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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+ {"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> | 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@@ -0,0 +1,122 @@
1
+ /**
2
+ * AudioMonitor - Performance and memory monitoring for audio system
3
+ * Tracks memory usage, load times, and FPS impact
4
+ */
5
+ export interface AudioMemoryStats {
6
+ readonly totalLoadedMB: number;
7
+ readonly assetCount: number;
8
+ readonly estimatedSizeMB: number;
9
+ readonly largestAssetMB: number;
10
+ readonly averageAssetMB: number;
11
+ }
12
+ export interface AudioPerformanceStats {
13
+ readonly averageLoadTimeMs: number;
14
+ readonly maxLoadTimeMs: number;
15
+ readonly minLoadTimeMs: number;
16
+ readonly totalLoads: number;
17
+ readonly failedLoads: number;
18
+ readonly averagePlaybackLatencyMs: number;
19
+ }
20
+ export interface AudioFPSImpact {
21
+ readonly baselineFPS: number;
22
+ readonly currentFPS: number;
23
+ readonly fpsDropDuringLoad: number;
24
+ readonly fpsDropDuringPlayback: number;
25
+ readonly impactDetected: boolean;
26
+ }
27
+ export interface MemoryWarning {
28
+ readonly level: "info" | "warning" | "critical";
29
+ readonly message: string;
30
+ readonly currentMB: number;
31
+ readonly thresholdMB: number;
32
+ readonly timestamp: number;
33
+ }
34
+ export declare class AudioMonitor {
35
+ private memoryThresholdMB;
36
+ private loadTimes;
37
+ private playbackLatencies;
38
+ private failedLoadCount;
39
+ private totalLoadCount;
40
+ private assetSizes;
41
+ private warnings;
42
+ private lastFPSCheck;
43
+ private baselineFPS;
44
+ private currentFPS;
45
+ private fpsHistory;
46
+ private lastWarningTime;
47
+ private readonly WARNING_COOLDOWN_MS;
48
+ /**
49
+ * Record a successful asset load
50
+ */
51
+ recordLoad(assetId: string, loadTimeMs: number, estimatedSizeMB: number): void;
52
+ /**
53
+ * Record a failed asset load
54
+ */
55
+ recordLoadFailure(assetId: string, error: Error): void;
56
+ /**
57
+ * Record playback latency (time from play() call to actual playback)
58
+ */
59
+ recordPlaybackLatency(latencyMs: number): void;
60
+ /**
61
+ * Update current FPS measurement
62
+ */
63
+ updateFPS(fps: number): void;
64
+ /**
65
+ * Get current memory statistics
66
+ */
67
+ getMemoryStats(): AudioMemoryStats;
68
+ /**
69
+ * Get current performance statistics
70
+ */
71
+ getPerformanceStats(): AudioPerformanceStats;
72
+ /**
73
+ * Get FPS impact analysis
74
+ */
75
+ getFPSImpact(): AudioFPSImpact;
76
+ /**
77
+ * Get all warnings
78
+ */
79
+ getWarnings(): readonly MemoryWarning[];
80
+ /**
81
+ * Get recent warnings (last N)
82
+ */
83
+ getRecentWarnings(count?: number): readonly MemoryWarning[];
84
+ /**
85
+ * Clear all warnings
86
+ */
87
+ clearWarnings(): void;
88
+ /**
89
+ * Set memory threshold for warnings
90
+ */
91
+ setMemoryThreshold(thresholdMB: number): void;
92
+ /**
93
+ * Check memory threshold and create warnings with rate limiting
94
+ */
95
+ private checkMemoryThreshold;
96
+ /**
97
+ * Add a warning to the list
98
+ */
99
+ private addWarning;
100
+ /**
101
+ * Update baseline FPS based on recent stable measurements
102
+ */
103
+ private updateBaseline;
104
+ /**
105
+ * Reset all statistics
106
+ */
107
+ reset(): void;
108
+ /**
109
+ * Unregister an asset (when unloaded)
110
+ */
111
+ unregisterAsset(assetId: string): void;
112
+ /**
113
+ * Get comprehensive report
114
+ */
115
+ getReport(): {
116
+ readonly memory: AudioMemoryStats;
117
+ readonly performance: AudioPerformanceStats;
118
+ readonly fps: AudioFPSImpact;
119
+ readonly warnings: readonly MemoryWarning[];
120
+ };
121
+ }
122
+ //# sourceMappingURL=AudioMonitor.d.ts.map
@@ -0,0 +1 @@
1
+ {"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"}
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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; 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@@ -0,0 +1,108 @@
1
+ /**
2
+ * AudioPool - Object pooling for audio instances
3
+ * Reduces memory allocation overhead for frequently played sounds
4
+ */
5
+ export interface PoolStatistics {
6
+ readonly available: number;
7
+ readonly inUse: number;
8
+ readonly total: number;
9
+ readonly acquisitions: number;
10
+ readonly releases: number;
11
+ readonly created: number;
12
+ }
13
+ export interface PoolConfig {
14
+ readonly initialSize?: number;
15
+ readonly maxSize?: number;
16
+ readonly autoExpand?: boolean;
17
+ }
18
+ /**
19
+ * Generic object pool implementation
20
+ */
21
+ export declare class ObjectPool<T> {
22
+ private readonly factory;
23
+ private readonly reset;
24
+ private readonly config;
25
+ private available;
26
+ private inUse;
27
+ private acquisitionCount;
28
+ private releaseCount;
29
+ private createdCount;
30
+ constructor(factory: () => T, reset: (obj: T) => void, config?: Required<PoolConfig>);
31
+ /**
32
+ * Acquire an object from the pool
33
+ */
34
+ acquire(): T | null;
35
+ /**
36
+ * Release an object back to the pool
37
+ */
38
+ release(obj: T): void;
39
+ /**
40
+ * Release all objects back to the pool
41
+ * Resets all in-use objects and returns them to the available pool
42
+ */
43
+ releaseAll(): void;
44
+ /**
45
+ * Get pool statistics
46
+ */
47
+ getStatistics(): PoolStatistics;
48
+ /**
49
+ * Clear the pool and dispose all objects
50
+ */
51
+ clear(): void;
52
+ private createObject;
53
+ private canExpand;
54
+ }
55
+ /**
56
+ * Specialized audio pool for HTMLAudioElement instances
57
+ */
58
+ export declare class AudioElementPool {
59
+ private pools;
60
+ private defaultConfig;
61
+ /**
62
+ * Create a pool for a specific audio asset
63
+ */
64
+ createPool(assetId: string, audioSrc: string, config?: PoolConfig): ObjectPool<HTMLAudioElement>;
65
+ /**
66
+ * Get pool for an asset (creates if doesn't exist)
67
+ */
68
+ getPool(assetId: string): ObjectPool<HTMLAudioElement> | undefined;
69
+ /**
70
+ * Acquire audio element from pool
71
+ */
72
+ acquire(assetId: string): HTMLAudioElement | null;
73
+ /**
74
+ * Release audio element back to pool
75
+ */
76
+ release(assetId: string, audio: HTMLAudioElement): void;
77
+ /**
78
+ * Release all audio elements in all pools
79
+ */
80
+ releaseAll(): void;
81
+ /**
82
+ * Get statistics for a specific pool
83
+ */
84
+ getPoolStatistics(assetId: string): PoolStatistics | undefined;
85
+ /**
86
+ * Get statistics for all pools
87
+ */
88
+ getAllStatistics(): Map<string, PoolStatistics>;
89
+ /**
90
+ * Remove a pool and dispose its resources
91
+ * @param assetId - The ID of the asset whose pool should be removed
92
+ * @returns true if the pool existed and was removed, false if no pool was found for the asset
93
+ */
94
+ removePool(assetId: string): boolean;
95
+ /**
96
+ * Clear all pools
97
+ */
98
+ clearAll(): void;
99
+ /**
100
+ * Check if pool exists for asset
101
+ */
102
+ hasPool(assetId: string): boolean;
103
+ /**
104
+ * Get total number of pools
105
+ */
106
+ getPoolCount(): number;
107
+ }
108
+ //# sourceMappingURL=AudioPool.d.ts.map
@@ -0,0 +1 @@
1
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