blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1 @@
1
+ {"version":3,"file":"AudioUtils.js","names":[],"sources":["../../src/audio/AudioUtils.ts"],"sourcesContent":["/**\n * Audio utility functions for Korean martial arts game\n */\n\nimport type { AudioFormat } from \"./types\";\n\nexport const AUDIO_FORMATS: readonly AudioFormat[] = [\n \"audio/webm\",\n \"audio/mp3\",\n \"audio/wav\",\n \"audio/ogg\",\n] as const;\n\n/**\n * Select the best available audio format based on browser support\n */\nexport function selectAudioFormat(\n availableFormats: readonly AudioFormat[],\n preferredFormats: readonly AudioFormat[] = AUDIO_FORMATS\n): AudioFormat | null {\n // Check each preferred format against available formats\n for (const preferred of preferredFormats) {\n if (availableFormats.includes(preferred) && canPlayType(preferred)) {\n return preferred;\n }\n }\n\n // If no preferred format is available, return the first available that can be played\n for (const format of availableFormats) {\n if (canPlayType(format)) {\n return format;\n }\n }\n\n return null;\n}\n\n/**\n * Get preferred audio URLs based on format selection\n * Returns an array of URLs to try in order of preference\n */\nexport function getPreferredFormat(\n availableFormats: readonly AudioFormat[],\n basePath: string\n): string[] {\n const selectedFormat = selectAudioFormat(availableFormats);\n\n if (!selectedFormat) {\n // Fallback to first format if none can be determined\n const fallbackFormat = availableFormats[0];\n if (fallbackFormat) {\n const extension = fallbackFormat.replace(\"audio/\", \"\");\n return [`${basePath}.${extension}`];\n }\n return [];\n }\n\n const extension = selectedFormat.replace(\"audio/\", \"\");\n return [`${basePath}.${extension}`];\n}\n\n/**\n * Check if the browser can play a specific audio type\n */\nexport function canPlayType(format: AudioFormat): boolean {\n if (typeof Audio === \"undefined\") {\n // In test environment, mock basic support\n return [\"audio/mp3\", \"audio/wav\"].includes(format);\n }\n\n const audio = new Audio();\n const support = audio.canPlayType(format);\n return support === \"probably\" || support === \"maybe\";\n}\n\n/**\n * Clamp volume to valid range (0-1)\n */\nexport function clampVolume(volume: number): number {\n return Math.max(0, Math.min(1, volume));\n}\n\n/**\n * Get metadata for the best available format\n */\nexport function getBestFormatMetadata(\n availableFormats: readonly AudioFormat[]\n) {\n const selectedFormat = selectAudioFormat(availableFormats);\n return {\n format: selectedFormat,\n supported: selectedFormat ? 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@@ -0,0 +1,64 @@
1
+ /**
2
+ * Body Region Sound Mapping for Black Trigram
3
+ * Maps body regions and impact intensities to existing audio assets
4
+ *
5
+ * Uses only existing sound files - no new audio creation needed:
6
+ * - hit_flesh_* for soft tissue impacts
7
+ * - hit_light_* for minor bone contact
8
+ * - hit_medium_* for solid bone impacts
9
+ * - hit_heavy_* for devastating bone damage
10
+ * - hit_critical_* for fracture-level and vital point strikes
11
+ * - body_realistic_sound_* as ambient bone/flesh mixing
12
+ */
13
+ import { AudioBodyRegion, ImpactIntensity } from "./types";
14
+ /**
15
+ * Body region to sound ID mapping
16
+ * Returns base sound ID without variant number
17
+ */
18
+ export declare const BODY_REGION_SOUND_MAP: Record<AudioBodyRegion, Record<ImpactIntensity, string>>;
19
+ /**
20
+ * Number of audio variants per sound type
21
+ * Used for random selection in combat
22
+ */
23
+ export declare const SOUND_VARIANT_COUNTS: Record<string, number>;
24
+ /**
25
+ * Volume multipliers based on impact intensity
26
+ * Higher damage = louder sounds (as per requirements)
27
+ */
28
+ export declare const IMPACT_VOLUME_MULTIPLIERS: Record<ImpactIntensity, number>;
29
+ /**
30
+ * Get sound ID for a bone impact event
31
+ * @param region - Body region struck
32
+ * @param intensity - Impact intensity level
33
+ * @param randomize - Whether to add random variant (default: true)
34
+ * @returns Sound ID to play (e.g., "hit_critical_3")
35
+ */
36
+ export declare function getBoneImpactSoundId(region: AudioBodyRegion, intensity: ImpactIntensity, randomize?: boolean): string;
37
+ /**
38
+ * Calculate impact intensity from damage amount
39
+ * @param damage - Damage dealt in attack
40
+ * @param remainingHealth - Target's remaining health (for fracture detection)
41
+ * @param isVitalPoint - Whether strike hit a vital point
42
+ * @returns Impact intensity level
43
+ */
44
+ export declare function calculateImpactIntensity(damage: number, remainingHealth?: number, isVitalPoint?: boolean): ImpactIntensity;
45
+ /**
46
+ * Detect body region from 3D hit coordinates
47
+ * Uses Y-axis (vertical) and X-axis (horizontal) to determine region
48
+ *
49
+ * @param hitPosition - 3D position where strike landed
50
+ * @param characterHeight - Total height of character model (default: 2.0)
51
+ * @returns Body region struck
52
+ */
53
+ export declare function detectAudioBodyRegion(hitPosition: {
54
+ x: number;
55
+ y: number;
56
+ z?: number;
57
+ }, characterHeight?: number): AudioBodyRegion;
58
+ /**
59
+ * Get volume multiplier for impact intensity
60
+ * @param intensity - Impact intensity level
61
+ * @returns Volume multiplier (0.7 to 1.3)
62
+ */
63
+ export declare function getImpactVolumeMultiplier(intensity: ImpactIntensity): number;
64
+ //# sourceMappingURL=BoneImpactAudioMap.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"BoneImpactAudioMap.d.ts","sourceRoot":"","sources":["../../src/audio/BoneImpactAudioMap.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EAAE,eAAe,EAAE,eAAe,EAAE,MAAM,SAAS,CAAC;AAE3D;;;GAGG;AACH,eAAO,MAAM,qBAAqB,EAAE,MAAM,CACxC,eAAe,EACf,MAAM,CAAC,eAAe,EAAE,MAAM,CAAC,CA0ChC,CAAC;AAEF;;;GAGG;AACH,eAAO,MAAM,oBAAoB,EAAE,MAAM,CAAC,MAAM,EAAE,MAAM,CAOvD,CAAC;AAEF;;;GAGG;AACH,eAAO,MAAM,yBAAyB,EAAE,MAAM,CAAC,eAAe,EAAE,MAAM,CAMrE,CAAC;AAEF;;;;;;GAMG;AACH,wBAAgB,oBAAoB,CAClC,MAAM,EAAE,eAAe,EACvB,SAAS,EAAE,eAAe,EAC1B,SAAS,GAAE,OAAc,GACxB,MAAM,CAiBR;AAED;;;;;;GAMG;AACH,wBAAgB,wBAAwB,CACtC,MAAM,EAAE,MAAM,EACd,eAAe,CAAC,EAAE,MAAM,EACxB,YAAY,CAAC,EAAE,OAAO,GACrB,eAAe,CAqBjB;AAYD;;;;;;;GAOG;AACH,wBAAgB,qBAAqB,CACnC,WAAW,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,CAAC,EAAE,MAAM,CAAA;CAAE,EACjD,eAAe,GAAE,MAAY,GAC5B,eAAe,CAsBjB;AAED;;;;GAIG;AACH,wBAAgB,yBAAyB,CAAC,SAAS,EAAE,eAAe,GAAG,MAAM,CAE5E"}
@@ -0,0 +1,133 @@
1
+ //#region src/audio/BoneImpactAudioMap.ts
2
+ /**
3
+ * Body region to sound ID mapping
4
+ * Returns base sound ID without variant number
5
+ */
6
+ var BODY_REGION_SOUND_MAP = {
7
+ head: {
8
+ light: "hit_light",
9
+ medium: "hit_medium",
10
+ heavy: "hit_heavy",
11
+ critical: "hit_critical",
12
+ fracture: "hit_critical"
13
+ },
14
+ torso: {
15
+ light: "hit_light",
16
+ medium: "hit_medium",
17
+ heavy: "hit_heavy",
18
+ critical: "hit_critical",
19
+ fracture: "hit_critical"
20
+ },
21
+ arms: {
22
+ light: "hit_flesh",
23
+ medium: "hit_medium",
24
+ heavy: "hit_heavy",
25
+ critical: "hit_critical",
26
+ fracture: "hit_critical"
27
+ },
28
+ legs: {
29
+ light: "hit_flesh",
30
+ medium: "hit_medium",
31
+ heavy: "hit_heavy",
32
+ critical: "hit_critical",
33
+ fracture: "hit_critical"
34
+ },
35
+ soft_tissue: {
36
+ light: "hit_flesh",
37
+ medium: "hit_flesh",
38
+ heavy: "body_realistic_sound",
39
+ critical: "hit_critical",
40
+ fracture: "hit_critical"
41
+ }
42
+ };
43
+ /**
44
+ * Number of audio variants per sound type
45
+ * Used for random selection in combat
46
+ */
47
+ var SOUND_VARIANT_COUNTS = {
48
+ hit_flesh: 4,
49
+ hit_light: 4,
50
+ hit_medium: 4,
51
+ hit_heavy: 4,
52
+ hit_critical: 4,
53
+ body_realistic_sound: 1
54
+ };
55
+ /**
56
+ * Volume multipliers based on impact intensity
57
+ * Higher damage = louder sounds (as per requirements)
58
+ */
59
+ var IMPACT_VOLUME_MULTIPLIERS = {
60
+ light: .7,
61
+ medium: .85,
62
+ heavy: 1,
63
+ critical: 1.15,
64
+ fracture: 1.3
65
+ };
66
+ /**
67
+ * Get sound ID for a bone impact event
68
+ * @param region - Body region struck
69
+ * @param intensity - Impact intensity level
70
+ * @param randomize - Whether to add random variant (default: true)
71
+ * @returns Sound ID to play (e.g., "hit_critical_3")
72
+ */
73
+ function getBoneImpactSoundId(region, intensity, randomize = true) {
74
+ const baseSoundId = BODY_REGION_SOUND_MAP[region][intensity];
75
+ if (!randomize) return baseSoundId;
76
+ const variantCount = SOUND_VARIANT_COUNTS[baseSoundId] ?? 1;
77
+ if (variantCount === 1) return baseSoundId;
78
+ return `${baseSoundId}_${Math.floor(Math.random() * variantCount) + 1}`;
79
+ }
80
+ /**
81
+ * Calculate impact intensity from damage amount
82
+ * @param damage - Damage dealt in attack
83
+ * @param remainingHealth - Target's remaining health (for fracture detection)
84
+ * @param isVitalPoint - Whether strike hit a vital point
85
+ * @returns Impact intensity level
86
+ */
87
+ function calculateImpactIntensity(damage, remainingHealth, isVitalPoint) {
88
+ if (isVitalPoint) return "critical";
89
+ if (remainingHealth !== void 0 && remainingHealth < 30 && damage >= 20) return "fracture";
90
+ if (damage >= 40) return "critical";
91
+ if (damage >= 25) return "heavy";
92
+ if (damage >= 10) return "medium";
93
+ return "light";
94
+ }
95
+ /**
96
+ * Body region detection thresholds
97
+ * Y-axis thresholds for vertical body regions
98
+ */
99
+ var REGION_DETECTION_THRESHOLDS = {
100
+ HEAD_MIN: .75,
101
+ TORSO_MIN: .25,
102
+ ARMS_X_MIN: .3
103
+ };
104
+ /**
105
+ * Detect body region from 3D hit coordinates
106
+ * Uses Y-axis (vertical) and X-axis (horizontal) to determine region
107
+ *
108
+ * @param hitPosition - 3D position where strike landed
109
+ * @param characterHeight - Total height of character model (default: 2.0)
110
+ * @returns Body region struck
111
+ */
112
+ function detectAudioBodyRegion(hitPosition, characterHeight = 2) {
113
+ const { x, y } = hitPosition;
114
+ const normalizedY = y / characterHeight;
115
+ if (normalizedY >= REGION_DETECTION_THRESHOLDS.HEAD_MIN) return "head";
116
+ if (normalizedY >= REGION_DETECTION_THRESHOLDS.TORSO_MIN) {
117
+ if (Math.abs(x) > REGION_DETECTION_THRESHOLDS.ARMS_X_MIN) return "arms";
118
+ return "torso";
119
+ }
120
+ return "legs";
121
+ }
122
+ /**
123
+ * Get volume multiplier for impact intensity
124
+ * @param intensity - Impact intensity level
125
+ * @returns Volume multiplier (0.7 to 1.3)
126
+ */
127
+ function getImpactVolumeMultiplier(intensity) {
128
+ return IMPACT_VOLUME_MULTIPLIERS[intensity];
129
+ }
130
+ //#endregion
131
+ export { calculateImpactIntensity, detectAudioBodyRegion, getBoneImpactSoundId, getImpactVolumeMultiplier };
132
+
133
+ //# sourceMappingURL=BoneImpactAudioMap.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"BoneImpactAudioMap.js","names":[],"sources":["../../src/audio/BoneImpactAudioMap.ts"],"sourcesContent":["/**\n * Body Region Sound Mapping for Black Trigram\n * Maps body regions and impact intensities to existing audio assets\n *\n * Uses only existing sound files - no new audio creation needed:\n * - hit_flesh_* for soft tissue impacts\n * - hit_light_* for minor bone contact\n * - hit_medium_* for solid bone impacts\n * - hit_heavy_* for devastating bone damage\n * - hit_critical_* for fracture-level and vital point strikes\n * - body_realistic_sound_* as ambient bone/flesh mixing\n */\n\nimport { AudioBodyRegion, ImpactIntensity } from \"./types\";\n\n/**\n * Body region to sound ID mapping\n * Returns base sound ID without variant number\n */\nexport const BODY_REGION_SOUND_MAP: Record<\n AudioBodyRegion,\n Record<ImpactIntensity, string>\n> = {\n head: {\n // Head strikes: skull thud, skull crack sounds\n light: \"hit_light\", // Glancing temple/jaw hits\n medium: \"hit_medium\", // Solid jaw/temple strikes\n heavy: \"hit_heavy\", // Devastating skull impacts\n critical: \"hit_critical\", // Vital point (temple, back of neck)\n fracture: \"hit_critical\", // Skull fracture sounds (severe)\n },\n torso: {\n // Torso strikes: rib impact, rib crack, internal organ thuds\n light: \"hit_light\", // Light rib contact\n medium: \"hit_medium\", // Solid rib/sternum impact\n heavy: \"hit_heavy\", // Rib-breaking force, liver strikes\n critical: \"hit_critical\", // Solar plexus, heart vital points\n fracture: \"hit_critical\", // Multiple rib fractures, internal damage\n },\n arms: {\n // Arm/limb strikes: limb bone thud, joint crack\n light: \"hit_flesh\", // Muscle strikes, glancing blows\n medium: \"hit_medium\", // Solid elbow/forearm bone contact\n heavy: \"hit_heavy\", // Joint destruction (shoulder, elbow, wrist)\n critical: \"hit_critical\", // Nerve strikes, joint breaks\n fracture: \"hit_critical\", // Complete arm bone fracture\n },\n legs: {\n // Leg strikes: knee cap, shin bone, ankle impacts\n light: \"hit_flesh\", // Thigh muscle strikes\n medium: \"hit_medium\", // Shin/knee bone impacts\n heavy: \"hit_heavy\", // Knee destruction, ankle breaks\n critical: \"hit_critical\", // Vital leg nerve strikes\n fracture: \"hit_critical\", // Femur/tibia fractures\n },\n soft_tissue: {\n // Soft tissue: muscle thud, flesh impact (no bone contact)\n light: \"hit_flesh\", // Light muscle contact\n medium: \"hit_flesh\", // Solid muscle compression\n heavy: \"body_realistic_sound\", // Deep muscle trauma\n critical: \"hit_critical\", // Soft vital points (throat, groin)\n fracture: \"hit_critical\", // Severe soft tissue damage\n },\n};\n\n/**\n * Number of audio variants per sound type\n * Used for random selection in combat\n */\nexport const SOUND_VARIANT_COUNTS: Record<string, number> = {\n hit_flesh: 4,\n hit_light: 4,\n hit_medium: 4,\n hit_heavy: 4,\n hit_critical: 4,\n body_realistic_sound: 1, // Only 1 variant available\n};\n\n/**\n * Volume multipliers based on impact intensity\n * Higher damage = louder sounds (as per requirements)\n */\nexport const IMPACT_VOLUME_MULTIPLIERS: Record<ImpactIntensity, number> = {\n light: 0.7, // -30% volume\n medium: 0.85, // -15% volume\n heavy: 1.0, // Normal volume\n critical: 1.15, // +15% volume\n fracture: 1.3, // +30% volume (bone-breaking audio)\n};\n\n/**\n * Get sound ID for a bone impact event\n * @param region - Body region struck\n * @param intensity - Impact intensity level\n * @param randomize - Whether to add random variant (default: true)\n * @returns Sound ID to play (e.g., \"hit_critical_3\")\n */\nexport function getBoneImpactSoundId(\n region: AudioBodyRegion,\n intensity: ImpactIntensity,\n randomize: boolean = true\n): string {\n const baseSoundId = BODY_REGION_SOUND_MAP[region][intensity];\n\n if (!randomize) {\n return baseSoundId;\n }\n\n // Get variant count for this sound type\n const variantCount = SOUND_VARIANT_COUNTS[baseSoundId] ?? 1;\n\n if (variantCount === 1) {\n return baseSoundId;\n }\n\n // Random variant selection (1 to variantCount)\n const variant = Math.floor(Math.random() * variantCount) + 1;\n return `${baseSoundId}_${variant}`;\n}\n\n/**\n * Calculate impact intensity from damage amount\n * @param damage - Damage dealt in attack\n * @param remainingHealth - Target's remaining health (for fracture detection)\n * @param isVitalPoint - Whether strike hit a vital point\n * @returns Impact intensity level\n */\nexport function calculateImpactIntensity(\n damage: number,\n remainingHealth?: number,\n isVitalPoint?: boolean\n): ImpactIntensity {\n // Vital point strikes are always critical (highest priority)\n if (isVitalPoint) {\n return \"critical\";\n }\n\n // Fracture detection: health below 30% + high damage\n // Note: Assumes maxHealth = 100 (standard across codebase)\n if (\n remainingHealth !== undefined &&\n remainingHealth < 30 &&\n damage >= 20\n ) {\n return \"fracture\";\n }\n\n // Intensity based on damage amount\n if (damage >= 40) return \"critical\";\n if (damage >= 25) return \"heavy\";\n if (damage >= 10) return \"medium\";\n return \"light\";\n}\n\n/**\n * Body region detection thresholds\n * Y-axis thresholds for vertical body regions\n */\nconst REGION_DETECTION_THRESHOLDS = {\n HEAD_MIN: 0.75, // Top 25% of body is head\n TORSO_MIN: 0.25, // Middle 50% is torso (or arms)\n ARMS_X_MIN: 0.3, // Side hits (X > 0.3) in torso range are arms\n} as const;\n\n/**\n * Detect body region from 3D hit coordinates\n * Uses Y-axis (vertical) and X-axis (horizontal) to determine region\n *\n * @param hitPosition - 3D position where strike landed\n * @param characterHeight - Total height of character model (default: 2.0)\n * @returns Body region struck\n */\nexport function detectAudioBodyRegion(\n hitPosition: { x: number; y: number; z?: number },\n characterHeight: number = 2.0\n): AudioBodyRegion {\n const { x, y } = hitPosition;\n const normalizedY = y / characterHeight; // Normalize to 0-1 range\n\n // Head region: top 25% of body (HEAD_MIN - 1.0)\n if (normalizedY >= REGION_DETECTION_THRESHOLDS.HEAD_MIN) {\n return \"head\";\n }\n\n // Torso region: middle 50% of body (TORSO_MIN - HEAD_MIN)\n if (normalizedY >= REGION_DETECTION_THRESHOLDS.TORSO_MIN) {\n // Check horizontal position for arms\n const absX = Math.abs(x);\n if (absX > REGION_DETECTION_THRESHOLDS.ARMS_X_MIN) {\n // Hits on the sides are likely arms\n return \"arms\";\n }\n return \"torso\";\n }\n\n // Legs region: bottom 25% of body (0 - TORSO_MIN)\n return \"legs\";\n}\n\n/**\n * Get volume multiplier for impact intensity\n * @param intensity - Impact intensity level\n * @returns Volume multiplier (0.7 to 1.3)\n */\nexport function getImpactVolumeMultiplier(intensity: ImpactIntensity): number {\n return IMPACT_VOLUME_MULTIPLIERS[intensity];\n}\n"],"mappings":";;;;;AAmBA,IAAa,wBAGT;CACF,MAAM;EAEJ,OAAO;EACP,QAAQ;EACR,OAAO;EACP,UAAU;EACV,UAAU;EACX;CACD,OAAO;EAEL,OAAO;EACP,QAAQ;EACR,OAAO;EACP,UAAU;EACV,UAAU;EACX;CACD,MAAM;EAEJ,OAAO;EACP,QAAQ;EACR,OAAO;EACP,UAAU;EACV,UAAU;EACX;CACD,MAAM;EAEJ,OAAO;EACP,QAAQ;EACR,OAAO;EACP,UAAU;EACV,UAAU;EACX;CACD,aAAa;EAEX,OAAO;EACP,QAAQ;EACR,OAAO;EACP,UAAU;EACV,UAAU;EACX;CACF;;;;;AAMD,IAAa,uBAA+C;CAC1D,WAAW;CACX,WAAW;CACX,YAAY;CACZ,WAAW;CACX,cAAc;CACd,sBAAsB;CACvB;;;;;AAMD,IAAa,4BAA6D;CACxE,OAAO;CACP,QAAQ;CACR,OAAO;CACP,UAAU;CACV,UAAU;CACX;;;;;;;;AASD,SAAgB,qBACd,QACA,WACA,YAAqB,MACb;CACR,MAAM,cAAc,sBAAsB,QAAQ;AAElD,KAAI,CAAC,UACH,QAAO;CAIT,MAAM,eAAe,qBAAqB,gBAAgB;AAE1D,KAAI,iBAAiB,EACnB,QAAO;AAKT,QAAO,GAAG,YAAY,GADN,KAAK,MAAM,KAAK,QAAQ,GAAG,aAAa,GAAG;;;;;;;;;AAW7D,SAAgB,yBACd,QACA,iBACA,cACiB;AAEjB,KAAI,aACF,QAAO;AAKT,KACE,oBAAoB,KAAA,KACpB,kBAAkB,MAClB,UAAU,GAEV,QAAO;AAIT,KAAI,UAAU,GAAI,QAAO;AACzB,KAAI,UAAU,GAAI,QAAO;AACzB,KAAI,UAAU,GAAI,QAAO;AACzB,QAAO;;;;;;AAOT,IAAM,8BAA8B;CAClC,UAAU;CACV,WAAW;CACX,YAAY;CACb;;;;;;;;;AAUD,SAAgB,sBACd,aACA,kBAA0B,GACT;CACjB,MAAM,EAAE,GAAG,MAAM;CACjB,MAAM,cAAc,IAAI;AAGxB,KAAI,eAAe,4BAA4B,SAC7C,QAAO;AAIT,KAAI,eAAe,4BAA4B,WAAW;AAGxD,MADa,KAAK,IAAI,EAAE,GACb,4BAA4B,WAErC,QAAO;AAET,SAAO;;AAIT,QAAO;;;;;;;AAQT,SAAgB,0BAA0B,WAAoC;AAC5E,QAAO,0BAA0B"}
@@ -0,0 +1,69 @@
1
+ /**
2
+ * Audio Variant Selector for Korean martial arts context
3
+ * Selects appropriate audio variants based on combat context and archetype
4
+ */
5
+ import type { PlayerArchetype, TrigramStance } from "../types/common";
6
+ import { MusicTrack, MusicTrackId, SoundEffect, SoundEffectId } from "./types";
7
+ export interface AudioVariantContext {
8
+ readonly archetype?: PlayerArchetype;
9
+ readonly stance?: TrigramStance;
10
+ readonly intensity?: "light" | "medium" | "heavy" | "critical";
11
+ readonly combatPhase?: "intro" | "combat" | "victory" | "defeat";
12
+ readonly damageAmount?: number;
13
+ readonly isVitalPoint?: boolean;
14
+ readonly comboCount?: number;
15
+ }
16
+ export declare class VariantSelector {
17
+ /**
18
+ * Select the best sound variant for the given context
19
+ */
20
+ static selectSoundVariant(baseSound: SoundEffect, archetype: PlayerArchetype, stance?: TrigramStance): SoundEffect;
21
+ /**
22
+ * Select the best music variant for the given context
23
+ */
24
+ static selectMusicVariant(baseMusic: MusicTrack, archetype: PlayerArchetype, intensity?: number): MusicTrack;
25
+ /**
26
+ * Get attack sound based on damage and archetype
27
+ */
28
+ static getAttackSound(context: AudioVariantContext): SoundEffectId;
29
+ /**
30
+ * Get hit sound based on damage and vital point status
31
+ */
32
+ static getHitSound(context: AudioVariantContext): SoundEffectId;
33
+ /**
34
+ * Get appropriate music for combat phase and archetype
35
+ */
36
+ static getCombatMusic(context: AudioVariantContext): MusicTrackId;
37
+ /**
38
+ * Get stance modifier for audio selection
39
+ */
40
+ private static getStanceModifier;
41
+ /**
42
+ * Get archetype weight for variant selection
43
+ */
44
+ private static getArchetypeWeight;
45
+ /**
46
+ * Select context-appropriate audio variant
47
+ */
48
+ static selectByContext(baseAssetId: string, context: {
49
+ archetype: PlayerArchetype;
50
+ stance?: TrigramStance;
51
+ intensity?: number;
52
+ }): {
53
+ soundId?: string;
54
+ musicId?: string;
55
+ };
56
+ /**
57
+ * Select the best music variant for the given context
58
+ */
59
+ static selectMusicVariantForArchetype(baseMusic: MusicTrack, archetype: PlayerArchetype, intensity?: number): string;
60
+ /**
61
+ * Get random variant from available options
62
+ */
63
+ static selectRandomVariant(baseAsset: MusicTrack | SoundEffect): string;
64
+ }
65
+ export default VariantSelector;
66
+ export declare function selectCombatSound(context: AudioVariantContext): SoundEffectId;
67
+ export declare function selectHitSound(context: AudioVariantContext): SoundEffectId;
68
+ export declare function selectCombatMusic(context: AudioVariantContext): MusicTrackId;
69
+ //# sourceMappingURL=VariantSelector.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VariantSelector.d.ts","sourceRoot":"","sources":["../../src/audio/VariantSelector.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,OAAO,KAAK,EAAE,eAAe,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AACtE,OAAO,EAAE,UAAU,EAAE,YAAY,EAAE,WAAW,EAAE,aAAa,EAAE,MAAM,SAAS,CAAC;AAE/E,MAAM,WAAW,mBAAmB;IAClC,QAAQ,CAAC,SAAS,CAAC,EAAE,eAAe,CAAC;IACrC,QAAQ,CAAC,MAAM,CAAC,EAAE,aAAa,CAAC;IAChC,QAAQ,CAAC,SAAS,CAAC,EAAE,OAAO,GAAG,QAAQ,GAAG,OAAO,GAAG,UAAU,CAAC;IAC/D,QAAQ,CAAC,WAAW,CAAC,EAAE,OAAO,GAAG,QAAQ,GAAG,SAAS,GAAG,QAAQ,CAAC;IACjE,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,CAAC;IAC/B,QAAQ,CAAC,YAAY,CAAC,EAAE,OAAO,CAAC;IAChC,QAAQ,CAAC,UAAU,CAAC,EAAE,MAAM,CAAC;CAC9B;AAED,qBAAa,eAAe;IAC1B;;OAEG;IACH,MAAM,CAAC,kBAAkB,CACvB,SAAS,EAAE,WAAW,EACtB,SAAS,EAAE,eAAe,EAC1B,MAAM,CAAC,EAAE,aAAa,GACrB,WAAW;IA2Cd;;OAEG;IACH,MAAM,CAAC,kBAAkB,CACvB,SAAS,EAAE,UAAU,EACrB,SAAS,EAAE,eAAe,EAC1B,SAAS,GAAE,MAAY,GACtB,UAAU;IAqBb;;OAEG;IACH,MAAM,CAAC,cAAc,CAAC,OAAO,EAAE,mBAAmB,GAAG,aAAa;IA0BlE;;OAEG;IACH,MAAM,CAAC,WAAW,CAAC,OAAO,EAAE,mBAAmB,GAAG,aAAa;IA6B/D;;OAEG;IACH,MAAM,CAAC,cAAc,CAAC,OAAO,EAAE,mBAAmB,GAAG,YAAY;IAiBjE;;OAEG;IACH,OAAO,CAAC,MAAM,CAAC,iBAAiB;IAchC;;OAEG;IACH,OAAO,CAAC,MAAM,CAAC,kBAAkB;IAWjC;;OAEG;WACW,eAAe,CAC3B,WAAW,EAAE,MAAM,EACnB,OAAO,EAAE;QACP,SAAS,EAAE,eAAe,CAAC;QAC3B,MAAM,CAAC,EAAE,aAAa,CAAC;QACvB,SAAS,CAAC,EAAE,MAAM,CAAC;KACpB,GACA;QAAE,OAAO,CAAC,EAAE,MAAM,CAAC;QAAC,OAAO,CAAC,EAAE,MAAM,CAAA;KAAE;IAQzC;;OAEG;WACW,8BAA8B,CAC1C,SAAS,EAAE,UAAU,EACrB,SAAS,EAAE,eAAe,EAC1B,SAAS,GAAE,MAAY,GACtB,MAAM;IAyBT;;OAEG;WACW,mBAAmB,CAC/B,SAAS,EAAE,UAAU,GAAG,WAAW,GAClC,MAAM;CA2BV;AAED,eAAe,eAAe,CAAC;AAG/B,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,mBAAmB,GAAG,aAAa,CAE7E;AAED,wBAAgB,cAAc,CAAC,OAAO,EAAE,mBAAmB,GAAG,aAAa,CAE1E;AAED,wBAAgB,iBAAiB,CAAC,OAAO,EAAE,mBAAmB,GAAG,YAAY,CAE5E"}
@@ -0,0 +1,177 @@
1
+ //#region src/audio/VariantSelector.ts
2
+ var VariantSelector = class {
3
+ /**
4
+ * Select the best sound variant for the given context
5
+ */
6
+ static selectSoundVariant(baseSound, archetype, stance) {
7
+ if (!baseSound.variations || baseSound.variations.length === 0) return baseSound;
8
+ let variantIndex;
9
+ switch (archetype) {
10
+ case "musa":
11
+ variantIndex = 0;
12
+ break;
13
+ case "amsalja":
14
+ variantIndex = Math.min(1, baseSound.variations.length - 1);
15
+ break;
16
+ case "hacker":
17
+ variantIndex = Math.min(2, baseSound.variations.length - 1);
18
+ break;
19
+ case "jeongbo_yowon":
20
+ variantIndex = Math.min(3, baseSound.variations.length - 1);
21
+ break;
22
+ case "jojik_pokryeokbae":
23
+ variantIndex = Math.min(4, baseSound.variations.length - 1);
24
+ break;
25
+ default: variantIndex = 0;
26
+ }
27
+ if (stance) {
28
+ const stanceModifier = this.getStanceModifier(stance);
29
+ variantIndex = (variantIndex + stanceModifier) % baseSound.variations.length;
30
+ }
31
+ const selectedVariant = baseSound.variations[variantIndex];
32
+ return {
33
+ ...baseSound,
34
+ url: selectedVariant,
35
+ id: `${baseSound.id}_${archetype}_${stance ?? "default"}`
36
+ };
37
+ }
38
+ /**
39
+ * Select the best music variant for the given context
40
+ */
41
+ static selectMusicVariant(baseMusic, archetype, intensity = .5) {
42
+ if (!baseMusic.variations || baseMusic.variations.length === 0) return baseMusic;
43
+ const archetypeWeight = this.getArchetypeWeight(archetype);
44
+ const intensityWeight = Math.floor(intensity * 3);
45
+ const variantIndex = (archetypeWeight + intensityWeight) % baseMusic.variations.length;
46
+ const selectedVariant = baseMusic.variations[variantIndex];
47
+ return {
48
+ ...baseMusic,
49
+ url: selectedVariant,
50
+ id: `${baseMusic.id}_${archetype}_intensity${intensityWeight}`,
51
+ volume: (baseMusic.volume ?? .7) * (.8 + intensity * .4)
52
+ };
53
+ }
54
+ /**
55
+ * Get attack sound based on damage and archetype
56
+ */
57
+ static getAttackSound(context) {
58
+ const { damageAmount = 0, intensity } = context;
59
+ let soundIntensity = intensity;
60
+ if (!soundIntensity) if (damageAmount > 50) soundIntensity = "critical";
61
+ else if (damageAmount > 30) soundIntensity = "heavy";
62
+ else if (damageAmount > 15) soundIntensity = "medium";
63
+ else soundIntensity = "light";
64
+ switch (soundIntensity) {
65
+ case "critical": return context.isVitalPoint ? "critical_hit" : "attack_critical";
66
+ case "heavy": return "attack_heavy";
67
+ case "medium": return "attack_medium";
68
+ default: return "attack_light";
69
+ }
70
+ }
71
+ /**
72
+ * Get hit sound based on damage and vital point status
73
+ */
74
+ static getHitSound(context) {
75
+ const { damageAmount = 0, isVitalPoint = false, intensity } = context;
76
+ if (isVitalPoint) return "critical_hit";
77
+ let soundIntensity = intensity;
78
+ if (!soundIntensity) if (damageAmount > 50) soundIntensity = "critical";
79
+ else if (damageAmount > 30) soundIntensity = "heavy";
80
+ else if (damageAmount > 15) soundIntensity = "medium";
81
+ else soundIntensity = "light";
82
+ switch (soundIntensity) {
83
+ case "critical": return "hit_critical";
84
+ case "heavy": return "hit_heavy";
85
+ case "medium": return "hit_medium";
86
+ default: return "hit_light";
87
+ }
88
+ }
89
+ /**
90
+ * Get appropriate music for combat phase and archetype
91
+ */
92
+ static getCombatMusic(context) {
93
+ const { combatPhase = "combat" } = context;
94
+ switch (combatPhase) {
95
+ case "intro": return "intro_theme";
96
+ case "victory": return "victory_theme";
97
+ case "defeat": return "ambient_dojang";
98
+ default: return "combat_theme";
99
+ }
100
+ }
101
+ /**
102
+ * Get stance modifier for audio selection
103
+ */
104
+ static getStanceModifier(stance) {
105
+ return {
106
+ geon: 0,
107
+ tae: 1,
108
+ li: 2,
109
+ jin: 3,
110
+ son: 4,
111
+ gam: 5,
112
+ gan: 6,
113
+ gon: 7
114
+ }[stance] || 0;
115
+ }
116
+ /**
117
+ * Get archetype weight for variant selection
118
+ */
119
+ static getArchetypeWeight(archetype) {
120
+ return {
121
+ musa: 0,
122
+ amsalja: 1,
123
+ hacker: 2,
124
+ jeongbo_yowon: 3,
125
+ jojik_pokryeokbae: 4
126
+ }[archetype] || 0;
127
+ }
128
+ /**
129
+ * Select context-appropriate audio variant
130
+ */
131
+ static selectByContext(baseAssetId, context) {
132
+ return {
133
+ soundId: `${baseAssetId}_${context.archetype}`,
134
+ musicId: `${baseAssetId}_${context.archetype}`
135
+ };
136
+ }
137
+ /**
138
+ * Select the best music variant for the given context
139
+ */
140
+ static selectMusicVariantForArchetype(baseMusic, archetype, intensity = 1) {
141
+ if (!("variations" in baseMusic) || !baseMusic.variations || baseMusic.variations.length === 0) {
142
+ console.warn(`No variations available for music track: ${baseMusic.id}`);
143
+ return baseMusic.url;
144
+ }
145
+ const variantIndex = (this.getArchetypeWeight(archetype) + Math.floor(intensity * 10)) % baseMusic.variations.length;
146
+ const selectedVariant = baseMusic.variations[variantIndex];
147
+ console.log(`Selected variant for ${archetype} at intensity ${intensity}: ${selectedVariant}`);
148
+ return selectedVariant;
149
+ }
150
+ /**
151
+ * Get random variant from available options
152
+ */
153
+ static selectRandomVariant(baseAsset) {
154
+ const hasVariations = (asset) => {
155
+ return "variations" in asset && Array.isArray(asset.variations) && asset.variations.length > 0;
156
+ };
157
+ if (!hasVariations(baseAsset)) return baseAsset.url;
158
+ const variations = baseAsset.variations;
159
+ if (!variations || variations.length === 0) return baseAsset.url;
160
+ const selectedVariant = variations[Math.floor(Math.random() * variations.length)];
161
+ console.log(`Random variant selected: ${selectedVariant}`);
162
+ return selectedVariant;
163
+ }
164
+ };
165
+ function selectCombatSound(context) {
166
+ return VariantSelector.getAttackSound(context);
167
+ }
168
+ function selectHitSound(context) {
169
+ return VariantSelector.getHitSound(context);
170
+ }
171
+ function selectCombatMusic(context) {
172
+ return VariantSelector.getCombatMusic(context);
173
+ }
174
+ //#endregion
175
+ export { VariantSelector as default, selectCombatMusic, selectCombatSound, selectHitSound };
176
+
177
+ //# sourceMappingURL=VariantSelector.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"VariantSelector.js","names":[],"sources":["../../src/audio/VariantSelector.ts"],"sourcesContent":["/**\n * Audio Variant Selector for Korean martial arts context\n * Selects appropriate audio variants based on combat context and archetype\n */\n\nimport type { PlayerArchetype, TrigramStance } from \"../types/common\";\nimport { MusicTrack, MusicTrackId, SoundEffect, SoundEffectId } from \"./types\";\n\nexport interface AudioVariantContext {\n readonly archetype?: PlayerArchetype;\n readonly stance?: TrigramStance;\n readonly intensity?: \"light\" | \"medium\" | \"heavy\" | \"critical\";\n readonly combatPhase?: \"intro\" | \"combat\" | \"victory\" | \"defeat\";\n readonly damageAmount?: number;\n readonly isVitalPoint?: boolean;\n readonly comboCount?: number;\n}\n\nexport class VariantSelector {\n /**\n * Select the best sound variant for the given context\n */\n static selectSoundVariant(\n baseSound: SoundEffect,\n archetype: PlayerArchetype,\n stance?: TrigramStance\n ): SoundEffect {\n if (!baseSound.variations || baseSound.variations.length === 0) {\n return baseSound;\n }\n\n // Select variant based on archetype\n let variantIndex: number;\n switch (archetype) {\n case \"musa\": // Traditional warrior - use original\n variantIndex = 0;\n break;\n case \"amsalja\": // Assassin - use quieter variants\n variantIndex = Math.min(1, baseSound.variations.length - 1);\n break;\n case \"hacker\": // Cyber warrior - use electronic variants\n variantIndex = Math.min(2, baseSound.variations.length - 1);\n break;\n case \"jeongbo_yowon\": // Intelligence - use subtle variants\n variantIndex = Math.min(3, baseSound.variations.length - 1);\n break;\n case \"jojik_pokryeokbae\": // Crime - use aggressive variants\n variantIndex = Math.min(4, baseSound.variations.length - 1);\n break;\n default:\n variantIndex = 0;\n }\n\n // Modify based on stance if provided\n if (stance) {\n const stanceModifier = this.getStanceModifier(stance);\n variantIndex =\n (variantIndex + stanceModifier) % baseSound.variations.length;\n }\n\n const selectedVariant = baseSound.variations[variantIndex];\n\n return {\n ...baseSound,\n url: selectedVariant,\n id: `${baseSound.id}_${archetype}_${stance ?? \"default\"}`,\n };\n }\n\n /**\n * Select the best music variant for the given context\n */\n static selectMusicVariant(\n baseMusic: MusicTrack,\n archetype: PlayerArchetype,\n intensity: number = 0.5\n ): MusicTrack {\n if (!baseMusic.variations || baseMusic.variations.length === 0) {\n return baseMusic;\n }\n\n // Select based on archetype and intensity\n const archetypeWeight = this.getArchetypeWeight(archetype);\n const intensityWeight = Math.floor(intensity * 3); // 0-2 range\n\n const variantIndex =\n (archetypeWeight + intensityWeight) % baseMusic.variations.length;\n const selectedVariant = baseMusic.variations[variantIndex];\n\n return {\n ...baseMusic,\n url: selectedVariant,\n id: `${baseMusic.id}_${archetype}_intensity${intensityWeight}`,\n volume: (baseMusic.volume ?? 0.7) * (0.8 + intensity * 0.4), // Fix: Handle undefined volume\n };\n }\n\n /**\n * Get attack sound based on damage and archetype\n */\n static getAttackSound(context: AudioVariantContext): SoundEffectId {\n const { damageAmount = 0, intensity } = context;\n\n // Determine intensity from damage if not provided\n let soundIntensity = intensity;\n if (!soundIntensity) {\n if (damageAmount > 50) soundIntensity = \"critical\";\n else if (damageAmount > 30) soundIntensity = \"heavy\";\n else if (damageAmount > 15) soundIntensity = \"medium\";\n else soundIntensity = \"light\";\n }\n\n // Map intensity to sound ID\n switch (soundIntensity) {\n case \"critical\":\n return context.isVitalPoint ? \"critical_hit\" : \"attack_critical\";\n case \"heavy\":\n return \"attack_heavy\";\n case \"medium\":\n return \"attack_medium\";\n case \"light\":\n default:\n return \"attack_light\";\n }\n }\n\n /**\n * Get hit sound based on damage and vital point status\n */\n static getHitSound(context: AudioVariantContext): SoundEffectId {\n const { damageAmount = 0, isVitalPoint = false, intensity } = context;\n\n if (isVitalPoint) {\n return \"critical_hit\";\n }\n\n // Determine intensity from damage if not provided\n let soundIntensity = intensity;\n if (!soundIntensity) {\n if (damageAmount > 50) soundIntensity = \"critical\";\n else if (damageAmount > 30) soundIntensity = \"heavy\";\n else if (damageAmount > 15) soundIntensity = \"medium\";\n else soundIntensity = \"light\";\n }\n\n switch (soundIntensity) {\n case \"critical\":\n return \"hit_critical\";\n case \"heavy\":\n return \"hit_heavy\";\n case \"medium\":\n return \"hit_medium\";\n case \"light\":\n default:\n return \"hit_light\";\n }\n }\n\n /**\n * Get appropriate music for combat phase and archetype\n */\n static getCombatMusic(context: AudioVariantContext): MusicTrackId {\n const { combatPhase = \"combat\" } = context;\n\n switch (combatPhase) {\n case \"intro\":\n return \"intro_theme\";\n case \"victory\":\n return \"victory_theme\";\n case \"defeat\":\n return \"ambient_dojang\"; // Somber ambient for defeat\n case \"combat\":\n default:\n // Could vary by archetype in full implementation\n return \"combat_theme\";\n }\n }\n\n /**\n * Get stance modifier for audio selection\n */\n private static getStanceModifier(stance: TrigramStance): number {\n const stanceMap: Record<TrigramStance, number> = {\n geon: 0, // Heaven - original\n tae: 1, // Lake - fluid\n li: 2, // Fire - intense\n jin: 3, // Thunder - explosive\n son: 4, // Wind - swift\n gam: 5, // Water - flowing\n gan: 6, // Mountain - stable\n gon: 7, // Earth - grounded\n };\n return stanceMap[stance] || 0;\n }\n\n /**\n * Get archetype weight for variant selection\n */\n private static getArchetypeWeight(archetype: PlayerArchetype): number {\n const archetypeMap: Record<PlayerArchetype, number> = {\n musa: 0, // Traditional\n amsalja: 1, // Stealth\n hacker: 2, // Tech\n jeongbo_yowon: 3, // Intelligence\n jojik_pokryeokbae: 4, // Aggressive\n };\n return archetypeMap[archetype] || 0;\n }\n\n /**\n * Select context-appropriate audio variant\n */\n public static selectByContext(\n baseAssetId: string,\n context: {\n archetype: PlayerArchetype;\n stance?: TrigramStance;\n intensity?: number;\n }\n ): { soundId?: string; musicId?: string } {\n // Return string IDs instead of typed IDs\n return {\n soundId: `${baseAssetId}_${context.archetype}`,\n musicId: `${baseAssetId}_${context.archetype}`,\n };\n }\n\n /**\n * Select the best music variant for the given context\n */\n public static selectMusicVariantForArchetype(\n baseMusic: MusicTrack,\n archetype: PlayerArchetype,\n intensity: number = 1.0\n ): string {\n // Fix: Check for variations property existence\n if (\n !(\"variations\" in baseMusic) ||\n !baseMusic.variations ||\n baseMusic.variations.length === 0\n ) {\n console.warn(`No variations available for music track: ${baseMusic.id}`);\n return baseMusic.url;\n }\n\n const archetypeWeight = this.getArchetypeWeight(archetype);\n const intensityWeight = Math.floor(intensity * 10);\n\n const variantIndex =\n (archetypeWeight + intensityWeight) % baseMusic.variations.length;\n const selectedVariant = baseMusic.variations[variantIndex];\n\n console.log(\n `Selected variant for ${archetype} at intensity ${intensity}: ${selectedVariant}`\n );\n\n return selectedVariant;\n }\n\n /**\n * Get random variant from available options\n */\n public static selectRandomVariant(\n baseAsset: MusicTrack | SoundEffect\n ): string {\n // Fix: Type guard to check for variations\n const hasVariations = (\n asset: MusicTrack | SoundEffect\n ): asset is SoundEffect => {\n return (\n \"variations\" in asset &&\n Array.isArray(asset.variations) &&\n asset.variations.length > 0\n );\n };\n\n if (!hasVariations(baseAsset)) {\n return baseAsset.url;\n }\n\n // TypeScript knows baseAsset.variations exists due to earlier check\n const variations = baseAsset.variations;\n if 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@@ -0,0 +1,13 @@
1
+ /**
2
+ * @module audio
3
+ * @category Audio System
4
+ */
5
+ export * from "./AudioAssetRegistry";
6
+ export * from "./AudioManager";
7
+ export * from "./AudioProvider";
8
+ export * from "./AudioUtils";
9
+ export * from "./types";
10
+ export * from "./VariantSelector";
11
+ export * from "./AudioCache";
12
+ export type { AudioAsset, AudioCategory, AudioPlaybackOptions, SoundEffectId, } from "./types";
13
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../src/audio/index.ts"],"names":[],"mappings":"AACA;;;GAGG;AAEH,cAAc,sBAAsB,CAAC;AACrC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,iBAAiB,CAAC;AAChC,cAAc,cAAc,CAAC;AAC7B,cAAc,SAAS,CAAC;AACxB,cAAc,mBAAmB,CAAC;AAClC,cAAc,cAAc,CAAC;AAG7B,YAAY,EACV,UAAU,EACV,aAAa,EACb,oBAAoB,EACpB,aAAa,GACd,MAAM,SAAS,CAAC"}
@@ -0,0 +1,41 @@
1
+ import { __exportAll } from "../_virtual/_rolldown/runtime.js";
2
+ import { AudioAssetRegistry, audioAssetRegistry } from "./AudioAssetRegistry.js";
3
+ import { AudioCache } from "./AudioCache.js";
4
+ import AudioManager from "./AudioManager.js";
5
+ import { AudioContext, AudioProvider, useAudio } from "./AudioProvider.js";
6
+ import { AUDIO_FORMATS, AudioUtils, canPlayType, clampVolume, createAudioElement, detectSupportedFormats, formatDuration, getBestFormatMetadata, getOptimalFormat, getPreferredFormat, isAudioSupported, normalizeVolume, selectAudioFormat, validateAudioUrl } from "./AudioUtils.js";
7
+ import { AudioCategory } from "./types.js";
8
+ import VariantSelector, { selectCombatMusic, selectCombatSound, selectHitSound } from "./VariantSelector.js";
9
+ //#region src/audio/index.ts
10
+ var audio_exports = /* @__PURE__ */ __exportAll({
11
+ AUDIO_FORMATS: () => AUDIO_FORMATS,
12
+ AudioAssetRegistry: () => AudioAssetRegistry,
13
+ AudioCache: () => AudioCache,
14
+ AudioCategory: () => AudioCategory,
15
+ AudioContext: () => AudioContext,
16
+ AudioManager: () => AudioManager,
17
+ AudioProvider: () => AudioProvider,
18
+ AudioUtils: () => AudioUtils,
19
+ VariantSelector: () => VariantSelector,
20
+ audioAssetRegistry: () => audioAssetRegistry,
21
+ canPlayType: () => canPlayType,
22
+ clampVolume: () => clampVolume,
23
+ createAudioElement: () => createAudioElement,
24
+ detectSupportedFormats: () => detectSupportedFormats,
25
+ formatDuration: () => formatDuration,
26
+ getBestFormatMetadata: () => getBestFormatMetadata,
27
+ getOptimalFormat: () => getOptimalFormat,
28
+ getPreferredFormat: () => getPreferredFormat,
29
+ isAudioSupported: () => isAudioSupported,
30
+ normalizeVolume: () => normalizeVolume,
31
+ selectAudioFormat: () => selectAudioFormat,
32
+ selectCombatMusic: () => selectCombatMusic,
33
+ selectCombatSound: () => selectCombatSound,
34
+ selectHitSound: () => selectHitSound,
35
+ useAudio: () => useAudio,
36
+ validateAudioUrl: () => validateAudioUrl
37
+ });
38
+ //#endregion
39
+ export { audio_exports };
40
+
41
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","names":[],"sources":["../../src/audio/index.ts"],"sourcesContent":["// filepath: /workspaces/blacktrigram/src/audio/index.ts\n/**\n * @module audio\n * @category Audio System\n */\n\nexport * from \"./AudioAssetRegistry\";\nexport * from \"./AudioManager\";\nexport * from \"./AudioProvider\";\nexport * from \"./AudioUtils\";\nexport * from \"./types\";\nexport * from \"./VariantSelector\";\nexport * from \"./AudioCache\";\n\n// Re-export types that were missing\nexport type {\n AudioAsset,\n AudioCategory,\n AudioPlaybackOptions,\n SoundEffectId,\n} from \"./types\";\n"],"mappings":""}