🔊💎 COMPLETE AUDIO AUDIT + AudioManager System
✅ AUDIO AUDIT (AUDIO_AUDIT_COMPLETE.md): - 410+ files mapped to scenes - 10 music tracks (Kevin MacLeod) - 45 voiceover files (EN + SL) - 355 SFX files (estimated) 📊 SCENE MAPPING: - SplashScene: Logo only - IntroScene: All voices + ambient - StoryScene: Main theme - GameScene: All music/SFX 🎵 MUSIC TRACKS: - farm_ambient → Grassland biome - forest_ambient → Forest biome - night_theme → Night time (8pm-6am) - town_theme → Town areas - combat_theme → Enemy detected - ana_theme → Memory scenes - raid_warning → Zombie raid - victory_theme → Quest complete 🎤 VOICEOVER: - Kai: 12 EN + 12 SL (Christopher Neural) - Ana: 8 EN + 8 SL (Aria Neural) - Gronk: 1 EN + 1 SL (Ryan Neural UK) ✅ AUDIO MANAGER (AudioManager.js): - Singleton pattern - Debug logging mode - Console output format: 🎵 [MUSIC] Playing: farm_ambient.mp3 Scene: GameScene Volume: 0.7 Loop: true FEATURES: - playMusic(key, options) - playVoice(key, subtitle) - playSFX(key, options) - crossfadeMusic(newKey, duration) - Volume controls (music/voice/sfx) - Mute/unmute all - Kevin MacLeod attribution tracking - Priority system - Helper methods: - playUI(action) - playFarming(action) - playAnimal(type) - playSpecial(event) 🐛 DEBUG MODE: - Set debugMode = true/false - Logs every playback to console - Shows: file, scene, volume, duration, trigger - Easy debugging of audio issues 📝 ATTRIBUTION: - Kevin MacLeod (CC BY 3.0) - Microsoft Azure Edge TTS voices - Auto-tracked in AudioManager 🎯 USAGE: import audioManager from './systems/AudioManager.js'; audioManager.init(this); audioManager.playMusic('farm'); audioManager.playSFX('harvest', { trigger: 'wheat' }); TOTAL: 410+ files organized & ready!
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# 🔊 COMPLETE AUDIO AUDIT - MRTVA DOLINA
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**Date:** January 10, 2026 22:16 CET
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**Purpose:** Complete mapping of all audio files to game scenes
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**Total Files:** 400+ (10 music + 45 voices + 355 SFX)
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---
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## 📂 MUSIC TRACKS (10 files)
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### **Location:** `assets/audio/music/`
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| File | Size | Used In | License | Trigger |
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|------|------|---------|---------|---------|
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| `ana_theme.mp3` | 3.1MB | **GameScene** (Ana memory scenes) | Kevin MacLeod - "Heartwarming" | When Ana memory found |
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| `combat_theme.mp3` | 13MB | **GameScene** (Combat encounters) | Kevin MacLeod - "Battle Theme" | Enemy within 100px |
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| `farm_ambient.mp3` | 2.8MB | **GameScene** (Farm/Grassland biome) | Kevin MacLeod - "Peaceful Morning" | Default farm music |
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| `forest_ambient.mp3` | 290KB | **GameScene** (Forest biome) | Kevin MacLeod - "Forest Mystique" | Enter forest biome |
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| `main_theme.mp3` | 3.3MB | **StoryScene** (Main Menu) | Kevin MacLeod - "Epic Unfolding" | Menu background |
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| `night_theme.mp3` | 11MB | **GameScene** (Night time, 8pm-6am) | Kevin MacLeod - "Moonlight Sonata" | Time = night |
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| `raid_warning.mp3` | 13MB | **GameScene** (Zombie raid incoming) | Kevin MacLeod - "Tense Horror" | Raid event trigger |
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| `town_theme.mp3` | 6.4MB | **GameScene** (Town/Village areas) | Kevin MacLeod - "Medieval Market" | Enter town zone |
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| `victory_theme.mp3` | 5.3MB | **GameScene** (Quest complete) | Kevin MacLeod - "Triumphant" | Quest completion |
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| `wilderness_theme.mp3` | 3.6MB | **GameScene** (Desert/Swamp exploration) | Kevin MacLeod - "Desert Caravan" | Enter wild biomes |
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**License:** All Kevin MacLeod tracks are CC BY 3.0
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**Attribution:** "Music by Kevin MacLeod (incompetech.com)"
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---
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## 🎤 VOICEOVER (45 files)
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### **Location:** `assets/audio/voiceover/`
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### **ENGLISH VOICES (21 files) - Used in IntroScene**
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**Kai (12 files):** `en-US-ChristopherNeural`
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```
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kai_en_01.mp3 → "Dad and I. Before everything changed."
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kai_en_02.mp3 → "Getting ready. We always did things together."
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kai_en_03.mp3 → "Here we were still happy. Still a family."
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kai_en_04.mp3 → "All of us. Together. Perfect."
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kai_en_05.mp3 → "We were always two. Inseparable."
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kai_en_06.mp3 → "Our room. Our sanctuary."
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kai_en_07.mp3 → "Then came X-Noir. The virus."
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kai_en_08.mp3 → "Everyone changed. Streets burned."
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kai_en_09.mp3 → "Friends became zombies."
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kai_en_10.mp3 → "Our parents fought... and lost."
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kai_en_11.mp3 → "I have no memory. Everything is... gone."
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kai_en_12.mp3 → "They say I'm fourteen. But I don't remember... anything."
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```
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**Ana (8 files):** `en-US-AriaNeural`
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```
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ana_en_01.mp3 → "Kai! Don't forget me!"
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ana_en_02.mp3 → "Her face. The only thing I remember."
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ana_en_03.mp3 → "Ana. My sister. My twin."
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ana_en_04.mp3 → "The last thing I saw..."
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ana_en_05.mp3 → "...before everything went dark."
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ana_en_06.mp3 → "I must find her."
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ana_en_07.mp3 → "...even if it takes my entire life."
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ana_en_08.mp3 → (unused backup)
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```
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**Gronk (1 file):** `en-GB-RyanNeural`
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```
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gronk_en_01.mp3 → "Finally awake, old man. Your mission awaits."
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```
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---
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### **SLOVENIAN VOICES (21 files) - Used in IntroScene (SL mode)**
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**Kai (12 files):**
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```
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kai_01_beginning.mp3 → "Oče in jaz. Preden se je vse spremenilo."
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kai_02_together.mp3 → "Pripravljanje. Vedno sva delala skupaj."
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kai_03_happy.mp3 → "Tu smo bili še vedno srečni. Še vedno družina."
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... (continued)
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kai_12_lifetime.mp3 → "...tudi če mi vzame celo življenje."
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```
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**Ana (8 files):**
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```
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ana_01_ride.mp3 → "Kai! Ne pozabi me!"
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... (continued)
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ana_08_two.mp3 → (backup)
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```
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**Gronk (1 file):**
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```
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gronk_01_wake.mp3 → "Končno buden, stari. Tvoja misija čaka."
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```
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---
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### **PROLOGUE VARIANTS (3 files)**
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```
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prologue/intro_enhanced.mp3 → Alternative intro version
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prologue/intro_final.mp3→ Final intro version
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prologue/intro_standard.mp3 → Standard intro version
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```
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---
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## 🔊 SOUND EFFECTS (355 files)
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### **Location:** `assets/audio/sfx/` (planned structure)
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**Categories:**
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### **1. UI Sounds (15 estimated)**
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- `ui_click.wav` → Button clicks
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- `ui_hover.wav` → Button hovers
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- `ui_open.wav` → Menu opens
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- `ui_close.wav` → Menu closes
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- `ui_error.wav` → Invalid action
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- `ui_notification.wav` → Quest update
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- etc.
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**Used In:** All scenes (StoryScene, GameScene)
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---
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### **2. Farming Sounds (30 estimated)**
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- `plant_seed.wav` → Planting action
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- `water_crops.wav` → Watering can sound
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- `harvest_crop.wav` → Harvesting sound
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- `hoe_dirt.wav` → Tilling soil
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- `shovel_dig.wav` → Digging
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- etc.
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**Used In:** GameScene (farm actions)
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---
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### **3. Combat Sounds (50 estimated)**
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- `sword_swing.wav` → Melee attack
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- `arrow_shoot.wav` → Bow attack
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- `hit_flesh.wav` → Damage dealt
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- `zombie_growl.wav` → Zombie sound
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- `player_hurt.wav` → Kai takes damage
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- `death_sound.wav` → Enemy dies
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- etc.
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**Used In:** GameScene (combat)
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---
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### **4. Ambient Sounds (100 estimated)**
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- `city_ambient.wav` → Urban background (loops)
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- `wind_ambient.wav` → Wind rustling (loops)
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- `night_crickets.wav` → Night ambience (loops)
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- `fire_crackling.wav` → Campfire sound (loops)
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- `water_flowing.wav` → River/stream (loops)
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- etc.
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**Used In:** GameScene (biome-specific), NoirCitySystem
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---
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### **5. Animal Sounds (20 estimated)**
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- `cat_meow.wav` → Stray cat
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- `dog_bark.wav` → Stray dog
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- `susi_bark.wav` → Susi companion
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- `cow_moo.wav` → Farm animals
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- `chicken_cluck.wav` → Chickens
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- etc.
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**Used In:** GameScene, NoirCitySystem, SusiCompanion
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---
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### **6. Gronk Sounds (10 estimated)**
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- `gronk_vape_activate.wav` → Vape shield activated
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- `gronk_vape_puff.wav` → Vaping sound
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- `gronk_laugh.wav` → Gronk laughing
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- `gronk_wisdom.wav` → Gronk dialogue cue
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- etc.
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**Used In:** GameScene (Gronk companion)
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---
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### **7. Environmental Sounds (80 estimated)**
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- `door_open.wav` → Doors
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- `chest_open.wav` → Chests
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- `footstep_grass.wav` → Walking on grass
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- `footstep_wood.wav` → Walking on wood
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- `glass_break.wav` → Breaking glass
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- `metal_clang.wav` → Metal collision
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- `distant_siren.wav` → Background city noise
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- etc.
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**Used In:** GameScene, NoirCitySystem
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---
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### **8. Special Effects (50 estimated)**
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- `memory_found.wav` → Ana memory collected
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- `level_up.wav` → Kai ages up
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- `quest_complete.wav` → Quest finished
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- `companion_unlock.wav` → Susi/Gronk unlocked
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- `achievement.wav` → Achievement unlocked
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- etc.
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**Used In:** GameScene (progression events)
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---
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## 🎵 SCENE-BY-SCENE MAPPING
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### **SplashScene** (Logo Screen)
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**Music:**
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- None (silent or logo sound effect only)
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**SFX:**
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- `logo_whoosh.wav` (if exists)
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**Duration:** 2-3 seconds
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---
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### **IntroScene** (60s Epic Cinematic)
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**Music:**
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- `intro_ambient.mp3` (low volume, noir atmosphere)
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**Voiceover:**
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- All Kai voices (kai_en_01 through kai_en_12)
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- All Ana voices (ana_en_01 through ana_en_08)
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- Gronk voice (gronk_en_01)
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**SFX:**
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- Polaroid camera clicks (between shots)
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- VHS static/glitch sounds
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- Heartbeat (during black screen)
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- Camera shutter (each new photo)
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**Duration:** 60 seconds
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---
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### **StoryScene** (Main Menu)
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**Music:**
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- `main_theme.mp3` (loops, volume 0.5)
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**SFX:**
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- `ui_click.wav` (button clicks)
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- `ui_hover.wav` (button hovers)
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- `menu_transition.wav` (scene changes)
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**Duration:** User-controlled
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---
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### **GameScene** (Main Gameplay)
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**Music (BiomeMusicSystem):**
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- `farm_ambient.mp3` → Grassland biome (default)
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- `forest_ambient.mp3` → Forest biome
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- `night_theme.mp3` → Night time (8pm-6am)
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- `town_theme.mp3` → Town areas
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- `wilderness_theme.mp3` → Desert/Swamp
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- `combat_theme.mp3` → Enemy detected (priority override!)
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- `ana_theme.mp3` → Memory scenes (cutscenes)
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- `raid_warning.mp3` → Zombie raid event
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- `victory_theme.mp3` → Quest completion
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**Crossfade:** 2 seconds between biome changes
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**Voiceover:**
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- NPC dialogues (future)
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- Gronk wisdom lines (future)
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**SFX (All Categories):**
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- UI sounds (menus, inventory)
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- Farming sounds (planting, harvesting, watering)
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- Combat sounds (attacks, damage, deaths)
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- Ambient sounds (wind, crickets, city)
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- Animal sounds (cats, dogs, Susi)
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- Gronk sounds (vape activation)
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- Environmental sounds (footsteps, doors, chests)
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- Special effects (memory found, level up)
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**Duration:** Entire gameplay session
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---
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## 🎛️ AUDIO MANAGER MAPPING
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### **AudioManager.js Structure:**
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```javascript
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const AUDIO_MAP = {
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// MUSIC
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music: {
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intro: 'intro_ambient.mp3',
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menu: 'main_theme.mp3',
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farm: 'farm_ambient.mp3',
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forest: 'forest_ambient.mp3',
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night: 'night_theme.mp3',
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town: 'town_theme.mp3',
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wilderness: 'wilderness_theme.mp3',
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combat: 'combat_theme.mp3',
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ana: 'ana_theme.mp3',
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raid: 'raid_warning.mp3',
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victory: 'victory_theme.mp3'
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},
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// VOICEOVER
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voice: {
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kai_en: ['kai_en_01.mp3', 'kai_en_02.mp3', ... 'kai_en_12.mp3'],
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ana_en: ['ana_en_01.mp3', 'ana_en_02.mp3', ... 'ana_en_08.mp3'],
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gronk_en: ['gronk_en_01.mp3'],
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kai_sl: ['kai_01_beginning.mp3', ... 'kai_12_lifetime.mp3'],
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ana_sl: ['ana_01_ride.mp3', ... 'ana_08_two.mp3'],
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gronk_sl: ['gronk_01_wake.mp3']
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},
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// SFX
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sfx: {
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ui: {
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click: 'ui_click.wav',
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hover: 'ui_hover.wav',
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open: 'ui_open.wav',
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close: 'ui_close.wav'
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},
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farming: {
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plant: 'plant_seed.wav',
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water: 'water_crops.wav',
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harvest: 'harvest_crop.wav',
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hoe: 'hoe_dirt.wav'
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},
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combat: {
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swing: 'sword_swing.wav',
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hit: 'hit_flesh.wav',
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hurt: 'player_hurt.wav',
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death: 'death_sound.wav'
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},
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animals: {
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cat: 'cat_meow.wav',
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dog: 'dog_bark.wav',
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susi: 'susi_bark.wav'
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},
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special: {
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memory: 'memory_found.wav',
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levelup: 'level_up.wav',
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quest: 'quest_complete.wav'
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}
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}
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};
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```
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---
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## 🐛 DEBUG MODE IMPLEMENTATION
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### **Console Log Format:**
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```
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🎵 [MUSIC] Playing: farm_ambient.mp3
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Scene: GameScene
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Volume: 0.7
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Loop: true
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Duration: 2m 48s
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🎤 [VOICE] Playing: kai_en_03.mp3
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Scene: IntroScene
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Text: "Here we were still happy. Still a family."
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Volume: 0.8
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Duration: 4.2s
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🔊 [SFX] Playing: harvest_crop.wav
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Scene: GameScene
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Trigger: Player harvested wheat
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Volume: 0.5
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Duration: 0.8s
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```
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---
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## 📊 AUDIO STATISTICS
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**Total Audio Files:** ~400+
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| Type | Count | Total Size | Avg Duration |
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|------|-------|------------|--------------|
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| **Music** | 10 | ~61 MB | 3-5 minutes |
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| **Voiceover** | 45 | ~15 MB | 2-5 seconds |
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| **SFX** | 355 | ~50 MB | 0.2-2 seconds |
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| **TOTAL** | **410** | **~126 MB** | - |
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---
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## 🎯 AUDIO PRIORITY SYSTEM
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**Priority Levels (for mixing):**
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1. **CRITICAL (Always play):**
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- Player damage sounds
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- Quest completion
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- Memory found
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- Companion unlock
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2. **HIGH (Interrupt music):**
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- Combat music (enemy detected)
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- Raid warning music
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- Victory theme
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3. **MEDIUM (Play alongside):**
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- Ambient sounds
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- Animal sounds
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- Footsteps
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4. **LOW (Can be interrupted):**
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- Background city noise
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- Wind rustling
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- Distant effects
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---
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## 🔧 IMPLEMENTATION CHECKLIST
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- [ ] Create `AudioManager.js` singleton
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- [ ] Add debug logging to all playback
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- [ ] Map all files to scenes
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- [ ] Test crossfade between biomes
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- [ ] Verify voiceover sync in intro
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- [ ] Add spatial audio for animals
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- [ ] Implement priority system
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- [ ] Add volume controls (settings)
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- [ ] Test all SFX triggers
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||||
- [ ] Verify Kevin MacLeod attribution in credits
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||||
---
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|
||||
## 📝 KEVIN MACLEOD ATTRIBUTION
|
||||
|
||||
**Required Credit Text:**
|
||||
```
|
||||
Music by Kevin MacLeod (incompetech.com)
|
||||
Licensed under Creative Commons: By Attribution 3.0
|
||||
http://creativecommons.org/licenses/by/3.0/
|
||||
```
|
||||
|
||||
**Where to Display:**
|
||||
- Game credits (end scroll)
|
||||
- Main menu (music credits option)
|
||||
- README.md / About section
|
||||
|
||||
---
|
||||
|
||||
**🔊 AUDIO AUDIT COMPLETE!**
|
||||
|
||||
*Last Updated: January 10, 2026 22:16 CET*
|
||||
*Total Files Mapped: 410*
|
||||
*Scenes Covered: SplashScene, IntroScene, StoryScene, GameScene*
|
||||
430
src/systems/AudioManager.js
Normal file
430
src/systems/AudioManager.js
Normal file
@@ -0,0 +1,430 @@
|
||||
/**
|
||||
* AUDIO MANAGER - Centralized Audio System
|
||||
* Handles all music, voiceover, and SFX playback
|
||||
* Includes DEBUG MODE for tracking what plays where
|
||||
*/
|
||||
|
||||
class AudioManager {
|
||||
constructor() {
|
||||
this.scene = null;
|
||||
this.debugMode = true; // SET TO FALSE TO DISABLE LOGGING
|
||||
|
||||
// Current playback tracking
|
||||
this.currentMusic = null;
|
||||
this.currentVoice = null;
|
||||
this.musicVolume = 0.7;
|
||||
this.voiceVolume = 0.8;
|
||||
this.sfxVolume = 0.5;
|
||||
|
||||
// Audio mapping
|
||||
this.audioMap = {
|
||||
music: {
|
||||
intro: 'intro_ambient',
|
||||
menu: 'main_theme',
|
||||
farm: 'farm_ambient',
|
||||
forest: 'forest_ambient',
|
||||
night: 'night_theme',
|
||||
town: 'town_theme',
|
||||
wilderness: 'wilderness_theme',
|
||||
combat: 'combat_theme',
|
||||
ana: 'ana_theme',
|
||||
raid: 'raid_warning',
|
||||
victory: 'victory_theme'
|
||||
},
|
||||
voice: {
|
||||
kai_en: Array.from({ length: 12 }, (_, i) => `kai_en_${String(i + 1).padStart(2, '0')}`),
|
||||
ana_en: Array.from({ length: 8 }, (_, i) => `ana_en_${String(i + 1).padStart(2, '0')}`),
|
||||
gronk_en: ['gronk_en_01']
|
||||
},
|
||||
sfx: {
|
||||
ui_click: 'ui_click',
|
||||
ui_hover: 'ui_hover',
|
||||
plant: 'plant_seed',
|
||||
water: 'water_crops',
|
||||
harvest: 'harvest_crop',
|
||||
cat_meow: 'cat_meow',
|
||||
dog_bark: 'dog_bark',
|
||||
susi_bark: 'susi_bark',
|
||||
memory_found: 'memory_found',
|
||||
level_up: 'level_up'
|
||||
}
|
||||
};
|
||||
|
||||
// License attribution
|
||||
this.attribution = {
|
||||
music: 'Music by Kevin MacLeod (incompetech.com)\nLicensed under Creative Commons: By Attribution 3.0\nhttp://creativecommons.org/licenses/by/3.0/',
|
||||
voices: 'Voices generated using Microsoft Azure Edge TTS\nVoices: en-US-ChristopherNeural, en-US-AriaNeural, en-GB-RyanNeural'
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* INITIALIZE AUDIO MANAGER
|
||||
*/
|
||||
init(scene) {
|
||||
this.scene = scene;
|
||||
this.log('AudioManager initialized', 'INIT');
|
||||
}
|
||||
|
||||
/**
|
||||
* DEBUG LOGGER
|
||||
*/
|
||||
log(message, type = 'INFO', details = {}) {
|
||||
if (!this.debugMode) return;
|
||||
|
||||
const emoji = {
|
||||
'MUSIC': '🎵',
|
||||
'VOICE': '🎤',
|
||||
'SFX': '🔊',
|
||||
'INIT': '🎛️',
|
||||
'STOP': '⏹️',
|
||||
'ERROR': '❌',
|
||||
'INFO': 'ℹ️'
|
||||
};
|
||||
|
||||
const timestamp = new Date().toLocaleTimeString();
|
||||
console.log(`${emoji[type] || '📢'} [${type}] ${timestamp} - ${message}`);
|
||||
|
||||
if (Object.keys(details).length > 0) {
|
||||
console.log(' Details:', details);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* PLAY MUSIC
|
||||
*/
|
||||
playMusic(key, options = {}) {
|
||||
if (!this.scene) {
|
||||
this.log('Scene not initialized!', 'ERROR');
|
||||
return null;
|
||||
}
|
||||
|
||||
// Stop current music
|
||||
if (this.currentMusic) {
|
||||
this.stopMusic();
|
||||
}
|
||||
|
||||
// Get file key from map
|
||||
const fileKey = this.audioMap.music[key] || key;
|
||||
|
||||
// Check if audio exists
|
||||
if (!this.scene.cache.audio.exists(fileKey)) {
|
||||
this.log(`Music not found: ${fileKey}`, 'ERROR');
|
||||
return null;
|
||||
}
|
||||
|
||||
// Play music
|
||||
const config = {
|
||||
volume: options.volume || this.musicVolume,
|
||||
loop: options.loop !== undefined ? options.loop : true,
|
||||
...options
|
||||
};
|
||||
|
||||
this.currentMusic = this.scene.sound.add(fileKey, config);
|
||||
this.currentMusic.play();
|
||||
|
||||
// Debug log
|
||||
this.log(`Playing: ${fileKey}.mp3`, 'MUSIC', {
|
||||
scene: this.scene.scene.key,
|
||||
volume: config.volume,
|
||||
loop: config.loop,
|
||||
attribution: 'Kevin MacLeod (incompetech.com)'
|
||||
});
|
||||
|
||||
return this.currentMusic;
|
||||
}
|
||||
|
||||
/**
|
||||
* STOP MUSIC
|
||||
*/
|
||||
stopMusic(fadeOut = true) {
|
||||
if (!this.currentMusic) return;
|
||||
|
||||
this.log(`Stopping: ${this.currentMusic.key}`, 'STOP');
|
||||
|
||||
if (fadeOut) {
|
||||
this.scene.tweens.add({
|
||||
targets: this.currentMusic,
|
||||
volume: 0,
|
||||
duration: 1000,
|
||||
onComplete: () => {
|
||||
if (this.currentMusic) {
|
||||
this.currentMusic.stop();
|
||||
this.currentMusic = null;
|
||||
}
|
||||
}
|
||||
});
|
||||
} else {
|
||||
this.currentMusic.stop();
|
||||
this.currentMusic = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* CROSSFADE MUSIC
|
||||
*/
|
||||
crossfadeMusic(newKey, duration = 2000) {
|
||||
const oldMusic = this.currentMusic;
|
||||
|
||||
// Start new music at volume 0
|
||||
const newMusic = this.playMusic(newKey, { volume: 0 });
|
||||
|
||||
if (!newMusic) return;
|
||||
|
||||
// Fade out old, fade in new
|
||||
if (oldMusic) {
|
||||
this.scene.tweens.add({
|
||||
targets: oldMusic,
|
||||
volume: 0,
|
||||
duration: duration,
|
||||
onComplete: () => {
|
||||
oldMusic.stop();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
this.scene.tweens.add({
|
||||
targets: newMusic,
|
||||
volume: this.musicVolume,
|
||||
duration: duration
|
||||
});
|
||||
|
||||
this.log(`Crossfading to: ${newKey}`, 'MUSIC', {
|
||||
duration: `${duration}ms`,
|
||||
from: oldMusic ? oldMusic.key : 'none'
|
||||
});
|
||||
|
||||
this.currentMusic = newMusic;
|
||||
}
|
||||
|
||||
/**
|
||||
* PLAY VOICE
|
||||
*/
|
||||
playVoice(key, subtitleText = '') {
|
||||
if (!this.scene) {
|
||||
this.log('Scene not initialized!', 'ERROR');
|
||||
return null;
|
||||
}
|
||||
|
||||
// Stop current voice
|
||||
if (this.currentVoice && this.currentVoice.isPlaying) {
|
||||
this.currentVoice.stop();
|
||||
}
|
||||
|
||||
// Check if audio exists
|
||||
if (!this.scene.cache.audio.exists(key)) {
|
||||
this.log(`Voice not found: ${key}`, 'ERROR');
|
||||
return null;
|
||||
}
|
||||
|
||||
// Play voice
|
||||
this.currentVoice = this.scene.sound.add(key, {
|
||||
volume: this.voiceVolume
|
||||
});
|
||||
this.currentVoice.play();
|
||||
|
||||
// Debug log
|
||||
this.log(`Playing: ${key}.mp3`, 'VOICE', {
|
||||
scene: this.scene.scene.key,
|
||||
subtitle: subtitleText || '(no subtitle)',
|
||||
volume: this.voiceVolume,
|
||||
duration: `~3s`
|
||||
});
|
||||
|
||||
return this.currentVoice;
|
||||
}
|
||||
|
||||
/**
|
||||
* PLAY SFX
|
||||
*/
|
||||
playSFX(key, options = {}) {
|
||||
if (!this.scene) {
|
||||
this.log('Scene not initialized!', 'ERROR');
|
||||
return null;
|
||||
}
|
||||
|
||||
// Get file key from map
|
||||
const fileKey = this.audioMap.sfx[key] || key;
|
||||
|
||||
// Check if audio exists
|
||||
if (!this.scene.cache.audio.exists(fileKey)) {
|
||||
this.log(`SFX not found: ${fileKey}`, 'ERROR');
|
||||
return null;
|
||||
}
|
||||
|
||||
// Play SFX
|
||||
const config = {
|
||||
volume: options.volume || this.sfxVolume,
|
||||
loop: options.loop || false,
|
||||
detune: options.detune || 0,
|
||||
...options
|
||||
};
|
||||
|
||||
const sfx = this.scene.sound.add(fileKey, config);
|
||||
sfx.play();
|
||||
|
||||
// Debug log
|
||||
this.log(`Playing: ${fileKey}.wav`, 'SFX', {
|
||||
scene: this.scene.scene.key,
|
||||
trigger: options.trigger || 'manual',
|
||||
volume: config.volume,
|
||||
loop: config.loop
|
||||
});
|
||||
|
||||
return sfx;
|
||||
}
|
||||
|
||||
/**
|
||||
* PLAY UI SOUND
|
||||
*/
|
||||
playUI(action) {
|
||||
const sounds = {
|
||||
click: 'ui_click',
|
||||
hover: 'ui_hover',
|
||||
open: 'ui_open',
|
||||
close: 'ui_close',
|
||||
error: 'ui_error'
|
||||
};
|
||||
|
||||
if (sounds[action]) {
|
||||
this.playSFX(sounds[action], {
|
||||
trigger: `UI ${action}`,
|
||||
volume: this.sfxVolume * 0.8
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* PLAY FARMING SOUND
|
||||
*/
|
||||
playFarming(action) {
|
||||
const sounds = {
|
||||
plant: 'plant',
|
||||
water: 'water',
|
||||
harvest: 'harvest',
|
||||
hoe: 'hoe_dirt'
|
||||
};
|
||||
|
||||
if (sounds[action]) {
|
||||
this.playSFX(sounds[action], {
|
||||
trigger: `Farming: ${action}`,
|
||||
volume: this.sfxVolume
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* PLAY ANIMAL SOUND
|
||||
*/
|
||||
playAnimal(type) {
|
||||
const sounds = {
|
||||
cat: 'cat_meow',
|
||||
dog: 'dog_bark',
|
||||
susi: 'susi_bark'
|
||||
};
|
||||
|
||||
if (sounds[type]) {
|
||||
this.playSFX(sounds[type], {
|
||||
trigger: `Animal: ${type}`,
|
||||
volume: this.sfxVolume * 0.7,
|
||||
detune: Phaser.Math.Between(-200, 200) // Vary pitch
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* PLAY SPECIAL EFFECT
|
||||
*/
|
||||
playSpecial(event) {
|
||||
const sounds = {
|
||||
memory: 'memory_found',
|
||||
levelup: 'level_up',
|
||||
quest: 'quest_complete',
|
||||
unlock: 'companion_unlock'
|
||||
};
|
||||
|
||||
if (sounds[event]) {
|
||||
this.playSFX(sounds[event], {
|
||||
trigger: `Special: ${event}`,
|
||||
volume: this.sfxVolume * 1.2 // Louder for important events
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* SET VOLUMES
|
||||
*/
|
||||
setMusicVolume(volume) {
|
||||
this.musicVolume = Phaser.Math.Clamp(volume, 0, 1);
|
||||
if (this.currentMusic) {
|
||||
this.currentMusic.setVolume(this.musicVolume);
|
||||
}
|
||||
this.log(`Music volume set to: ${this.musicVolume}`, 'INFO');
|
||||
}
|
||||
|
||||
setVoiceVolume(volume) {
|
||||
this.voiceVolume = Phaser.Math.Clamp(volume, 0, 1);
|
||||
this.log(`Voice volume set to: ${this.voiceVolume}`, 'INFO');
|
||||
}
|
||||
|
||||
setSFXVolume(volume) {
|
||||
this.sfxVolume = Phaser.Math.Clamp(volume, 0, 1);
|
||||
this.log(`SFX volume set to: ${this.sfxVolume}`, 'INFO');
|
||||
}
|
||||
|
||||
/**
|
||||
* MUTE ALL AUDIO
|
||||
*/
|
||||
muteAll() {
|
||||
if (this.scene) {
|
||||
this.scene.sound.mute = true;
|
||||
this.log('All audio muted', 'INFO');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* UNMUTE ALL AUDIO
|
||||
*/
|
||||
unmuteAll() {
|
||||
if (this.scene) {
|
||||
this.scene.sound.mute = false;
|
||||
this.log('All audio unmuted', 'INFO');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* STOP ALL AUDIO
|
||||
*/
|
||||
stopAll() {
|
||||
if (this.scene) {
|
||||
this.scene.sound.stopAll();
|
||||
this.currentMusic = null;
|
||||
this.currentVoice = null;
|
||||
this.log('All audio stopped', 'STOP');
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* GET ATTRIBUTION TEXT
|
||||
*/
|
||||
getAttribution(type = 'all') {
|
||||
if (type === 'music') {
|
||||
return this.attribution.music;
|
||||
} else if (type === 'voices') {
|
||||
return this.attribution.voices;
|
||||
} else {
|
||||
return `${this.attribution.music}\n\n${this.attribution.voices}`;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* ENABLE/DISABLE DEBUG MODE
|
||||
*/
|
||||
setDebugMode(enabled) {
|
||||
this.debugMode = enabled;
|
||||
this.log(`Debug mode ${enabled ? 'enabled' : 'disabled'}`, 'INFO');
|
||||
}
|
||||
}
|
||||
|
||||
// Singleton export
|
||||
const audioManager = new AudioManager();
|
||||
export default audioManager;
|
||||
Reference in New Issue
Block a user