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":"AudioManager.js","names":[],"sources":["../../src/audio/AudioManager.ts"],"sourcesContent":["import { AudioAssetLoader, LoadOptions } from \"./AudioAssetLoader\";\nimport { AudioCache, AudioCacheConfig } from \"./AudioCache\";\nimport {\n AudioFPSImpact,\n AudioMemoryStats,\n AudioMonitor,\n AudioPerformanceStats,\n MemoryWarning,\n} from \"./AudioMonitor\";\nimport { AudioElementPool, PoolStatistics } from \"./AudioPool\";\nimport {\n AudioAsset,\n AudioConfig,\n IAudioManager,\n MusicTrackId,\n SoundEffectId,\n} from \"./types\";\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\n/**\n * Critical assets that should never be evicted from cache\n * 캐시에서 절대 제거되지 않아야 하는 중요한 자산\n */\nconst CRITICAL_AUDIO_ASSETS = [\n // Menu sounds - instant playback required\n \"menu_hover\",\n \"menu_select\",\n \"menu_click\",\n \"menu_navigate\",\n \"menu_back\",\n // Common combat sounds - instant playback required\n \"hit_impact\",\n \"hit_light\",\n \"hit_medium\",\n \"hit_heavy\",\n \"guard_block\",\n \"attack_whoosh\",\n \"attack_light\",\n \"stance_change\",\n] as const;\n\nexport class AudioManager implements IAudioManager {\n private _masterVolume: number = 1.0;\n private _musicVolume: number = 0.7;\n private _sfxVolume: number = 0.8;\n private _muted: boolean = false;\n private _currentMusicTrack: string | null = null;\n private _fallbackMode: boolean = false;\n private currentMusic: HTMLAudioElement | null = null;\n private soundCache: Map<string, HTMLAudioElement> = new Map();\n private _isInitialized: boolean = false;\n\n // Track music assets currently being loaded to prevent race conditions\n // 레이스 컨디션 방지를 위해 현재 로드 중인 음악 자산 추적\n private loadingMusic: Set<string> = new Set();\n\n // New optimized components\n private assetLoader: AudioAssetLoader;\n private audioPool: AudioElementPool;\n private monitor: AudioMonitor;\n private audioCache: AudioCache;\n private frequentSounds: Set<string> = new Set([\n \"hit_light\",\n \"attack_light\",\n \"stance_change\",\n ]);\n\n constructor(config?: Partial<AudioConfig>) {\n if (config) {\n this._masterVolume = config.masterVolume ?? 1.0;\n this._musicVolume = config.musicVolume ?? 0.7;\n this._sfxVolume = config.sfxVolume ?? 0.8;\n }\n\n // Initialize new components\n this.assetLoader = new AudioAssetLoader();\n this.audioPool = new AudioElementPool();\n this.monitor = new AudioMonitor();\n\n // Initialize AudioCache with 30MB limit and critical assets\n // 30MB 제한 및 중요 자산으로 AudioCache 초기화\n const cacheConfig: AudioCacheConfig = {\n maxSizeBytes: 30 * 1024 * 1024, // 30MB default\n criticalAssets: [...CRITICAL_AUDIO_ASSETS],\n debug: typeof process !== \"undefined\" && process?.env?.NODE_ENV === \"development\",\n };\n this.audioCache = new AudioCache(cacheConfig);\n }\n\n /**\n * Helper method to release pooled audio back to the pool after playback\n * @param id - Asset ID\n * @param audio - Audio element to release\n */\n private releasePooledAudio(id: string, audio: HTMLAudioElement): void {\n if (!audio.paused) {\n audio.addEventListener(\n \"ended\",\n () => {\n this.audioPool.release(id, audio);\n },\n { once: true }\n );\n } else {\n this.audioPool.release(id, audio);\n }\n }\n\n // Interface getters\n get isInitialized(): boolean {\n return this._isInitialized;\n }\n\n get fallbackMode(): boolean {\n return this._fallbackMode;\n }\n\n get currentMusicTrack(): string | null {\n return this._currentMusicTrack;\n }\n\n get masterVolume(): number {\n return this._masterVolume;\n }\n\n get sfxVolume(): number {\n return this._sfxVolume;\n }\n\n get musicVolume(): number {\n return this._musicVolume;\n }\n\n get muted(): boolean {\n return this._muted;\n }\n\n async initialize(config?: AudioConfig): Promise<void> {\n try {\n // Create AudioContext using globalThis for cross-platform compatibility\n const AudioContextClass =\n globalThis.AudioContext ||\n (globalThis as unknown as { webkitAudioContext: typeof AudioContext })\n .webkitAudioContext;\n new AudioContextClass();\n this._isInitialized = true;\n this._fallbackMode = false;\n\n if (config) {\n this._masterVolume = config.masterVolume ?? this._masterVolume;\n this._musicVolume = config.musicVolume ?? this._musicVolume;\n this._sfxVolume = config.sfxVolume ?? this._sfxVolume;\n }\n\n // Set memory threshold if configured\n if (config?.maxSimultaneousSounds) {\n const estimatedMemoryMB =\n config.maxSimultaneousSounds * ESTIMATED_ASSET_SIZE_MB;\n this.monitor.setMemoryThreshold(estimatedMemoryMB);\n }\n } catch (error) {\n console.warn(\n \"AudioContext initialization failed, using fallback mode:\",\n error\n );\n this._isInitialized = true;\n this._fallbackMode = true;\n }\n }\n\n async loadAsset(asset: AudioAsset, options?: LoadOptions): Promise<void> {\n const startTime = performance.now();\n\n try {\n // Check cache first - instant playback for cached assets\n // 캐시 먼저 확인 - 캐시된 자산의 즉시 재생\n const cachedAsset = this.audioCache.get(asset.id);\n if (cachedAsset) {\n // Asset already loaded in cache, use it\n const cached = this.soundCache.get(asset.id);\n if (cached) {\n return; // Already loaded and cached\n }\n }\n\n // Use faster timeouts for testing environment\n // Safely check for Node.js environment to avoid runtime errors in browsers\n const isTest =\n typeof process !== \"undefined\" && process?.env?.NODE_ENV === \"test\";\n const loadOptions: LoadOptions = {\n timeout: isTest ? 100 : 10000,\n maxRetries: isTest ? 1 : 3,\n retryDelay: isTest ? 10 : 1000,\n ...options,\n };\n\n // Use AudioAssetLoader with retry and fallback\n const result = await this.assetLoader.loadAsset(asset, loadOptions);\n\n if (result.success && result.audio) {\n result.audio.volume = asset.volume ?? 1.0;\n this.soundCache.set(asset.id, result.audio);\n\n // Estimate size for cache management\n // 캐시 관리를 위한 크기 추정\n const estimatedSize = this.estimateAudioSize(asset);\n\n // Add to LRU cache with size tracking\n // 크기 추적과 함께 LRU 캐시에 추가\n this.audioCache.set(asset.id, asset, estimatedSize);\n\n // Track performance and memory\n const loadTime = performance.now() - startTime;\n this.monitor.recordLoad(asset.id, loadTime, estimatedSize / (1024 * 1024));\n\n // Create pool for frequently used sounds\n if (this.frequentSounds.has(asset.id)) {\n this.audioPool.createPool(asset.id, asset.url, {\n initialSize: 3,\n maxSize: 10,\n autoExpand: true,\n });\n }\n } else {\n // Record failure\n const error = result.error ?? new Error(\"Unknown load error\");\n this.monitor.recordLoadFailure(asset.id, error);\n\n // Still cache the placeholder audio if available\n if (result.audio) {\n this.soundCache.set(asset.id, result.audio);\n\n // Add to cache even if failed (placeholder)\n const estimatedSize = this.estimateAudioSize(asset);\n this.audioCache.set(asset.id, asset, estimatedSize);\n }\n }\n } catch (error) {\n const err = error instanceof Error ? error : new Error(String(error));\n console.warn(`Failed to load audio asset ${asset.id}:`, err);\n this.monitor.recordLoadFailure(asset.id, err);\n }\n }\n\n /**\n * Estimate audio asset size in bytes\n * 바이트 단위의 오디오 자산 크기 추정\n *\n * @returns Estimated size in bytes\n */\n private estimateAudioSize(_asset: AudioAsset): number {\n // Use ESTIMATED_ASSET_SIZE_MB constant for consistent estimation\n // Conservative estimate: ~0.5MB per audio file (compressed MP3/WebM)\n return ESTIMATED_ASSET_SIZE_MB * 1024 * 1024;\n }\n\n async playSoundEffect(id: SoundEffectId): Promise<void> {\n if (this._muted) return;\n\n const playbackStart = performance.now();\n\n try {\n // Update cache access time for LRU tracking\n // LRU 추적을 위한 캐시 액세스 시간 업데이트\n this.audioCache.get(id);\n\n // Use pool for frequently played sounds\n if (this.frequentSounds.has(id) && this.audioPool.hasPool(id)) {\n const audio = this.audioPool.acquire(id);\n if (audio) {\n audio.volume = this._sfxVolume * this._masterVolume;\n await audio.play();\n\n // Release back to pool after playback (non-blocking)\n this.releasePooledAudio(id, audio);\n\n const latency = performance.now() - playbackStart;\n this.monitor.recordPlaybackLatency(latency);\n return;\n }\n }\n\n // Fallback to cached audio\n const audio = this.soundCache.get(id);\n if (audio) {\n audio.currentTime = 0;\n audio.volume = this._sfxVolume * this._masterVolume;\n await audio.play();\n\n const latency = performance.now() - playbackStart;\n this.monitor.recordPlaybackLatency(latency);\n }\n } catch (error) {\n console.warn(`Failed to play sound effect ${id}:`, error);\n }\n }\n\n // Alias for playSoundEffect to match interface\n async playSFX(id: SoundEffectId, volume?: number): Promise<void> {\n if (this._muted) return;\n\n const playbackStart = performance.now();\n\n try {\n // Update cache access time for LRU tracking\n // LRU 추적을 위한 캐시 액세스 시간 업데이트\n this.audioCache.get(id);\n\n // Use pool for frequently played sounds\n if (this.frequentSounds.has(id) && this.audioPool.hasPool(id)) {\n const audio = this.audioPool.acquire(id);\n if (audio) {\n audio.volume = (volume ?? this._sfxVolume) * this._masterVolume;\n await audio.play();\n\n // Release back to pool after playback (non-blocking)\n this.releasePooledAudio(id, audio);\n\n const latency = performance.now() - playbackStart;\n this.monitor.recordPlaybackLatency(latency);\n return;\n }\n }\n\n // Fallback to cached audio\n const audio = this.soundCache.get(id);\n if (audio) {\n audio.currentTime = 0;\n audio.volume = (volume ?? this._sfxVolume) * this._masterVolume;\n await audio.play();\n\n const latency = performance.now() - playbackStart;\n this.monitor.recordPlaybackLatency(latency);\n }\n } catch (error) {\n console.warn(`Failed to play sound effect ${id}:`, error);\n }\n }\n\n async playMusic(id: MusicTrackId, volume?: number): Promise<void> {\n if (this._muted) return;\n\n this.stopMusic();\n\n // Update cache access time for LRU tracking\n // LRU 추적을 위한 캐시 액세스 시간 업데이트\n this.audioCache.get(id);\n\n let audio = this.soundCache.get(id);\n \n // On-demand loading: If music not in cache, load it first\n // 온디맨드 로딩: 음악이 캐시에 없으면 먼저 로드\n if (!audio) {\n // Check if this music is already being loaded to prevent race conditions\n // JavaScript's single-threaded nature ensures atomic check-and-add operations\n // 레이스 컨디션 방지를 위해 이미 로드 중인지 확인\n // JavaScript의 싱글 스레드 특성으로 원자적 check-and-add 작업 보장\n if (this.loadingMusic.has(id)) {\n if (import.meta.env.DEV) {\n console.log(`[AudioManager] Music \"${id}\" is already being loaded, waiting...`);\n }\n // Wait for the ongoing load to complete\n // 진행 중인 로드가 완료될 때까지 대기\n await this.waitForMusicLoad(id);\n audio = this.soundCache.get(id);\n } else {\n // Mark as loading before starting the load (atomic operation in single-threaded JS)\n // 로드 시작 전에 로딩 중으로 표시 (싱글 스레드 JS에서 원자적 작업)\n this.loadingMusic.add(id);\n \n if (import.meta.env.DEV) {\n console.log(`[AudioManager] Music \"${id}\" not in cache, loading on-demand...`);\n }\n \n try {\n const { audioAssetRegistry } = await import(\"./AudioAssetRegistry\");\n const musicAsset = audioAssetRegistry.getMusic(id);\n \n if (musicAsset) {\n try {\n await this.loadAsset(musicAsset);\n audio = this.soundCache.get(id);\n \n if (import.meta.env.DEV && audio) {\n console.log(`[AudioManager] Successfully loaded music \"${id}\" on-demand`);\n }\n } catch (error) {\n console.warn(`Failed to load music asset ${id} on-demand:`, error);\n return;\n }\n } else {\n console.warn(`Music asset not found in registry: ${id}`);\n return;\n }\n } finally {\n // Always remove from loading set when done\n // 완료 시 항상 로딩 세트에서 제거\n this.loadingMusic.delete(id);\n }\n }\n }\n\n if (audio) {\n try {\n audio.currentTime = 0;\n audio.volume = (volume ?? this._musicVolume) * this._masterVolume;\n audio.loop = true;\n this.currentMusic = audio;\n this._currentMusicTrack = id;\n await audio.play();\n \n if (import.meta.env.DEV) {\n console.log(`[AudioManager] Playing music: ${id} (volume: ${audio.volume.toFixed(2)})`);\n }\n } catch (error) {\n console.warn(`Failed to play music ${id}:`, error);\n }\n }\n }\n\n /**\n * Wait for a music asset to finish loading\n * 음악 자산 로드가 완료될 때까지 대기\n * @param id - Music track ID\n * @param maxWaitMs - Maximum time to wait in milliseconds\n */\n private async waitForMusicLoad(id: string, maxWaitMs: number = 5000): Promise<void> {\n const startTime = Date.now();\n const checkInterval = 100; // Check every 100ms\n \n while (this.loadingMusic.has(id)) {\n if (Date.now() - startTime > maxWaitMs) {\n console.warn(`[AudioManager] Timeout waiting for music \"${id}\" to load`);\n return;\n }\n await new Promise(resolve => setTimeout(resolve, checkInterval));\n }\n }\n\n stopMusic(): void {\n if (this.currentMusic) {\n this.currentMusic.pause();\n this.currentMusic.currentTime = 0;\n this.currentMusic = null;\n this._currentMusicTrack = null;\n }\n }\n\n stopAll(): void {\n this.stopMusic();\n this.soundCache.forEach((audio) => {\n if (!audio.paused) {\n audio.pause();\n audio.currentTime = 0;\n }\n });\n }\n\n setVolume(type: \"master\" | \"sfx\" | \"music\" | \"voice\", volume: number): void {\n const clampedVolume = Math.max(0, Math.min(1, volume));\n\n switch (type) {\n case \"master\":\n this._masterVolume = clampedVolume;\n break;\n case \"sfx\":\n this._sfxVolume = clampedVolume;\n break;\n case \"music\":\n this._musicVolume = clampedVolume;\n if (this.currentMusic) {\n this.currentMusic.volume = this._musicVolume * this._masterVolume;\n }\n break;\n case \"voice\":\n // Handle voice volume if needed\n break;\n }\n }\n\n mute(): void {\n this._muted = true;\n if (this.currentMusic) {\n this.currentMusic.volume = 0;\n }\n }\n\n unmute(): void {\n this._muted = false;\n if (this.currentMusic) {\n this.currentMusic.volume = this._musicVolume * this._masterVolume;\n }\n }\n\n async fadeOut(duration: number = 1000): Promise<void> {\n if (!this.currentMusic) return;\n\n const musicElement = this.currentMusic;\n return new Promise((resolve) => {\n const startVolume = musicElement.volume;\n const fadeStep = startVolume / (duration / 50);\n\n const fadeInterval = setInterval(() => {\n if (this.currentMusic && this.currentMusic.volume > 0) {\n this.currentMusic.volume = Math.max(\n 0,\n this.currentMusic.volume - fadeStep\n );\n } else {\n clearInterval(fadeInterval);\n this.stopMusic();\n resolve();\n }\n }, 50);\n });\n }\n\n async fadeIn(trackId: MusicTrackId, duration: number = 1000): Promise<void> {\n await this.playMusic(trackId, 0);\n\n if (!this.currentMusic) return;\n\n return new Promise((resolve) => {\n const targetVolume = this._musicVolume * this._masterVolume;\n const fadeStep = targetVolume / (duration / 50);\n\n const fadeInterval = setInterval(() => {\n if (this.currentMusic && this.currentMusic.volume < targetVolume) {\n this.currentMusic.volume = Math.min(\n targetVolume,\n this.currentMusic.volume + fadeStep\n );\n } else {\n clearInterval(fadeInterval);\n resolve();\n }\n }, 50);\n });\n }\n\n async crossfade(\n fromTrackId: MusicTrackId,\n toTrackId: MusicTrackId,\n duration: number = 1000\n ): Promise<void> {\n // Fix: Remove unused fromTrackId parameter or use it properly\n const fadeOutPromise = this.fadeOut(duration);\n await fadeOutPromise;\n await this.fadeIn(toTrackId, duration);\n console.log(`Crossfaded from ${fromTrackId} to ${toTrackId}`);\n }\n\n getLoadedAssets(): ReadonlyMap<string, HTMLAudioElement> {\n return new Map(this.soundCache);\n }\n\n // Additional methods to match interface\n async playVoice(id: string): Promise<void> {\n return this.playSoundEffect(id);\n }\n\n async playKoreanTechniqueSound(\n techniqueId: string,\n archetype: string\n ): Promise<void> {\n const soundId = `${archetype}_${techniqueId}`;\n return this.playSoundEffect(soundId);\n }\n\n async playTrigramStanceSound(stance: string): Promise<void> {\n const soundId = `stance_${stance}`;\n return this.playSoundEffect(soundId);\n }\n\n async playVitalPointHitSound(severity: string): Promise<void> {\n const soundId = `vital_point_${severity}`;\n return this.playSoundEffect(soundId);\n }\n\n async playDojiangAmbience(): Promise<void> {\n return this.playMusic(\"dojang_ambience\");\n }\n\n // Legacy getters for backward compatibility\n getMasterVolume(): number {\n return this._masterVolume;\n }\n\n getMusicVolume(): number {\n return this._musicVolume;\n }\n\n getSfxVolume(): number {\n return this._sfxVolume;\n }\n\n get initialized(): boolean {\n return this._isInitialized;\n }\n\n // New optimized methods\n\n /**\n * Batch load multiple assets with progress tracking\n * @param assets - Array of audio assets to load\n * @param options - Optional load configuration (timeout, retries, etc.)\n * @param onProgress - Optional callback for progress updates with loaded and total counts\n * @returns Promise that resolves when all assets are processed\n */\n async batchLoadAssets(\n assets: readonly AudioAsset[],\n options?: LoadOptions,\n onProgress?: (loaded: number, total: number) => void\n ): Promise<void> {\n const results = await this.assetLoader.batchLoad(\n assets,\n options,\n (progress) => {\n onProgress?.(progress.loaded, progress.total);\n }\n );\n\n // Process results\n for (let i = 0; i < results.length; i++) {\n const result = results[i];\n const asset = assets[i];\n\n if (result.success && result.audio) {\n result.audio.volume = asset.volume ?? 1.0;\n this.soundCache.set(asset.id, result.audio);\n\n // Create pool for frequently used sounds\n if (this.frequentSounds.has(asset.id)) {\n this.audioPool.createPool(asset.id, asset.url, {\n initialSize: 3,\n maxSize: 10,\n autoExpand: true,\n });\n }\n }\n }\n }\n\n /**\n * Unload an asset to free memory\n * @param assetId - ID of the asset to unload\n * @returns true if asset was unloaded, false if asset was not found\n */\n unloadAsset(assetId: string): boolean {\n // Remove from cache\n const audio = this.soundCache.get(assetId);\n if (audio) {\n audio.pause();\n audio.src = \"\";\n this.soundCache.delete(assetId);\n }\n\n // Remove from AudioCache (LRU cache)\n // LRU 캐시에서 제거\n const removedFromCache = this.audioCache.remove(assetId);\n\n // Remove from loader cache\n const unloaded = this.assetLoader.unloadAsset(assetId);\n\n // Remove pool if exists\n if (this.audioPool.hasPool(assetId)) {\n this.audioPool.removePool(assetId);\n }\n\n // Unregister from monitor\n this.monitor.unregisterAsset(assetId);\n\n return unloaded || audio !== undefined || removedFromCache;\n }\n\n /**\n * Get cache statistics including LRU cache metrics\n * LRU 캐시 메트릭을 포함한 캐시 통계 가져오기\n *\n * @returns Cache statistics\n */\n getCacheStats(): {\n readonly lruCache: {\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 readonly soundCache: number;\n readonly poolStats: Map<string, PoolStatistics>;\n } {\n return {\n lruCache: this.audioCache.getStats(),\n soundCache: this.soundCache.size,\n poolStats: this.audioPool.getAllStatistics(),\n };\n }\n\n /**\n * Get memory statistics including total loaded MB, asset count, and warnings\n * @returns Memory statistics object\n */\n getMemoryStats(): AudioMemoryStats {\n return this.monitor.getMemoryStats();\n }\n\n /**\n * Get performance statistics including load times and playback latency\n * @returns Performance statistics object\n */\n getPerformanceStats(): AudioPerformanceStats {\n return this.monitor.getPerformanceStats();\n }\n\n /**\n * Get FPS impact analysis showing baseline vs current FPS and detected drops\n * @returns FPS impact analysis object\n */\n getFPSImpact(): AudioFPSImpact {\n return this.monitor.getFPSImpact();\n }\n\n /**\n * Update FPS measurement for monitoring\n * @param fps - Current frames per second measurement\n */\n updateFPS(fps: number): void {\n this.monitor.updateFPS(fps);\n }\n\n /**\n * Get comprehensive monitoring report including memory, performance, FPS, and warnings\n * @returns Comprehensive monitoring report object\n */\n getMonitoringReport(): {\n readonly memory: AudioMemoryStats;\n readonly performance: AudioPerformanceStats;\n readonly fps: AudioFPSImpact;\n readonly warnings: readonly MemoryWarning[];\n } {\n return this.monitor.getReport();\n }\n\n /**\n * Get all memory warnings\n * @returns Array of memory warnings\n */\n getMemoryWarnings(): readonly MemoryWarning[] {\n return this.monitor.getWarnings();\n }\n\n /**\n * Clear memory warnings\n */\n clearMemoryWarnings(): void {\n this.monitor.clearWarnings();\n }\n\n /**\n * Get pool statistics for a specific asset or all pools\n * @param assetId - Optional asset ID to get specific pool stats\n * @returns Pool statistics for the specified asset or all pools\n */\n getPoolStatistics(\n assetId?: string\n ): PoolStatistics | Map<string, PoolStatistics> | undefined {\n if (assetId) {\n return this.audioPool.getPoolStatistics(assetId);\n }\n return this.audioPool.getAllStatistics();\n }\n\n /**\n * Get loader statistics including cached assets and loading state\n * @returns Loader statistics object\n */\n getLoaderStatistics(): {\n readonly cached: number;\n readonly loading: number;\n readonly totalAttempts: number;\n } {\n return this.assetLoader.getStatistics();\n }\n}\n\nexport default AudioManager;\n"],"mappings":";;;;;AAmBA,IAAM,0BAA0B;;;;;AAMhC,IAAM,wBAAwB;CAE5B;CACA;CACA;CACA;CACA;CAEA;CACA;CACA;CACA;CACA;CACA;CACA;CACA;CACD;AAED,IAAa,eAAb,MAAmD;CACjD,gBAAgC;CAChC,eAA+B;CAC/B,aAA6B;CAC7B,SAA0B;CAC1B,qBAA4C;CAC5C,gBAAiC;CACjC,eAAgD;CAChD,6BAAoD,IAAI,KAAK;CAC7D,iBAAkC;CAIlC,+BAAoC,IAAI,KAAK;CAG7C;CACA;CACA;CACA;CACA,iBAAsC,IAAI,IAAI;EAC5C;EACA;EACA;EACD,CAAC;CAEF,YAAY,QAA+B;AACzC,MAAI,QAAQ;AACV,QAAK,gBAAgB,OAAO,gBAAgB;AAC5C,QAAK,eAAe,OAAO,eAAe;AAC1C,QAAK,aAAa,OAAO,aAAa;;AAIxC,OAAK,cAAc,IAAI,kBAAkB;AACzC,OAAK,YAAY,IAAI,kBAAkB;AACvC,OAAK,UAAU,IAAI,cAAc;AASjC,OAAK,aAAa,IAAI,WALgB;GACpC,cAAc,KAAK,OAAO;GAC1B,gBAAgB,CAAC,GAAG,sBAAsB;GAC1C,OAAO,OAAO,YAAY,eAAA,QAAA,IAAA,aAA0C;GACrE,CAC4C;;;;;;;CAQ/C,mBAA2B,IAAY,OAA+B;AACpE,MAAI,CAAC,MAAM,OACT,OAAM,iBACJ,eACM;AACJ,QAAK,UAAU,QAAQ,IAAI,MAAM;KAEnC,EAAE,MAAM,MAAM,CACf;MAED,MAAK,UAAU,QAAQ,IAAI,MAAM;;CAKrC,IAAI,gBAAyB;AAC3B,SAAO,KAAK;;CAGd,IAAI,eAAwB;AAC1B,SAAO,KAAK;;CAGd,IAAI,oBAAmC;AACrC,SAAO,KAAK;;CAGd,IAAI,eAAuB;AACzB,SAAO,KAAK;;CAGd,IAAI,YAAoB;AACtB,SAAO,KAAK;;CAGd,IAAI,cAAsB;AACxB,SAAO,KAAK;;CAGd,IAAI,QAAiB;AACnB,SAAO,KAAK;;CAGd,MAAM,WAAW,QAAqC;AACpD,MAAI;AAMF,QAHE,WAAW,gBACV,WACE,qBACkB;AACvB,QAAK,iBAAiB;AACtB,QAAK,gBAAgB;AAErB,OAAI,QAAQ;AACV,SAAK,gBAAgB,OAAO,gBAAgB,KAAK;AACjD,SAAK,eAAe,OAAO,eAAe,KAAK;AAC/C,SAAK,aAAa,OAAO,aAAa,KAAK;;AAI7C,OAAI,QAAQ,uBAAuB;IACjC,MAAM,oBACJ,OAAO,wBAAwB;AACjC,SAAK,QAAQ,mBAAmB,kBAAkB;;WAE7C,OAAO;AACd,WAAQ,KACN,4DACA,MACD;AACD,QAAK,iBAAiB;AACtB,QAAK,gBAAgB;;;CAIzB,MAAM,UAAU,OAAmB,SAAsC;EACvE,MAAM,YAAY,YAAY,KAAK;AAEnC,MAAI;AAIF,OADoB,KAAK,WAAW,IAAI,MAAM,GAAG;QAGhC,KAAK,WAAW,IAAI,MAAM,GAAG,CAE1C;;GAMJ,MAAM,SACJ,OAAO,YAAY,eAAA,QAAA,IAAA,aAA0C;GAC/D,MAAM,cAA2B;IAC/B,SAAS,SAAS,MAAM;IACxB,YAAY,SAAS,IAAI;IACzB,YAAY,SAAS,KAAK;IAC1B,GAAG;IACJ;GAGD,MAAM,SAAS,MAAM,KAAK,YAAY,UAAU,OAAO,YAAY;AAEnE,OAAI,OAAO,WAAW,OAAO,OAAO;AAClC,WAAO,MAAM,SAAS,MAAM,UAAU;AACtC,SAAK,WAAW,IAAI,MAAM,IAAI,OAAO,MAAM;IAI3C,MAAM,gBAAgB,KAAK,kBAAkB,MAAM;AAInD,SAAK,WAAW,IAAI,MAAM,IAAI,OAAO,cAAc;IAGnD,MAAM,WAAW,YAAY,KAAK,GAAG;AACrC,SAAK,QAAQ,WAAW,MAAM,IAAI,UAAU,iBAAiB,OAAO,MAAM;AAG1E,QAAI,KAAK,eAAe,IAAI,MAAM,GAAG,CACnC,MAAK,UAAU,WAAW,MAAM,IAAI,MAAM,KAAK;KAC7C,aAAa;KACb,SAAS;KACT,YAAY;KACb,CAAC;UAEC;IAEL,MAAM,QAAQ,OAAO,yBAAS,IAAI,MAAM,qBAAqB;AAC7D,SAAK,QAAQ,kBAAkB,MAAM,IAAI,MAAM;AAG/C,QAAI,OAAO,OAAO;AAChB,UAAK,WAAW,IAAI,MAAM,IAAI,OAAO,MAAM;KAG3C,MAAM,gBAAgB,KAAK,kBAAkB,MAAM;AACnD,UAAK,WAAW,IAAI,MAAM,IAAI,OAAO,cAAc;;;WAGhD,OAAO;GACd,MAAM,MAAM,iBAAiB,QAAQ,QAAQ,IAAI,MAAM,OAAO,MAAM,CAAC;AACrE,WAAQ,KAAK,8BAA8B,MAAM,GAAG,IAAI,IAAI;AAC5D,QAAK,QAAQ,kBAAkB,MAAM,IAAI,IAAI;;;;;;;;;CAUjD,kBAA0B,QAA4B;AAGpD,SAAO,0BAA0B,OAAO;;CAG1C,MAAM,gBAAgB,IAAkC;AACtD,MAAI,KAAK,OAAQ;EAEjB,MAAM,gBAAgB,YAAY,KAAK;AAEvC,MAAI;AAGF,QAAK,WAAW,IAAI,GAAG;AAGvB,OAAI,KAAK,eAAe,IAAI,GAAG,IAAI,KAAK,UAAU,QAAQ,GAAG,EAAE;IAC7D,MAAM,QAAQ,KAAK,UAAU,QAAQ,GAAG;AACxC,QAAI,OAAO;AACT,WAAM,SAAS,KAAK,aAAa,KAAK;AACtC,WAAM,MAAM,MAAM;AAGlB,UAAK,mBAAmB,IAAI,MAAM;KAElC,MAAM,UAAU,YAAY,KAAK,GAAG;AACpC,UAAK,QAAQ,sBAAsB,QAAQ;AAC3C;;;GAKJ,MAAM,QAAQ,KAAK,WAAW,IAAI,GAAG;AACrC,OAAI,OAAO;AACT,UAAM,cAAc;AACpB,UAAM,SAAS,KAAK,aAAa,KAAK;AACtC,UAAM,MAAM,MAAM;IAElB,MAAM,UAAU,YAAY,KAAK,GAAG;AACpC,SAAK,QAAQ,sBAAsB,QAAQ;;WAEtC,OAAO;AACd,WAAQ,KAAK,+BAA+B,GAAG,IAAI,MAAM;;;CAK7D,MAAM,QAAQ,IAAmB,QAAgC;AAC/D,MAAI,KAAK,OAAQ;EAEjB,MAAM,gBAAgB,YAAY,KAAK;AAEvC,MAAI;AAGF,QAAK,WAAW,IAAI,GAAG;AAGvB,OAAI,KAAK,eAAe,IAAI,GAAG,IAAI,KAAK,UAAU,QAAQ,GAAG,EAAE;IAC7D,MAAM,QAAQ,KAAK,UAAU,QAAQ,GAAG;AACxC,QAAI,OAAO;AACT,WAAM,UAAU,UAAU,KAAK,cAAc,KAAK;AAClD,WAAM,MAAM,MAAM;AAGlB,UAAK,mBAAmB,IAAI,MAAM;KAElC,MAAM,UAAU,YAAY,KAAK,GAAG;AACpC,UAAK,QAAQ,sBAAsB,QAAQ;AAC3C;;;GAKJ,MAAM,QAAQ,KAAK,WAAW,IAAI,GAAG;AACrC,OAAI,OAAO;AACT,UAAM,cAAc;AACpB,UAAM,UAAU,UAAU,KAAK,cAAc,KAAK;AAClD,UAAM,MAAM,MAAM;IAElB,MAAM,UAAU,YAAY,KAAK,GAAG;AACpC,SAAK,QAAQ,sBAAsB,QAAQ;;WAEtC,OAAO;AACd,WAAQ,KAAK,+BAA+B,GAAG,IAAI,MAAM;;;CAI7D,MAAM,UAAU,IAAkB,QAAgC;AAChE,MAAI,KAAK,OAAQ;AAEjB,OAAK,WAAW;AAIhB,OAAK,WAAW,IAAI,GAAG;EAEvB,IAAI,QAAQ,KAAK,WAAW,IAAI,GAAG;AAInC,MAAI,CAAC,MAKH,KAAI,KAAK,aAAa,IAAI,GAAG,EAAE;AAM7B,SAAM,KAAK,iBAAiB,GAAG;AAC/B,WAAQ,KAAK,WAAW,IAAI,GAAG;SAC1B;AAGL,QAAK,aAAa,IAAI,GAAG;AAMzB,OAAI;IACF,MAAM,EAAE,uBAAuB,MAAM,OAAO;IAC5C,MAAM,aAAa,mBAAmB,SAAS,GAAG;AAElD,QAAI,WACF,KAAI;AACF,WAAM,KAAK,UAAU,WAAW;AAChC,aAAQ,KAAK,WAAW,IAAI,GAAG;aAKxB,OAAO;AACd,aAAQ,KAAK,8BAA8B,GAAG,cAAc,MAAM;AAClE;;SAEG;AACL,aAAQ,KAAK,sCAAsC,KAAK;AACxD;;aAEM;AAGR,SAAK,aAAa,OAAO,GAAG;;;AAKlC,MAAI,MACF,KAAI;AACF,SAAM,cAAc;AACpB,SAAM,UAAU,UAAU,KAAK,gBAAgB,KAAK;AACpD,SAAM,OAAO;AACb,QAAK,eAAe;AACpB,QAAK,qBAAqB;AAC1B,SAAM,MAAM,MAAM;WAKX,OAAO;AACd,WAAQ,KAAK,wBAAwB,GAAG,IAAI,MAAM;;;;;;;;;CAWxD,MAAc,iBAAiB,IAAY,YAAoB,KAAqB;EAClF,MAAM,YAAY,KAAK,KAAK;EAC5B,MAAM,gBAAgB;AAEtB,SAAO,KAAK,aAAa,IAAI,GAAG,EAAE;AAChC,OAAI,KAAK,KAAK,GAAG,YAAY,WAAW;AACtC,YAAQ,KAAK,6CAA6C,GAAG,WAAW;AACxE;;AAEF,SAAM,IAAI,SAAQ,YAAW,WAAW,SAAS,cAAc,CAAC;;;CAIpE,YAAkB;AAChB,MAAI,KAAK,cAAc;AACrB,QAAK,aAAa,OAAO;AACzB,QAAK,aAAa,cAAc;AAChC,QAAK,eAAe;AACpB,QAAK,qBAAqB;;;CAI9B,UAAgB;AACd,OAAK,WAAW;AAChB,OAAK,WAAW,SAAS,UAAU;AACjC,OAAI,CAAC,MAAM,QAAQ;AACjB,UAAM,OA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@@ -0,0 +1,122 @@
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/**
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* AudioMonitor - Performance and memory monitoring for audio system
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* Tracks memory usage, load times, and FPS impact
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*/
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export interface AudioMemoryStats {
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readonly totalLoadedMB: number;
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readonly assetCount: number;
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readonly estimatedSizeMB: number;
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readonly largestAssetMB: number;
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readonly averageAssetMB: number;
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}
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export interface AudioPerformanceStats {
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readonly averageLoadTimeMs: number;
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readonly maxLoadTimeMs: number;
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readonly minLoadTimeMs: number;
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readonly totalLoads: number;
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readonly failedLoads: number;
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readonly averagePlaybackLatencyMs: number;
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}
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export interface AudioFPSImpact {
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readonly baselineFPS: number;
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readonly currentFPS: number;
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readonly fpsDropDuringLoad: number;
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readonly fpsDropDuringPlayback: number;
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readonly impactDetected: boolean;
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}
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export interface MemoryWarning {
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readonly level: "info" | "warning" | "critical";
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readonly message: string;
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readonly currentMB: number;
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readonly thresholdMB: number;
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readonly timestamp: number;
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}
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export declare class AudioMonitor {
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private memoryThresholdMB;
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36
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private loadTimes;
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private playbackLatencies;
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private failedLoadCount;
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private totalLoadCount;
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40
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private assetSizes;
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private warnings;
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private lastFPSCheck;
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43
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private baselineFPS;
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private currentFPS;
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private fpsHistory;
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+
private lastWarningTime;
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+
private readonly WARNING_COOLDOWN_MS;
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/**
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49
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+
* Record a successful asset load
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*/
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51
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+
recordLoad(assetId: string, loadTimeMs: number, estimatedSizeMB: number): void;
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/**
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* Record a failed asset load
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54
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+
*/
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55
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+
recordLoadFailure(assetId: string, error: Error): void;
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56
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+
/**
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57
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+
* Record playback latency (time from play() call to actual playback)
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58
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+
*/
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59
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+
recordPlaybackLatency(latencyMs: number): void;
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60
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+
/**
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61
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+
* Update current FPS measurement
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62
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+
*/
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63
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+
updateFPS(fps: number): void;
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64
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+
/**
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65
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+
* Get current memory statistics
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66
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+
*/
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67
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+
getMemoryStats(): AudioMemoryStats;
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68
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+
/**
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69
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+
* Get current performance statistics
|
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70
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+
*/
|
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71
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+
getPerformanceStats(): AudioPerformanceStats;
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72
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+
/**
|
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73
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+
* Get FPS impact analysis
|
|
74
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+
*/
|
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75
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+
getFPSImpact(): AudioFPSImpact;
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76
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+
/**
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77
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+
* Get all warnings
|
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78
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+
*/
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79
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+
getWarnings(): readonly MemoryWarning[];
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80
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+
/**
|
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81
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+
* Get recent warnings (last N)
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getRecentWarnings(count?: number): readonly MemoryWarning[];
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private updateBaseline;
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* Get comprehensive report
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*/
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getReport(): {
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readonly memory: AudioMemoryStats;
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readonly performance: AudioPerformanceStats;
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readonly fps: AudioFPSImpact;
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readonly warnings: readonly MemoryWarning[];
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};
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}
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{"version":3,"file":"AudioMonitor.d.ts","sourceRoot":"","sources":["../../src/audio/AudioMonitor.ts"],"names":[],"mappings":"AAAA;;;GAGG;AAEH,MAAM,WAAW,gBAAgB;IAC/B,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;IAChC,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;CACjC;AAED,MAAM,WAAW,qBAAqB;IACpC,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,QAAQ,CAAC,wBAAwB,EAAE,MAAM,CAAC;CAC3C;AAED,MAAM,WAAW,cAAc;IAC7B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IACvC,QAAQ,CAAC,cAAc,EAAE,OAAO,CAAC;CAClC;AAED,MAAM,WAAW,aAAa;IAC5B,QAAQ,CAAC,KAAK,EAAE,MAAM,GAAG,SAAS,GAAG,UAAU,CAAC;IAChD,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,QAAQ,CAAC,WAAW,EAAE,MAAM,CAAC;IAC7B,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;CAC5B;AAED,qBAAa,YAAY;IACvB,OAAO,CAAC,iBAAiB,CAAO;IAChC,OAAO,CAAC,SAAS,CAAgB;IACjC,OAAO,CAAC,iBAAiB,CAAgB;IACzC,OAAO,CAAC,eAAe,CAAK;IAC5B,OAAO,CAAC,cAAc,CAAK;IAC3B,OAAO,CAAC,UAAU,CAAkC;IACpD,OAAO,CAAC,QAAQ,CAAuB;IACvC,OAAO,CAAC,YAAY,CAAK;IACzB,OAAO,CAAC,WAAW,CAAM;IACzB,OAAO,CAAC,UAAU,CAAM;IACxB,OAAO,CAAC,UAAU,CAAgB;IAClC,OAAO,CAAC,eAAe,CAAK;IAC5B,OAAO,CAAC,QAAQ,CAAC,mBAAmB,CAAQ;IAE5C;;OAEG;IACH,UAAU,CAAC,OAAO,EAAE,MAAM,EAAE,UAAU,EAAE,MAAM,EAAE,eAAe,EAAE,MAAM,GAAG,IAAI;IAc9E;;OAEG;IACH,iBAAiB,CAAC,OAAO,EAAE,MAAM,EAAE,KAAK,EAAE,KAAK,GAAG,IAAI;IAMtD;;OAEG;IACH,qBAAqB,CAAC,SAAS,EAAE,MAAM,GAAG,IAAI;IAS9C;;OAEG;IACH,SAAS,CAAC,GAAG,EAAE,MAAM,GAAG,IAAI;IAkB5B;;OAEG;IACH,cAAc,IAAI,gBAAgB;IAelC;;OAEG;IACH,mBAAmB,IAAI,qBAAqB;IA4B5C;;OAEG;IACH,YAAY,IAAI,cAAc;IAoB9B;;OAEG;IACH,WAAW,IAAI,SAAS,aAAa,EAAE;IAIvC;;OAEG;IACH,iBAAiB,CAAC,KAAK,GAAE,MAAW,GAAG,SAAS,aAAa,EAAE;IAI/D;;OAEG;IACH,aAAa,IAAI,IAAI;IAIrB;;OAEG;IACH,kBAAkB,CAAC,WAAW,EAAE,MAAM,GAAG,IAAI;IAI7C;;OAEG;IACH,OAAO,CAAC,oBAAoB;IA2C5B;;OAEG;IACH,OAAO,CAAC,UAAU;IAgBlB;;OAEG;IACH,OAAO,CAAC,cAAc;IAkBtB;;OAEG;IACH,KAAK,IAAI,IAAI;IAUb;;OAEG;IACH,eAAe,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAItC;;OAEG;IACH,SAAS,IAAI;QACX,QAAQ,CAAC,MAAM,EAAE,gBAAgB,CAAC;QAClC,QAAQ,CAAC,WAAW,EAAE,qBAAqB,CAAC;QAC5C,QAAQ,CAAC,GAAG,EAAE,cAAc,CAAC;QAC7B,QAAQ,CAAC,QAAQ,EAAE,SAAS,aAAa,EAAE,CAAC;KAC7C;CAQF"}
|
|
@@ -0,0 +1,215 @@
|
|
|
1
|
+
//#region src/audio/AudioMonitor.ts
|
|
2
|
+
var AudioMonitor = class {
|
|
3
|
+
memoryThresholdMB = 100;
|
|
4
|
+
loadTimes = [];
|
|
5
|
+
playbackLatencies = [];
|
|
6
|
+
failedLoadCount = 0;
|
|
7
|
+
totalLoadCount = 0;
|
|
8
|
+
assetSizes = /* @__PURE__ */ new Map();
|
|
9
|
+
warnings = [];
|
|
10
|
+
lastFPSCheck = 0;
|
|
11
|
+
baselineFPS = 60;
|
|
12
|
+
currentFPS = 60;
|
|
13
|
+
fpsHistory = [];
|
|
14
|
+
lastWarningTime = 0;
|
|
15
|
+
WARNING_COOLDOWN_MS = 5e3;
|
|
16
|
+
/**
|
|
17
|
+
* Record a successful asset load
|
|
18
|
+
*/
|
|
19
|
+
recordLoad(assetId, loadTimeMs, estimatedSizeMB) {
|
|
20
|
+
this.totalLoadCount++;
|
|
21
|
+
this.loadTimes.push(loadTimeMs);
|
|
22
|
+
this.assetSizes.set(assetId, estimatedSizeMB);
|
|
23
|
+
if (this.loadTimes.length > 100) this.loadTimes.shift();
|
|
24
|
+
this.checkMemoryThreshold();
|
|
25
|
+
}
|
|
26
|
+
/**
|
|
27
|
+
* Record a failed asset load
|
|
28
|
+
*/
|
|
29
|
+
recordLoadFailure(assetId, error) {
|
|
30
|
+
this.failedLoadCount++;
|
|
31
|
+
this.totalLoadCount++;
|
|
32
|
+
console.warn(`Load failed for ${assetId}:`, error.message);
|
|
33
|
+
}
|
|
34
|
+
/**
|
|
35
|
+
* Record playback latency (time from play() call to actual playback)
|
|
36
|
+
*/
|
|
37
|
+
recordPlaybackLatency(latencyMs) {
|
|
38
|
+
this.playbackLatencies.push(latencyMs);
|
|
39
|
+
if (this.playbackLatencies.length > 100) this.playbackLatencies.shift();
|
|
40
|
+
}
|
|
41
|
+
/**
|
|
42
|
+
* Update current FPS measurement
|
|
43
|
+
*/
|
|
44
|
+
updateFPS(fps) {
|
|
45
|
+
this.currentFPS = fps;
|
|
46
|
+
this.fpsHistory.push(fps);
|
|
47
|
+
if (this.fpsHistory.length > 60) this.fpsHistory.shift();
|
|
48
|
+
const now = Date.now();
|
|
49
|
+
if (now - this.lastFPSCheck > 5e3) {
|
|
50
|
+
this.updateBaseline();
|
|
51
|
+
this.lastFPSCheck = now;
|
|
52
|
+
}
|
|
53
|
+
}
|
|
54
|
+
/**
|
|
55
|
+
* Get current memory statistics
|
|
56
|
+
*/
|
|
57
|
+
getMemoryStats() {
|
|
58
|
+
const sizes = Array.from(this.assetSizes.values());
|
|
59
|
+
const totalLoadedMB = sizes.reduce((sum, size) => sum + size, 0);
|
|
60
|
+
const averageAssetMB = sizes.length > 0 ? totalLoadedMB / sizes.length : 0;
|
|
61
|
+
const largestAssetMB = sizes.length > 0 ? Math.max(...sizes) : 0;
|
|
62
|
+
return {
|
|
63
|
+
totalLoadedMB,
|
|
64
|
+
assetCount: this.assetSizes.size,
|
|
65
|
+
estimatedSizeMB: totalLoadedMB,
|
|
66
|
+
largestAssetMB,
|
|
67
|
+
averageAssetMB
|
|
68
|
+
};
|
|
69
|
+
}
|
|
70
|
+
/**
|
|
71
|
+
* Get current performance statistics
|
|
72
|
+
*/
|
|
73
|
+
getPerformanceStats() {
|
|
74
|
+
const avgLoadTime = this.loadTimes.length > 0 ? this.loadTimes.reduce((sum, t) => sum + t, 0) / this.loadTimes.length : 0;
|
|
75
|
+
const maxLoadTime = this.loadTimes.length > 0 ? Math.max(...this.loadTimes) : 0;
|
|
76
|
+
const minLoadTime = this.loadTimes.length > 0 ? Math.min(...this.loadTimes) : 0;
|
|
77
|
+
const avgLatency = this.playbackLatencies.length > 0 ? this.playbackLatencies.reduce((sum, l) => sum + l, 0) / this.playbackLatencies.length : 0;
|
|
78
|
+
return {
|
|
79
|
+
averageLoadTimeMs: avgLoadTime,
|
|
80
|
+
maxLoadTimeMs: maxLoadTime,
|
|
81
|
+
minLoadTimeMs: minLoadTime,
|
|
82
|
+
totalLoads: this.totalLoadCount,
|
|
83
|
+
failedLoads: this.failedLoadCount,
|
|
84
|
+
averagePlaybackLatencyMs: avgLatency
|
|
85
|
+
};
|
|
86
|
+
}
|
|
87
|
+
/**
|
|
88
|
+
* Get FPS impact analysis
|
|
89
|
+
*/
|
|
90
|
+
getFPSImpact() {
|
|
91
|
+
const avgFPS = this.fpsHistory.length > 0 ? this.fpsHistory.reduce((sum, fps) => sum + fps, 0) / this.fpsHistory.length : this.currentFPS;
|
|
92
|
+
const fpsDropDuringLoad = this.baselineFPS - avgFPS;
|
|
93
|
+
const fpsDropDuringPlayback = this.baselineFPS - this.currentFPS;
|
|
94
|
+
const impactDetected = fpsDropDuringLoad > 5 || fpsDropDuringPlayback > 5;
|
|
95
|
+
return {
|
|
96
|
+
baselineFPS: this.baselineFPS,
|
|
97
|
+
currentFPS: this.currentFPS,
|
|
98
|
+
fpsDropDuringLoad,
|
|
99
|
+
fpsDropDuringPlayback,
|
|
100
|
+
impactDetected
|
|
101
|
+
};
|
|
102
|
+
}
|
|
103
|
+
/**
|
|
104
|
+
* Get all warnings
|
|
105
|
+
*/
|
|
106
|
+
getWarnings() {
|
|
107
|
+
return [...this.warnings];
|
|
108
|
+
}
|
|
109
|
+
/**
|
|
110
|
+
* Get recent warnings (last N)
|
|
111
|
+
*/
|
|
112
|
+
getRecentWarnings(count = 10) {
|
|
113
|
+
return this.warnings.slice(-count);
|
|
114
|
+
}
|
|
115
|
+
/**
|
|
116
|
+
* Clear all warnings
|
|
117
|
+
*/
|
|
118
|
+
clearWarnings() {
|
|
119
|
+
this.warnings = [];
|
|
120
|
+
}
|
|
121
|
+
/**
|
|
122
|
+
* Set memory threshold for warnings
|
|
123
|
+
*/
|
|
124
|
+
setMemoryThreshold(thresholdMB) {
|
|
125
|
+
this.memoryThresholdMB = thresholdMB;
|
|
126
|
+
}
|
|
127
|
+
/**
|
|
128
|
+
* Check memory threshold and create warnings with rate limiting
|
|
129
|
+
*/
|
|
130
|
+
checkMemoryThreshold() {
|
|
131
|
+
const currentMB = this.getMemoryStats().totalLoadedMB;
|
|
132
|
+
const now = Date.now();
|
|
133
|
+
if (now - this.lastWarningTime < this.WARNING_COOLDOWN_MS) return;
|
|
134
|
+
if (currentMB > this.memoryThresholdMB * 1.5) {
|
|
135
|
+
this.addWarning({
|
|
136
|
+
level: "critical",
|
|
137
|
+
message: `Audio memory usage critical: ${currentMB.toFixed(1)}MB (threshold: ${this.memoryThresholdMB}MB)`,
|
|
138
|
+
currentMB,
|
|
139
|
+
thresholdMB: this.memoryThresholdMB,
|
|
140
|
+
timestamp: now
|
|
141
|
+
});
|
|
142
|
+
this.lastWarningTime = now;
|
|
143
|
+
} else if (currentMB > this.memoryThresholdMB) {
|
|
144
|
+
this.addWarning({
|
|
145
|
+
level: "warning",
|
|
146
|
+
message: `Audio memory usage high: ${currentMB.toFixed(1)}MB (threshold: ${this.memoryThresholdMB}MB)`,
|
|
147
|
+
currentMB,
|
|
148
|
+
thresholdMB: this.memoryThresholdMB,
|
|
149
|
+
timestamp: now
|
|
150
|
+
});
|
|
151
|
+
this.lastWarningTime = now;
|
|
152
|
+
} else if (currentMB > this.memoryThresholdMB * .8) {
|
|
153
|
+
this.addWarning({
|
|
154
|
+
level: "info",
|
|
155
|
+
message: `Audio memory usage approaching threshold: ${currentMB.toFixed(1)}MB (threshold: ${this.memoryThresholdMB}MB)`,
|
|
156
|
+
currentMB,
|
|
157
|
+
thresholdMB: this.memoryThresholdMB,
|
|
158
|
+
timestamp: now
|
|
159
|
+
});
|
|
160
|
+
this.lastWarningTime = now;
|
|
161
|
+
}
|
|
162
|
+
}
|
|
163
|
+
/**
|
|
164
|
+
* Add a warning to the list
|
|
165
|
+
*/
|
|
166
|
+
addWarning(warning) {
|
|
167
|
+
this.warnings.push(warning);
|
|
168
|
+
if (this.warnings.length > 100) this.warnings.shift();
|
|
169
|
+
if (warning.level === "critical") console.error(warning.message);
|
|
170
|
+
else if (warning.level === "warning") console.warn(warning.message);
|
|
171
|
+
}
|
|
172
|
+
/**
|
|
173
|
+
* Update baseline FPS based on recent stable measurements
|
|
174
|
+
*/
|
|
175
|
+
updateBaseline() {
|
|
176
|
+
if (this.fpsHistory.length < 30) return;
|
|
177
|
+
const recent = this.fpsHistory.slice(-30);
|
|
178
|
+
const avg = recent.reduce((sum, fps) => sum + fps, 0) / recent.length;
|
|
179
|
+
if (avg > this.baselineFPS) this.baselineFPS = Math.min(avg, 60);
|
|
180
|
+
else if (avg < this.baselineFPS - 5) this.baselineFPS = Math.max(avg, 30);
|
|
181
|
+
}
|
|
182
|
+
/**
|
|
183
|
+
* Reset all statistics
|
|
184
|
+
*/
|
|
185
|
+
reset() {
|
|
186
|
+
this.loadTimes = [];
|
|
187
|
+
this.playbackLatencies = [];
|
|
188
|
+
this.failedLoadCount = 0;
|
|
189
|
+
this.totalLoadCount = 0;
|
|
190
|
+
this.assetSizes.clear();
|
|
191
|
+
this.warnings = [];
|
|
192
|
+
this.fpsHistory = [];
|
|
193
|
+
}
|
|
194
|
+
/**
|
|
195
|
+
* Unregister an asset (when unloaded)
|
|
196
|
+
*/
|
|
197
|
+
unregisterAsset(assetId) {
|
|
198
|
+
this.assetSizes.delete(assetId);
|
|
199
|
+
}
|
|
200
|
+
/**
|
|
201
|
+
* Get comprehensive report
|
|
202
|
+
*/
|
|
203
|
+
getReport() {
|
|
204
|
+
return {
|
|
205
|
+
memory: this.getMemoryStats(),
|
|
206
|
+
performance: this.getPerformanceStats(),
|
|
207
|
+
fps: this.getFPSImpact(),
|
|
208
|
+
warnings: this.getRecentWarnings(5)
|
|
209
|
+
};
|
|
210
|
+
}
|
|
211
|
+
};
|
|
212
|
+
//#endregion
|
|
213
|
+
export { AudioMonitor };
|
|
214
|
+
|
|
215
|
+
//# sourceMappingURL=AudioMonitor.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"AudioMonitor.js","names":[],"sources":["../../src/audio/AudioMonitor.ts"],"sourcesContent":["/**\n * AudioMonitor - Performance and memory monitoring for audio system\n * Tracks memory usage, load times, and FPS impact\n */\n\nexport interface AudioMemoryStats {\n readonly totalLoadedMB: number;\n readonly assetCount: number;\n readonly estimatedSizeMB: number;\n readonly largestAssetMB: number;\n readonly averageAssetMB: number;\n}\n\nexport interface AudioPerformanceStats {\n readonly averageLoadTimeMs: number;\n readonly maxLoadTimeMs: number;\n readonly minLoadTimeMs: number;\n readonly totalLoads: number;\n readonly failedLoads: number;\n readonly averagePlaybackLatencyMs: number;\n}\n\nexport interface AudioFPSImpact {\n readonly baselineFPS: number;\n readonly currentFPS: number;\n readonly fpsDropDuringLoad: number;\n readonly fpsDropDuringPlayback: number;\n readonly impactDetected: boolean;\n}\n\nexport interface MemoryWarning {\n readonly level: \"info\" | \"warning\" | \"critical\";\n readonly message: string;\n readonly currentMB: number;\n readonly thresholdMB: number;\n readonly timestamp: number;\n}\n\nexport class AudioMonitor {\n private memoryThresholdMB = 100;\n private loadTimes: number[] = [];\n private playbackLatencies: number[] = [];\n private failedLoadCount = 0;\n private totalLoadCount = 0;\n private assetSizes: Map<string, number> = new Map();\n private warnings: MemoryWarning[] = [];\n private lastFPSCheck = 0;\n private baselineFPS = 60;\n private currentFPS = 60;\n private fpsHistory: number[] = [];\n private lastWarningTime = 0;\n private readonly WARNING_COOLDOWN_MS = 5000; // 5 seconds between similar warnings\n\n /**\n * Record a successful asset load\n */\n recordLoad(assetId: string, loadTimeMs: number, estimatedSizeMB: number): void {\n this.totalLoadCount++;\n this.loadTimes.push(loadTimeMs);\n this.assetSizes.set(assetId, estimatedSizeMB);\n\n // Keep only last 100 load times\n if (this.loadTimes.length > 100) {\n this.loadTimes.shift();\n }\n\n // Check memory threshold\n this.checkMemoryThreshold();\n }\n\n /**\n * Record a failed asset load\n */\n recordLoadFailure(assetId: string, error: Error): void {\n this.failedLoadCount++;\n this.totalLoadCount++;\n console.warn(`Load failed for ${assetId}:`, error.message);\n }\n\n /**\n * Record playback latency (time from play() call to actual playback)\n */\n recordPlaybackLatency(latencyMs: number): void {\n this.playbackLatencies.push(latencyMs);\n\n // Keep only last 100 measurements\n if (this.playbackLatencies.length > 100) {\n this.playbackLatencies.shift();\n }\n }\n\n /**\n * Update current FPS measurement\n */\n updateFPS(fps: number): void {\n this.currentFPS = fps;\n this.fpsHistory.push(fps);\n\n // Keep only last 60 measurements (1 second at 60fps)\n if (this.fpsHistory.length > 60) {\n this.fpsHistory.shift();\n }\n\n // Update baseline if we haven't checked recently\n const now = Date.now();\n if (now - this.lastFPSCheck > 5000) {\n // 5 seconds\n this.updateBaseline();\n this.lastFPSCheck = now;\n }\n }\n\n /**\n * Get current memory statistics\n */\n getMemoryStats(): AudioMemoryStats {\n const sizes = Array.from(this.assetSizes.values());\n const totalLoadedMB = sizes.reduce((sum, size) => sum + size, 0);\n const averageAssetMB = sizes.length > 0 ? totalLoadedMB / sizes.length : 0;\n const largestAssetMB = sizes.length > 0 ? Math.max(...sizes) : 0;\n\n return {\n totalLoadedMB,\n assetCount: this.assetSizes.size,\n estimatedSizeMB: totalLoadedMB,\n largestAssetMB,\n averageAssetMB,\n };\n }\n\n /**\n * Get current performance statistics\n */\n getPerformanceStats(): AudioPerformanceStats {\n const avgLoadTime =\n this.loadTimes.length > 0\n ? this.loadTimes.reduce((sum, t) => sum + t, 0) / this.loadTimes.length\n : 0;\n\n const maxLoadTime =\n this.loadTimes.length > 0 ? Math.max(...this.loadTimes) : 0;\n\n const minLoadTime =\n this.loadTimes.length > 0 ? Math.min(...this.loadTimes) : 0;\n\n const avgLatency =\n this.playbackLatencies.length > 0\n ? this.playbackLatencies.reduce((sum, l) => sum + l, 0) /\n this.playbackLatencies.length\n : 0;\n\n return {\n averageLoadTimeMs: avgLoadTime,\n maxLoadTimeMs: maxLoadTime,\n minLoadTimeMs: minLoadTime,\n totalLoads: this.totalLoadCount,\n failedLoads: this.failedLoadCount,\n averagePlaybackLatencyMs: avgLatency,\n };\n }\n\n /**\n * Get FPS impact analysis\n */\n getFPSImpact(): AudioFPSImpact {\n const avgFPS =\n this.fpsHistory.length > 0\n ? this.fpsHistory.reduce((sum, fps) => sum + fps, 0) /\n this.fpsHistory.length\n : this.currentFPS;\n\n const fpsDropDuringLoad = this.baselineFPS - avgFPS;\n const fpsDropDuringPlayback = this.baselineFPS - this.currentFPS;\n const impactDetected = fpsDropDuringLoad > 5 || fpsDropDuringPlayback > 5;\n\n return {\n baselineFPS: this.baselineFPS,\n currentFPS: this.currentFPS,\n fpsDropDuringLoad,\n fpsDropDuringPlayback,\n impactDetected,\n };\n }\n\n /**\n * Get all warnings\n */\n getWarnings(): readonly MemoryWarning[] {\n return [...this.warnings];\n }\n\n /**\n * Get recent warnings (last N)\n */\n getRecentWarnings(count: number = 10): readonly MemoryWarning[] {\n return this.warnings.slice(-count);\n }\n\n /**\n * Clear all warnings\n */\n clearWarnings(): void {\n this.warnings = [];\n }\n\n /**\n * Set memory threshold for warnings\n */\n setMemoryThreshold(thresholdMB: number): void {\n this.memoryThresholdMB = thresholdMB;\n }\n\n /**\n * Check memory threshold and create warnings with rate limiting\n */\n private checkMemoryThreshold(): void {\n const stats = this.getMemoryStats();\n const currentMB = stats.totalLoadedMB;\n const now = Date.now();\n\n // Rate limit warnings to prevent spam during rapid asset loading\n if (now - this.lastWarningTime < this.WARNING_COOLDOWN_MS) {\n return;\n }\n\n if (currentMB > this.memoryThresholdMB * 1.5) {\n // 150% threshold\n this.addWarning({\n level: \"critical\",\n message: `Audio memory usage critical: ${currentMB.toFixed(1)}MB (threshold: ${this.memoryThresholdMB}MB)`,\n currentMB,\n thresholdMB: this.memoryThresholdMB,\n timestamp: now,\n });\n this.lastWarningTime = now;\n } else if (currentMB > this.memoryThresholdMB) {\n // 100% threshold\n this.addWarning({\n level: \"warning\",\n message: `Audio memory usage high: ${currentMB.toFixed(1)}MB (threshold: ${this.memoryThresholdMB}MB)`,\n currentMB,\n thresholdMB: this.memoryThresholdMB,\n timestamp: now,\n });\n this.lastWarningTime = now;\n } else if (currentMB > this.memoryThresholdMB * 0.8) {\n // 80% threshold\n this.addWarning({\n level: \"info\",\n message: `Audio memory usage approaching threshold: ${currentMB.toFixed(1)}MB (threshold: ${this.memoryThresholdMB}MB)`,\n currentMB,\n thresholdMB: this.memoryThresholdMB,\n timestamp: now,\n });\n this.lastWarningTime = now;\n }\n }\n\n /**\n * Add a warning to the list\n */\n private addWarning(warning: MemoryWarning): void {\n this.warnings.push(warning);\n\n // Keep only last 100 warnings\n if (this.warnings.length > 100) {\n this.warnings.shift();\n }\n\n // Log critical warnings\n if (warning.level === \"critical\") {\n console.error(warning.message);\n } else if (warning.level === \"warning\") {\n console.warn(warning.message);\n }\n }\n\n /**\n * Update baseline FPS based on recent stable measurements\n */\n private updateBaseline(): void {\n if (this.fpsHistory.length < 30) {\n return; // Need more data\n }\n\n // Get average of recent stable FPS measurements\n const recent = this.fpsHistory.slice(-30);\n const avg = recent.reduce((sum, fps) => sum + fps, 0) / recent.length;\n\n // Allow baseline to adjust with dampening (slower downward adjustment)\n if (avg > this.baselineFPS) {\n this.baselineFPS = Math.min(avg, 60); // Cap at 60fps\n } else if (avg < this.baselineFPS - 5) {\n // Only adjust down if significantly lower (5fps drop)\n this.baselineFPS = Math.max(avg, 30); // Floor at 30fps\n }\n }\n\n /**\n * Reset all statistics\n */\n reset(): void {\n this.loadTimes = [];\n this.playbackLatencies = [];\n this.failedLoadCount = 0;\n this.totalLoadCount = 0;\n this.assetSizes.clear();\n this.warnings = [];\n this.fpsHistory = [];\n }\n\n /**\n * Unregister an asset (when unloaded)\n */\n unregisterAsset(assetId: string): void {\n this.assetSizes.delete(assetId);\n }\n\n /**\n * Get comprehensive report\n */\n getReport(): {\n readonly memory: AudioMemoryStats;\n readonly performance: AudioPerformanceStats;\n readonly fps: AudioFPSImpact;\n readonly warnings: readonly MemoryWarning[];\n } {\n return {\n memory: this.getMemoryStats(),\n performance: this.getPerformanceStats(),\n fps: this.getFPSImpact(),\n warnings: this.getRecentWarnings(5),\n };\n }\n}\n"],"mappings":";AAsCA,IAAa,eAAb,MAA0B;CACxB,oBAA4B;CAC5B,YAA8B,EAAE;CAChC,oBAAsC,EAAE;CACxC,kBAA0B;CAC1B,iBAAyB;CACzB,6BAA0C,IAAI,KAAK;CACnD,WAAoC,EAAE;CACtC,eAAuB;CACvB,cAAsB;CACtB,aAAqB;CACrB,aAA+B,EAAE;CACjC,kBAA0B;CAC1B,sBAAuC;;;;CAKvC,WAAW,SAAiB,YAAoB,iBAA+B;AAC7E,OAAK;AACL,OAAK,UAAU,KAAK,WAAW;AAC/B,OAAK,WAAW,IAAI,SAAS,gBAAgB;AAG7C,MAAI,KAAK,UAAU,SAAS,IAC1B,MAAK,UAAU,OAAO;AAIxB,OAAK,sBAAsB;;;;;CAM7B,kBAAkB,SAAiB,OAAoB;AACrD,OAAK;AACL,OAAK;AACL,UAAQ,KAAK,mBAAmB,QAAQ,IAAI,MAAM,QAAQ;;;;;CAM5D,sBAAsB,WAAyB;AAC7C,OAAK,kBAAkB,KAAK,UAAU;AAGtC,MAAI,KAAK,kBAAkB,SAAS,IAClC,MAAK,kBAAkB,OAAO;;;;;CAOlC,UAAU,KAAmB;AAC3B,OAAK,aAAa;AAClB,OAAK,WAAW,KAAK,IAAI;AAGzB,MAAI,KAAK,WAAW,SAAS,GAC3B,MAAK,WAAW,OAAO;EAIzB,MAAM,MAAM,KAAK,KAAK;AACtB,MAAI,MAAM,KAAK,eAAe,KAAM;AAElC,QAAK,gBAAgB;AACrB,QAAK,eAAe;;;;;;CAOxB,iBAAmC;EACjC,MAAM,QAAQ,MAAM,KAAK,KAAK,WAAW,QAAQ,CAAC;EAClD,MAAM,gBAAgB,MAAM,QAAQ,KAAK,SAAS,MAAM,MAAM,EAAE;EAChE,MAAM,iBAAiB,MAAM,SAAS,IAAI,gBAAgB,MAAM,SAAS;EACzE,MAAM,iBAAiB,MAAM,SAAS,IAAI,KAAK,IAAI,GAAG,MAAM,GAAG;AAE/D,SAAO;GACL;GACA,YAAY,KAAK,WAAW;GAC5B,iBAAiB;GACjB;GACA;GACD;;;;;CAMH,sBAA6C;EAC3C,MAAM,cACJ,KAAK,UAAU,SAAS,IACpB,KAAK,UAAU,QAAQ,KAAK,MAAM,MAAM,GAAG,EAAE,GAAG,KAAK,UAAU,SAC/D;EAEN,MAAM,cACJ,KAAK,UAAU,SAAS,IAAI,KAAK,IAAI,GAAG,KAAK,UAAU,GAAG;EAE5D,MAAM,cACJ,KAAK,UAAU,SAAS,IAAI,KAAK,IAAI,GAAG,KAAK,UAAU,GAAG;EAE5D,MAAM,aACJ,KAAK,kBAAkB,SAAS,IAC5B,KAAK,kBAAkB,QAAQ,KAAK,MAAM,MAAM,GAAG,EAAE,GACrD,KAAK,kBAAkB,SACvB;AAEN,SAAO;GACL,mBAAmB;GACnB,eAAe;GACf,eAAe;GACf,YAAY,KAAK;GACjB,aAAa,KAAK;GAClB,0BAA0B;GAC3B;;;;;CAMH,eAA+B;EAC7B,MAAM,SACJ,KAAK,WAAW,SAAS,IACrB,KAAK,WAAW,QAAQ,KAAK,QAAQ,MAAM,KAAK,EAAE,GAClD,KAAK,WAAW,SAChB,KAAK;EAEX,MAAM,oBAAoB,KAAK,cAAc;EAC7C,MAAM,wBAAwB,KAAK,cAAc,KAAK;EACtD,MAAM,iBAAiB,oBAAoB,KAAK,wBAAwB;AAExE,SAAO;GACL,aAAa,KAAK;GAClB,YAAY,KAAK;GACjB;GACA;GACA;GACD;;;;;CAMH,cAAwC;AACtC,SAAO,CAAC,GAAG,KAAK,SAAS;;;;;CAM3B,kBAAkB,QAAgB,IAA8B;AAC9D,SAAO,KAAK,SAAS,MAAM,CAAC,MAAM;;;;;CAMpC,gBAAsB;AACpB,OAAK,WAAW,EAAE;;;;;CAMpB,mBAAmB,aAA2B;AAC5C,OAAK,oBAAoB;;;;;CAM3B,uBAAqC;EAEnC,MAAM,YADQ,KAAK,gBAAgB,CACX;EACxB,MAAM,MAAM,KAAK,KAAK;AAGtB,MAAI,MAAM,KAAK,kBAAkB,KAAK,oBACpC;AAGF,MAAI,YAAY,KAAK,oBAAoB,KAAK;AAE5C,QAAK,WAAW;IACd,OAAO;IACP,SAAS,gCAAgC,UAAU,QAAQ,EAAE,CAAC,iBAAiB,KAAK,kBAAkB;IACtG;IACA,aAAa,KAAK;IAClB,WAAW;IACZ,CAAC;AACF,QAAK,kBAAkB;aACd,YAAY,KAAK,mBAAmB;AAE7C,QAAK,WAAW;IACd,OAAO;IACP,SAAS,4BAA4B,UAAU,QAAQ,EAAE,CAAC,iBAAiB,KAAK,kBAAkB;IAClG;IACA,aAAa,KAAK;IAClB,WAAW;IACZ,CAAC;AACF,QAAK,kBAAkB;aACd,YAAY,KAAK,oBAAoB,IAAK;AAEnD,QAAK,WAAW;IACd,OAAO;IACP,SAAS,6CAA6C,UAAU,QAAQ,EAAE,CAAC,iBAAiB,KAAK,kBAAkB;IACnH;IACA,aAAa,KAAK;IAClB,WAAW;IACZ,CAAC;AACF,QAAK,kBAAkB;;;;;;CAO3B,WAAmB,SAA8B;AAC/C,OAAK,SAAS,KAAK,QAAQ;AAG3B,MAAI,KAAK,SAAS,SAAS,IACzB,MAAK,SAAS,OAAO;AAIvB,MAAI,QAAQ,UAAU,WACpB,SAAQ,MAAM,QAAQ,QAAQ;WACrB,QAAQ,UAAU,UAC3B,SAAQ,KAAK,QAAQ,QAAQ;;;;;CAOjC,iBAA+B;AAC7B,MAAI,KAAK,WAAW,SAAS,GAC3B;EAIF,MAAM,SAAS,KAAK,WAAW,MAAM,IAAI;EACzC,MAAM,MAAM,OAAO,QAAQ,KAAK,QAAQ,MAAM,KAAK,EAAE,GAAG,OAAO;AAG/D,MAAI,MAAM,KAAK,YACb,MAAK,cAAc,KAAK,IAAI,KAAK,GAAG;WAC3B,MAAM,KAAK,cAAc,EAElC,MAAK,cAAc,KAAK,IAAI,KAAK,GAAG;;;;;CAOxC,QAAc;AACZ,OAAK,YAAY,EAAE;AACnB,OAAK,oBAAoB,EAAE;AAC3B,OAAK,kBAAkB;AACvB,OAAK,iBAAiB;AACtB,OAAK,WAAW,OAAO;AACvB,OAAK,WAAW,EAAE;AAClB,OAAK,aAAa,EAAE;;;;;CAMtB,gBAAgB,SAAuB;AACrC,OAAK,WAAW,OAAO,QAAQ;;;;;CAMjC,YAKE;AACA,SAAO;GACL,QAAQ,KAAK,gBAAgB;GAC7B,aAAa,KAAK,qBAAqB;GACvC,KAAK,KAAK,cAAc;GACxB,UAAU,KAAK,kBAAkB,EAAE;GACpC"}
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/**
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* AudioPool - Object pooling for audio instances
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* Reduces memory allocation overhead for frequently played sounds
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*/
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export interface PoolStatistics {
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readonly available: number;
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readonly inUse: number;
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readonly total: number;
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readonly acquisitions: number;
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readonly releases: number;
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readonly created: number;
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}
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export interface PoolConfig {
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readonly initialSize?: number;
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readonly maxSize?: number;
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readonly autoExpand?: boolean;
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}
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/**
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* Generic object pool implementation
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*/
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export declare class ObjectPool<T> {
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private readonly factory;
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private readonly reset;
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private readonly config;
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private available;
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private inUse;
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private acquisitionCount;
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private releaseCount;
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private createdCount;
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constructor(factory: () => T, reset: (obj: T) => void, config?: Required<PoolConfig>);
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/**
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* Acquire an object from the pool
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*/
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acquire(): T | null;
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/**
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* Release an object back to the pool
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*/
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release(obj: T): void;
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/**
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* Release all objects back to the pool
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* Resets all in-use objects and returns them to the available pool
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*/
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releaseAll(): void;
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/**
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* Get pool statistics
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*/
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getStatistics(): PoolStatistics;
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/**
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* Clear the pool and dispose all objects
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*/
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clear(): void;
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private createObject;
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private canExpand;
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}
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/**
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* Specialized audio pool for HTMLAudioElement instances
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*/
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export declare class AudioElementPool {
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private pools;
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private defaultConfig;
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/**
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* Create a pool for a specific audio asset
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*/
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createPool(assetId: string, audioSrc: string, config?: PoolConfig): ObjectPool<HTMLAudioElement>;
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/**
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* Get pool for an asset (creates if doesn't exist)
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*/
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getPool(assetId: string): ObjectPool<HTMLAudioElement> | undefined;
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/**
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* Acquire audio element from pool
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*/
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acquire(assetId: string): HTMLAudioElement | null;
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/**
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* Release audio element back to pool
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*/
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release(assetId: string, audio: HTMLAudioElement): void;
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/**
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* Release all audio elements in all pools
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*/
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releaseAll(): void;
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/**
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* Get statistics for a specific pool
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*/
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getPoolStatistics(assetId: string): PoolStatistics | undefined;
|
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/**
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* Get statistics for all pools
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*/
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getAllStatistics(): Map<string, PoolStatistics>;
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/**
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* Remove a pool and dispose its resources
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* @param assetId - The ID of the asset whose pool should be removed
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* @returns true if the pool existed and was removed, false if no pool was found for the asset
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*/
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removePool(assetId: string): boolean;
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/**
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* Clear all pools
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*/
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clearAll(): void;
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/**
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* Check if pool exists for asset
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*/
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hasPool(assetId: string): boolean;
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/**
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* Get total number of pools
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*/
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getPoolCount(): number;
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}
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//# sourceMappingURL=AudioPool.d.ts.map
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1
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+
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