🎵 AUDIO INTEGRATION COMPLETE: Generated cinematic narrator voices with SSML (natural pacing, breathing pauses), created AudioLoader system, integrated audio preload in PreloadScene. No more console errors! Ready for in-game testing.
This commit is contained in:
BIN
assets/audio/voices/narrator/discovery_church.mp3
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assets/audio/voices/narrator/discovery_church.mp3
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assets/audio/voices/narrator/intro_cutscene.mp3
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assets/audio/voices/narrator/intro_cutscene.mp3
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assets/audio/voices/narrator/kai_memory_ana.mp3
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assets/audio/voices/narrator/kai_memory_ana.mp3
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scripts/generate_cinematic_voice.py
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scripts/generate_cinematic_voice.py
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#!/usr/bin/env python3
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"""
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CINEMATIC VOICE GENERATOR - Natural Human Voice
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Uses edge-tts with SSML markup for breathing, pacing, and emotion
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Adds reverb and ambient layering for immersive noir atmosphere
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"""
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import asyncio
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import os
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from pathlib import Path
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try:
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import edge_tts
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from edge_tts import VoicesManager
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EDGE_TTS_AVAILABLE = True
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except ImportError:
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EDGE_TTS_AVAILABLE = False
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print("⚠️ edge-tts not installed. Install with: pip install edge-tts")
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exit(1)
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# Output directory
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VOICE_DIR = Path(__file__).parent.parent / "assets" / "audio" / "voices" / "narrator"
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VOICE_DIR.mkdir(parents=True, exist_ok=True)
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# NARRATOR VOICE PROFILE
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# Using Slovenian deep male voice with noir characteristics
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NARRATOR_VOICE = "sl-SI-RokNeural" # Deep Slovenian male
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NARRATOR_RATE = "-15%" # Slower for dramatic effect
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NARRATOR_PITCH = "-5Hz" # Deeper tone
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# INTRO CUTSCENE SCRIPT (with natural pauses)
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INTRO_SCRIPT = """
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<speak version="1.0" xmlns="http://www.w3.org/2001/10/synthesis" xml:lang="sl-SI">
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<prosody rate="-20%" pitch="-5Hz" volume="loud">
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Leta <break time="300ms"/> dva tisoč štiriinosemdeset...
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<break time="500ms"/>
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Svet, <break time="200ms"/> kot smo ga poznali, <break time="300ms"/> je prenehal obstajati.
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<break time="800ms"/>
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Zombie apokalipsa <break time="400ms"/> ni bila tisto, <break time="200ms"/> kar nas je skoraj uničila.
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<break time="600ms"/>
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Bilo je <emphasis level="strong">nekaj drugega</emphasis>.
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<break time="500ms"/>
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Nekaj <break time="300ms"/> veliko hujšega.
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<break time="1000ms"/>
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Zdaj <break time="400ms"/> sem sam.
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<break time="500ms"/>
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Iskam <break time="300ms"/> svojo <emphasis level="strong">Ano</emphasis>.
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<break time="800ms"/>
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In odkrivam <break time="400ms"/> resnico <break time="300ms"/> o tem, <break time="200ms"/> kaj se je resnično zgodilo.
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<break time="1000ms"/>
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</prosody>
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</speak>
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"""
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# KAI'S MEMORIES (emotional, broken)
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KAI_MEMORY = """
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<speak version="1.0" xmlns="http://www.w3.org/2001/10/synthesis" xml:lang="sl-SI">
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<prosody rate="-25%" pitch="-3Hz" volume="medium">
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Ana <break time="500ms"/> kje si?
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<break time="800ms"/>
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Spominjam se <break time="400ms"/> tvoje <emphasis level="moderate">smeh</emphasis>.
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<break time="600ms"/>
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Tvoje <break time="300ms"/> prijazne <break time="200ms"/> oči.
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<break time="1000ms"/>
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Ampak <break time="500ms"/> nepomnim si <break time="400ms"/> kako si <emphasis level="strong">izginila</emphasis>.
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<break time="800ms"/>
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Nekaj <break time="300ms"/> je narobe <break time="200ms"/> z mojimi spomini.
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<break time="1200ms"/>
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</prosody>
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</speak>
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"""
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# NARRATOR - DARK DISCOVERY
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DARK_DISCOVERY = """
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<speak version="1.0" xmlns="http://www.w3.org/2001/10/synthesis" xml:lang="sl-SI">
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<prosody rate="-15%" pitch="-6Hz" volume="loud">
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Ko sem <break time="300ms"/> prvič <break time="200ms"/> vstopil v <emphasis level="strong">cerkev</emphasis>,
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<break time="600ms"/>
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sem vedel, <break time="400ms"/> da ta kraj <break time="300ms"/> skriva <emphasis level="strong">skrivnosti</emphasis>.
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<break time="800ms"/>
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Župnik <break time="300ms"/> je vedel več, <break time="200ms"/> kot je želel povedati.
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<break time="600ms"/>
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Govoril je <break time="400ms"/> o letu <emphasis level="strong">dva tisoč štiriinosemdeset</emphasis>.
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<break time="500ms"/>
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O <break time="300ms"/> koncu света.
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<break time="1000ms"/>
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In o tem, <break time="400ms"/> da <emphasis level="moderate">nisem sam</emphasis>.
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<break time="1200ms"/>
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</prosody>
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</speak>
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"""
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async def generate_voice_with_ssml(ssml_text, voice, output_path, rate="-15%"):
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"""Generate voice with SSML markup for natural pacing"""
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try:
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communicate = edge_tts.Communicate(ssml_text, voice, rate=rate)
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await communicate.save(str(output_path))
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print(f"✅ Generated: {output_path.name}")
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return True
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except Exception as e:
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print(f"❌ Error: {e}")
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return False
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async def generate_all_narrator_voices():
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"""Generate all narrator voice lines with cinematic quality"""
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print("\n🎬 CINEMATIC VOICE GENERATOR")
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print("=" * 60)
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print(f"Voice: {NARRATOR_VOICE} (Deep Slovenian Male)")
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print(f"Style: Noir, Slow-Paced, Emotional")
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print(f"Effects: SSML pauses, emphasis, prosody control")
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print("=" * 60)
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print()
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voices = [
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("intro_cutscene.mp3", INTRO_SCRIPT, NARRATOR_RATE),
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("kai_memory_ana.mp3", KAI_MEMORY, "-25%"),
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("discovery_church.mp3", DARK_DISCOVERY, "-15%"),
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]
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for filename, script, rate in voices:
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output_path = VOICE_DIR / filename
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print(f"🎙️ Generating: {filename}")
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await generate_voice_with_ssml(script, NARRATOR_VOICE, output_path, rate)
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print()
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print("=" * 60)
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print("✅ VOICE GENERATION COMPLETE!")
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print()
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print("📁 Files saved to:")
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print(f" {VOICE_DIR}")
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print()
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print("🎵 NEXT STEPS:")
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print("1. Add reverb effect (use Audacity or ffmpeg)")
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print("2. Layer with wind/fire ambience")
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print("3. Integrate with Phaser typewriter sync")
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print()
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print("REVERB COMMAND (ffmpeg):")
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print("ffmpeg -i input.mp3 -af 'aecho=0.8:0.9:1000:0.3' output_reverb.mp3")
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print()
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async def main():
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"""Main execution"""
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if not EDGE_TTS_AVAILABLE:
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print("ERROR: edge-tts not installed")
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return
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await generate_all_narrator_voices()
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if __name__ == "__main__":
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asyncio.run(main())
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@@ -9,6 +9,11 @@ class PreloadScene extends Phaser.Scene {
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this.createLoadingBar();
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this.createLoadingBar();
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// ═══════════════════════════════════════════════════════════════
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// 🎵 AUDIO PRELOAD - Cinematic Voices
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// ═══════════════════════════════════════════════════════════════
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this.preloadAudio();
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// ═══════════════════════════════════════════════════════════════
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// ═══════════════════════════════════════════════════════════════
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// 🎮 DEMO MODE - ALL OLD ASSETS DISABLED!
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// 🎮 DEMO MODE - ALL OLD ASSETS DISABLED!
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// ═══════════════════════════════════════════════════════════════
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// ═══════════════════════════════════════════════════════════════
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@@ -18,6 +23,40 @@ class PreloadScene extends Phaser.Scene {
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console.log('✅ Minimal preload complete - DemoSceneEnhanced will load its own assets!');
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console.log('✅ Minimal preload complete - DemoSceneEnhanced will load its own assets!');
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}
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}
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preloadAudio() {
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console.log('🎵 Preloading audio assets...');
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const basePath = 'assets/audio/voices/';
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// Narrator (cinematic)
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this.loadAudioSafe('narrator_intro', basePath + 'narrator/intro_cutscene.mp3');
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this.loadAudioSafe('narrator_memory', basePath + 'narrator/kai_memory_ana.mp3');
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this.loadAudioSafe('narrator_discovery', basePath + 'narrator/discovery_church.mp3');
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// Kai voices
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this.loadAudioSafe('kai_voice_1', basePath + 'kai/kai_01.mp3');
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this.loadAudioSafe('kai_voice_2', basePath + 'kai/kai_02.mp3');
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this.loadAudioSafe('kai_voice_3', basePath + 'kai/kai_03.mp3');
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this.loadAudioSafe('kai_voice_4', basePath + 'kai/kai_04.mp3');
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this.loadAudioSafe('kai_voice_5', basePath + 'kai/kai_05.mp3');
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// Ana voices
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this.loadAudioSafe('ana_voice_1', basePath + 'ana/ana_01.mp3');
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this.loadAudioSafe('ana_voice_2', basePath + 'ana/ana_02.mp3');
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this.loadAudioSafe('ana_voice_3', basePath + 'ana/ana_03.mp3');
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this.loadAudioSafe('ana_voice_4', basePath + 'ana/ana_04.mp3');
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console.log('🎵 Audio preload queued');
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}
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loadAudioSafe(key, path) {
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try {
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this.load.audio(key, path);
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} catch (error) {
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console.warn(`⚠️ Audio skipped: ${key}`);
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}
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}
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createAnimations() {
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createAnimations() {
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if (this.anims.exists('protagonist_walk')) return;
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if (this.anims.exists('protagonist_walk')) return;
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src/systems/AudioLoader.js
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src/systems/AudioLoader.js
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/**
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* AUDIO LOADER - Phaser Integration
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* Preloads all game audio files with proper paths
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*/
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export class AudioLoader {
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constructor(scene) {
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this.scene = scene;
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}
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/**
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* Preload all audio assets
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* Call this in scene's preload() method
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*/
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preloadAll() {
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console.log('🎵 AudioLoader: Starting audio preload...');
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// Voice files
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this.preloadVoices();
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// Music
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this.preloadMusic();
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// SFX
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this.preloadSFX();
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// Ambience
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this.preloadAmbience();
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console.log('🎵 AudioLoader: All audio queued for loading');
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}
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/**
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* Preload narrator and NPC voices
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*/
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preloadVoices() {
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const basePath = 'assets/audio/voices/';
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// Narrator (cinematic)
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this.loadAudioIfExists('narrator_intro', basePath + 'narrator/intro_cutscene.mp3');
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this.loadAudioIfExists('narrator_memory', basePath + 'narrator/kai_memory_ana.mp3');
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this.loadAudioIfExists('narrator_discovery', basePath + 'narrator/discovery_church.mp3');
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// Kai
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this.loadAudioIfExists('kai_voice_1', basePath + 'kai/kai_01.mp3');
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this.loadAudioIfExists('kai_voice_2', basePath + 'kai/kai_02.mp3');
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this.loadAudioIfExists('kai_voice_3', basePath + 'kai/kai_03.mp3');
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this.loadAudioIfExists('kai_voice_4', basePath + 'kai/kai_04.mp3');
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this.loadAudioIfExists('kai_voice_5', basePath + 'kai/kai_05.mp3');
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// Ana
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this.loadAudioIfExists('ana_voice_1', basePath + 'ana/ana_01.mp3');
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this.loadAudioIfExists('ana_voice_2', basePath + 'ana/ana_02.mp3');
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this.loadAudioIfExists('ana_voice_3', basePath + 'ana/ana_03.mp3');
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this.loadAudioIfExists('ana_voice_4', basePath + 'ana/ana_04.mp3');
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// Mayor
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this.loadAudioIfExists('mayor_voice_1', basePath + 'mayor/mayor_01.mp3');
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this.loadAudioIfExists('mayor_voice_2', basePath + 'mayor/mayor_02.mp3');
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this.loadAudioIfExists('mayor_voice_3', basePath + 'mayor/mayor_03.mp3');
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this.loadAudioIfExists('mayor_voice_4', basePath + 'mayor/mayor_04.mp3');
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// Teacher
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this.loadAudioIfExists('teacher_voice_1', basePath + 'teacher/teacher_01.mp3');
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this.loadAudioIfExists('teacher_voice_2', basePath + 'teacher/teacher_02.mp3');
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this.loadAudioIfExists('teacher_voice_3', basePath + 'teacher/teacher_03.mp3');
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this.loadAudioIfExists('teacher_voice_4', basePath + 'teacher/teacher_04.mp3');
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}
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/**
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* Preload background music
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*/
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preloadMusic() {
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// For now, using placeholder silence or loading stubs
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// Will be replaced with actual music files
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console.log('🎵 Music: Placeholder mode (files not yet produced)');
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}
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/**
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* Preload sound effects
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*/
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preloadSFX() {
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// Placeholder - to be replaced with actual SFX
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console.log('🎵 SFX: Placeholder mode');
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}
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/**
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* Preload ambient sounds
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|
*/
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preloadAmbience() {
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// Placeholder
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console.log('🎵 Ambience: Placeholder mode');
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}
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/**
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* Helper: Load audio only if file exists (prevents console errors)
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*/
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loadAudioIfExists(key, path) {
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try {
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this.scene.load.audio(key, path);
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console.log(`✅ Queued: ${key} -> ${path}`);
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} catch (error) {
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console.warn(`⚠️ Skipped: ${key} (file may not exist yet)`);
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||||||
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}
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||||||
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}
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||||||
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/**
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* Create silent fallback sounds to prevent errors
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||||||
|
*/
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||||||
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createFallbackSounds() {
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||||||
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const silentAudio = {
|
||||||
|
duration: 0.1,
|
||||||
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data: new Float32Array(4410) // 0.1s of silence at 44.1kHz
|
||||||
|
};
|
||||||
|
|
||||||
|
// Common sound keys that systems expect
|
||||||
|
const fallbackKeys = [
|
||||||
|
'background_music',
|
||||||
|
'music_chill_lofi',
|
||||||
|
'mayor_anthem',
|
||||||
|
'zombie_satisfied',
|
||||||
|
'zombie_groan',
|
||||||
|
'rare_gift_fanfare',
|
||||||
|
'wood_chop',
|
||||||
|
'gear_rattle'
|
||||||
|
];
|
||||||
|
|
||||||
|
fallbackKeys.forEach(key => {
|
||||||
|
if (!this.scene.sound.get(key)) {
|
||||||
|
// Create empty buffer to prevent errors
|
||||||
|
console.log(`📢 Created fallback for: ${key}`);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/**
|
||||||
|
* AUDIO INTEGRATION HELPER
|
||||||
|
* Add this to your main game scene
|
||||||
|
*/
|
||||||
|
export function setupAudioInScene(scene) {
|
||||||
|
// Create audio loader
|
||||||
|
const audioLoader = new AudioLoader(scene);
|
||||||
|
|
||||||
|
// In preload()
|
||||||
|
scene.load.on('complete', () => {
|
||||||
|
console.log('🎵 Audio preload complete!');
|
||||||
|
audioLoader.createFallbackSounds();
|
||||||
|
});
|
||||||
|
|
||||||
|
return audioLoader;
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user