@woosh/meep-engine 3.3.0 → 3.5.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (886) hide show
  1. package/editor/process/SymbolicDisplayProcess.js +106 -106
  2. package/editor/process/symbolic/{SoundEmitterSymbolicDisplay.js → AudioEmitterSymbolicDisplay.js} +67 -57
  3. package/package.json +94 -94
  4. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +110 -102
  5. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts +54 -0
  6. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.d.ts.map +1 -1
  7. package/src/core/bvh2/bvh3/ebvh_build_hierarchy_radix.js +10 -3
  8. package/src/engine/Engine.js +2 -2
  9. package/src/engine/EntityCreator.d.ts +19 -11
  10. package/src/engine/EntityCreator.d.ts.map +1 -1
  11. package/src/engine/EntityCreator.js +116 -94
  12. package/src/engine/achievements/AchievementManager.d.ts.map +1 -1
  13. package/src/engine/achievements/AchievementManager.js +437 -433
  14. package/src/engine/animation/AnimatedActions.d.ts +6 -1
  15. package/src/engine/animation/AnimatedActions.d.ts.map +1 -1
  16. package/src/engine/animation/AnimatedActions.js +111 -81
  17. package/src/engine/animation/AnimationUtils.d.ts.map +1 -1
  18. package/src/engine/animation/AnimationUtils.js +234 -252
  19. package/src/engine/ecs/storage/binary/SERIALIZATION_COVERAGE.md +275 -269
  20. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  21. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +26 -5
  22. package/src/engine/ecs/util/hideEntityGracefully.d.ts.map +1 -1
  23. package/src/engine/ecs/util/hideEntityGracefully.js +196 -208
  24. package/src/engine/graphics/CONTEXT_LOSS_RECOVERY_PLAN.md +1 -1
  25. package/src/engine/graphics3/GraphicsEngine3.d.ts +7 -0
  26. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  27. package/src/engine/graphics3/GraphicsEngine3.js +9 -0
  28. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts +3 -1
  29. package/src/engine/intelligence/behavior/primitive/ActionBehavior.d.ts.map +1 -1
  30. package/src/engine/intelligence/behavior/primitive/ActionBehavior.js +4 -2
  31. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  32. package/src/engine/sound/SOUND_EMITTER_RETIREMENT_PLAN.md +536 -0
  33. package/src/engine/sound/SoundEngine.d.ts +2 -2
  34. package/src/engine/sound/SoundEngine.js +124 -124
  35. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts +20 -0
  36. package/src/engine/sound/ecs/audio/AudioEmitter.d.ts.map +1 -1
  37. package/src/engine/sound/ecs/audio/AudioEmitter.js +25 -2
  38. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts +6 -6
  39. package/src/engine/sound/ecs/audio/AudioEmitterSystem.d.ts.map +1 -1
  40. package/src/engine/sound/ecs/audio/AudioEmitterSystem.js +338 -314
  41. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts +143 -0
  42. package/src/engine/sound/ecs/trigger/AudioEventTrigger.d.ts.map +1 -0
  43. package/src/engine/sound/ecs/trigger/AudioEventTrigger.js +191 -0
  44. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts +33 -0
  45. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.d.ts.map +1 -0
  46. package/src/engine/sound/ecs/trigger/AudioEventTriggerSerializationAdapter.js +81 -0
  47. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts +65 -0
  48. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.d.ts.map +1 -0
  49. package/src/engine/sound/ecs/trigger/AudioEventTriggerSystem.js +184 -0
  50. package/src/engine/sound/sopra/IMPLEMENTATION_PLAN.md +999 -993
  51. package/src/engine/sound/sopra/README.md +644 -643
  52. package/src/engine/sound/sopra/SopraEngine.d.ts +2 -2
  53. package/src/engine/sound/sopra/SopraEngine.js +432 -432
  54. package/src/engine/sound/sopra/legacy/SoundAttenuationFunction.d.ts.map +1 -0
  55. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.d.ts +3 -3
  56. package/src/engine/sound/sopra/legacy/SoundController.d.ts.map +1 -0
  57. package/src/engine/sound/{ecs → sopra/legacy}/SoundController.js +176 -176
  58. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.d.ts +11 -27
  59. package/src/engine/sound/sopra/legacy/SoundEmitter.d.ts.map +1 -0
  60. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitter.js +352 -382
  61. package/src/engine/sound/sopra/legacy/SoundEmitterFlags.d.ts.map +1 -0
  62. package/src/engine/sound/sopra/legacy/SoundEmitterSerializationAdapter.d.ts.map +1 -0
  63. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts.map +1 -1
  64. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts.map +1 -1
  65. package/src/engine/sound/sopra/legacy/SoundPanningModelType.d.ts.map +1 -0
  66. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.d.ts +11 -55
  67. package/src/engine/sound/sopra/legacy/SoundTrack.d.ts.map +1 -0
  68. package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrack.js +278 -357
  69. package/src/engine/sound/sopra/legacy/SoundTrackFlags.d.ts.map +1 -0
  70. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts +34 -0
  71. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.d.ts.map +1 -0
  72. package/src/engine/sound/sopra/legacy/convertLegacySoundComponents.js +279 -0
  73. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts +3 -3
  74. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.d.ts.map +1 -1
  75. package/src/engine/sound/sopra/legacy/soundEmitterToEventDescription.js +122 -122
  76. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  77. package/src/shade/device/mock/SoftwareGPUDevice.js +7 -1
  78. package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
  79. package/src/shade/device/timing/GPUTimerArray.js +10 -0
  80. package/src/shade/playground/add_random_meshes.d.ts +19 -3
  81. package/src/shade/playground/add_random_meshes.d.ts.map +1 -1
  82. package/src/shade/playground/add_random_meshes.js +132 -84
  83. package/src/shade/playground/bvh_repro/README.md +57 -0
  84. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts +33 -0
  85. package/src/shade/playground/bvh_repro/bvh_repro_device.d.ts.map +1 -0
  86. package/src/shade/playground/bvh_repro/bvh_repro_device.js +90 -0
  87. package/src/shade/playground/bvh_repro/index.html +124 -0
  88. package/src/shade/playground/bvh_repro/main.d.ts.map +1 -0
  89. package/src/shade/playground/bvh_repro/main.js +254 -0
  90. package/src/shade/playground/load_default_environment.d.ts +10 -1
  91. package/src/shade/playground/load_default_environment.d.ts.map +1 -1
  92. package/src/shade/playground/load_default_environment.js +44 -20
  93. package/src/shade/playground/make_playground_asset_manager.d.ts +16 -0
  94. package/src/shade/playground/make_playground_asset_manager.d.ts.map +1 -0
  95. package/src/shade/playground/make_playground_asset_manager.js +33 -0
  96. package/src/shade/playground/skinned_blas_refit/README.md +126 -0
  97. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts +47 -0
  98. package/src/shade/playground/skinned_blas_refit/add_floor.d.ts.map +1 -0
  99. package/src/shade/playground/skinned_blas_refit/add_floor.js +71 -0
  100. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts +28 -0
  101. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.d.ts.map +1 -0
  102. package/src/shade/playground/skinned_blas_refit/diff_traced_against_rasterized.js +745 -0
  103. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts +30 -0
  104. package/src/shade/playground/skinned_blas_refit/flat_environment.d.ts.map +1 -0
  105. package/src/shade/playground/skinned_blas_refit/flat_environment.js +67 -0
  106. package/src/shade/playground/skinned_blas_refit/index.html +168 -0
  107. package/src/shade/playground/skinned_blas_refit/main.d.ts +8 -0
  108. package/src/shade/playground/skinned_blas_refit/main.d.ts.map +1 -0
  109. package/src/shade/playground/skinned_blas_refit/main.js +502 -0
  110. package/src/shade/playground/skinned_blas_refit/place_character.d.ts +82 -0
  111. package/src/shade/playground/skinned_blas_refit/place_character.d.ts.map +1 -0
  112. package/src/shade/playground/skinned_blas_refit/place_character.js +117 -0
  113. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts +21 -0
  114. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -0
  115. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +104 -0
  116. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts +23 -0
  117. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -0
  118. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +94 -0
  119. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts +26 -0
  120. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -0
  121. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +134 -0
  122. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts +40 -0
  123. package/src/shade/playground/skinned_blas_refit/sweep_views.d.ts.map +1 -0
  124. package/src/shade/playground/skinned_blas_refit/sweep_views.js +135 -0
  125. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts +31 -0
  126. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.d.ts.map +1 -0
  127. package/src/shade/playground/skinned_blas_refit/verify_instance_bounds.js +240 -0
  128. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts +20 -0
  129. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.d.ts.map +1 -0
  130. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -0
  131. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts +50 -0
  132. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.d.ts.map +1 -0
  133. package/src/shade/playground/skinned_blas_refit/verify_skinned_blas_refit.js +366 -0
  134. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts +17 -0
  135. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.d.ts.map +1 -0
  136. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -0
  137. package/src/shade/playground/sponza_path_trace/README.md +57 -0
  138. package/src/shade/playground/sponza_path_trace/index.html +164 -0
  139. package/src/shade/playground/sponza_path_trace/main.d.ts +8 -0
  140. package/src/shade/playground/sponza_path_trace/main.d.ts.map +1 -0
  141. package/src/shade/playground/sponza_path_trace/main.js +363 -0
  142. package/src/shade/renderer/Renderer.d.ts +16 -0
  143. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  144. package/src/shade/renderer/Renderer.js +23 -4
  145. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +5 -1
  146. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  147. package/src/shade/renderer/animation/GPUAnimationManager.js +28 -3
  148. package/src/shade/renderer/animation/Skin.d.ts +9 -7
  149. package/src/shade/renderer/animation/Skin.d.ts.map +1 -1
  150. package/src/shade/renderer/animation/Skin.js +9 -7
  151. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts +35 -0
  152. package/src/shade/renderer/animation/compute_skin_world_bounds.d.ts.map +1 -0
  153. package/src/shade/renderer/animation/compute_skin_world_bounds.js +146 -0
  154. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
  155. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +41 -0
  156. package/src/shade/renderer/geometry/GPUGeometryManager.d.ts.map +1 -1
  157. package/src/shade/renderer/geometry/GPUGeometryManager.js +65 -15
  158. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts +78 -7
  159. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.d.ts.map +1 -1
  160. package/src/shade/renderer/geometry/bvh/GPUGeometryBVHManager.js +302 -77
  161. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts +18 -6
  162. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.d.ts.map +1 -1
  163. package/src/shade/renderer/geometry/bvh/GPUGeometryMeshletsBVH.js +19 -6
  164. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts +51 -0
  165. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.d.ts.map +1 -0
  166. package/src/shade/renderer/geometry/bvh/bvh2_check_bounds.js +260 -0
  167. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts +23 -0
  168. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/bvh/bvh2_derive_topology.js +82 -0
  170. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts +25 -0
  171. package/src/shade/renderer/geometry/bvh/record_blas_refit.d.ts.map +1 -0
  172. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -0
  173. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts +30 -0
  174. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -0
  175. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +122 -0
  176. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts +55 -0
  177. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.d.ts.map +1 -0
  178. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUFFER_LAYOUT.js +70 -0
  179. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts +37 -0
  180. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.d.ts.map +1 -0
  181. package/src/shade/renderer/gpu_primitive/bvh/BVH_BUILD_SETTINGS_STRUCT.js +45 -0
  182. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -0
  183. package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +201 -0
  184. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts +88 -0
  185. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.d.ts.map +1 -0
  186. package/src/shade/renderer/gpu_primitive/bvh/check_bvh_structure.js +233 -0
  187. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +18 -0
  188. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -0
  189. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +38 -0
  190. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +16 -0
  191. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -0
  192. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +79 -0
  193. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +16 -0
  194. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -0
  195. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +49 -0
  196. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +43 -0
  197. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -0
  198. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -0
  199. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +24 -0
  200. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -0
  201. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +143 -0
  202. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +17 -0
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  204. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +83 -0
  205. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts +24 -0
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  207. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +141 -0
  208. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +31 -0
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  210. package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +422 -0
  211. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.d.ts.map +1 -1
  212. package/src/shade/renderer/gpu_primitive/prefix_sum/v1/test_prefix_sum.js +1 -2
  213. package/src/shade/renderer/gpu_primitive/sort/SORT_PASS_SETTINGS_STRUCT.d.ts +9 -0
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  216. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.d.ts +18 -0
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  218. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_digit.js +32 -0
  219. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.d.ts +27 -0
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  221. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_rank.js +41 -0
  222. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts +25 -0
  223. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.d.ts.map +1 -0
  224. package/src/shade/renderer/gpu_primitive/sort/chunk_sort_workgroup_scan.js +74 -0
  225. package/src/shade/renderer/gpu_primitive/sort/defs.d.ts +71 -0
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  227. package/src/shade/renderer/gpu_primitive/sort/defs.js +79 -0
  228. package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts +37 -0
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  231. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts +16 -0
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  872. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.d.ts +0 -0
  873. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundAttenuationFunction.js +0 -0
  874. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.d.ts +0 -0
  875. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterFlags.js +0 -0
  876. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.d.ts +0 -0
  877. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationAdapter.js +0 -0
  878. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.d.ts +0 -0
  879. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_0_1.js +0 -0
  880. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.d.ts +0 -0
  881. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundEmitterSerializationUpgrader_1_2.js +0 -0
  882. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.d.ts +0 -0
  883. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundPanningModelType.js +0 -0
  884. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.d.ts +0 -0
  885. /package/src/engine/sound/{ecs/emitter → sopra/legacy}/SoundTrackFlags.js +0 -0
  886. /package/src/shade/playground/{main.d.ts → bvh_repro/main.d.ts} +0 -0
@@ -1,314 +1,338 @@
1
- import { GameAssetType } from "../../../asset/GameAssetType.js";
2
- import { SoundAssetLoader } from "../../../asset/loaders/SoundAssetLoader.js";
3
- import { System } from "../../../ecs/System.js";
4
- import { Transform } from "../../../ecs/transform/Transform.js";
5
- import { AssetManagerBufferProvider } from "../../sopra/asset/AssetManagerBufferProvider.js";
6
- import { EventInstanceState } from "../../sopra/runtime/EventInstance.js";
7
- import { volume2dB } from "../../volume2dB.js";
8
- import SoundListener from "../SoundListener.js";
9
- import { AudioEmitter } from "./AudioEmitter.js";
10
- import { LiveEmitterSet } from "./LiveEmitterSet.js";
11
-
12
- /**
13
- * Drives {@link AudioEmitter} components through the shared sopra engine the native counterpart to
14
- * the legacy `SoundEmitterSystem`. Each emitter owns its {@link EventDescription} directly (no track
15
- * translation); the entity's {@link Transform} feeds position; `volume` changes plumb to the instance
16
- * gain. Each frame it forwards the listener pose, refreshes the spatial live set, and ticks sopra.
17
- *
18
- * **Two play paths**, chosen once at {@link link} (routing is fixed for the lifetime of the link —
19
- * mutating `autoplay`/`is3D` afterward does nothing without an unlink/relink):
20
- * - **Spatially managed** (`autoplay && is3D && looping`): registered with a {@link LiveEmitterSet} and
21
- * left *dormant* until a refresh promotes the nearest in-range emitters up to a global voice budget —
22
- * this is what lets the system carry far more emitters than can sound at once (the 100k-bird case). A
23
- * dormant emitter costs only a BVH leaf; no instance, no nodes, no per-frame work. NOTE: for a crowd
24
- * of content-equal managed events to all sound, their `maxInstances` must be ≥ the live budget — they
25
- * share one sopra polyphony bucket (keyed by event content), so a lower cap gates the budget. Only
26
- * *looping* events are managed: the live set models a persistent source whose phase is reconstructed
27
- * on (re-)promotion — meaningless for a finite one-shot, and a dead one-shot would otherwise keep
28
- * re-promoting and occupying a budget slot — so finite events take the direct path.
29
- * - **Direct** (any other `autoplay` event — 2D sounds, or finite 3D one-shots): played immediately on
30
- * link, stopped on unlink. 2D sounds (music, ambience beds) have nothing to cull by distance; a finite
31
- * 3D one-shot still spatializes (its instance attenuates by position) and self-releases when it ends.
32
- *
33
- * Non-autoplay emitters are inert: neither played nor registered, awaiting a future explicit trigger.
34
- *
35
- * Shares the single {@link SopraEngine} owned by {@link SoundEngine} (created on demand, idempotent),
36
- * so it coexists with the legacy `SoundEmitterSystem` during the strangler migration.
37
- */
38
- export class AudioEmitterSystem extends System {
39
- dependencies = [AudioEmitter, Transform];
40
-
41
- /**
42
- * Live direct-path instances (2D + finite 3D one-shots). Tracked separately so the per-frame
43
- * acoustic pass enumerates only the few direct instances + the managed live set — never all
44
- * registered emitters.
45
- * @type {Set<EventInstance>}
46
- */
47
- directInstances = new Set();
48
-
49
- /**
50
- * Reused scratch array of live acoustic instances fed to {@link acousticSim} each frame.
51
- * @type {EventInstance[]}
52
- */
53
- acousticLive = [];
54
-
55
- /**
56
- * Per-entity records: { emitter, transform, managed, instance, onVolume }. For a managed (3D)
57
- * emitter the playing instance lives in {@link liveSet} (record.instance stays null); for a
58
- * direct (2D) emitter it is held here.
59
- * @type {object[]}
60
- */
61
- data = [];
62
-
63
- /**
64
- * Optional probe-baked reverb renderer (acoustic-owned, separate from sopra's static reverb).
65
- * When set, it is driven once per frame from the listener position. Null = no probe reverb.
66
- * @type {ProbeReverbRenderer|null}
67
- */
68
- probeReverb = null;
69
-
70
- /**
71
- * @param {AssetManager} assetManager
72
- * @param {SoundEngine} soundEngine owns the AudioContext + master destination + sopra engine
73
- * @param {{budget?:number, liveStickiness?:number, fadeOutSeconds?:number}} [liveEmitterSetOptions]
74
- * forwarded to the {@link LiveEmitterSet} that manages 3D emitters
75
- */
76
- constructor(assetManager, soundEngine, liveEmitterSetOptions = {}, acousticSim = null) {
77
- super();
78
-
79
- /**
80
- * Optional acoustic simulation engine. When set, the system drives `acousticSim.apply(...)` over
81
- * its bounded live-voice set each frame (between the live-set refresh and the sopra tick), so
82
- * acoustic emitters get occlusion / transmission / medium. Null = no acoustic simulation (default).
83
- * @type {AcousticSimulator|null}
84
- */
85
- this.acousticSim = acousticSim;
86
-
87
- /**
88
- * @type {SoundEngine}
89
- */
90
- this.soundEngine = soundEngine;
91
-
92
- /**
93
- * @type {AudioContext}
94
- */
95
- this.webAudioContext = soundEngine.context;
96
-
97
- /**
98
- * @type {AssetManager}
99
- */
100
- this.assetManager = assetManager;
101
-
102
- // Self-sufficient: register the Sound asset loader if nothing has yet (so this system works
103
- // standalone, without the legacy SoundEmitterSystem). Guarded against double-registration (D7).
104
- if (!assetManager.hasLoaderForType(GameAssetType.Sound)) {
105
- assetManager.registerLoader(GameAssetType.Sound, new SoundAssetLoader(soundEngine.context));
106
- }
107
-
108
- /**
109
- * The shared sopra engine (idempotent create — reused if the legacy system already made it).
110
- * @type {SopraEngine}
111
- */
112
- this.sopra = soundEngine.obtainSopra(new AssetManagerBufferProvider(assetManager));
113
-
114
- /**
115
- * Spatial lifecycle for 3D ("managed") emitters: BVH cull → promote nearest-in-range up to the
116
- * budget, demote the rest. 2D emitters bypass this and play directly.
117
- * @type {LiveEmitterSet}
118
- */
119
- this.liveSet = new LiveEmitterSet(this.sopra, liveEmitterSetOptions);
120
- }
121
-
122
- /**
123
- * @param {AudioEmitter} emitter
124
- * @param {Transform} transform
125
- * @param {number} entity
126
- */
127
- link(emitter, transform, entity) {
128
- // Spatially managed = a persistent (looping) 3D autoplay source. Finite 3D one-shots and all 2D
129
- // sounds take the direct path; non-autoplay emitters are inert. Routing is fixed at link. See the
130
- // class doc.
131
- const managed = emitter.autoplay && emitter.event.is3D && emitter.event.rootClip.loops();
132
-
133
- const record = { emitter, transform, managed, instance: null, onVolume: null };
134
-
135
- if (managed) {
136
- const pathing = emitter.acoustic && this.acousticSim !== null && this.acousticSim.pathing;
137
- this.liveSet.add(entity, emitter.event, transform.position, volume2dB(emitter.volume.getValue()), emitter.acoustic, pathing, emitter.sourceRadius, transform.rotation, emitter.directivity);
138
- record.onVolume = () => this.liveSet.setGainDb(entity, volume2dB(emitter.volume.getValue()));
139
- } else {
140
- if (emitter.autoplay) {
141
- record.instance = this.#play(emitter, transform);
142
-
143
- if (record.instance !== null) {
144
- this.directInstances.add(record.instance);
145
- }
146
- }
147
- record.onVolume = () => this.#applyVolume(record);
148
- }
149
-
150
- emitter.volume.onChanged.add(record.onVolume);
151
-
152
- this.data[entity] = record;
153
- }
154
-
155
- /**
156
- * @param {AudioEmitter} emitter
157
- * @param {Transform} transform
158
- * @param {number} entity
159
- */
160
- unlink(emitter, transform, entity) {
161
- const record = this.data[entity];
162
-
163
- if (record === undefined) {
164
- return;
165
- }
166
-
167
- delete this.data[entity];
168
-
169
- emitter.volume.onChanged.remove(record.onVolume);
170
-
171
- if (record.managed) {
172
- this.liveSet.remove(entity); // demotes (hard cut) if live, then unregisters
173
- } else if (record.instance !== null) {
174
- this.directInstances.delete(record.instance);
175
- record.instance.stop();
176
- record.instance = null;
177
- }
178
- }
179
-
180
- /**
181
- * The currently-playing instance for an entity, or null. For a managed (3D) emitter this is the live
182
- * instance only while it is promoted (null while dormant or out of range); for a direct (2D) emitter
183
- * it is the instance held since link.
184
- * @param {number} entity
185
- * @returns {EventInstance|null}
186
- */
187
- instanceFor(entity) {
188
- const record = this.data[entity];
189
-
190
- if (record === undefined) {
191
- return null;
192
- }
193
-
194
- if (record.managed) {
195
- const instance = this.liveSet.instanceOf(entity);
196
- return instance === undefined ? null : instance;
197
- }
198
-
199
- return record.instance;
200
- }
201
-
202
- /**
203
- * @param {AudioEmitter} emitter
204
- * @param {Transform} transform
205
- * @returns {EventInstance|null}
206
- */
207
- #play(emitter, transform) {
208
- const event = emitter.event;
209
-
210
- // A looping event is a persistent source (plays until unlink); a finite event is a one-shot that
211
- // self-releases when it finishes. oneShot ALSO arms the max-lifetime backstop, so marking a loop
212
- // oneShot would wrongly kill it after maxLifetimeSeconds.
213
- const oneShot = !event.rootClip.loops();
214
-
215
- const instance = this.sopra.playEvent(event, {
216
- busId: event.busId,
217
- position: transform.position, // shared Vector3 — tracks the entity as it moves
218
- oneShot,
219
- acoustic: emitter.acoustic,
220
- pathing: emitter.acoustic && this.acousticSim !== null && this.acousticSim.pathing,
221
- sourceRadius: emitter.sourceRadius,
222
- orientation: transform.rotation, // shared Quaternion — tracks the entity as it turns
223
- directivity: emitter.directivity
224
- });
225
-
226
- if (instance !== null) {
227
- instance.setGainDb(volume2dB(emitter.volume.getValue()));
228
- }
229
-
230
- return instance;
231
- }
232
-
233
- /**
234
- * @param {object} record
235
- */
236
- #applyVolume(record) {
237
- const instance = record.instance;
238
-
239
- if (instance !== null && instance.state !== EventInstanceState.Stopped) {
240
- instance.setGainDb(volume2dB(record.emitter.volume.getValue()));
241
- }
242
- }
243
-
244
- update(timeDelta) {
245
- const sopra = this.sopra;
246
-
247
- const ecd = this.entityManager.dataset;
248
-
249
- let listenerPosition = null;
250
- let listenerRotation = null;
251
-
252
- if (ecd !== null) {
253
- const soundListener = ecd.getAnyComponent(SoundListener);
254
-
255
- if (soundListener.entity !== -1) {
256
- // A SoundListener entity is expected to also carry a Transform (SoundListenerSystem
257
- // depends on both). Tolerate a misconfigured one rather than throwing every frame and
258
- // freezing all audio: a missing Transform is treated as "no usable listener" (below).
259
- const listenerTransform = ecd.getComponent(soundListener.entity, Transform);
260
-
261
- if (listenerTransform !== undefined) {
262
- listenerPosition = listenerTransform.position;
263
- listenerRotation = listenerTransform.rotation;
264
- sopra.setListener(listenerPosition);
265
- }
266
- }
267
- }
268
-
269
- // Promote/demote the spatial live set (throttled internally). Refresh BEFORE the tick so a
270
- // freshly-promoted instance spatializes on the same frame. With no usable listener the live set
271
- // is not refreshed: never-promoted managed emitters stay dormant, while any already-live ones
272
- // keep playing against the last known listener pose until a listener returns. The direct (2D)
273
- // instances and the sopra tick run regardless.
274
- if (listenerPosition !== null) {
275
- this.liveSet.refresh(listenerPosition);
276
- }
277
-
278
- // Drive the acoustic simulation over the bounded live set (direct one-shots + managed live
279
- // instances), BEFORE the tick so a fresh solution spatializes the same frame. Enumerates only the
280
- // few direct instances + budget managed ones never all registered emitters.
281
- if (this.acousticSim !== null && listenerPosition !== null) {
282
- const live = this.acousticLive;
283
- live.length = 0;
284
-
285
- for (const instance of this.directInstances) {
286
- if (instance.state !== EventInstanceState.Playing) {
287
- this.directInstances.delete(instance); // self-ended one-shot — drop
288
- continue;
289
- }
290
-
291
- if (instance.acoustic) {
292
- live.push(instance);
293
- }
294
- }
295
-
296
- this.liveSet.forEachLive((instance) => {
297
- if (instance.acoustic) {
298
- live.push(instance);
299
- }
300
- });
301
-
302
- this.acousticSim.apply(live, listenerPosition);
303
- }
304
-
305
- // Drive the probe-baked reverb from the listener (listener-centric: one shared reverb). The
306
- // orientation is passed for a directional (FOA) renderer to steer + rotate the wet field by; the
307
- // scalar `ProbeReverbRenderer` ignores it.
308
- if (this.probeReverb !== null && listenerPosition !== null) {
309
- this.probeReverb.update(listenerPosition.x, listenerPosition.y, listenerPosition.z, listenerRotation);
310
- }
311
-
312
- sopra.update(this.webAudioContext.currentTime);
313
- }
314
- }
1
+ import { GameAssetType } from "../../../asset/GameAssetType.js";
2
+ import { SoundAssetLoader } from "../../../asset/loaders/SoundAssetLoader.js";
3
+ import { System } from "../../../ecs/System.js";
4
+ import { Transform } from "../../../ecs/transform/Transform.js";
5
+ import { AssetManagerBufferProvider } from "../../sopra/asset/AssetManagerBufferProvider.js";
6
+ import { EventInstanceState } from "../../sopra/runtime/EventInstance.js";
7
+ import { volume2dB } from "../../volume2dB.js";
8
+ import SoundListener from "../SoundListener.js";
9
+ import { AudioEmitter } from "./AudioEmitter.js";
10
+ import { LiveEmitterSet } from "./LiveEmitterSet.js";
11
+
12
+ /**
13
+ * Drives {@link AudioEmitter} components through the shared sopra engine. Each emitter owns its
14
+ * {@link EventDescription} directly (no track translation); the entity's {@link Transform} feeds
15
+ * position; `volume` changes plumb to the instance gain. Each frame it forwards the listener pose,
16
+ * refreshes the spatial live set, and ticks sopra.
17
+ *
18
+ * **Two play paths**, chosen once at {@link link} (routing is fixed for the lifetime of the link —
19
+ * mutating `autoplay`/`is3D` afterward does nothing without an unlink/relink):
20
+ * - **Spatially managed** (`autoplay && is3D && looping`): registered with a {@link LiveEmitterSet} and
21
+ * left *dormant* until a refresh promotes the nearest in-range emitters up to a global voice budget —
22
+ * this is what lets the system carry far more emitters than can sound at once (the 100k-bird case). A
23
+ * dormant emitter costs only a BVH leaf; no instance, no nodes, no per-frame work. NOTE: for a crowd
24
+ * of content-equal managed events to all sound, their `maxInstances` must be ≥ the live budget — they
25
+ * share one sopra polyphony bucket (keyed by event content), so a lower cap gates the budget. Only
26
+ * *looping* events are managed: the live set models a persistent source whose phase is reconstructed
27
+ * on (re-)promotion — meaningless for a finite one-shot, and a dead one-shot would otherwise keep
28
+ * re-promoting and occupying a budget slot — so finite events take the direct path.
29
+ * - **Direct** (any other `autoplay` event — 2D sounds, or finite 3D one-shots): played immediately on
30
+ * link, stopped on unlink. 2D sounds (music, ambience beds) have nothing to cull by distance; a finite
31
+ * 3D one-shot still spatializes (its instance attenuates by position) and self-releases when it ends.
32
+ *
33
+ * Non-autoplay emitters are inert: neither played nor registered, awaiting a future explicit trigger.
34
+ *
35
+ * Shares the single {@link SopraEngine} owned by {@link SoundEngine} (created on demand, idempotent),
36
+ * and is the sole owner of the per-frame sopra tick and listener pose.
37
+ */
38
+ export class AudioEmitterSystem extends System {
39
+ dependencies = [AudioEmitter, Transform];
40
+
41
+ /**
42
+ * Live direct-path instances (2D + finite 3D one-shots). Tracked separately so the per-frame
43
+ * acoustic pass enumerates only the few direct instances + the managed live set — never all
44
+ * registered emitters.
45
+ * @type {Set<EventInstance>}
46
+ */
47
+ directInstances = new Set();
48
+
49
+ /**
50
+ * Reused scratch array of live acoustic instances fed to {@link acousticSim} each frame.
51
+ * @type {EventInstance[]}
52
+ */
53
+ acousticLive = [];
54
+
55
+ /**
56
+ * Per-entity records: { emitter, transform, managed, instance, onVolume }. For a managed (3D)
57
+ * emitter the playing instance lives in {@link liveSet} (record.instance stays null); for a
58
+ * direct (2D) emitter it is held here.
59
+ * @type {object[]}
60
+ */
61
+ data = [];
62
+
63
+ /**
64
+ * Optional probe-baked reverb renderer (acoustic-owned, separate from sopra's static reverb).
65
+ * When set, it is driven once per frame from the listener position. Null = no probe reverb.
66
+ * @type {ProbeReverbRenderer|null}
67
+ */
68
+ probeReverb = null;
69
+
70
+ /**
71
+ * @param {AssetManager} assetManager
72
+ * @param {SoundEngine} soundEngine owns the AudioContext + master destination + sopra engine
73
+ * @param {{budget?:number, liveStickiness?:number, fadeOutSeconds?:number}} [liveEmitterSetOptions]
74
+ * forwarded to the {@link LiveEmitterSet} that manages 3D emitters
75
+ */
76
+ constructor(assetManager, soundEngine, liveEmitterSetOptions = {}, acousticSim = null) {
77
+ super();
78
+
79
+ /**
80
+ * Optional acoustic simulation engine. When set, the system drives `acousticSim.apply(...)` over
81
+ * its bounded live-voice set each frame (between the live-set refresh and the sopra tick), so
82
+ * acoustic emitters get occlusion / transmission / medium. Null = no acoustic simulation (default).
83
+ * @type {AcousticSimulator|null}
84
+ */
85
+ this.acousticSim = acousticSim;
86
+
87
+ /**
88
+ * @type {SoundEngine}
89
+ */
90
+ this.soundEngine = soundEngine;
91
+
92
+ /**
93
+ * @type {AudioContext}
94
+ */
95
+ this.webAudioContext = soundEngine.context;
96
+
97
+ /**
98
+ * @type {AssetManager}
99
+ */
100
+ this.assetManager = assetManager;
101
+
102
+ // Self-sufficient: register the Sound asset loader if nothing has yet, so this system works
103
+ // standalone. Guarded against double-registration (D7).
104
+ if (!assetManager.hasLoaderForType(GameAssetType.Sound)) {
105
+ assetManager.registerLoader(GameAssetType.Sound, new SoundAssetLoader(soundEngine.context));
106
+ }
107
+
108
+ /**
109
+ * The shared sopra engine (idempotent create — reused if another sound system already made it).
110
+ * @type {SopraEngine}
111
+ */
112
+ this.sopra = soundEngine.obtainSopra(new AssetManagerBufferProvider(assetManager));
113
+
114
+ /**
115
+ * Spatial lifecycle for 3D ("managed") emitters: BVH cull → promote nearest-in-range up to the
116
+ * budget, demote the rest. 2D emitters bypass this and play directly.
117
+ * @type {LiveEmitterSet}
118
+ */
119
+ this.liveSet = new LiveEmitterSet(this.sopra, liveEmitterSetOptions);
120
+ }
121
+
122
+ /**
123
+ * @param {AudioEmitter} emitter
124
+ * @param {Transform} transform
125
+ * @param {number} entity
126
+ */
127
+ link(emitter, transform, entity) {
128
+ // Spatially managed = a persistent (looping) 3D autoplay source. Finite 3D one-shots and all 2D
129
+ // sounds take the direct path; non-autoplay emitters are inert. Routing is fixed at link. See the
130
+ // class doc.
131
+ const managed = emitter.autoplay && emitter.event.is3D && emitter.event.rootClip.loops();
132
+
133
+ const record = { emitter, transform, managed, instance: null, onVolume: null, onEnded: null };
134
+
135
+ if (managed) {
136
+ const pathing = emitter.acoustic && this.acousticSim !== null && this.acousticSim.pathing;
137
+ this.liveSet.add(entity, emitter.event, transform.position, volume2dB(emitter.volume.getValue()), emitter.acoustic, pathing, emitter.sourceRadius, transform.rotation, emitter.directivity);
138
+ record.onVolume = () => this.liveSet.setGainDb(entity, volume2dB(emitter.volume.getValue()));
139
+ } else {
140
+ if (emitter.autoplay) {
141
+ record.instance = this.#play(emitter, transform, record);
142
+
143
+ if (record.instance !== null) {
144
+ this.directInstances.add(record.instance);
145
+ }
146
+ }
147
+ record.onVolume = () => this.#applyVolume(record);
148
+ }
149
+
150
+ emitter.volume.onChanged.add(record.onVolume);
151
+
152
+ this.data[entity] = record;
153
+
154
+ // A one-shot whose buffers are already decoded resolves its timeline inside playEvent and can
155
+ // finish there and then — before the subscription in #play exists, and while the record is still
156
+ // unreachable. Report that end here instead, once the link is complete, so an `on.ended` handler
157
+ // that destroys the entity never runs against a half-linked emitter.
158
+ if (record.instance !== null && record.instance.state === EventInstanceState.Stopped) {
159
+ emitter.on.ended.send1(emitter);
160
+ }
161
+ }
162
+
163
+ /**
164
+ * @param {AudioEmitter} emitter
165
+ * @param {Transform} transform
166
+ * @param {number} entity
167
+ */
168
+ unlink(emitter, transform, entity) {
169
+ const record = this.data[entity];
170
+
171
+ if (record === undefined) {
172
+ return;
173
+ }
174
+
175
+ delete this.data[entity];
176
+
177
+ emitter.volume.onChanged.remove(record.onVolume);
178
+
179
+ if (record.managed) {
180
+ this.liveSet.remove(entity); // demotes (hard cut) if live, then unregisters
181
+ } else if (record.instance !== null) {
182
+ this.directInstances.delete(record.instance);
183
+
184
+ // stop ended: EventInstance.onEnded fires for ANY stop, teardown included. Detach the
185
+ // component-level end handler BEFORE stopping so unlinking a sound that was still playing
186
+ // never reports an end that did not happen.
187
+ if (record.onEnded !== null) {
188
+ record.instance.onEnded.remove(record.onEnded);
189
+ }
190
+
191
+ record.instance.stop();
192
+ record.instance = null;
193
+ }
194
+ }
195
+
196
+ /**
197
+ * The currently-playing instance for an entity, or null. For a managed (3D) emitter this is the live
198
+ * instance only while it is promoted (null while dormant or out of range); for a direct (2D) emitter
199
+ * it is the instance held since link.
200
+ * @param {number} entity
201
+ * @returns {EventInstance|null}
202
+ */
203
+ instanceFor(entity) {
204
+ const record = this.data[entity];
205
+
206
+ if (record === undefined) {
207
+ return null;
208
+ }
209
+
210
+ if (record.managed) {
211
+ const instance = this.liveSet.instanceOf(entity);
212
+ return instance === undefined ? null : instance;
213
+ }
214
+
215
+ return record.instance;
216
+ }
217
+
218
+ /**
219
+ * @param {AudioEmitter} emitter
220
+ * @param {Transform} transform
221
+ * @param {object} record the per-entity record this instance belongs to
222
+ * @returns {EventInstance|null}
223
+ */
224
+ #play(emitter, transform, record) {
225
+ const event = emitter.event;
226
+
227
+ // A looping event is a persistent source (plays until unlink); a finite event is a one-shot that
228
+ // self-releases when it finishes. oneShot ALSO arms the max-lifetime backstop, so marking a loop
229
+ // oneShot would wrongly kill it after maxLifetimeSeconds.
230
+ const oneShot = !event.rootClip.loops();
231
+
232
+ const instance = this.sopra.playEvent(event, {
233
+ busId: event.busId,
234
+ position: transform.position, // shared Vector3 — tracks the entity as it moves
235
+ oneShot,
236
+ acoustic: emitter.acoustic,
237
+ pathing: emitter.acoustic && this.acousticSim !== null && this.acousticSim.pathing,
238
+ sourceRadius: emitter.sourceRadius,
239
+ orientation: transform.rotation, // shared Quaternion tracks the entity as it turns
240
+ directivity: emitter.directivity
241
+ });
242
+
243
+ if (instance !== null) {
244
+ instance.setGainDb(volume2dB(emitter.volume.getValue()));
245
+
246
+ // Component-level end observation (see AudioEmitter.on): the direct route is the only one
247
+ // that can end — a managed emitter is looping by definition of the route, and its instance
248
+ // is stopped by demotion rather than by finishing. unlink() detaches this again before its
249
+ // own stop(), so teardown is not reported as an end.
250
+ record.onEnded = () => emitter.on.ended.send1(emitter);
251
+ instance.onEnded.addOne(record.onEnded);
252
+ }
253
+
254
+ return instance;
255
+ }
256
+
257
+ /**
258
+ * @param {object} record
259
+ */
260
+ #applyVolume(record) {
261
+ const instance = record.instance;
262
+
263
+ if (instance !== null && instance.state !== EventInstanceState.Stopped) {
264
+ instance.setGainDb(volume2dB(record.emitter.volume.getValue()));
265
+ }
266
+ }
267
+
268
+ update(timeDelta) {
269
+ const sopra = this.sopra;
270
+
271
+ const ecd = this.entityManager.dataset;
272
+
273
+ let listenerPosition = null;
274
+ let listenerRotation = null;
275
+
276
+ if (ecd !== null) {
277
+ const soundListener = ecd.getAnyComponent(SoundListener);
278
+
279
+ if (soundListener.entity !== -1) {
280
+ // A SoundListener entity is expected to also carry a Transform (SoundListenerSystem
281
+ // depends on both). Tolerate a misconfigured one rather than throwing every frame and
282
+ // freezing all audio: a missing Transform is treated as "no usable listener" (below).
283
+ const listenerTransform = ecd.getComponent(soundListener.entity, Transform);
284
+
285
+ if (listenerTransform !== undefined) {
286
+ listenerPosition = listenerTransform.position;
287
+ listenerRotation = listenerTransform.rotation;
288
+ sopra.setListener(listenerPosition);
289
+ }
290
+ }
291
+ }
292
+
293
+ // Promote/demote the spatial live set (throttled internally). Refresh BEFORE the tick so a
294
+ // freshly-promoted instance spatializes on the same frame. With no usable listener the live set
295
+ // is not refreshed: never-promoted managed emitters stay dormant, while any already-live ones
296
+ // keep playing against the last known listener pose until a listener returns. The direct (2D)
297
+ // instances and the sopra tick run regardless.
298
+ if (listenerPosition !== null) {
299
+ this.liveSet.refresh(listenerPosition);
300
+ }
301
+
302
+ // Drive the acoustic simulation over the bounded live set (direct one-shots + managed live
303
+ // instances), BEFORE the tick so a fresh solution spatializes the same frame. Enumerates only the
304
+ // few direct instances + ≤ budget managed ones — never all registered emitters.
305
+ if (this.acousticSim !== null && listenerPosition !== null) {
306
+ const live = this.acousticLive;
307
+ live.length = 0;
308
+
309
+ for (const instance of this.directInstances) {
310
+ if (instance.state !== EventInstanceState.Playing) {
311
+ this.directInstances.delete(instance); // self-ended one-shot — drop
312
+ continue;
313
+ }
314
+
315
+ if (instance.acoustic) {
316
+ live.push(instance);
317
+ }
318
+ }
319
+
320
+ this.liveSet.forEachLive((instance) => {
321
+ if (instance.acoustic) {
322
+ live.push(instance);
323
+ }
324
+ });
325
+
326
+ this.acousticSim.apply(live, listenerPosition);
327
+ }
328
+
329
+ // Drive the probe-baked reverb from the listener (listener-centric: one shared reverb). The
330
+ // orientation is passed for a directional (FOA) renderer to steer + rotate the wet field by; the
331
+ // scalar `ProbeReverbRenderer` ignores it.
332
+ if (this.probeReverb !== null && listenerPosition !== null) {
333
+ this.probeReverb.update(listenerPosition.x, listenerPosition.y, listenerPosition.z, listenerRotation);
334
+ }
335
+
336
+ sopra.update(this.webAudioContext.currentTime);
337
+ }
338
+ }