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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1
+ {"version":3,"file":"AudioAssetRegistry.js","names":[],"sources":["../../src/audio/AudioAssetRegistry.ts"],"sourcesContent":["/**\n * Audio Asset Registry for Black Trigram Korean Martial Arts\n * Manages all audio assets including Korean martial arts specific sounds\n */\n\nimport type { AudioAsset } from \"./types\";\nimport {\n AudioCategory,\n CombatAudioMap,\n MusicTrack,\n MusicTrackId,\n SoundEffect,\n SoundEffectId,\n VoiceLine,\n VoiceLineId,\n} from \"./types\";\n\nexport type LoadPriority = \"critical\" | \"high\" | \"normal\" | \"low\";\n\n// Estimated average size per audio asset in MB (based on typical compressed audio file sizes)\nconst ESTIMATED_ASSET_SIZE_MB = 0.5;\n\nexport interface IAudioAssetRegistry {\n readonly music: Record<string, MusicTrack>;\n readonly sfx: Record<string, SoundEffect>;\n readonly voice: Record<string, VoiceLine>;\n readonly combat: CombatAudioMap;\n}\n\nexport interface EnhancedAudioAsset {\n readonly id: string;\n readonly type: \"sound\" | \"music\" | \"voice\";\n readonly url: string;\n readonly formats: readonly string[];\n readonly loaded: boolean;\n volume?: number;\n readonly loop?: boolean;\n category?: AudioCategory;\n readonly metadata?: {\n readonly duration: number;\n readonly bitrate?: number;\n readonly channels?: number;\n readonly sampleRate?: number;\n };\n readonly preloadPriority?: LoadPriority;\n readonly streaming?: boolean;\n readonly compressionOptions?: {\n readonly format: string;\n readonly quality: number;\n };\n}\n\n// Enhanced audio registry with proper types\nexport interface EnhancedAudioAssetRegistry extends AudioAssetRegistry {\n readonly enhanced?: Record<string, EnhancedAudioAsset>;\n}\n\n// Asset group definition for batch loading\nexport interface AssetGroup {\n readonly id: string;\n readonly name: string;\n readonly priority: LoadPriority;\n readonly assets: readonly string[]; // Asset IDs\n readonly lazyLoad?: boolean;\n}\n\n// Manifest for efficient asset registration\nexport interface AudioAssetManifest {\n readonly version: string;\n readonly totalAssets: number;\n readonly totalSizeMB: number;\n readonly groups: readonly AssetGroup[];\n readonly assets: Record<string, EnhancedAudioAsset>;\n}\n\n// Fix: Use class implementation instead of interface merging\nexport class AudioAssetRegistry {\n private sfxMap = new Map<SoundEffectId, SoundEffect>();\n private musicMap = new Map<MusicTrackId, MusicTrack>();\n private voiceMap = new Map<VoiceLineId, VoiceLine>();\n private assetGroups: Map<string, AssetGroup> = new Map();\n\n // Fix: Implement required combat property with proper stances\n public combat: CombatAudioMap = {\n attacks: {},\n impacts: {},\n stances: {\n geon: \"stance_geon_sfx\",\n tae: \"stance_tae_sfx\",\n li: \"stance_li_sfx\",\n jin: \"stance_jin_sfx\",\n son: \"stance_son_sfx\",\n gam: \"stance_gam_sfx\",\n gan: \"stance_gan_sfx\",\n gon: \"stance_gon_sfx\",\n },\n environments: {},\n ui: {},\n };\n\n public sfx: Record<SoundEffectId, SoundEffect> = {};\n public music: Record<MusicTrackId, MusicTrack> = {};\n public voice: Record<VoiceLineId, VoiceLine> = {};\n\n constructor() {\n this.initializeDefaultAssets();\n this.initializeCombatAudioAssets();\n this.initializeAssetGroups();\n }\n\n private initializeDefaultAssets(): void {\n // Add intro_theme music with both mp3 and webm for intro screen\n this.registerMusic(\"intro_theme\", {\n id: \"intro_theme\",\n type: \"music\",\n name: \"Black Trigram Theme\",\n title: { korean: \"흑괘 테마\", english: \"Black Trigram Theme\" },\n category: \"music\",\n url: \"/assets/audio/music/intro_theme.mp3\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7,\n loop: true,\n variations: [\n \"/assets/audio/music/intro_theme.mp3\",\n \"/assets/audio/music/intro_theme.webm\",\n ],\n bpm: 90,\n fadeInTime: 3000,\n fadeOutTime: 3000,\n });\n\n // Menu UI Sound Effects\n this.registerSFX(\"menu_hover\", {\n id: \"menu_hover\",\n type: \"sound\",\n name: \"Menu Hover\",\n category: \"sfx\",\n url: \"/assets/audio/sfx/menu/menu_hover.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.5,\n variations: [\n \"/assets/audio/sfx/menu/menu_hover.webm\",\n \"/assets/audio/sfx/menu/menu_hover_1.webm\",\n \"/assets/audio/sfx/menu/menu_hover_2.webm\",\n \"/assets/audio/sfx/menu/menu_hover_3.webm\",\n \"/assets/audio/sfx/menu/menu_hover_4.webm\",\n ],\n });\n\n this.registerSFX(\"menu_select\", {\n id: \"menu_select\",\n type: \"sound\",\n name: \"Menu Select\",\n category: \"sfx\",\n url: \"/assets/audio/sfx/menu/menu_select.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7,\n variations: [\n \"/assets/audio/sfx/menu/menu_select.webm\",\n \"/assets/audio/sfx/menu/menu_select_1.webm\",\n \"/assets/audio/sfx/menu/menu_select_2.webm\",\n \"/assets/audio/sfx/menu/menu_select_3.webm\",\n \"/assets/audio/sfx/menu/menu_select_4.webm\",\n \"/assets/audio/sfx/menu/menu_select_5.webm\",\n \"/assets/audio/sfx/menu/menu_select_6.webm\",\n \"/assets/audio/sfx/menu/menu_select_7.webm\",\n \"/assets/audio/sfx/menu/menu_select_8.webm\",\n ],\n });\n\n this.registerSFX(\"menu_back\", {\n id: \"menu_back\",\n type: \"sound\",\n name: \"Menu Back\",\n category: \"sfx\",\n url: \"/assets/audio/sfx/menu/menu_back.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.6,\n variations: [\n \"/assets/audio/sfx/menu/menu_back.webm\",\n \"/assets/audio/sfx/menu/menu_back_1.webm\",\n \"/assets/audio/sfx/menu/menu_back_2.webm\",\n \"/assets/audio/sfx/menu/menu_back_3.webm\",\n \"/assets/audio/sfx/menu/menu_back_4.webm\",\n ],\n });\n\n this.registerSFX(\"menu_navigate\", {\n id: \"menu_navigate\",\n type: \"sound\",\n name: \"Menu Navigate\",\n category: \"sfx\",\n url: \"/assets/audio/sfx/misc/menu_navigate.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.5,\n variations: [\n \"/assets/audio/sfx/misc/menu_navigate.webm\",\n \"/assets/audio/sfx/misc/menu_navigate_1.webm\",\n \"/assets/audio/sfx/misc/menu_navigate_2.webm\",\n \"/assets/audio/sfx/misc/menu_navigate_3.webm\",\n \"/assets/audio/sfx/misc/menu_navigate_4.webm\",\n ],\n });\n\n this.registerSFX(\"menu_click\", {\n id: \"menu_click\",\n type: \"sound\",\n name: \"Menu Click\",\n category: \"sfx\",\n url: \"/assets/audio/sfx/misc/menu_click.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.6,\n variations: [\n \"/assets/audio/sfx/misc/menu_click.webm\",\n \"/assets/audio/sfx/misc/menu_click_1.webm\",\n \"/assets/audio/sfx/misc/menu_click_2.webm\",\n \"/assets/audio/sfx/misc/menu_click_3.webm\",\n \"/assets/audio/sfx/misc/menu_click_4.webm\",\n ],\n });\n }\n\n /**\n * Initialize comprehensive combat audio assets\n * Registers attack sounds, hit reactions, blocks, dodges, and stance changes\n */\n private initializeCombatAudioAssets(): void {\n // Combat Music Tracks\n this.registerMusic(\"combat_theme\", {\n id: \"combat_theme\",\n type: \"music\",\n name: \"Combat Theme\",\n title: { korean: \"전투 테마\", english: \"Combat Theme\" },\n category: \"music\",\n url: \"/assets/audio/music/combat_theme.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.4, // 40% volume per acceptance criteria\n loop: true,\n variations: [\n \"/assets/audio/music/combat_theme.webm\",\n \"/assets/audio/music/combat_theme.mp3\",\n ],\n bpm: 140,\n fadeInTime: 2000,\n fadeOutTime: 2000,\n });\n\n // Philosophy Screen Music\n this.registerMusic(\"underground_theme\", {\n id: \"underground_theme\",\n type: \"music\",\n name: \"Underground Theme\",\n title: { korean: \"언더그라운드 테마\", english: \"Underground Theme\" },\n category: \"music\",\n url: \"/assets/audio/music/underground_theme.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.4, // 40% volume per acceptance criteria\n loop: true,\n variations: [\n \"/assets/audio/music/underground_theme.webm\",\n \"/assets/audio/music/underground_theme.mp3\",\n ],\n bpm: 110,\n fadeInTime: 2000,\n fadeOutTime: 2000,\n });\n\n // Training Screen Music\n this.registerMusic(\"cyberpunk_fusion\", {\n id: \"cyberpunk_fusion\",\n type: \"music\",\n name: \"Cyberpunk Fusion\",\n title: { korean: \"사이버펑크 퓨전\", english: \"Cyberpunk Fusion\" },\n category: \"music\",\n url: \"/assets/audio/music/cyberpunk_fusion.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.4, // 40% volume per acceptance criteria\n loop: true,\n variations: [\n \"/assets/audio/music/cyberpunk_fusion.webm\",\n \"/assets/audio/music/cyberpunk_fusion.mp3\",\n ],\n bpm: 120,\n fadeInTime: 2000,\n fadeOutTime: 2000,\n });\n\n // Archetype-Specific Music Themes\n const archetypeThemes = [\n { id: \"musa_warrior_theme\", name: \"Musa Warrior Theme\", korean: \"무사 테마\", file: \"musa_warrior\" },\n { id: \"amsalja_shadow_theme\", name: \"Amsalja Shadow Theme\", korean: \"암살자 테마\", file: \"amsalja_shadow\" },\n { id: \"hacker_cyber_theme\", name: \"Hacker Cyber Theme\", korean: \"해커 테마\", file: \"hacker_cyber\" },\n { id: \"jeongbo_intel_theme\", name: \"Jeongbo Intel Theme\", korean: \"정보요원 테마\", file: \"jeongbo_intel\" },\n { id: \"jojik_street_theme\", name: \"Jojik Street Theme\", korean: \"조직폭력배 테마\", file: \"jojik_street\" },\n ];\n\n archetypeThemes.forEach(theme => {\n this.registerMusic(theme.id, {\n id: theme.id,\n type: \"music\",\n name: theme.name,\n title: { korean: theme.korean, english: theme.name },\n category: \"music\",\n url: `/assets/audio/music/archetype_themes/${theme.file}.mp3`,\n formats: [\"audio/mp3\"],\n loaded: false,\n volume: 0.4, // 40% volume per acceptance criteria\n loop: true,\n bpm: 130,\n fadeInTime: 2000,\n fadeOutTime: 2000,\n });\n });\n\n // Attack Sounds - Light Punches (8 variations)\n for (let i = 1; i <= 8; i++) {\n this.registerSFX(`attack_punch_light_${i}`, {\n id: `attack_punch_light_${i}`,\n type: \"sound\",\n name: `Light Punch ${i}`,\n category: \"sfx\",\n url: `/assets/audio/sfx/combat/attack_punch_light_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n });\n }\n\n // Attack Sounds - Medium Punches (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`attack_punch_medium_${i}`, {\n id: `attack_punch_medium_${i}`,\n type: \"sound\",\n name: `Medium Punch ${i}`,\n category: \"sfx\",\n url: `/assets/audio/sfx/combat/attack_punch_medium_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7,\n });\n }\n\n // Attack Sounds - Generic Light/Medium/Heavy\n this.registerSFX(\"attack_light\", {\n id: \"attack_light\",\n type: \"sound\",\n name: \"Light Attack\",\n category: \"sfx\",\n url: \"/assets/audio/sfx/combat/attack_light.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n variations: [\n \"/assets/audio/sfx/combat/attack_light.webm\",\n \"/assets/audio/sfx/combat/attack_light_3.webm\",\n \"/assets/audio/sfx/combat/attack_light_4.webm\",\n ],\n });\n\n this.registerSFX(\"attack_medium\", {\n id: \"attack_medium\",\n type: \"sound\",\n name: \"Medium Attack\",\n category: \"sfx\",\n url: \"/assets/audio/sfx/combat/attack_medium.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7,\n variations: [\n \"/assets/audio/sfx/combat/attack_medium.webm\",\n \"/assets/audio/sfx/combat/attack_medium_1.webm\",\n \"/assets/audio/sfx/combat/attack_medium_3.webm\",\n ],\n });\n\n this.registerSFX(\"attack_heavy\", {\n id: \"attack_heavy\",\n type: \"sound\",\n name: \"Heavy Attack\",\n category: \"sfx\",\n url: \"/assets/audio/sfx/combat/attack_heavy.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n variations: [\n \"/assets/audio/sfx/combat/attack_heavy.webm\",\n \"/assets/audio/sfx/combat/attack_heavy.mp3\",\n ],\n });\n\n // Attack Sounds - Critical (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`attack_critical_${i}`, {\n id: `attack_critical_${i}`,\n type: \"sound\",\n name: `Critical Attack ${i}`,\n category: \"sfx\",\n url: `/assets/audio/sfx/combat/attack_critical_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n });\n }\n\n // Attack Sounds - Special Geon Technique (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`attack_special_geon_${i}`, {\n id: `attack_special_geon_${i}`,\n type: \"sound\",\n name: `Geon Special ${i}`,\n category: \"sfx\",\n url: `/assets/audio/sfx/combat/attack_special_geon_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n });\n }\n\n // Hit Reaction Sounds - Light (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`hit_light_${i}`, {\n id: `hit_light_${i}`,\n type: \"sound\",\n name: `Light Hit ${i}`,\n category: \"sfx\",\n url: `/assets/audio/sfx/hits/hit_light_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n });\n }\n\n // Hit Reaction Sounds - Medium (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`hit_medium_${i}`, {\n id: `hit_medium_${i}`,\n type: \"sound\",\n name: `Medium Hit ${i}`,\n category: \"sfx\",\n url: `/assets/audio/sfx/hits/hit_medium_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n });\n }\n\n // Hit Reaction Sounds - Heavy (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`hit_heavy_${i}`, {\n id: `hit_heavy_${i}`,\n type: \"sound\",\n name: `Heavy Hit ${i}`,\n category: \"sfx\",\n url: `/assets/audio/sfx/hits/hit_heavy_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n });\n }\n\n // Hit Reaction Sounds - Critical (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`hit_critical_${i}`, {\n id: `hit_critical_${i}`,\n type: \"sound\",\n name: `Critical Hit ${i}`,\n category: \"sfx\",\n url: `/assets/audio/sfx/hits/hit_critical_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n });\n }\n\n // Hit Reaction Sounds - Flesh (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`hit_flesh_${i}`, {\n id: `hit_flesh_${i}`,\n type: \"sound\",\n name: `Flesh Hit ${i}`,\n category: \"sfx\",\n url: `/assets/audio/sfx/misc/hit_flesh_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7,\n });\n }\n\n // Body realistic sound (1 variation)\n this.registerSFX(\"body_realistic_sound\", {\n id: \"body_realistic_sound\",\n type: \"sound\",\n name: \"Body Impact\",\n category: \"sfx\",\n url: \"/assets/audio/sfx/misc/body_realistic_sound.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7,\n });\n\n // Combo System Sounds - 콤보 시스템 (Combo System)\n // Combo buildup sounds (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`combo_buildup_${i}`, {\n id: `combo_buildup_${i}`,\n type: \"sound\",\n name: `Combo Buildup ${i} (콤보 축적)`,\n category: \"sfx\",\n url: `/assets/audio/sfx/misc/combo_buildup_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7,\n });\n }\n\n // Combo finish sounds (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`combo_finish_${i}`, {\n id: `combo_finish_${i}`,\n type: \"sound\",\n name: `Combo Finish ${i} (콤보 완성)`,\n category: \"sfx\",\n url: `/assets/audio/sfx/misc/combo_finish_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.8,\n });\n }\n\n // Match Countdown Sounds - 카운트다운 (Countdown)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`countdown_${i}`, {\n id: `countdown_${i}`,\n type: \"sound\",\n name: `Countdown ${i} (카운트다운)`,\n category: \"sfx\",\n url: `/assets/audio/sfx/misc/countdown_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7,\n });\n }\n\n // Status Warning Sounds - 상태 경고 (Status Warnings)\n // Health low warnings (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`health_low_${i}`, {\n id: `health_low_${i}`,\n type: \"sound\",\n name: `Health Low ${i} (체력 부족)`,\n category: \"sfx\",\n url: `/assets/audio/sfx/misc/health_low_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.6,\n });\n }\n\n // Stamina depleted warnings (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`stamina_depleted_${i}`, {\n id: `stamina_depleted_${i}`,\n type: \"sound\",\n name: `Stamina Depleted ${i} (스태미나 고갈)`,\n category: \"sfx\",\n url: `/assets/audio/sfx/misc/stamina_depleted_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.6,\n });\n }\n\n // Victory sounds (4 variations) - 승리 (Victory)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`victory_${i}`, {\n id: `victory_${i}`,\n type: \"sound\",\n name: `Victory ${i} (승리)`,\n category: \"sfx\",\n url: `/assets/audio/sfx/misc/victory_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.8,\n });\n }\n\n // Defeat sounds (4 variations) - 패배 (Defeat)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`defeat_${i}`, {\n id: `defeat_${i}`,\n type: \"sound\",\n name: `Defeat ${i} (패배)`,\n category: \"sfx\",\n url: `/assets/audio/sfx/misc/defeat_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7,\n });\n }\n\n // Movement Sounds - 이동 소리 (Movement Sounds)\n // Footstep sounds (3 standard variations with both mp3/webm)\n for (let i = 1; i <= 3; i++) {\n this.registerSFX(`footstep_${i}`, {\n id: `footstep_${i}`,\n type: \"sound\",\n name: `Footstep ${i} (발소리)`,\n category: \"sfx\",\n url: `/assets/audio/sfx/misc/footstep_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.5, // Lower volume for footsteps\n });\n }\n\n // Footstep 4 only has webm format\n this.registerSFX(\"footstep_4\", {\n id: \"footstep_4\",\n type: \"sound\",\n name: \"Footstep 4 (발소리)\",\n category: \"sfx\",\n url: \"/assets/audio/sfx/misc/footstep_4.webm\",\n formats: [\"audio/webm\"],\n loaded: false,\n volume: 0.5,\n });\n\n // Block Sounds - Success (4 variations) - 막기 (Makgi)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`block_success_${i}`, {\n id: `block_success_${i}`,\n type: \"sound\",\n name: `Block Success ${i} (막기)`,\n category: \"sfx\",\n url: `/assets/audio/sfx/blocks/block_success_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n });\n }\n\n // Block Sounds - Break (4 variations) - 방어붕괴 (Bangeo Bunggoe)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`block_break_${i}`, {\n id: `block_break_${i}`,\n type: \"sound\",\n name: `Block Break ${i} (방어붕괴)`,\n category: \"sfx\",\n url: `/assets/audio/sfx/blocks/block_break_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n });\n }\n\n // Defensive Animation Sounds - Parry Deflection (받아넘기기)\n // Using dodge sounds as placeholder for parry whoosh/deflection\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`parry_deflect_${i}`, {\n id: `parry_deflect_${i}`,\n type: \"sound\",\n name: `Parry Deflection ${i} (받아넘기기)`,\n category: \"sfx\",\n url: `/assets/audio/sfx/movement/dodge_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.65, // Slightly lower for deflection sound\n pitch: 1.2, // Higher pitch for quick deflection\n });\n }\n\n // Defensive Animation Sounds - Guard Recovery (방어복구)\n // Using stance change sounds for guard recovery\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`guard_recovery_${i}`, {\n id: `guard_recovery_${i}`,\n type: \"sound\",\n name: `Guard Recovery ${i} (방어복구)`,\n category: \"sfx\",\n url: `/assets/audio/sfx/movement/stance_change_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.6, // Lower volume for recovery motion\n pitch: 0.9, // Slightly lower pitch for recovery\n });\n }\n\n // Dodge Sounds (8 variations)\n for (let i = 1; i <= 8; i++) {\n this.registerSFX(`dodge_${i}`, {\n id: `dodge_${i}`,\n type: \"sound\",\n name: `Dodge ${i}`,\n category: \"sfx\",\n url: `/assets/audio/sfx/movement/dodge_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n });\n }\n\n // Stance Change Sounds (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`stance_change_${i}`, {\n id: `stance_change_${i}`,\n type: \"sound\",\n name: `Stance Change ${i}`,\n category: \"sfx\",\n url: `/assets/audio/sfx/movement/stance_change_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n });\n }\n\n // Ki Energy Sounds - Charge (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`ki_charge_${i}`, {\n id: `ki_charge_${i}`,\n type: \"sound\",\n name: `Ki Charge ${i}`,\n category: \"sfx\",\n url: `/assets/audio/sfx/ki_energy/ki_charge_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n });\n }\n\n // Ki Energy Sounds - Release (4 variations)\n for (let i = 1; i <= 4; i++) {\n this.registerSFX(`ki_release_${i}`, {\n id: `ki_release_${i}`,\n type: \"sound\",\n name: `Ki Release ${i}`,\n category: \"sfx\",\n url: `/assets/audio/sfx/ki_energy/ki_release_${i}.webm`,\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n });\n }\n\n // Generic Ki sounds with variations\n this.registerSFX(\"ki_charge\", {\n id: \"ki_charge\",\n type: \"sound\",\n name: \"Ki Charge\",\n category: \"sfx\",\n url: \"/assets/audio/sfx/ki_energy/ki_charge.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n variations: [\n \"/assets/audio/sfx/ki_energy/ki_charge.webm\",\n \"/assets/audio/sfx/ki_energy/ki_charge_1.webm\",\n \"/assets/audio/sfx/ki_energy/ki_charge_2.webm\",\n \"/assets/audio/sfx/ki_energy/ki_charge_3.webm\",\n \"/assets/audio/sfx/ki_energy/ki_charge_4.webm\",\n ],\n });\n\n this.registerSFX(\"ki_release\", {\n id: \"ki_release\",\n type: \"sound\",\n name: \"Ki Release\",\n category: \"sfx\",\n url: \"/assets/audio/sfx/ki_energy/ki_release.webm\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7, // 70% volume per acceptance criteria\n variations: [\n \"/assets/audio/sfx/ki_energy/ki_release.webm\",\n \"/assets/audio/sfx/ki_energy/ki_release_1.webm\",\n \"/assets/audio/sfx/ki_energy/ki_release_2.webm\",\n \"/assets/audio/sfx/ki_energy/ki_release_3.webm\",\n \"/assets/audio/sfx/ki_energy/ki_release_4.webm\",\n ],\n });\n }\n\n public registerSFX(id: SoundEffectId, effect: SoundEffect): void {\n this.sfxMap.set(id, effect);\n this.sfx[id] = effect;\n }\n\n public registerMusic(id: MusicTrackId, track: MusicTrack): void {\n this.musicMap.set(id, track);\n this.music[id] = track;\n }\n\n public registerVoice(id: VoiceLineId, voice: VoiceLine): void {\n this.voiceMap.set(id, voice);\n this.voice[id] = voice;\n }\n\n public getSFX(id: SoundEffectId): SoundEffect | undefined {\n return this.sfxMap.get(id);\n }\n\n public getMusic(id: MusicTrackId): MusicTrack | undefined {\n return this.musicMap.get(id);\n }\n\n public getVoice(id: VoiceLineId): VoiceLine | undefined {\n return this.voiceMap.get(id);\n }\n\n public getAll(): IAudioAssetRegistry {\n return {\n sfx: this.sfx,\n music: this.music,\n voice: this.voice,\n combat: this.combat,\n };\n }\n\n // Korean martial arts sound effects registry\n private readonly soundEffects: Map<SoundEffectId, SoundEffect> = new Map([\n [\n \"attack_light\",\n {\n id: \"attack_light\",\n name: \"Light Attack\", // Fix: Use string instead of KoreanText object\n type: \"sound\",\n url: \"/assets/audio/sfx/combat/attack_light.mp3\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.8,\n category: \"sfx\", // Fix: Use string literal instead of enum\n pitch: 1.0,\n variations: [\"/assets/audio/sfx/combat/attack_light_1.mp3\", \"/assets/audio/sfx/combat/attack_light_2.mp3\"],\n },\n ],\n [\n \"stance_change\",\n {\n id: \"stance_change\",\n name: \"Stance Change\", // Fix: Use string instead of KoreanText object\n type: \"sound\",\n url: \"/assets/audio/sfx/movement/stance_change.mp3\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.6,\n category: \"sfx\", // Fix: Use string literal instead of enum\n pitch: 1.2,\n },\n ],\n [\n \"vital_hit_critical\",\n {\n id: \"vital_hit_critical\",\n name: \"Critical Vital Point Hit\", // Fix: Use string instead of KoreanText object\n type: \"sound\",\n url: \"/assets/audio/sfx/combat/attack_critical.mp3\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.9,\n category: \"sfx\", // Fix: Use string literal instead of enum\n pitch: 0.8,\n },\n ],\n [\n \"hit_light\",\n {\n id: \"hit_light\",\n name: \"Light Hit\", // Fix: Use simple string instead of KoreanText object\n type: \"sound\",\n url: \"/assets/audio/sfx/hits/hit_light.mp3\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7,\n category: \"sfx\", // Fix: Use string literal instead of enum\n pitch: 1.0,\n variations: [\n \"/assets/audio/sfx/hits/hit_light_1.mp3\",\n \"/assets/audio/sfx/hits/hit_light_2.mp3\",\n ],\n },\n ],\n ] as unknown as ReadonlyArray<[SoundEffectId, SoundEffect]>);\n\n // Korean martial arts music tracks\n private readonly musicTracks: Map<MusicTrackId, MusicTrack> = new Map([\n [\n \"intro_theme\",\n {\n id: \"intro_theme\",\n name: \"Black Trigram Theme\", // Fix: Use simple string instead of KoreanText object\n type: \"music\",\n url: \"/assets/audio/music/intro_theme.mp3\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n volume: 0.7,\n loop: true,\n category: \"music\", // Fix: Use string literal instead of enum\n variations: [\n \"/assets/audio/music/intro_theme.mp3\",\n \"/assets/audio/music/intro_theme.webm\",\n ],\n bpm: 90,\n fadeInTime: 3000,\n fadeOutTime: 3000,\n },\n ],\n [\n \"combat_theme\",\n {\n id: \"combat_theme\",\n name: \"Combat Music\", // Fix: Use string instead of KoreanText object\n type: \"music\",\n url: \"/assets/audio/music/combat_theme.mp3\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n title: { korean: \"전투 음악\", english: \"Combat Music\" },\n volume: 0.8,\n loop: true,\n category: \"music\", // Fix: Use string literal instead of enum\n bpm: 140,\n fadeInTime: 1000,\n fadeOutTime: 2000,\n },\n ],\n [\n \"dojang_ambience\",\n {\n id: \"dojang_ambience\",\n name: \"Dojang Atmosphere\", // Fix: Use string instead of KoreanText object\n type: \"music\",\n url: \"/assets/audio/music/underground_theme.mp3\",\n formats: [\"audio/mp3\", \"audio/webm\"],\n loaded: false,\n title: { korean: \"도장 분위기\", english: \"Dojang Atmosphere\" },\n volume: 0.4,\n loop: true,\n category: \"music\", // Fix: Use string literal instead of enum\n bpm: 60,\n fadeInTime: 3000,\n fadeOutTime: 3000,\n },\n ],\n ] as unknown as ReadonlyArray<[MusicTrackId, MusicTrack]>);\n\n // Fix: Remove unused destructured variables\n public loadSoundEffects(): void {\n // Process sound effects without unused variables\n this.soundEffects.forEach((effect) => {\n console.log(`Loading sound effect: ${effect.id}`);\n });\n }\n\n public loadMusicTracks(): void {\n // Process music tracks without unused variables\n this.musicTracks.forEach((track) => {\n console.log(`Loading music track: ${track.id}`);\n });\n }\n\n // Fix: Remove Map.find usage - Maps don't have find method\n public findSoundEffectByName(name: string): SoundEffect | undefined {\n for (const [, effect] of this.soundEffects) {\n if (effect.name === name) {\n return effect;\n }\n }\n return undefined;\n }\n\n public findMusicTrackByName(name: string): MusicTrack | undefined {\n for (const [, track] of this.musicTracks) {\n if (track.name === name) {\n return track;\n }\n }\n return undefined;\n }\n\n // Fix: Add getSoundEffect method\n public getSoundEffect(id: SoundEffectId): SoundEffect | undefined {\n return this.soundEffects.get(id);\n }\n\n // Fix: Add getMusicTrack method\n public getMusicTrack(id: MusicTrackId): MusicTrack | undefined {\n return this.musicTracks.get(id);\n }\n\n // Fix: Remove unused lightHitEffect and use string for name\n public getPlaceholderEffect(): SoundEffect {\n return {\n id: \"placeholder_hit\",\n name: \"Placeholder Hit\", // Fix: Use string instead of KoreanText object\n type: \"sound\",\n url: \"/placeholder/hit.mp3\",\n formats: [\"audio/mp3\"],\n loaded: false,\n volume: 0.5,\n category: \"sfx\", // Fix: Use string literal instead of enum\n pitch: 1.0,\n };\n }\n\n // Add missing loadAssets method\n public async loadAssets(): Promise<void> {\n console.log(\"Loading audio assets...\");\n // Implementation would preload audio files\n }\n\n /**\n * Initialize asset groups for batch loading\n */\n private initializeAssetGroups(): void {\n // Critical assets - load immediately on startup (menu UI sounds)\n this.registerAssetGroup({\n id: \"critical\",\n name: \"Critical UI Sounds\",\n priority: \"critical\",\n assets: [\n \"menu_hover\",\n \"menu_select\",\n \"menu_click\",\n \"menu_navigate\",\n \"menu_back\",\n ],\n lazyLoad: false,\n });\n\n // High priority - load during intro screen\n this.registerAssetGroup({\n id: \"intro_music\",\n name: \"Intro Screen Music\",\n priority: \"high\",\n assets: [\"intro_theme\"],\n lazyLoad: false,\n });\n\n // Combat music - high priority for combat screen\n this.registerAssetGroup({\n id: \"combat_music\",\n name: \"Combat Background Music\",\n priority: \"high\",\n assets: [\n \"combat_theme\",\n \"musa_warrior_theme\",\n \"amsalja_shadow_theme\",\n \"hacker_cyber_theme\",\n \"jeongbo_intel_theme\",\n \"jojik_street_theme\",\n ],\n lazyLoad: false,\n });\n\n // Screen music - normal priority for informational screens\n this.registerAssetGroup({\n id: \"screen_music\",\n name: \"Screen Background Music\",\n priority: \"normal\",\n assets: [\n \"underground_theme\",\n \"cyberpunk_fusion\",\n ],\n lazyLoad: true,\n });\n\n // Normal priority - combat SFX\n this.registerAssetGroup({\n id: \"combat_attacks\",\n name: \"Combat Attack Sounds\",\n priority: \"normal\",\n assets: [\n \"attack_light\",\n \"attack_medium\",\n \"attack_heavy\",\n \"attack_punch_light_1\",\n \"attack_punch_light_2\",\n \"attack_punch_medium_1\",\n \"attack_critical_1\",\n \"attack_critical_2\",\n ],\n lazyLoad: false,\n });\n\n this.registerAssetGroup({\n id: \"combat_hits\",\n name: \"Combat Hit Reactions\",\n priority: \"normal\",\n assets: [\n \"hit_light_1\",\n \"hit_light_2\",\n \"hit_medium_1\",\n \"hit_medium_2\",\n \"hit_heavy_1\",\n \"hit_critical_1\",\n ],\n lazyLoad: false,\n });\n\n this.registerAssetGroup({\n id: \"combat_defense\",\n name: \"Combat Defense Sounds\",\n priority: \"normal\",\n assets: [\n \"block_success_1\",\n \"block_success_2\",\n \"block_break_1\",\n \"dodge_1\",\n \"dodge_2\",\n ],\n lazyLoad: false,\n });\n\n this.registerAssetGroup({\n id: \"combat_movement\",\n name: \"Combat Movement Sounds\",\n priority: \"normal\",\n assets: [\n \"stance_change_1\",\n \"stance_change_2\",\n \"stance_change_3\",\n \"dodge_3\",\n \"dodge_4\",\n ],\n lazyLoad: false,\n });\n\n // Training-specific sounds\n this.registerAssetGroup({\n id: \"training_sfx\",\n name: \"Training Sound Effects\",\n priority: \"normal\",\n assets: [\n \"ki_charge\",\n \"ki_release\",\n \"ki_charge_1\",\n \"ki_charge_2\",\n \"ki_release_1\",\n \"ki_release_2\",\n ],\n lazyLoad: true,\n });\n }\n\n /**\n * Register an asset group for batch loading\n * @param group - Asset group configuration with ID, name, priority, and asset IDs\n */\n public registerAssetGroup(group: AssetGroup): void {\n this.assetGroups.set(group.id, group);\n }\n\n /**\n * Get asset group by ID\n * @param groupId - ID of the asset group to retrieve\n * @returns The asset group or undefined if not found\n */\n public getAssetGroup(groupId: string): AssetGroup | undefined {\n return this.assetGroups.get(groupId);\n }\n\n /**\n * Get all registered asset groups\n * @returns Array of all asset groups\n */\n public getAllAssetGroups(): readonly AssetGroup[] {\n return Array.from(this.assetGroups.values());\n }\n\n /**\n * Get asset groups filtered by priority level\n * @param priority - Priority level to filter by (critical/high/normal/low)\n * @returns Array of asset groups matching the priority\n */\n public getAssetGroupsByPriority(priority: LoadPriority): readonly AssetGroup[] {\n return Array.from(this.assetGroups.values()).filter(\n (group) => group.priority === priority\n );\n }\n\n /**\n * Get all assets belonging to a specific group\n * @param groupId - ID of the asset group\n * @returns Array of audio assets in the group, or empty array if group not found\n */\n public getAssetsInGroup(groupId: string): readonly AudioAsset[] {\n const group = this.assetGroups.get(groupId);\n if (!group) return [];\n\n const assets: AudioAsset[] = [];\n for (const assetId of group.assets) {\n // Check all maps, take first match\n const asset = this.getSFX(assetId) ?? this.getMusic(assetId) ?? this.getVoice(assetId);\n if (asset) {\n assets.push(asset);\n }\n }\n\n return assets;\n }\n\n /**\n * Create a manifest for efficient asset registration\n * @returns Audio asset manifest with version, total assets, size estimates, groups, and all assets\n */\n public createManifest(): AudioAssetManifest {\n const allAssets: Record<string, EnhancedAudioAsset> = {};\n\n // Add SFX assets\n this.sfxMap.forEach((sfx, id) => {\n allAssets[id] = {\n ...sfx,\n preloadPriority: \"normal\",\n } as EnhancedAudioAsset;\n });\n\n // Add music assets\n this.musicMap.forEach((music, id) => {\n allAssets[id] = {\n ...music,\n preloadPriority: \"high\",\n } as EnhancedAudioAsset;\n });\n\n // Add voice assets\n this.voiceMap.forEach((voice, id) => {\n allAssets[id] = {\n ...voice,\n preloadPriority: \"normal\",\n } as EnhancedAudioAsset;\n });\n\n const totalAssets = Object.keys(allAssets).length;\n const estimatedSizeMB = totalAssets * ESTIMATED_ASSET_SIZE_MB;\n\n return {\n version: \"1.0.0\",\n totalAssets,\n totalSizeMB: estimatedSizeMB,\n groups: this.getAllAssetGroups(),\n assets: allAssets,\n };\n }\n}\n\n// Export singleton instance\nexport const audioAssetRegistry = new AudioAssetRegistry();\n\n// Default export\nexport default 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@@ -0,0 +1,135 @@
1
+ /**
2
+ * AudioCache - LRU cache for audio assets
3
+ * 오디오 캐시 - 오디오 자산을 위한 LRU 캐시
4
+ *
5
+ * Manages audio asset memory with automatic eviction of least-recently-used assets
6
+ * 최근 사용 빈도가 낮은 자산을 자동으로 제거하여 오디오 자산 메모리를 관리합니다
7
+ */
8
+ import type { AudioAsset } from "./types";
9
+ /**
10
+ * Configuration for AudioCache
11
+ * AudioCache 구성
12
+ */
13
+ export interface AudioCacheConfig {
14
+ /** Maximum cache size in bytes (default: 30MB) */
15
+ readonly maxSizeBytes: number;
16
+ /** Asset IDs that should never be evicted */
17
+ readonly criticalAssets: readonly string[];
18
+ /** Enable debug logging */
19
+ readonly debug?: boolean;
20
+ }
21
+ /**
22
+ * Cache statistics
23
+ * 캐시 통계
24
+ */
25
+ export interface CacheStats {
26
+ readonly totalSize: number;
27
+ readonly assetCount: number;
28
+ readonly criticalCount: number;
29
+ readonly utilizationPercent: number;
30
+ readonly evictionCount: number;
31
+ readonly hitCount: number;
32
+ readonly missCount: number;
33
+ readonly hitRate: number;
34
+ }
35
+ /**
36
+ * AudioCache - LRU cache implementation for audio assets
37
+ * 오디오 자산을 위한 LRU 캐시 구현
38
+ */
39
+ export declare class AudioCache {
40
+ private cache;
41
+ private currentSize;
42
+ private maxSize;
43
+ private criticalAssets;
44
+ private debug;
45
+ private evictionCount;
46
+ private hitCount;
47
+ private missCount;
48
+ constructor(config: AudioCacheConfig);
49
+ /**
50
+ * Add asset to cache with LRU tracking
51
+ * LRU 추적으로 캐시에 자산 추가
52
+ *
53
+ * @param id - Asset ID
54
+ * @param asset - Audio asset
55
+ * @param sizeBytes - Estimated size in bytes
56
+ */
57
+ set(id: string, asset: AudioAsset, sizeBytes: number): void;
58
+ /**
59
+ * Get asset from cache and update access time
60
+ * 캐시에서 자산을 가져오고 액세스 시간 업데이트
61
+ *
62
+ * @param id - Asset ID
63
+ * @returns Audio asset or undefined if not found
64
+ */
65
+ get(id: string): AudioAsset | undefined;
66
+ /**
67
+ * Check if asset exists in cache
68
+ * 캐시에 자산이 있는지 확인
69
+ *
70
+ * @param id - Asset ID
71
+ * @returns True if asset is cached
72
+ */
73
+ has(id: string): boolean;
74
+ /**
75
+ * Remove asset from cache
76
+ * 캐시에서 자산 제거
77
+ *
78
+ * @param id - Asset ID
79
+ * @returns True if asset was removed
80
+ */
81
+ remove(id: string): boolean;
82
+ /**
83
+ * Check if can evict (has non-critical assets)
84
+ * 제거 가능 여부 확인 (중요하지 않은 자산이 있는지)
85
+ *
86
+ * @returns True if there are non-critical assets to evict
87
+ */
88
+ private canEvict;
89
+ /**
90
+ * Evict least-recently-used non-critical asset
91
+ * 최근 사용 빈도가 가장 낮은 중요하지 않은 자산 제거
92
+ */
93
+ private evictLRU;
94
+ /**
95
+ * Get cache statistics
96
+ * 캐시 통계 가져오기
97
+ *
98
+ * @returns Cache statistics
99
+ */
100
+ getStats(): CacheStats;
101
+ /**
102
+ * Clear entire cache
103
+ * 전체 캐시 지우기
104
+ */
105
+ clear(): void;
106
+ /**
107
+ * Get all cached asset IDs
108
+ * 모든 캐시된 자산 ID 가져오기
109
+ *
110
+ * @returns Array of asset IDs
111
+ */
112
+ getCachedAssetIds(): readonly string[];
113
+ /**
114
+ * Get detailed cache information for debugging
115
+ * 디버깅을 위한 상세 캐시 정보 가져오기
116
+ */
117
+ getDebugInfo(): {
118
+ readonly entries: ReadonlyArray<{
119
+ id: string;
120
+ size: number;
121
+ isCritical: boolean;
122
+ lastAccessed: number;
123
+ age: number;
124
+ }>;
125
+ readonly stats: CacheStats;
126
+ };
127
+ /**
128
+ * Update critical assets list
129
+ * 중요 자산 목록 업데이트
130
+ *
131
+ * @param criticalAssets - New list of critical asset IDs
132
+ */
133
+ updateCriticalAssets(criticalAssets: readonly string[]): void;
134
+ }
135
+ //# sourceMappingURL=AudioCache.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AudioCache.d.ts","sourceRoot":"","sources":["../../src/audio/AudioCache.ts"],"names":[],"mappings":"AAAA;;;;;;GAMG;AAEH,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,SAAS,CAAC;AAE1C;;;GAGG;AACH,MAAM,WAAW,gBAAgB;IAC/B,kDAAkD;IAClD,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,6CAA6C;IAC7C,QAAQ,CAAC,cAAc,EAAE,SAAS,MAAM,EAAE,CAAC;IAC3C,2BAA2B;IAC3B,QAAQ,CAAC,KAAK,CAAC,EAAE,OAAO,CAAC;CAC1B;AAaD;;;GAGG;AACH,MAAM,WAAW,UAAU;IACzB,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IACpC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;CAC1B;AAED;;;GAGG;AACH,qBAAa,UAAU;IACrB,OAAO,CAAC,KAAK,CAAsC;IACnD,OAAO,CAAC,WAAW,CAAa;IAChC,OAAO,CAAC,OAAO,CAAS;IACxB,OAAO,CAAC,cAAc,CAAc;IACpC,OAAO,CAAC,KAAK,CAAU;IACvB,OAAO,CAAC,aAAa,CAAa;IAClC,OAAO,CAAC,QAAQ,CAAa;IAC7B,OAAO,CAAC,SAAS,CAAa;gBAElB,MAAM,EAAE,gBAAgB;IAYpC;;;;;;;OAOG;IACH,GAAG,CAAC,EAAE,EAAE,MAAM,EAAE,KAAK,EAAE,UAAU,EAAE,SAAS,EAAE,MAAM,GAAG,IAAI;IAoC3D;;;;;;OAMG;IACH,GAAG,CAAC,EAAE,EAAE,MAAM,GAAG,UAAU,GAAG,SAAS;IAsBvC;;;;;;OAMG;IACH,GAAG,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO;IAIxB;;;;;;OAMG;IACH,MAAM,CAAC,EAAE,EAAE,MAAM,GAAG,OAAO;IA+B3B;;;;;OAKG;IACH,OAAO,CAAC,QAAQ;IAShB;;;OAGG;IACH,OAAO,CAAC,QAAQ;IA2ChB;;;;;OAKG;IACH,QAAQ,IAAI,UAAU;IAqBtB;;;OAGG;IACH,KAAK,IAAI,IAAI;IA8Bb;;;;;OAKG;IACH,iBAAiB,IAAI,SAAS,MAAM,EAAE;IAItC;;;OAGG;IACH,YAAY,IAAI;QACd,QAAQ,CAAC,OAAO,EAAE,aAAa,CAAC;YAC9B,EAAE,EAAE,MAAM,CAAC;YACX,IAAI,EAAE,MAAM,CAAC;YACb,UAAU,EAAE,OAAO,CAAC;YACpB,YAAY,EAAE,MAAM,CAAC;YACrB,GAAG,EAAE,MAAM,CAAC;SACb,CAAC,CAAC;QACH,QAAQ,CAAC,KAAK,EAAE,UAAU,CAAC;KAC5B;IAmBD;;;;;OAKG;IACH,oBAAoB,CAAC,cAAc,EAAE,SAAS,MAAM,EAAE,GAAG,IAAI;CAc9D"}
@@ -0,0 +1,211 @@
1
+ //#region src/audio/AudioCache.ts
2
+ /**
3
+ * AudioCache - LRU cache implementation for audio assets
4
+ * 오디오 자산을 위한 LRU 캐시 구현
5
+ */
6
+ var AudioCache = class {
7
+ cache = /* @__PURE__ */ new Map();
8
+ currentSize = 0;
9
+ maxSize;
10
+ criticalAssets;
11
+ debug;
12
+ evictionCount = 0;
13
+ hitCount = 0;
14
+ missCount = 0;
15
+ constructor(config) {
16
+ this.maxSize = config.maxSizeBytes;
17
+ this.criticalAssets = new Set(config.criticalAssets);
18
+ this.debug = config.debug ?? false;
19
+ if (this.debug) console.log(`[AudioCache] Initialized with max size: ${(this.maxSize / 1024 / 1024).toFixed(1)}MB, critical assets: ${this.criticalAssets.size}`);
20
+ }
21
+ /**
22
+ * Add asset to cache with LRU tracking
23
+ * LRU 추적으로 캐시에 자산 추가
24
+ *
25
+ * @param id - Asset ID
26
+ * @param asset - Audio asset
27
+ * @param sizeBytes - Estimated size in bytes
28
+ */
29
+ set(id, asset, sizeBytes) {
30
+ const isCritical = this.criticalAssets.has(id);
31
+ const existing = this.cache.get(id);
32
+ if (existing) this.currentSize -= existing.size;
33
+ if (this.currentSize + sizeBytes > this.maxSize) while (this.currentSize + sizeBytes > this.maxSize && this.canEvict()) this.evictLRU();
34
+ this.cache.set(id, {
35
+ asset,
36
+ size: sizeBytes,
37
+ lastAccessed: Date.now(),
38
+ isCritical
39
+ });
40
+ this.currentSize += sizeBytes;
41
+ if (this.debug) console.log(`[AudioCache] Added: ${id} (${(sizeBytes / 1024).toFixed(1)}KB)${isCritical ? " [CRITICAL]" : ""} - Total: ${(this.currentSize / 1024 / 1024).toFixed(1)}MB / ${(this.maxSize / 1024 / 1024).toFixed(1)}MB (${(this.currentSize / this.maxSize * 100).toFixed(1)}%)`);
42
+ }
43
+ /**
44
+ * Get asset from cache and update access time
45
+ * 캐시에서 자산을 가져오고 액세스 시간 업데이트
46
+ *
47
+ * @param id - Asset ID
48
+ * @returns Audio asset or undefined if not found
49
+ */
50
+ get(id) {
51
+ const cached = this.cache.get(id);
52
+ if (cached) {
53
+ cached.lastAccessed = Date.now();
54
+ this.hitCount++;
55
+ if (this.debug) console.log(`[AudioCache] Hit: ${id}`);
56
+ return cached.asset;
57
+ }
58
+ this.missCount++;
59
+ if (this.debug) console.log(`[AudioCache] Miss: ${id}`);
60
+ }
61
+ /**
62
+ * Check if asset exists in cache
63
+ * 캐시에 자산이 있는지 확인
64
+ *
65
+ * @param id - Asset ID
66
+ * @returns True if asset is cached
67
+ */
68
+ has(id) {
69
+ return this.cache.has(id);
70
+ }
71
+ /**
72
+ * Remove asset from cache
73
+ * 캐시에서 자산 제거
74
+ *
75
+ * @param id - Asset ID
76
+ * @returns True if asset was removed
77
+ */
78
+ remove(id) {
79
+ const entry = this.cache.get(id);
80
+ if (entry) {
81
+ this.cache.delete(id);
82
+ this.currentSize -= entry.size;
83
+ if (this.debug) console.log(`[AudioCache] Removed: ${id} (${(entry.size / 1024).toFixed(1)}KB)`);
84
+ if (entry.asset && "src" in entry.asset) {
85
+ const audioElement = entry.asset;
86
+ if (audioElement.pause) audioElement.pause();
87
+ if (audioElement.src !== void 0) audioElement.src = "";
88
+ }
89
+ return true;
90
+ }
91
+ return false;
92
+ }
93
+ /**
94
+ * Check if can evict (has non-critical assets)
95
+ * 제거 가능 여부 확인 (중요하지 않은 자산이 있는지)
96
+ *
97
+ * @returns True if there are non-critical assets to evict
98
+ */
99
+ canEvict() {
100
+ for (const entry of this.cache.values()) if (!entry.isCritical) return true;
101
+ return false;
102
+ }
103
+ /**
104
+ * Evict least-recently-used non-critical asset
105
+ * 최근 사용 빈도가 가장 낮은 중요하지 않은 자산 제거
106
+ */
107
+ evictLRU() {
108
+ let oldestId = null;
109
+ let oldestTime = Infinity;
110
+ for (const [id, entry] of this.cache) if (!entry.isCritical && entry.lastAccessed < oldestTime) {
111
+ oldestId = id;
112
+ oldestTime = entry.lastAccessed;
113
+ }
114
+ if (oldestId) {
115
+ const evicted = this.cache.get(oldestId);
116
+ if (!evicted) return;
117
+ this.cache.delete(oldestId);
118
+ this.currentSize -= evicted.size;
119
+ this.evictionCount++;
120
+ if (this.debug) {
121
+ const age = Date.now() - evicted.lastAccessed;
122
+ console.log(`[AudioCache] Evicted: ${oldestId} (${(evicted.size / 1024).toFixed(1)}KB, age: ${(age / 1e3).toFixed(1)}s) - Total: ${(this.currentSize / 1024 / 1024).toFixed(1)}MB`);
123
+ }
124
+ if (evicted.asset && "src" in evicted.asset) {
125
+ const audioElement = evicted.asset;
126
+ if (audioElement.pause) audioElement.pause();
127
+ if (audioElement.src !== void 0) audioElement.src = "";
128
+ }
129
+ }
130
+ }
131
+ /**
132
+ * Get cache statistics
133
+ * 캐시 통계 가져오기
134
+ *
135
+ * @returns Cache statistics
136
+ */
137
+ getStats() {
138
+ const criticalCount = Array.from(this.cache.values()).filter((e) => e.isCritical).length;
139
+ const hitRate = this.hitCount + this.missCount > 0 ? this.hitCount / (this.hitCount + this.missCount) : 0;
140
+ return {
141
+ totalSize: this.currentSize,
142
+ assetCount: this.cache.size,
143
+ criticalCount,
144
+ utilizationPercent: this.currentSize / this.maxSize * 100,
145
+ evictionCount: this.evictionCount,
146
+ hitCount: this.hitCount,
147
+ missCount: this.missCount,
148
+ hitRate
149
+ };
150
+ }
151
+ /**
152
+ * Clear entire cache
153
+ * 전체 캐시 지우기
154
+ */
155
+ clear() {
156
+ for (const entry of this.cache.values()) if (entry.asset && "src" in entry.asset) {
157
+ const audioElement = entry.asset;
158
+ if (audioElement.pause) audioElement.pause();
159
+ if (audioElement.src !== void 0) audioElement.src = "";
160
+ }
161
+ this.cache.clear();
162
+ this.currentSize = 0;
163
+ this.evictionCount = 0;
164
+ this.hitCount = 0;
165
+ this.missCount = 0;
166
+ if (this.debug) console.log("[AudioCache] Cleared entire cache and reset statistics");
167
+ }
168
+ /**
169
+ * Get all cached asset IDs
170
+ * 모든 캐시된 자산 ID 가져오기
171
+ *
172
+ * @returns Array of asset IDs
173
+ */
174
+ getCachedAssetIds() {
175
+ return Array.from(this.cache.keys());
176
+ }
177
+ /**
178
+ * Get detailed cache information for debugging
179
+ * 디버깅을 위한 상세 캐시 정보 가져오기
180
+ */
181
+ getDebugInfo() {
182
+ const now = Date.now();
183
+ const entries = Array.from(this.cache.entries()).map(([id, entry]) => ({
184
+ id,
185
+ size: entry.size,
186
+ isCritical: entry.isCritical,
187
+ lastAccessed: entry.lastAccessed,
188
+ age: now - entry.lastAccessed
189
+ }));
190
+ entries.sort((a, b) => a.lastAccessed - b.lastAccessed);
191
+ return {
192
+ entries,
193
+ stats: this.getStats()
194
+ };
195
+ }
196
+ /**
197
+ * Update critical assets list
198
+ * 중요 자산 목록 업데이트
199
+ *
200
+ * @param criticalAssets - New list of critical asset IDs
201
+ */
202
+ updateCriticalAssets(criticalAssets) {
203
+ this.criticalAssets = new Set(criticalAssets);
204
+ for (const [id, entry] of this.cache) entry.isCritical = this.criticalAssets.has(id);
205
+ if (this.debug) console.log(`[AudioCache] Updated critical assets: ${this.criticalAssets.size}`);
206
+ }
207
+ };
208
+ //#endregion
209
+ export { AudioCache };
210
+
211
+ //# sourceMappingURL=AudioCache.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AudioCache.js","names":[],"sources":["../../src/audio/AudioCache.ts"],"sourcesContent":["/**\n * AudioCache - LRU cache for audio assets\n * 오디오 캐시 - 오디오 자산을 위한 LRU 캐시\n *\n * Manages audio asset memory with automatic eviction of least-recently-used assets\n * 최근 사용 빈도가 낮은 자산을 자동으로 제거하여 오디오 자산 메모리를 관리합니다\n */\n\nimport type { AudioAsset } from \"./types\";\n\n/**\n * Configuration for AudioCache\n * AudioCache 구성\n */\nexport interface AudioCacheConfig {\n /** Maximum cache size in bytes (default: 30MB) */\n readonly maxSizeBytes: number;\n /** Asset IDs that should never be evicted */\n readonly criticalAssets: readonly string[];\n /** Enable debug logging */\n readonly debug?: boolean;\n}\n\n/**\n * Cache entry with metadata\n * 메타데이터가 있는 캐시 항목\n */\ninterface CacheEntry {\n readonly asset: AudioAsset;\n readonly size: number;\n lastAccessed: number;\n isCritical: boolean; // Mutable to allow dynamic updates via updateCriticalAssets()\n}\n\n/**\n * Cache statistics\n * 캐시 통계\n */\nexport interface CacheStats {\n readonly totalSize: number;\n readonly assetCount: number;\n readonly criticalCount: number;\n readonly utilizationPercent: number;\n readonly evictionCount: number;\n readonly hitCount: number;\n readonly missCount: number;\n readonly hitRate: number;\n}\n\n/**\n * AudioCache - LRU cache implementation for audio assets\n * 오디오 자산을 위한 LRU 캐시 구현\n */\nexport class AudioCache {\n private cache: Map<string, CacheEntry> = new Map();\n private currentSize: number = 0;\n private maxSize: number;\n private criticalAssets: Set<string>;\n private debug: boolean;\n private evictionCount: number = 0;\n private hitCount: number = 0;\n private missCount: number = 0;\n\n constructor(config: AudioCacheConfig) {\n this.maxSize = config.maxSizeBytes;\n this.criticalAssets = new Set(config.criticalAssets);\n this.debug = config.debug ?? false;\n\n if (this.debug) {\n console.log(\n `[AudioCache] Initialized with max size: ${(this.maxSize / 1024 / 1024).toFixed(1)}MB, critical assets: ${this.criticalAssets.size}`\n );\n }\n }\n\n /**\n * Add asset to cache with LRU tracking\n * LRU 추적으로 캐시에 자산 추가\n *\n * @param id - Asset ID\n * @param asset - Audio asset\n * @param sizeBytes - Estimated size in bytes\n */\n set(id: string, asset: AudioAsset, sizeBytes: number): void {\n const isCritical = this.criticalAssets.has(id);\n\n // If asset already exists, remove its size first\n const existing = this.cache.get(id);\n if (existing) {\n this.currentSize -= existing.size;\n }\n\n // Check if we need to evict (only for new assets or size increases)\n const needsSpace = this.currentSize + sizeBytes > this.maxSize;\n if (needsSpace) {\n while (\n this.currentSize + sizeBytes > this.maxSize &&\n this.canEvict()\n ) {\n this.evictLRU();\n }\n }\n\n // Add to cache\n this.cache.set(id, {\n asset,\n size: sizeBytes,\n lastAccessed: Date.now(),\n isCritical,\n });\n this.currentSize += sizeBytes;\n\n if (this.debug) {\n console.log(\n `[AudioCache] Added: ${id} (${(sizeBytes / 1024).toFixed(1)}KB)${isCritical ? \" [CRITICAL]\" : \"\"} - Total: ${(this.currentSize / 1024 / 1024).toFixed(1)}MB / ${(this.maxSize / 1024 / 1024).toFixed(1)}MB (${((this.currentSize / this.maxSize) * 100).toFixed(1)}%)`\n );\n }\n }\n\n /**\n * Get asset from cache and update access time\n * 캐시에서 자산을 가져오고 액세스 시간 업데이트\n *\n * @param id - Asset ID\n * @returns Audio asset or undefined if not found\n */\n get(id: string): AudioAsset | undefined {\n const cached = this.cache.get(id);\n if (cached) {\n cached.lastAccessed = Date.now(); // Update LRU\n this.hitCount++;\n\n if (this.debug) {\n console.log(`[AudioCache] Hit: ${id}`);\n }\n\n return cached.asset;\n }\n\n this.missCount++;\n\n if (this.debug) {\n console.log(`[AudioCache] Miss: ${id}`);\n }\n\n return undefined;\n }\n\n /**\n * Check if asset exists in cache\n * 캐시에 자산이 있는지 확인\n *\n * @param id - Asset ID\n * @returns True if asset is cached\n */\n has(id: string): boolean {\n return this.cache.has(id);\n }\n\n /**\n * Remove asset from cache\n * 캐시에서 자산 제거\n *\n * @param id - Asset ID\n * @returns True if asset was removed\n */\n remove(id: string): boolean {\n const entry = this.cache.get(id);\n if (entry) {\n this.cache.delete(id);\n this.currentSize -= entry.size;\n\n if (this.debug) {\n console.log(\n `[AudioCache] Removed: ${id} (${(entry.size / 1024).toFixed(1)}KB)`\n );\n }\n\n // Unload audio element to free memory\n if (entry.asset && \"src\" in entry.asset) {\n const audioElement = entry.asset as AudioAsset & {\n src?: string;\n pause?: () => void;\n };\n if (audioElement.pause) {\n audioElement.pause();\n }\n if (audioElement.src !== undefined) {\n audioElement.src = \"\";\n }\n }\n\n return true;\n }\n return false;\n }\n\n /**\n * Check if can evict (has non-critical assets)\n * 제거 가능 여부 확인 (중요하지 않은 자산이 있는지)\n *\n * @returns True if there are non-critical assets to evict\n */\n private canEvict(): boolean {\n for (const entry of this.cache.values()) {\n if (!entry.isCritical) {\n return true;\n }\n }\n return false;\n }\n\n /**\n * Evict least-recently-used non-critical asset\n * 최근 사용 빈도가 가장 낮은 중요하지 않은 자산 제거\n */\n private evictLRU(): void {\n let oldestId: string | null = null;\n let oldestTime = Infinity;\n\n // Find oldest non-critical asset\n for (const [id, entry] of this.cache) {\n if (!entry.isCritical && entry.lastAccessed < oldestTime) {\n oldestId = id;\n oldestTime = entry.lastAccessed;\n }\n }\n\n if (oldestId) {\n const evicted = this.cache.get(oldestId);\n if (!evicted) return; // Should not happen, but handle safely\n \n this.cache.delete(oldestId);\n this.currentSize -= evicted.size;\n this.evictionCount++;\n\n if (this.debug) {\n const age = Date.now() - evicted.lastAccessed;\n console.log(\n `[AudioCache] Evicted: ${oldestId} (${(evicted.size / 1024).toFixed(1)}KB, age: ${(age / 1000).toFixed(1)}s) - Total: ${(this.currentSize / 1024 / 1024).toFixed(1)}MB`\n );\n }\n\n // Unload audio element to free memory\n if (evicted.asset && \"src\" in evicted.asset) {\n const audioElement = evicted.asset as AudioAsset & {\n src?: string;\n pause?: () => void;\n };\n if (audioElement.pause) {\n audioElement.pause();\n }\n if (audioElement.src !== undefined) {\n audioElement.src = \"\";\n }\n }\n }\n }\n\n /**\n * Get cache statistics\n * 캐시 통계 가져오기\n *\n * @returns Cache statistics\n */\n getStats(): CacheStats {\n const criticalCount = Array.from(this.cache.values()).filter(\n (e) => e.isCritical\n ).length;\n const hitRate =\n this.hitCount + this.missCount > 0\n ? this.hitCount / (this.hitCount + this.missCount)\n : 0;\n\n return {\n totalSize: this.currentSize,\n assetCount: this.cache.size,\n criticalCount,\n utilizationPercent: (this.currentSize / this.maxSize) * 100,\n evictionCount: this.evictionCount,\n hitCount: this.hitCount,\n missCount: this.missCount,\n hitRate,\n };\n }\n\n /**\n * Clear entire cache\n * 전체 캐시 지우기\n */\n clear(): void {\n // Unload all audio elements\n for (const entry of this.cache.values()) {\n if (entry.asset && \"src\" in entry.asset) {\n const audioElement = entry.asset as AudioAsset & {\n src?: string;\n pause?: () => void;\n };\n if (audioElement.pause) {\n audioElement.pause();\n }\n if (audioElement.src !== undefined) {\n audioElement.src = \"\";\n }\n }\n }\n\n this.cache.clear();\n this.currentSize = 0;\n \n // Reset statistics counters to maintain accurate statistics after clear\n this.evictionCount = 0;\n this.hitCount = 0;\n this.missCount = 0;\n\n if (this.debug) {\n console.log(\"[AudioCache] Cleared entire cache and reset statistics\");\n }\n }\n\n /**\n * Get all cached asset IDs\n * 모든 캐시된 자산 ID 가져오기\n *\n * @returns Array of asset IDs\n */\n getCachedAssetIds(): readonly string[] {\n return Array.from(this.cache.keys());\n }\n\n /**\n * Get detailed cache information for debugging\n * 디버깅을 위한 상세 캐시 정보 가져오기\n */\n getDebugInfo(): {\n readonly entries: ReadonlyArray<{\n id: string;\n size: number;\n isCritical: boolean;\n lastAccessed: number;\n age: number;\n }>;\n readonly stats: CacheStats;\n } {\n const now = Date.now();\n const entries = Array.from(this.cache.entries()).map(([id, entry]) => ({\n id,\n size: entry.size,\n isCritical: entry.isCritical,\n lastAccessed: entry.lastAccessed,\n age: now - 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