blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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{"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 ? canPlayType(selectedFormat) : false,\n quality: getFormatQuality(selectedFormat),\n };\n}\n\nfunction getFormatQuality(\n format: AudioFormat | null\n): \"high\" | \"medium\" | \"low\" {\n if (!format) return \"low\";\n\n switch (format) {\n case \"audio/wav\":\n return \"high\";\n case \"audio/webm\":\n case \"audio/ogg\":\n return \"medium\";\n case \"audio/mp3\":\n default:\n return \"medium\";\n }\n}\n\nexport class AudioUtils {\n /**\n * Check if browser can play audio type\n */\n static canPlayType(mimeType: string): boolean {\n const audio = new Audio();\n const canPlay = audio.canPlayType(mimeType);\n return canPlay === \"probably\" || canPlay === \"maybe\";\n }\n\n /**\n * Select best audio format from available options\n */\n static selectAudioFormat(\n available: readonly AudioFormat[],\n preferred: readonly AudioFormat[] = [\n \"audio/mp3\",\n \"audio/wav\",\n \"audio/ogg\",\n \"audio/webm\",\n ]\n ): AudioFormat | null {\n // Convert to mutable arrays for processing\n const availableFormats: AudioFormat[] = [...available];\n const preferredFormats: AudioFormat[] = [...preferred];\n\n // Find first preferred format that is both available and supported\n for (const format of preferredFormats) {\n if (availableFormats.includes(format) && this.canPlayType(format)) {\n return format;\n }\n }\n\n // Fallback: find any available format that is supported\n for (const format of availableFormats) {\n if (this.canPlayType(format)) {\n return format;\n }\n }\n\n return null;\n }\n\n /**\n * Get best format metadata\n */\n static getBestFormatMetadata(formats: readonly AudioFormat[]): {\n format: AudioFormat | null;\n supported: boolean;\n confidence: string;\n } {\n const selectedFormat = this.selectAudioFormat(formats);\n\n if (!selectedFormat) {\n return {\n format: null,\n supported: false,\n confidence: \"\",\n };\n }\n\n const audio = new Audio();\n const confidence = audio.canPlayType(selectedFormat);\n\n return {\n format: selectedFormat,\n supported: this.canPlayType(selectedFormat),\n confidence,\n };\n }\n}\n\n/**\n * Detect supported audio formats in the current browser\n */\nexport function detectSupportedFormats(): AudioFormat[] {\n const audio = new Audio();\n const formats: AudioFormat[] = [];\n\n if (audio.canPlayType(\"audio/mp3\")) {\n formats.push(\"audio/mp3\");\n }\n\n if (audio.canPlayType(\"audio/wav\")) {\n formats.push(\"audio/wav\");\n }\n\n if (audio.canPlayType(\"audio/ogg\")) {\n formats.push(\"audio/ogg\");\n }\n\n if (audio.canPlayType(\"audio/webm\")) {\n formats.push(\"audio/webm\");\n }\n\n return formats;\n}\n\n/**\n * Create and configure an audio element\n */\nexport function createAudioElement(\n url: string,\n volume: number = 1.0\n): HTMLAudioElement {\n const audio = new Audio(url);\n audio.volume = volume;\n audio.preload = \"auto\";\n return audio;\n}\n\n/**\n * Validate audio URL format\n */\nexport function validateAudioUrl(url: string): boolean {\n return typeof url === \"string\" && url.length > 0;\n}\n\n/**\n * Normalize volume to range [0, 1]\n */\nexport function normalizeVolume(volume: number): number {\n return Math.max(0, Math.min(1, volume));\n}\n\n/**\n * Format audio duration from seconds to mm:ss\n */\nexport function formatDuration(seconds: number): string {\n const minutes = Math.floor(seconds / 60);\n const remainingSeconds = Math.floor(seconds % 60);\n return `${minutes}:${remainingSeconds.toString().padStart(2, \"0\")}`;\n}\n\n/**\n * Check if the Audio API is supported\n */\nexport function isAudioSupported(): boolean {\n return typeof Audio !== \"undefined\";\n}\n\n/**\n * Get the optimal audio format from supported formats\n */\nexport function getOptimalFormat(\n supportedFormats: AudioFormat[]\n): AudioFormat | null {\n const preferredOrder: AudioFormat[] = [\n \"audio/webm\",\n \"audio/mp3\",\n \"audio/wav\",\n \"audio/ogg\",\n ];\n\n for (const format of preferredOrder) {\n if (supportedFormats.includes(format)) {\n return format;\n }\n }\n\n return supportedFormats.length > 0 ? 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/**
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2
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* Body Region Sound Mapping for Black Trigram
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* Maps body regions and impact intensities to existing audio assets
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*
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* Uses only existing sound files - no new audio creation needed:
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* - hit_flesh_* for soft tissue impacts
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* - hit_light_* for minor bone contact
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* - hit_medium_* for solid bone impacts
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* - hit_heavy_* for devastating bone damage
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* - hit_critical_* for fracture-level and vital point strikes
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* - body_realistic_sound_* as ambient bone/flesh mixing
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*/
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import { AudioBodyRegion, ImpactIntensity } from "./types";
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/**
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* Body region to sound ID mapping
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* Returns base sound ID without variant number
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*/
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export declare const BODY_REGION_SOUND_MAP: Record<AudioBodyRegion, Record<ImpactIntensity, string>>;
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/**
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* Number of audio variants per sound type
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* Used for random selection in combat
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*/
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export declare const SOUND_VARIANT_COUNTS: Record<string, number>;
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/**
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* Volume multipliers based on impact intensity
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* Higher damage = louder sounds (as per requirements)
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*/
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export declare const IMPACT_VOLUME_MULTIPLIERS: Record<ImpactIntensity, number>;
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/**
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* Get sound ID for a bone impact event
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* @param region - Body region struck
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* @param intensity - Impact intensity level
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* @param randomize - Whether to add random variant (default: true)
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* @returns Sound ID to play (e.g., "hit_critical_3")
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*/
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export declare function getBoneImpactSoundId(region: AudioBodyRegion, intensity: ImpactIntensity, randomize?: boolean): string;
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/**
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* Calculate impact intensity from damage amount
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* @param damage - Damage dealt in attack
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* @param remainingHealth - Target's remaining health (for fracture detection)
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* @param isVitalPoint - Whether strike hit a vital point
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* @returns Impact intensity level
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*/
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export declare function calculateImpactIntensity(damage: number, remainingHealth?: number, isVitalPoint?: boolean): ImpactIntensity;
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/**
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* Detect body region from 3D hit coordinates
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* Uses Y-axis (vertical) and X-axis (horizontal) to determine region
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*
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* @param hitPosition - 3D position where strike landed
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* @param characterHeight - Total height of character model (default: 2.0)
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* @returns Body region struck
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*/
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export declare function detectAudioBodyRegion(hitPosition: {
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x: number;
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y: number;
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z?: number;
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}, characterHeight?: number): AudioBodyRegion;
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/**
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* Get volume multiplier for impact intensity
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* @param intensity - Impact intensity level
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* @returns Volume multiplier (0.7 to 1.3)
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*/
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export declare function getImpactVolumeMultiplier(intensity: ImpactIntensity): number;
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//# sourceMappingURL=BoneImpactAudioMap.d.ts.map
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{"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"}
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//#region src/audio/BoneImpactAudioMap.ts
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2
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/**
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3
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* Body region to sound ID mapping
|
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4
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+
* Returns base sound ID without variant number
|
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5
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*/
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var BODY_REGION_SOUND_MAP = {
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head: {
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light: "hit_light",
|
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9
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medium: "hit_medium",
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heavy: "hit_heavy",
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critical: "hit_critical",
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fracture: "hit_critical"
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},
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torso: {
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light: "hit_light",
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medium: "hit_medium",
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heavy: "hit_heavy",
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critical: "hit_critical",
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fracture: "hit_critical"
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},
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arms: {
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light: "hit_flesh",
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medium: "hit_medium",
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heavy: "hit_heavy",
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critical: "hit_critical",
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fracture: "hit_critical"
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},
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legs: {
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light: "hit_flesh",
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medium: "hit_medium",
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heavy: "hit_heavy",
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critical: "hit_critical",
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fracture: "hit_critical"
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},
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soft_tissue: {
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light: "hit_flesh",
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medium: "hit_flesh",
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heavy: "body_realistic_sound",
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critical: "hit_critical",
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fracture: "hit_critical"
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}
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};
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/**
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* Number of audio variants per sound type
|
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* Used for random selection in combat
|
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*/
|
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var SOUND_VARIANT_COUNTS = {
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hit_flesh: 4,
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hit_light: 4,
|
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hit_medium: 4,
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hit_heavy: 4,
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hit_critical: 4,
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body_realistic_sound: 1
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};
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/**
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* Volume multipliers based on impact intensity
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* Higher damage = louder sounds (as per requirements)
|
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*/
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var IMPACT_VOLUME_MULTIPLIERS = {
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light: .7,
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medium: .85,
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heavy: 1,
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critical: 1.15,
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fracture: 1.3
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};
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/**
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* Get sound ID for a bone impact event
|
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* @param region - Body region struck
|
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* @param intensity - Impact intensity level
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* @param randomize - Whether to add random variant (default: true)
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* @returns Sound ID to play (e.g., "hit_critical_3")
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*/
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+
function getBoneImpactSoundId(region, intensity, randomize = true) {
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const baseSoundId = BODY_REGION_SOUND_MAP[region][intensity];
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if (!randomize) return baseSoundId;
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const variantCount = SOUND_VARIANT_COUNTS[baseSoundId] ?? 1;
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if (variantCount === 1) return baseSoundId;
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+
return `${baseSoundId}_${Math.floor(Math.random() * variantCount) + 1}`;
|
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+
}
|
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+
/**
|
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|
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* Calculate impact intensity from damage amount
|
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+
* @param damage - Damage dealt in attack
|
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|
+
* @param remainingHealth - Target's remaining health (for fracture detection)
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+
* @param isVitalPoint - Whether strike hit a vital point
|
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* @returns Impact intensity level
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+
*/
|
|
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}_${stance ?? "default"}`
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36
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+
};
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37
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+
}
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38
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+
/**
|
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39
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+
* Select the best music variant for the given context
|
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40
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+
*/
|
|
41
|
+
static selectMusicVariant(baseMusic, archetype, intensity = .5) {
|
|
42
|
+
if (!baseMusic.variations || baseMusic.variations.length === 0) return baseMusic;
|
|
43
|
+
const archetypeWeight = this.getArchetypeWeight(archetype);
|
|
44
|
+
const intensityWeight = Math.floor(intensity * 3);
|
|
45
|
+
const variantIndex = (archetypeWeight + intensityWeight) % baseMusic.variations.length;
|
|
46
|
+
const selectedVariant = baseMusic.variations[variantIndex];
|
|
47
|
+
return {
|
|
48
|
+
...baseMusic,
|
|
49
|
+
url: selectedVariant,
|
|
50
|
+
id: `${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 (!variations || variations.length === 0) {\n return baseAsset.url;\n }\n const randomIndex = Math.floor(Math.random() * variations.length);\n const selectedVariant = variations[randomIndex];\n\n console.log(`Random variant selected: ${selectedVariant}`);\n return selectedVariant;\n }\n}\n\nexport default VariantSelector;\n\n// Export convenience functions\nexport function selectCombatSound(context: AudioVariantContext): SoundEffectId {\n return VariantSelector.getAttackSound(context);\n}\n\nexport function selectHitSound(context: AudioVariantContext): SoundEffectId {\n return VariantSelector.getHitSound(context);\n}\n\nexport function selectCombatMusic(context: AudioVariantContext): MusicTrackId {\n return VariantSelector.getCombatMusic(context);\n}\n"],"mappings":";AAkBA,IAAa,kBAAb,MAA6B;;;;CAI3B,OAAO,mBACL,WACA,WACA,QACa;AACb,MAAI,CAAC,UAAU,cAAc,UAAU,WAAW,WAAW,EAC3D,QAAO;EAIT,IAAI;AACJ,UAAQ,WAAR;GACE,KAAK;AACH,mBAAe;AACf;GACF,KAAK;AACH,mBAAe,KAAK,IAAI,GAAG,UAAU,WAAW,SAAS,EAAE;AAC3D;GACF,KAAK;AACH,mBAAe,KAAK,IAAI,GAAG,UAAU,WAAW,SAAS,EAAE;AAC3D;GACF,KAAK;AACH,mBAAe,KAAK,IAAI,GAAG,UAAU,WAAW,SAAS,EAAE;AAC3D;GACF,KAAK;AACH,mBAAe,KAAK,IAAI,GAAG,UAAU,WAAW,SAAS,EAAE;AAC3D;GACF,QACE,gBAAe;;AAInB,MAAI,QAAQ;GACV,MAAM,iBAAiB,KAAK,kBAAkB,OAAO;AACrD,mBACG,eAAe,kBAAkB,UAAU,WAAW;;EAG3D,MAAM,kBAAkB,UAAU,WAAW;AAE7C,SAAO;GACL,GAAG;GACH,KAAK;GACL,IAAI,GAAG,UAAU,GAAG,GAAG,UAAU,GAAG,UAAU;GAC/C;;;;;CAMH,OAAO,mBACL,WACA,WACA,YAAoB,IACR;AACZ,MAAI,CAAC,UAAU,cAAc,UAAU,WAAW,WAAW,EAC3D,QAAO;EAIT,MAAM,kBAAkB,KAAK,mBAAmB,UAAU;EAC1D,MAAM,kBAAkB,KAAK,MAAM,YAAY,EAAE;EAEjD,MAAM,gBACH,kBAAkB,mBAAmB,UAAU,WAAW;EAC7D,MAAM,kBAAkB,UAAU,WAAW;AAE7C,SAAO;GACL,GAAG;GACH,KAAK;GACL,IAAI,GAAG,UAAU,GAAG,GAAG,UAAU,YAAY;GAC7C,SAAS,UAAU,UAAU,OAAQ,KAAM,YAAY;GACxD;;;;;CAMH,OAAO,eAAe,SAA6C;EACjE,MAAM,EAAE,eAAe,GAAG,cAAc;EAGxC,IAAI,iBAAiB;AACrB,MAAI,CAAC,eACH,KAAI,eAAe,GAAI,kBAAiB;WAC/B,eAAe,GAAI,kBAAiB;WACpC,eAAe,GAAI,kBAAiB;MACxC,kBAAiB;AAIxB,UAAQ,gBAAR;GACE,KAAK,WACH,QAAO,QAAQ,eAAe,iBAAiB;GACjD,KAAK,QACH,QAAO;GACT,KAAK,SACH,QAAO;GAET,QACE,QAAO;;;;;;CAOb,OAAO,YAAY,SAA6C;EAC9D,MAAM,EAAE,eAAe,GAAG,eAAe,OAAO,cAAc;AAE9D,MAAI,aACF,QAAO;EAIT,IAAI,iBAAiB;AACrB,MAAI,CAAC,eACH,KAAI,eAAe,GAAI,kBAAiB;WAC/B,eAAe,GAAI,kBAAiB;WACpC,eAAe,GAAI,kBAAiB;MACxC,kBAAiB;AAGxB,UAAQ,gBAAR;GACE,KAAK,WACH,QAAO;GACT,KAAK,QACH,QAAO;GACT,KAAK,SACH,QAAO;GAET,QACE,QAAO;;;;;;CAOb,OAAO,eAAe,SAA4C;EAChE,MAAM,EAAE,cAAc,aAAa;AAEnC,UAAQ,aAAR;GACE,KAAK,QACH,QAAO;GACT,KAAK,UACH,QAAO;GACT,KAAK,SACH,QAAO;GAET,QAEE,QAAO;;;;;;CAOb,OAAe,kBAAkB,QAA+B;AAW9D,SAViD;GAC/C,MAAM;GACN,KAAK;GACL,IAAI;GACJ,KAAK;GACL,KAAK;GACL,KAAK;GACL,KAAK;GACL,KAAK;GACN,CACgB,WAAW;;;;;CAM9B,OAAe,mBAAmB,WAAoC;AAQpE,SAPsD;GACpD,MAAM;GACN,SAAS;GACT,QAAQ;GACR,eAAe;GACf,mBAAmB;GACpB,CACmB,cAAc;;;;;CAMpC,OAAc,gBACZ,aACA,SAKwC;AAExC,SAAO;GACL,SAAS,GAAG,YAAY,GAAG,QAAQ;GACnC,SAAS,GAAG,YAAY,GAAG,QAAQ;GACpC;;;;;CAMH,OAAc,+BACZ,WACA,WACA,YAAoB,GACZ;AAER,MACE,EAAE,gBAAgB,cAClB,CAAC,UAAU,cACX,UAAU,WAAW,WAAW,GAChC;AACA,WAAQ,KAAK,4CAA4C,UAAU,KAAK;AACxE,UAAO,UAAU;;EAMnB,MAAM,gBAHkB,KAAK,mBAAmB,UAAU,GAClC,KAAK,MAAM,YAAY,GAAG,IAGV,UAAU,WAAW;EAC7D,MAAM,kBAAkB,UAAU,WAAW;AAE7C,UAAQ,IACN,wBAAwB,UAAU,gBAAgB,UAAU,IAAI,kBACjE;AAED,SAAO;;;;;CAMT,OAAc,oBACZ,WACQ;EAER,MAAM,iBACJ,UACyB;AACzB,UACE,gBAAgB,SAChB,MAAM,QAAQ,MAAM,WAAW,IAC/B,MAAM,WAAW,SAAS;;AAI9B,MAAI,CAAC,cAAc,UAAU,CAC3B,QAAO,UAAU;EAInB,MAAM,aAAa,UAAU;AAC7B,MAAI,CAAC,cAAc,WAAW,WAAW,EACvC,QAAO,UAAU;EAGnB,MAAM,kBAAkB,WADJ,KAAK,MAAM,KAAK,QAAQ,GAAG,WAAW,OAAO;AAGjE,UAAQ,IAAI,4BAA4B,kBAAkB;AAC1D,SAAO;;;AAOX,SAAgB,kBAAkB,SAA6C;AAC7E,QAAO,gBAAgB,eAAe,QAAQ;;AAGhD,SAAgB,eAAe,SAA6C;AAC1E,QAAO,gBAAgB,YAAY,QAAQ;;AAG7C,SAAgB,kBAAkB,SAA4C;AAC5E,QAAO,gBAAgB,eAAe,QAAQ"}
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/**
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* @module audio
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* @category Audio System
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*/
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export * from "./AudioAssetRegistry";
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export * from "./AudioManager";
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export * from "./AudioProvider";
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export * from "./AudioUtils";
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export * from "./types";
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export * from "./VariantSelector";
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export * from "./AudioCache";
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export type { AudioAsset, AudioCategory, AudioPlaybackOptions, SoundEffectId, } from "./types";
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//# sourceMappingURL=index.d.ts.map
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{"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"}
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import { __exportAll } from "../_virtual/_rolldown/runtime.js";
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import { AudioAssetRegistry, audioAssetRegistry } from "./AudioAssetRegistry.js";
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import { AudioCache } from "./AudioCache.js";
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import AudioManager from "./AudioManager.js";
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import { AudioContext, AudioProvider, useAudio } from "./AudioProvider.js";
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import { AUDIO_FORMATS, AudioUtils, canPlayType, clampVolume, createAudioElement, detectSupportedFormats, formatDuration, getBestFormatMetadata, getOptimalFormat, getPreferredFormat, isAudioSupported, normalizeVolume, selectAudioFormat, validateAudioUrl } from "./AudioUtils.js";
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import { AudioCategory } from "./types.js";
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import VariantSelector, { selectCombatMusic, selectCombatSound, selectHitSound } from "./VariantSelector.js";
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//#region src/audio/index.ts
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var audio_exports = /* @__PURE__ */ __exportAll({
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AUDIO_FORMATS: () => AUDIO_FORMATS,
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AudioAssetRegistry: () => AudioAssetRegistry,
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AudioCache: () => AudioCache,
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AudioCategory: () => AudioCategory,
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AudioContext: () => AudioContext,
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AudioManager: () => AudioManager,
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AudioProvider: () => AudioProvider,
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AudioUtils: () => AudioUtils,
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VariantSelector: () => VariantSelector,
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audioAssetRegistry: () => audioAssetRegistry,
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canPlayType: () => canPlayType,
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clampVolume: () => clampVolume,
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createAudioElement: () => createAudioElement,
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detectSupportedFormats: () => detectSupportedFormats,
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formatDuration: () => formatDuration,
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getBestFormatMetadata: () => getBestFormatMetadata,
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getOptimalFormat: () => getOptimalFormat,
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getPreferredFormat: () => getPreferredFormat,
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isAudioSupported: () => isAudioSupported,
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normalizeVolume: () => normalizeVolume,
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selectAudioFormat: () => selectAudioFormat,
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selectCombatMusic: () => selectCombatMusic,
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selectCombatSound: () => selectCombatSound,
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selectHitSound: () => selectHitSound,
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useAudio: () => useAudio,
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validateAudioUrl: () => validateAudioUrl
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});
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//#endregion
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export { audio_exports };
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//# sourceMappingURL=index.js.map
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{"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":""}
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