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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 | // Placeholder audio assets for Black Trigram Korean martial arts game import { AudioCategory, MusicTrack, SoundEffect } from "./types"; /** * Placeholder sound assets for Korean martial arts audio system * These are fallback sounds when actual audio files are not available * * CORRECTED: Paths have been updated to match the actual file structure * in the `public/assets` directory to resolve 404 errors. */ export const PLACEHOLDER_SOUND_EFFECTS: readonly SoundEffect[] = [ { id: "attack_light", name: "Light Attack", type: "sound", url: "/assets/audio/sfx/combat/attack_light.mp3", formats: ["audio/mp3", "audio/webm"], loaded: false, volume: 0.7, category: AudioCategory.SFX, pitch: 1.0, }, { id: "attack_medium", name: "Medium Attack", type: "sound", url: "/assets/audio/sfx/combat/attack_medium.mp3", formats: ["audio/mp3", "audio/webm"], loaded: false, volume: 0.8, category: AudioCategory.SFX, pitch: 1.0, }, { id: "attack_heavy", name: "Heavy Attack", type: "sound", url: "/assets/audio/sfx/combat/attack_heavy.webm", // Note: Only .webm exists for this file formats: ["audio/webm", "audio/mp3"], loaded: false, volume: 0.9, category: AudioCategory.SFX, pitch: 0.8, }, { id: "stance_change", name: "Stance Change", type: "sound", url: "/assets/audio/sfx/movement/stance_change.mp3", formats: ["audio/mp3", "audio/webm"], loaded: false, volume: 0.6, category: AudioCategory.SFX, pitch: 1.2, }, { id: "block_success", name: "Successful Block", type: "sound", url: "/assets/audio/sfx/blocks/block_success.mp3", formats: ["audio/mp3", "audio/webm"], loaded: false, volume: 0.7, category: AudioCategory.SFX, pitch: 1.1, }, { id: "vital_hit_critical", name: "Critical Vital Point Hit", type: "sound", url: "/assets/audio/sfx/hits/hit_critical.mp3", formats: ["audio/mp3", "audio/webm"], loaded: false, volume: 0.9, category: AudioCategory.SFX, pitch: 0.8, }, ] as const; export const PLACEHOLDER_MUSIC_TRACKS: readonly MusicTrack[] = [ { id: "intro_theme", name: "Black Trigram Theme", type: "music", url: "/assets/audio/music/intro_theme.mp3", formats: ["audio/mp3", "audio/webm"], loaded: false, title: { korean: "흑괘 테마", english: "Black Trigram Theme" }, volume: 0.7, loop: true, category: AudioCategory.MUSIC, bpm: 90, }, { id: "combat_theme", name: "Combat Music", type: "music", url: "/assets/audio/music/combat_theme.mp3", formats: ["audio/mp3", "audio/webm"], loaded: false, title: { korean: "전투 음악", english: "Combat Music" }, volume: 0.8, loop: true, category: AudioCategory.MUSIC, bpm: 140, }, { id: "dojang_ambience", name: "Dojang Atmosphere", type: "music", url: "/assets/audio/music/cyberpunk_fusion.mp3", // Corrected: dojang_ambience.mp3 does not exist formats: ["audio/mp3", "audio/webm"], loaded: false, title: { korean: "도장 분위기", english: "Dojang Atmosphere" }, volume: 0.4, loop: true, category: "music" as const, bpm: 60, }, ] as const; // Korean martial arts archetype themes export const ARCHETYPE_MUSIC_THEMES: readonly MusicTrack[] = [ { id: "musa_theme", name: "Traditional Warrior", type: "music", url: "/assets/audio/music/archetype_themes/musa_warrior.mp3", formats: ["audio/mp3"], loaded: false, title: { korean: "무사의 테마", english: "Warrior's Theme" }, volume: 0.8, loop: true, category: AudioCategory.MUSIC, bpm: 120, }, { id: "amsalja_theme", name: "Shadow Assassin", type: "music", url: "/assets/audio/music/archetype_themes/amsalja_shadow.mp3", formats: ["audio/mp3"], loaded: false, title: { korean: "암살자의 테마", english: "Assassin's Theme" }, volume: 0.7, loop: true, category: AudioCategory.MUSIC, bpm: 160, }, { id: "hacker_theme", name: "Cyber Warrior", type: "music", url: "/assets/audio/music/archetype_themes/hacker_cyber.mp3", formats: ["audio/mp3"], loaded: false, title: { korean: "해커의 테마", english: "Hacker's Theme" }, volume: 0.8, loop: true, category: AudioCategory.MUSIC, bpm: 180, }, { id: "jeongbo_theme", name: "Intelligence Operative", type: "music", url: "/assets/audio/music/archetype_themes/jeongbo_intel.mp3", formats: ["audio/mp3"], loaded: false, title: { korean: "정보요원의 테마", english: "Intelligence Theme" }, volume: 0.7, loop: true, category: AudioCategory.MUSIC, bpm: 100, }, { id: "jojik_theme", name: "Organized Crime", type: "music", url: "/assets/audio/music/archetype_themes/jojik_street.mp3", formats: ["audio/mp3"], loaded: false, title: { korean: "조직폭력배의 테마", english: "Crime Fighter's Theme" }, volume: 0.8, loop: true, category: AudioCategory.MUSIC, bpm: 140, }, ] as const; // Korean martial arts technique sounds export const TECHNIQUE_SOUND_EFFECTS: readonly SoundEffect[] = [ { id: "geon_technique", name: "Heaven Technique", type: "sound", url: "/assets/audio/sfx/combat/attack_special_geon.mp3", formats: ["audio/mp3", "audio/webm"], loaded: false, volume: 0.8, category: AudioCategory.SFX, pitch: 1.0, }, { id: "tae_technique", name: "Lake Technique", type: "sound", url: "/assets/audio/sfx/combat/attack_punch_medium.mp3", // Fallback: tae_lake.mp3 does not exist formats: ["audio/mp3", "audio/webm"], loaded: false, volume: 0.7, category: AudioCategory.SFX, pitch: 1.1, }, { id: "li_technique", name: "Fire Technique", type: "sound", url: "/assets/audio/sfx/combat/attack_critical.mp3", // Fallback: li_fire.mp3 does not exist formats: ["audio/mp3", "audio/webm"], loaded: false, volume: 0.9, category: AudioCategory.SFX, pitch: 1.3, }, { id: "jin_technique", name: "Thunder Technique", type: "sound", url: "/assets/audio/sfx/combat/attack_heavy.webm", // Fallback: jin_thunder.mp3 does not exist formats: ["audio/webm", "audio/mp3"], loaded: false, volume: 0.9, category: AudioCategory.SFX, pitch: 0.9, }, { id: "son_technique", name: "Wind Technique", type: "sound", url: "/assets/audio/sfx/movement/dodge.mp3", // Fallback: son_wind.mp3 does not exist formats: ["audio/mp3", "audio/webm"], loaded: false, volume: 0.6, category: AudioCategory.SFX, pitch: 1.4, }, { id: "gam_technique", name: "Water Technique", type: "sound", url: "/assets/audio/sfx/blocks/block_success.mp3", // Fallback: gam_water.mp3 does not exist formats: ["audio/mp3", "audio/webm"], loaded: false, volume: 0.7, category: AudioCategory.SFX, pitch: 0.8, }, { id: "gan_technique", name: "Mountain Technique", type: "sound", url: "/assets/audio/sfx/blocks/block_break.mp3", // Fallback: gan_mountain.mp3 does not exist formats: ["audio/mp3", "audio/webm"], loaded: false, volume: 0.8, category: AudioCategory.SFX, pitch: 0.7, }, { id: "gon_technique", name: "Earth Technique", type: "sound", url: "/assets/audio/sfx/hits/hit_heavy.mp3", // Fallback: gon_earth.mp3 does not exist formats: ["audio/mp3", "audio/webm"], loaded: false, volume: 0.8, category: AudioCategory.SFX, pitch: 0.6, }, ] as const; // Combine all placeholder sounds export const ALL_PLACEHOLDER_SOUNDS = [ ...PLACEHOLDER_SOUND_EFFECTS, ...TECHNIQUE_SOUND_EFFECTS, ] as const; export const ALL_PLACEHOLDER_MUSIC = [ ...PLACEHOLDER_MUSIC_TRACKS, ...ARCHETYPE_MUSIC_THEMES, ] as const; // Add missing export alias for backward compatibility export const PLACEHOLDER_AUDIO_ASSETS = { soundEffects: ALL_PLACEHOLDER_SOUNDS, musicTracks: ALL_PLACEHOLDER_MUSIC, techniques: TECHNIQUE_SOUND_EFFECTS, archetypeThemes: ARCHETYPE_MUSIC_THEMES, }; // Default export for convenience export default { soundEffects: ALL_PLACEHOLDER_SOUNDS, musicTracks: ALL_PLACEHOLDER_MUSIC, techniques: TECHNIQUE_SOUND_EFFECTS, archetypeThemes: ARCHETYPE_MUSIC_THEMES, }; |