Files
novafarma/EMERGENCY_SYSTEMS_RECOVERY/HIPOAudioSystem.js
2026-01-16 02:43:46 +01:00

438 lines
13 KiB
JavaScript

/**
* HIPOAudioSystem.js
*
* COMPLETE AUDIO MANAGER - Demo Ready!
*
* Features:
* - [AI_VOICE] detection in dialogue
* - Typewriter effect with character blips
* - Farm animal proximity sounds
* - Combat SFX integration
* - Noir City ambient (HIPODEVIL666CITY)
* - Xbox haptic feedback
*
* Created: Jan 10, 2026
* Author: David "HIPO" Kotnik
* Studio: Hipodevil666 Studios™
*/
export default class HIPOAudioSystem {
constructor(scene) {
this.scene = scene;
// Audio references
this.aiVoices = {};
this.sfx = {};
this.ambient = {};
this.blips = {};
// Dialogue state
this.currentDialogue = null;
this.typewriterActive = false;
// Farm animal timers
this.animalTimers = {};
// Haptic enabled
this.hapticEnabled = true;
console.log('🎙️ HIPO Audio System initialized!');
}
/**
* Preload all audio assets
*/
preloadAssets() {
const scene = this.scene;
console.log('🎵 Loading HIPO Audio System assets...');
// === AI VOICES (Edge-TTS Generated) ===
console.log(' 📂 AI Voices...');
// Gronk (Deep, Gritty Male)
for (let i = 1; i <= 8; i++) {
scene.load.audio(`gronk_voice_${i}`,
`assets/audio/voice/gronk/gronk_phrase_${String(i).padStart(2, '0')}.ogg`);
}
// Kai (Energetic, Bold - FEMALE!)
for (let i = 1; i <= 8; i++) {
scene.load.audio(`kai_voice_${i}`,
`assets/audio/voice/kai/kai_phrase_${String(i).padStart(2, '0')}.ogg`);
}
// Ana (Mysterious, Calm Female)
for (let i = 1; i <= 8; i++) {
scene.load.audio(`ana_voice_${i}`,
`assets/audio/voice/ana/ana_phrase_${String(i).padStart(2, '0')}.ogg`);
}
// === FARMING & NATURE SFX ===
console.log(' 🐄 Farming & Nature...');
scene.load.audio('sfx_sheep', 'assets/audio/sfx/farming/sheep.ogg');
scene.load.audio('sfx_pig', 'assets/audio/sfx/farming/pig.ogg');
scene.load.audio('sfx_chicken', 'assets/audio/sfx/farming/chicken.ogg');
scene.load.audio('sfx_horse', 'assets/audio/sfx/farming/horse.ogg');
scene.load.audio('sfx_goat', 'assets/audio/sfx/farming/goat.ogg');
scene.load.audio('sfx_cow', 'assets/audio/sfx/farming/cow.ogg');
// === COMBAT SFX ===
console.log(' ⚔️ Combat...');
scene.load.audio('sfx_zombie_hit', 'assets/audio/sfx/combat/zombie_hit.ogg');
scene.load.audio('sfx_zombie_death', 'assets/audio/sfx/combat/zombie_death.ogg');
scene.load.audio('sfx_player_hurt', 'assets/audio/sfx/combat/player_hurt.ogg');
// === AMBIENT ===
console.log(' 🌃 Ambient...');
scene.load.audio('ambient_noir_city', 'assets/audio/ambient/noir_city_echo.ogg');
scene.load.audio('ambient_farm_wind', 'assets/audio/ambient/wind_loop.ogg');
scene.load.audio('ambient_crickets', 'assets/audio/ambient/crickets_loop.ogg');
// === TYPEWRITER BLIPS (Character-specific) ===
console.log(' ⌨️ Typewriter blips...');
scene.load.audio('blip_gronk', 'assets/audio/ui/typewriter_low.ogg');
scene.load.audio('blip_kai', 'assets/audio/ui/typewriter_high.ogg');
scene.load.audio('blip_ana', 'assets/audio/ui/typewriter_mid.ogg');
scene.load.audio('blip_npc', 'assets/audio/ui/typewriter_normal.ogg');
console.log('✅ HIPO Audio System assets queued!');
}
/**
* Initialize audio after preload
*/
initialize() {
const scene = this.scene;
console.log('🎵 Initializing HIPO Audio System...');
// === AI VOICES ===
this.aiVoices = {
gronk: [],
kai: [],
ana: []
};
for (let i = 1; i <= 8; i++) {
this.aiVoices.gronk.push(scene.sound.add(`gronk_voice_${i}`, { volume: 0.8 }));
this.aiVoices.kai.push(scene.sound.add(`kai_voice_${i}`, { volume: 0.75 }));
this.aiVoices.ana.push(scene.sound.add(`ana_voice_${i}`, { volume: 0.7 }));
}
// === FARMING & NATURE ===
this.sfx.farming = {
sheep: scene.sound.add('sfx_sheep', { volume: 0.4 }),
pig: scene.sound.add('sfx_pig', { volume: 0.4 }),
chicken: scene.sound.add('sfx_chicken', { volume: 0.35 }),
horse: scene.sound.add('sfx_horse', { volume: 0.5 }),
goat: scene.sound.add('sfx_goat', { volume: 0.4 }),
cow: scene.sound.add('sfx_cow', { volume: 0.45 })
};
// === COMBAT ===
this.sfx.combat = {
zombieHit: scene.sound.add('sfx_zombie_hit', { volume: 0.6 }),
zombieDeath: scene.sound.add('sfx_zombie_death', { volume: 0.7 }),
playerHurt: scene.sound.add('sfx_player_hurt', { volume: 0.8 })
};
// === AMBIENT ===
this.ambient = {
noirCity: scene.sound.add('ambient_noir_city', {
loop: true,
volume: 0.2 // Noir city with echo
}),
farmWind: scene.sound.add('ambient_farm_wind', {
loop: true,
volume: 0.2
}),
crickets: scene.sound.add('ambient_crickets', {
loop: true,
volume: 0.25
})
};
// === TYPEWRITER BLIPS ===
this.blips = {
gronk: scene.sound.add('blip_gronk', { volume: 0.15 }),
kai: scene.sound.add('blip_kai', { volume: 0.13 }),
ana: scene.sound.add('blip_ana', { volume: 0.12 }),
npc: scene.sound.add('blip_npc', { volume: 0.1 })
};
console.log('✅ HIPO Audio System ready!');
}
/**
* Play dialogue with smart AI/Typewriter detection
*
* Format: "[AI_VOICE:character:phraseNumber] Text here"
* Example: "[AI_VOICE:gronk:2] Pink is best color!"
*
* OR standard: "Just normal text" (uses typewriter)
*/
playDialogue(text, character = 'npc', onComplete = null) {
// Check for [AI_VOICE] tag
const aiVoiceMatch = text.match(/\[AI_VOICE:(\w+):(\d+)\]\s*(.+)/);
if (aiVoiceMatch) {
// AI VOICE MODE
const voiceChar = aiVoiceMatch[1]; // gronk/kai/ana
const phraseNum = parseInt(aiVoiceMatch[2]);
const displayText = aiVoiceMatch[3];
console.log(`🎙️ AI VOICE: ${voiceChar} phrase ${phraseNum}`);
console.log(` Text: "${displayText}"`);
// Play AI voice
this.playAIVoice(voiceChar, phraseNum, onComplete);
// Show text instantly (no typewriter for AI voice)
this.showDialogueText(displayText, character, true);
// Light haptic for voice
this.vibrateLight();
} else {
// TYPEWRITER MODE
console.log(`⌨️ TYPEWRITER: ${character}`);
console.log(` Text: "${text}"`);
// Show text with typewriter effect
this.showDialogueText(text, character, false, onComplete);
}
}
/**
* Play AI voice
*/
playAIVoice(character, phraseNumber, onComplete = null) {
const voices = this.aiVoices[character];
if (!voices || !voices[phraseNumber - 1]) {
console.warn(`⚠️ AI Voice not found: ${character} phrase ${phraseNumber}`);
return;
}
const voice = voices[phraseNumber - 1];
voice.play();
if (onComplete) {
voice.once('complete', onComplete);
}
}
/**
* Show dialogue text (with or without typewriter)
*/
showDialogueText(text, character, instant = false, onComplete = null) {
// This would integrate with your DialogueSystem
// For now, just log
console.log(` Display: "${text}" (instant: ${instant})`);
if (!instant) {
// Typewriter effect with character-specific blip
this.typewriterEffect(text, character, onComplete);
} else {
// Instant display
if (onComplete) onComplete();
}
}
/**
* Typewriter effect with blips
*/
typewriterEffect(text, character, onComplete) {
this.typewriterActive = true;
const blip = this.blips[character] || this.blips.npc;
const speed = 50; // ms per character
let index = 0;
const typeInterval = setInterval(() => {
if (index < text.length) {
const char = text[index];
// Play blip (skip spaces)
if (char !== ' ' && !blip.isPlaying) {
blip.play();
}
index++;
} else {
clearInterval(typeInterval);
this.typewriterActive = false;
if (onComplete) onComplete();
}
}, speed);
}
/**
* Start farm animal sounds (proximity-based random)
*/
startFarmAnimalSounds() {
const animals = ['sheep', 'pig', 'chicken', 'horse', 'goat', 'cow'];
animals.forEach(animal => {
this.animalTimers[animal] = this.scene.time.addEvent({
delay: Phaser.Math.Between(5000, 15000),
callback: () => {
this.playFarmAnimal(animal);
},
loop: true
});
});
console.log('🐄 Farm animal sounds started!');
}
/**
* Play farm animal sound (checks proximity to Kai)
*/
playFarmAnimal(animalType) {
const sound = this.sfx.farming[animalType];
if (!sound || sound.isPlaying) return;
// Check proximity to player (if player exists)
const player = this.scene.player || this.scene.kai;
if (player) {
// Simplified: just play (proximity would check farm location)
// In full game, check distance to farm area
const nearFarm = true; // TODO: Implement farm proximity
if (nearFarm) {
sound.play();
console.log(`🐄 ${animalType} sound!`);
}
}
}
/**
* Stop farm animal sounds
*/
stopFarmAnimalSounds() {
Object.values(this.animalTimers).forEach(timer => {
if (timer) timer.remove();
});
this.animalTimers = {};
console.log('🔇 Farm animals stopped');
}
/**
* Play combat sound with haptic
*/
playCombat(type) {
const soundMap = {
'hit': 'zombieHit',
'death': 'zombieDeath',
'hurt': 'playerHurt'
};
const soundKey = soundMap[type];
const sound = this.sfx.combat[soundKey];
if (!sound) {
console.warn(`⚠️ Combat sound not found: ${type}`);
return;
}
sound.play();
// Haptic feedback
if (type === 'hurt') {
this.vibrateStrong(400); // Strong for player damage
} else {
this.vibrateStrong(200); // Normal for zombie
}
console.log(`⚔️ Combat: ${type}`);
}
/**
* Play ambient for location
*/
playAmbient(location) {
// Stop all ambient
Object.values(this.ambient).forEach(amb => amb.stop());
let ambient = null;
switch (location) {
case 'city':
case 'HIPODEVIL666CITY':
ambient = this.ambient.noirCity;
console.log('🌃 Noir City ambient (with echo)');
break;
case 'farm':
case 'grassland':
ambient = this.ambient.farmWind;
console.log('🌾 Farm ambient');
break;
case 'night':
ambient = this.ambient.crickets;
console.log('🌙 Night ambient');
break;
}
if (ambient) {
ambient.play();
}
}
/**
* Stop all ambient
*/
stopAmbient() {
Object.values(this.ambient).forEach(amb => amb.stop());
}
/**
* Light haptic feedback
*/
vibrateLight() {
this.vibrate(100, 0.3, 0.5);
}
/**
* Strong haptic feedback
*/
vibrateStrong(duration = 300) {
this.vibrate(duration, 0.7, 1.0);
}
/**
* Xbox controller vibration
*/
vibrate(duration, weak, strong) {
if (!this.hapticEnabled) return;
const scene = this.scene;
if (scene.input.gamepad && scene.input.gamepad.total > 0) {
const pad = scene.input.gamepad.getPad(0);
if (pad && pad.vibration) {
pad.vibration.playEffect('dual-rumble', {
startDelay: 0,
duration: duration,
weakMagnitude: weak,
strongMagnitude: strong
});
}
}
}
/**
* Cleanup
*/
destroy() {
this.stopAmbient();
this.stopFarmAnimalSounds();
console.log('🔇 HIPO Audio System destroyed');
}
}