✅ 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!
431 lines
11 KiB
JavaScript
431 lines
11 KiB
JavaScript
/**
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* AUDIO MANAGER - Centralized Audio System
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* Handles all music, voiceover, and SFX playback
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* Includes DEBUG MODE for tracking what plays where
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*/
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class AudioManager {
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constructor() {
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this.scene = null;
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this.debugMode = true; // SET TO FALSE TO DISABLE LOGGING
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// Current playback tracking
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this.currentMusic = null;
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this.currentVoice = null;
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this.musicVolume = 0.7;
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this.voiceVolume = 0.8;
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this.sfxVolume = 0.5;
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// Audio mapping
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this.audioMap = {
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music: {
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intro: 'intro_ambient',
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menu: 'main_theme',
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farm: 'farm_ambient',
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forest: 'forest_ambient',
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night: 'night_theme',
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town: 'town_theme',
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wilderness: 'wilderness_theme',
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combat: 'combat_theme',
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ana: 'ana_theme',
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raid: 'raid_warning',
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victory: 'victory_theme'
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},
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voice: {
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kai_en: Array.from({ length: 12 }, (_, i) => `kai_en_${String(i + 1).padStart(2, '0')}`),
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ana_en: Array.from({ length: 8 }, (_, i) => `ana_en_${String(i + 1).padStart(2, '0')}`),
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gronk_en: ['gronk_en_01']
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},
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sfx: {
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ui_click: 'ui_click',
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ui_hover: 'ui_hover',
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plant: 'plant_seed',
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water: 'water_crops',
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harvest: 'harvest_crop',
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cat_meow: 'cat_meow',
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dog_bark: 'dog_bark',
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susi_bark: 'susi_bark',
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memory_found: 'memory_found',
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level_up: 'level_up'
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}
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};
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// License attribution
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this.attribution = {
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music: 'Music by Kevin MacLeod (incompetech.com)\nLicensed under Creative Commons: By Attribution 3.0\nhttp://creativecommons.org/licenses/by/3.0/',
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voices: 'Voices generated using Microsoft Azure Edge TTS\nVoices: en-US-ChristopherNeural, en-US-AriaNeural, en-GB-RyanNeural'
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};
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}
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/**
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* INITIALIZE AUDIO MANAGER
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*/
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init(scene) {
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this.scene = scene;
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this.log('AudioManager initialized', 'INIT');
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}
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/**
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* DEBUG LOGGER
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*/
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log(message, type = 'INFO', details = {}) {
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if (!this.debugMode) return;
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const emoji = {
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'MUSIC': '🎵',
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'VOICE': '🎤',
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'SFX': '🔊',
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'INIT': '🎛️',
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'STOP': '⏹️',
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'ERROR': '❌',
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'INFO': 'ℹ️'
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};
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const timestamp = new Date().toLocaleTimeString();
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console.log(`${emoji[type] || '📢'} [${type}] ${timestamp} - ${message}`);
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if (Object.keys(details).length > 0) {
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console.log(' Details:', details);
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}
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}
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/**
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* PLAY MUSIC
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*/
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playMusic(key, options = {}) {
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if (!this.scene) {
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this.log('Scene not initialized!', 'ERROR');
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return null;
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}
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// Stop current music
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if (this.currentMusic) {
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this.stopMusic();
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}
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// Get file key from map
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const fileKey = this.audioMap.music[key] || key;
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// Check if audio exists
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if (!this.scene.cache.audio.exists(fileKey)) {
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this.log(`Music not found: ${fileKey}`, 'ERROR');
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return null;
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}
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// Play music
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const config = {
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volume: options.volume || this.musicVolume,
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loop: options.loop !== undefined ? options.loop : true,
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...options
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};
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this.currentMusic = this.scene.sound.add(fileKey, config);
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this.currentMusic.play();
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// Debug log
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this.log(`Playing: ${fileKey}.mp3`, 'MUSIC', {
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scene: this.scene.scene.key,
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volume: config.volume,
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loop: config.loop,
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attribution: 'Kevin MacLeod (incompetech.com)'
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});
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return this.currentMusic;
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}
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/**
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* STOP MUSIC
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*/
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stopMusic(fadeOut = true) {
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if (!this.currentMusic) return;
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this.log(`Stopping: ${this.currentMusic.key}`, 'STOP');
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if (fadeOut) {
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this.scene.tweens.add({
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targets: this.currentMusic,
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volume: 0,
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duration: 1000,
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onComplete: () => {
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if (this.currentMusic) {
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this.currentMusic.stop();
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this.currentMusic = null;
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}
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}
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});
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} else {
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this.currentMusic.stop();
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this.currentMusic = null;
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}
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}
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/**
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* CROSSFADE MUSIC
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*/
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crossfadeMusic(newKey, duration = 2000) {
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const oldMusic = this.currentMusic;
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// Start new music at volume 0
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const newMusic = this.playMusic(newKey, { volume: 0 });
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if (!newMusic) return;
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// Fade out old, fade in new
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if (oldMusic) {
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this.scene.tweens.add({
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targets: oldMusic,
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volume: 0,
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duration: duration,
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onComplete: () => {
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oldMusic.stop();
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}
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});
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}
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this.scene.tweens.add({
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targets: newMusic,
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volume: this.musicVolume,
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duration: duration
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});
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this.log(`Crossfading to: ${newKey}`, 'MUSIC', {
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duration: `${duration}ms`,
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from: oldMusic ? oldMusic.key : 'none'
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});
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this.currentMusic = newMusic;
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}
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/**
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* PLAY VOICE
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*/
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playVoice(key, subtitleText = '') {
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if (!this.scene) {
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this.log('Scene not initialized!', 'ERROR');
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return null;
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}
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// Stop current voice
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if (this.currentVoice && this.currentVoice.isPlaying) {
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this.currentVoice.stop();
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}
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// Check if audio exists
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if (!this.scene.cache.audio.exists(key)) {
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this.log(`Voice not found: ${key}`, 'ERROR');
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return null;
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}
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// Play voice
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this.currentVoice = this.scene.sound.add(key, {
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volume: this.voiceVolume
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});
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this.currentVoice.play();
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// Debug log
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this.log(`Playing: ${key}.mp3`, 'VOICE', {
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scene: this.scene.scene.key,
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subtitle: subtitleText || '(no subtitle)',
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volume: this.voiceVolume,
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duration: `~3s`
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});
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return this.currentVoice;
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}
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/**
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* PLAY SFX
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*/
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playSFX(key, options = {}) {
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if (!this.scene) {
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this.log('Scene not initialized!', 'ERROR');
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return null;
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}
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// Get file key from map
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const fileKey = this.audioMap.sfx[key] || key;
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// Check if audio exists
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if (!this.scene.cache.audio.exists(fileKey)) {
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this.log(`SFX not found: ${fileKey}`, 'ERROR');
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return null;
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}
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// Play SFX
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const config = {
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volume: options.volume || this.sfxVolume,
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loop: options.loop || false,
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detune: options.detune || 0,
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...options
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};
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const sfx = this.scene.sound.add(fileKey, config);
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sfx.play();
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// Debug log
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this.log(`Playing: ${fileKey}.wav`, 'SFX', {
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scene: this.scene.scene.key,
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trigger: options.trigger || 'manual',
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volume: config.volume,
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loop: config.loop
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});
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return sfx;
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}
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/**
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* PLAY UI SOUND
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*/
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playUI(action) {
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const sounds = {
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click: 'ui_click',
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hover: 'ui_hover',
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open: 'ui_open',
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close: 'ui_close',
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error: 'ui_error'
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};
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if (sounds[action]) {
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this.playSFX(sounds[action], {
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trigger: `UI ${action}`,
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volume: this.sfxVolume * 0.8
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});
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}
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}
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/**
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* PLAY FARMING SOUND
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*/
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playFarming(action) {
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const sounds = {
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plant: 'plant',
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water: 'water',
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harvest: 'harvest',
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hoe: 'hoe_dirt'
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};
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if (sounds[action]) {
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this.playSFX(sounds[action], {
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trigger: `Farming: ${action}`,
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volume: this.sfxVolume
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});
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}
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}
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/**
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* PLAY ANIMAL SOUND
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*/
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playAnimal(type) {
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const sounds = {
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cat: 'cat_meow',
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dog: 'dog_bark',
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susi: 'susi_bark'
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};
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if (sounds[type]) {
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this.playSFX(sounds[type], {
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trigger: `Animal: ${type}`,
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volume: this.sfxVolume * 0.7,
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detune: Phaser.Math.Between(-200, 200) // Vary pitch
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});
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}
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}
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/**
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* PLAY SPECIAL EFFECT
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*/
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playSpecial(event) {
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const sounds = {
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memory: 'memory_found',
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levelup: 'level_up',
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quest: 'quest_complete',
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unlock: 'companion_unlock'
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};
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if (sounds[event]) {
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this.playSFX(sounds[event], {
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trigger: `Special: ${event}`,
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volume: this.sfxVolume * 1.2 // Louder for important events
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});
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}
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}
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/**
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* SET VOLUMES
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*/
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setMusicVolume(volume) {
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this.musicVolume = Phaser.Math.Clamp(volume, 0, 1);
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if (this.currentMusic) {
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this.currentMusic.setVolume(this.musicVolume);
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}
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this.log(`Music volume set to: ${this.musicVolume}`, 'INFO');
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}
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setVoiceVolume(volume) {
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this.voiceVolume = Phaser.Math.Clamp(volume, 0, 1);
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this.log(`Voice volume set to: ${this.voiceVolume}`, 'INFO');
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}
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setSFXVolume(volume) {
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this.sfxVolume = Phaser.Math.Clamp(volume, 0, 1);
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this.log(`SFX volume set to: ${this.sfxVolume}`, 'INFO');
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}
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/**
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* MUTE ALL AUDIO
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*/
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muteAll() {
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if (this.scene) {
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this.scene.sound.mute = true;
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this.log('All audio muted', 'INFO');
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}
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}
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/**
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* UNMUTE ALL AUDIO
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*/
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unmuteAll() {
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if (this.scene) {
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this.scene.sound.mute = false;
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this.log('All audio unmuted', 'INFO');
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}
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}
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/**
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* STOP ALL AUDIO
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*/
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stopAll() {
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if (this.scene) {
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this.scene.sound.stopAll();
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this.currentMusic = null;
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this.currentVoice = null;
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this.log('All audio stopped', 'STOP');
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}
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}
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/**
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* GET ATTRIBUTION TEXT
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*/
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getAttribution(type = 'all') {
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if (type === 'music') {
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return this.attribution.music;
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} else if (type === 'voices') {
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return this.attribution.voices;
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} else {
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return `${this.attribution.music}\n\n${this.attribution.voices}`;
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}
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}
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/**
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* ENABLE/DISABLE DEBUG MODE
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*/
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setDebugMode(enabled) {
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this.debugMode = enabled;
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this.log(`Debug mode ${enabled ? 'enabled' : 'disabled'}`, 'INFO');
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}
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}
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// Singleton export
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const audioManager = new AudioManager();
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export default audioManager;
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