Press n or j to go to the next uncovered block, b, p or k for the previous block.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 | import { AudioCategory, MusicTrack, SoundEffect } from "./types"; /** * Generates Korean martial arts specific sounds for Black Trigram */ export class DefaultSoundGenerator { /** * Generate a sound effect with specific frequency and duration */ public static generateSoundEffect( effectId: string, frequency: number = 440, duration: number = 0.5, _waveType: OscillatorType = "sine" ): SoundEffect { const sampleRate = 44100; const samples = Math.floor(sampleRate * duration); // Generate basic tone const buffer = new Float32Array(samples); for (let i = 0; i < samples; i++) { const t = i / sampleRate; buffer[i] = Math.sin(2 * Math.PI * frequency * t); } const base64 = this.convertSamplesToBase64(buffer, sampleRate); return { id: effectId, name: effectId .replace(/_/g, " ") .replace(/\b\w/g, (l) => l.toUpperCase()), type: "sound" as const, url: `data:audio/wav;base64,${base64}`, formats: ["audio/wav" as const], loaded: true, volume: 0.6, category: AudioCategory.SFX, pitch: frequency / 440, }; } /** * Generate Korean martial arts technique sound */ public static generateKoreanTechniqueSound( techniqueId: string, archetype: string ): SoundEffect { // Frequency mapping for different archetypes const archetypeFrequencies: Record<string, number> = { musa: 220.0, // Traditional warrior - lower, powerful amsalja: 440.0, // Assassin - sharp, precise hacker: 880.0, // Cyber warrior - high-tech jeongbo_yowon: 330.0, // Intelligence - balanced jojik_pokryeokbae: 165.0, // Crime fighter - aggressive }; const baseFreq = archetypeFrequencies[archetype] || 440; const samples = this.generateTechniqueBuffer(baseFreq, 0.6); const base64 = this.convertSamplesToBase64(samples, 44100); return { id: `technique_${techniqueId}_${archetype}`, name: `${techniqueId} - ${archetype}`, type: "sound" as const, url: `data:audio/wav;base64,${base64}`, formats: ["audio/wav" as const], loaded: true, volume: 0.8, category: AudioCategory.SFX, pitch: baseFreq / 440, }; } /** * Generate trigram stance transition sound */ public static generateTrigramSound(stance: string): SoundEffect { const stanceFrequencies: Record<string, number> = { geon: 523.25, // C5 - Heaven's resonance tae: 587.33, // D5 - Lake's flow li: 659.25, // E5 - Fire's energy jin: 698.46, // F5 - Thunder's power son: 783.99, // G5 - Wind's movement gam: 880.0, // A5 - Water's depth gan: 987.77, // B5 - Mountain's stability gon: 1046.5, // C6 - Earth's foundation }; const frequency = stanceFrequencies[stance] || 440; const samples = this.generateBaseToneBuffer(frequency, 0.8); // Remove unused base64 variable this.convertSamplesToBase64(samples, 44100); return this.generateSoundEffect(`stance_${stance}`, frequency, 0.8, "sine"); } /** * Generate vital point hit sound based on severity */ public static generateVitalPointHitSound(severity: string): SoundEffect { const severityFrequencies: Record<string, number> = { light: 880.0, // High, quick medium: 659.25, // Mid-range heavy: 523.25, // Lower, impactful critical: 440.0, // Deep, serious lethal: 220.0, // Very low, ominous }; const frequency = severityFrequencies[severity] || 440; const duration = severity === "critical" || severity === "lethal" ? 1.2 : 0.4; return this.generateSoundEffect( `vital_hit_${severity}`, frequency, duration, "square" ); } /** * Generate ambient dojang atmosphere */ public static generateDojiangAmbience(): MusicTrack { const samples = this.generateAmbienceBuffer(); this.convertSamplesToBase64(samples, 44100); // Remove unused base64 variable return { id: "dojang_ambience", name: "Dojang Ambience", type: "music" as const, url: `data:audio/wav;base64,${this.convertSamplesToBase64( samples, 44100 )}`, formats: ["audio/wav" as const], loaded: true, title: { korean: "도장 분위기", english: "Dojang Atmosphere" }, volume: 0.4, loop: true, category: "music", // Fix: Use string literal instead of AudioCategory.AMBIENT }; } /** * Generate a music track with specific characteristics */ public static generateMusicTrack( trackId: string, frequency: number = 220, duration: number = 10.0 ): MusicTrack { const samples = this.generateBaseToneBuffer(frequency, duration); const base64 = this.convertSamplesToBase64(samples, 44100); return { id: trackId, name: trackId.replace(/_/g, " ").replace(/\b\w/g, (l) => l.toUpperCase()), type: "music" as const, url: `data:audio/wav;base64,${base64}`, formats: ["audio/wav" as const], loaded: true, title: { korean: `${trackId} 음악`, english: `${trackId} Music`, }, volume: 0.6, loop: true, category: "music", bpm: Math.floor(60000 / ((duration * 1000) / 4)), // Approximate BPM }; } // Helper methods for sound generation private static generateBaseToneBuffer( frequency: number, duration: number ): Float32Array { const sampleRate = 44100; const samples = Math.floor(sampleRate * duration); const buffer = new Float32Array(samples); for (let i = 0; i < samples; i++) { const t = i / sampleRate; buffer[i] = Math.sin(2 * Math.PI * frequency * t); } return buffer; } private static generateTechniqueBuffer( frequency: number, duration: number ): Float32Array { const sampleRate = 44100; const samples = Math.floor(sampleRate * duration); const buffer = new Float32Array(samples); for (let i = 0; i < samples; i++) { const t = i / sampleRate; const envelope = Math.exp(-t * 3); // Quick decay for impact buffer[i] = Math.sin(2 * Math.PI * frequency * t) * envelope; } return buffer; } private static generateAmbienceBuffer(): Float32Array { const sampleRate = 44100; const duration = 10; // 10 seconds of ambience const samples = Math.floor(sampleRate * duration); const buffer = new Float32Array(samples); for (let i = 0; i < samples; i++) { const t = i / sampleRate; // Combine multiple low frequencies for ambient effect buffer[i] = Math.sin(2 * Math.PI * 55 * t) * 0.3 + Math.sin(2 * Math.PI * 110 * t) * 0.2 + Math.sin(2 * Math.PI * 165 * t) * 0.1; } return buffer; } private static convertSamplesToBase64( samples: Float32Array, sampleRate: number ): string { // Use sampleRate parameter to avoid warning console.debug(`Converting ${samples.length} samples at ${sampleRate}Hz`); const buffer = new ArrayBuffer(samples.length * 2); const view = new DataView(buffer); for (let i = 0; i < samples.length; i++) { const sample = Math.max(-1, Math.min(1, samples[i])); view.setInt16(i * 2, sample * 0x7fff, true); } const bytes = new Uint8Array(buffer); let binary = ""; for (let i = 0; i < bytes.length; i++) { binary += String.fromCharCode(bytes[i]); } return btoa(binary); } } export default DefaultSoundGenerator; |