mirror of
https://github.com/doublespeakgames/adarkroom.git
synced 2026-05-30 01:02:00 +08:00
rough outline for room audio
This commit is contained in:
@@ -130,6 +130,7 @@ var AudioEngine = {
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AudioEngine.tracks[AudioEngine.currentBackgroundChannel].gain.linearRampToValueAtTime(1.0, fadeTime);
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},
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changeMusic: function (src) {
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console.log('changeMusic ', src);
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AudioEngine.loadAudioFile(src)
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.then(function (buffer) {
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AudioEngine._fadeTrack(buffer);
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+11
-8
@@ -42,7 +42,7 @@ var AudioLibrary = {
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ENCOUNTER_SOLDIER: '/audio/soldier.wav',
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ENCOUNTER_SNIPER: '/audio/sniper.wav',
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MUSIC_DUSTY_PATH: '/audio/dusty-path.wav',
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MUSIC_SILENT_FOREST: '/audio/silent-forest.wav',
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MUSIC_SILENT_FOREST: '/audio/silent-forest.flac',
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MUSIC_LONELY_HUT: '/audio/lonely-hut.wav',
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MUSIC_TINY_VILLAGE: '/audio/tiny-village.wav',
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MUSIC_MODEST_VILLAGE: '/audio/modest-village.wav',
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@@ -50,11 +50,11 @@ var AudioLibrary = {
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MUSIC_RAUCOUS_VILLAGE: '/audio/raucous-village.wav',
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MUSIC_COMBAT: '/audio/combat.wav',
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MUSIC_EVENT: '/audio/event.wav',
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MUSIC_FIRE_DEAD: '/audio/fire-dead.wav',
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MUSIC_FIRE_SMOLDERING: '/audio/fire-smoldering.wav',
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MUSIC_FIRE_FLICKERING: '/audio/fire-flickering.wav',
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MUSIC_FIRE_BURNING: '/audio/fire-burning.wav',
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MUSIC_FIRE_ROARING: '/audio/fire-roaring.wav',
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MUSIC_FIRE_DEAD: '/audio/fire-dead.flac',
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MUSIC_FIRE_SMOLDERING: '/audio/fire-smoldering.flac',
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MUSIC_FIRE_FLICKERING: '/audio/fire-flickering.flac',
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MUSIC_FIRE_BURNING: '/audio/fire-burning.flac',
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MUSIC_FIRE_ROARING: '/audio/fire-roaring.flac',
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MUSIC_WORLD: '/audio/world.wav',
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MUSIC_SPACE: '/audio/space.wav',
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MUSIC_TROPOSPHERE: '/audio/troposphere.wav',
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@@ -64,6 +64,7 @@ var AudioLibrary = {
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MUSIC_EXOSPHERE: '/audio/exosphere.wav',
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MUSIC_ENDING: '/audio/ending.wav',
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MUSIC_SHIP: '/audio/ship.wav',
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BUILD: '/audio/build.flac',
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BUILD_TRAP: '/audio/build-trap.wav',
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BUILD_CART: '/audio/build-cart.wav',
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BUILD_HUT: '/audio/build-hut.wav',
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@@ -74,6 +75,7 @@ var AudioLibrary = {
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BUILD_WORKSHOP: '/audio/build-workshop.wav',
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BUILD_STEELWORKS: '/audio/build-steelworks.wav',
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BUILD_ARMOURY: '/audio/build-armoury.wav',
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CRAFT: '/audio/craft.flac',
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CRAFT_TORCH: '/audio/craft-torch.wav',
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CRAFT_WATERSKIN: '/audio/craft-waterskin.wav',
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CRAFT_CASK: '/audio/craft-cask.wav',
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@@ -88,6 +90,7 @@ var AudioLibrary = {
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CRAFT_IRON_SWORD: '/audio/craft-iron-sword.wav',
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CRAFT_STEEL_SWORD: '/audio/craft-steel-sword.wav',
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CRAFT_RIFLE: '/audio/craft-rifle.wav',
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BUY: '/audio/buy.flac',
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BUY_SCALES: '/audio/buy-scales.wav',
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BUY_TEETH: '/audio/buy-teeth.wav',
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BUY_IRON: '/audio/buy-iron.wav',
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@@ -111,8 +114,8 @@ var AudioLibrary = {
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USE_MEDS: '/audio/use-meds.wav',
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WIN_FIGHT: '/audio/win-fight.wav',
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LOST_FIGHT: '/audio/lose-fight.wav',
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LIGHT_FIRE: '/audio/light-fire.wav',
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STOKE_FIRE: '/audio/stoke-fire.wav',
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LIGHT_FIRE: '/audio/light-fire.flac',
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STOKE_FIRE: '/audio/stoke-fire.flac',
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FOOTSTEPS1: '/audio/footsteps-1.wav',
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FOOTSTEPS2: '/audio/footsteps-2.wav',
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FOOTSTEPS3: '/audio/footsteps-3.wav',
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+31
-22
@@ -9,7 +9,6 @@ var Room = {
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_STOKE_COOLDOWN: 10, // cooldown to stoke the fire
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_NEED_WOOD_DELAY: 15 * 1000, // from when the stranger shows up, to when you need wood
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buttons: {},
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currentFireMusic: null,
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Craftables: {
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'trap': {
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name: _('trap'),
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@@ -988,7 +987,9 @@ var Room = {
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Notifications.notify(Room, good.buildMsg);
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$SM.add('stores["' + thing + '"]', 1);
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AudioEngine.playSound(good.audio);
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// audio
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AudioEngine.playSound(AudioLibrary.BUY);
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},
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build: function (buildBtn) {
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@@ -1043,7 +1044,18 @@ var Room = {
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$SM.add('game.buildings["' + thing + '"]', 1);
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break;
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}
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AudioEngine.playSound(craftable.audio);
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// audio
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switch (craftable.type) {
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case 'weapon':
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case 'upgrade':
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case 'tool':
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AudioEngine.playSound(AudioLibrary.CRAFT);
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break;
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case 'building':
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AudioEngine.playSound(AudioLibrary.BUILD);
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break;
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}
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},
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needsWorkshop: function (type) {
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@@ -1218,25 +1230,22 @@ var Room = {
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setMusic() {
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// set music based on fire level
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var fireValue = $SM.get('game.fire.value');
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if ($SM.get('game.fire.value') !== Room.currentFireMusic) {
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switch (fireValue) {
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case 0:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_DEAD);
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break;
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case 1:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_SMOLDERING);
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break;
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case 2:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_FLICKERING);
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break;
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case 3:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_BURNING);
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break;
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case 4:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_ROARING);
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break;
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}
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switch (fireValue) {
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case 0:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_DEAD);
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break;
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case 1:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_SMOLDERING);
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break;
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case 2:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_FLICKERING);
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break;
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case 3:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_BURNING);
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break;
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case 4:
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AudioEngine.changeMusic(AudioLibrary.MUSIC_FIRE_ROARING);
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break;
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}
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Room.currentFireMusic = fireValue;
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}
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};
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