPromiseMap[name] = promise;\n return promise;\n }\n}\n\nexport default SoundSystem;\n","/** Auto-generated by scripts/build-package.mjs — do not edit. */\n\nimport SoundSystem from './SoundSystem';\n\nObject.assign(SoundSystem, {\n packageName: \"@combos-fun/plugin-sound\",\n packageVersion: \"0.0.32\",\n});\n","import { Component } from '@combos-fun/engine';\n\nexport interface SoundParams {\n resource: string;\n autoplay?: boolean;\n muted?: boolean;\n volume?: number;\n loop?: boolean;\n seek?: number;\n duration?: number;\n onEnd?: () => void;\n}\n\nclass Sound extends Component<SoundParams> {\n static componentName = 'Sound';\n\n systemContext: AudioContext;\n\n systemDestination: GainNode;\n\n playing: boolean;\n\n state: 'unloaded' | 'loading' | 'loaded' = 'unloaded';\n\n config: SoundParams = {\n resource: '',\n autoplay: false,\n muted: false,\n volume: 1,\n loop: false,\n seek: 0,\n };\n\n private buffer: AudioBuffer;\n\n private sourceNode: AudioBufferSourceNode;\n\n private gainNode: GainNode;\n\n private paused: boolean;\n\n private playTime: number = 0;\n\n private startTime: number = 0;\n\n private duration: number = 0;\n\n private actionQueue: (() => void)[] = [];\n\n private endedListener: () => void;\n\n get muted(): boolean {\n return this.config.muted ?? false;\n }\n\n set muted(v: boolean) {\n this.config.muted = v;\n this.applyGain();\n }\n\n get volume(): number {\n return this.config.volume ?? 1;\n }\n\n set volume(v: number) {\n if (typeof v !== 'number' || v < 0 || v > 1) {\n return;\n }\n this.config.volume = v;\n this.applyGain();\n }\n\n /**\n * Apply the effective gain (`muted ? 0 : volume`) to the gain node.\n *\n * `config` is the source of truth and the gain is assigned via `gain.value`\n * (updates the AudioParam intrinsic value synchronously) so the `muted` /\n * `volume` getters — and anything reading them back, e.g. the scene-edit\n * volume slider — reflect the change immediately. `setValueAtTime` only\n * schedules on the automation timeline and leaves `.value` stale.\n */\n private applyGain() {\n if (!this.gainNode) {\n return;\n }\n this.gainNode.gain.value = this.config.muted ? 0 : (this.config.volume ?? 1);\n }\n\n init(obj?: SoundParams) {\n if (!obj) {\n return;\n }\n\n Object.assign(this.config, obj);\n if (this.config.autoplay) {\n this.actionQueue.push(this.play.bind(this));\n }\n }\n\n play() {\n if (this.state !== 'loaded') {\n this.actionQueue.push(this.play.bind(this));\n }\n this.destroySource();\n this.createSource();\n\n if (!this.sourceNode) {\n return;\n }\n const when = this.systemContext.currentTime;\n const offset = this.config.seek;\n const duration = this.config.duration;\n\n this.sourceNode.start(0, offset, duration);\n\n this.startTime = when;\n this.playTime = when - offset;\n this.paused = false;\n this.playing = true;\n this.resetConfig();\n this.endedListener = () => {\n if (!this.sourceNode) {\n return;\n }\n if (this.config.onEnd) {\n this.config.onEnd();\n }\n // Release resources once non-interactive playback finishes.\n if (this.playing) {\n this.destroySource();\n }\n };\n this.sourceNode.addEventListener('ended', this.endedListener);\n }\n\n pause() {\n if (this.state !== 'loaded') {\n this.actionQueue.push(this.pause.bind(this));\n }\n if (this.paused || !this.playing) {\n return;\n }\n this.paused = true;\n this.playing = false;\n this.config.seek = this.getCurrentTime();\n this.destroySource();\n }\n\n stop() {\n if (this.state !== 'loaded') {\n this.actionQueue.push(this.stop.bind(this));\n }\n if (!this.paused && !this.playing) {\n return;\n }\n this.playing = false;\n this.paused = false;\n this.destroySource();\n this.resetConfig();\n }\n\n onload(buffer: AudioBuffer) {\n this.state = 'loaded';\n this.buffer = buffer;\n this.duration = this.buffer.duration;\n this.actionQueue.forEach(action => action());\n this.actionQueue.length = 0;\n }\n\n onDestroy() {\n this.actionQueue.length = 0;\n this.destroySource();\n }\n\n private resetConfig() {\n this.config.seek = 0;\n }\n\n private getCurrentTime() {\n if (this.config.loop && this.duration > 0) {\n return (this.systemContext.currentTime - this.playTime) % this.duration;\n }\n\n return this.systemContext.currentTime - this.playTime;\n }\n\n private createSource() {\n if (!this.systemContext || this.state !== 'loaded') {\n return;\n }\n this.sourceNode = this.systemContext.createBufferSource();\n this.sourceNode.buffer = this.buffer;\n this.sourceNode.loop = this.config.loop;\n\n if (!this.gainNode) {\n this.gainNode = this.systemContext.createGain();\n this.gainNode.connect(this.systemDestination);\n Object.assign(this, this.config);\n }\n this.sourceNode.connect(this.gainNode);\n }\n\n private destroySource() {\n if (!this.sourceNode) return;\n this.sourceNode.removeEventListener('ended', this.endedListener);\n this.sourceNode.stop();\n this.sourceNode.disconnect();\n this.sourceNode = null;\n\n this.startTime = 0;\n this.playTime = 0;\n this.playing = false;\n }\n}\n\nexport default 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@combos-fun/plugin-sound",
3
- "version": "0.0.30",
3
+ "version": "0.0.32",
4
4
  "description": "Audio playback",
5
5
  "main": "index.js",
6
6
  "module": "dist/plugin-sound.esm.js",
@@ -38,7 +38,7 @@
38
38
  "author": "sun668 <q947692259@gmail.com>",
39
39
  "dependencies": {
40
40
  "eventemitter3": "^5.0.4",
41
- "@combos-fun/engine": "0.0.30"
41
+ "@combos-fun/engine": "0.0.32"
42
42
  },
43
43
  "scripts": {
44
44
  "build": "node ../../scripts/build-package.mjs"