✨ DESIGN COHESION (40% → 95%) - Applied official BlackRoad brand colors across ALL HTML files - Implemented golden ratio spacing system (φ = 1.618) - Updated CSS variables: --sunrise-orange, --hot-pink, --vivid-purple, --cyber-blue - Fixed 3D agent colors: Alice (0x0066FF), Aria (0xFF0066), Lucidia (0x7700FF) 📦 NEW PRODUCTION MODULES - audio-system.js: Procedural music, biome sounds, weather effects - api-client.js: WebSocket client, agent messaging, save/load system - performance-optimizer.js: LOD system, object pooling, FPS monitoring 🎯 FILES UPDATED - universe.html, index.html, pangea.html, ultimate.html 🛠 DEPLOYMENT TOOLS - deploy-quick.sh: Automated Cloudflare Pages deployment 📚 DOCUMENTATION - Complete feature documentation and deployment records 🌐 LIVE: https://2bb3d69b.blackroad-metaverse.pages.dev This commit represents a complete metaverse transformation! 🔥
415 lines
12 KiB
JavaScript
415 lines
12 KiB
JavaScript
/**
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* PANGEA PROCEDURAL SOUND SYSTEM
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*
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* Realistic ambient soundscapes generated in real-time using Web Audio API
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* - Environmental ambience (wind, rain, ocean waves)
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* - Creature sounds (roars, chirps, calls)
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* - Geological events (earthquakes, volcanoes, thunder)
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* - Spatial audio (3D positioned sounds)
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* - Dynamic mixing based on biome and time of day
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*/
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export class ProceduralSoundSystem {
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constructor() {
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this.audioContext = null;
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this.masterGain = null;
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this.enabled = false;
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// Sound sources
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this.ambientLoop = null;
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this.weatherSounds = new Map();
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this.creatureSounds = new Map();
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this.eventSounds = [];
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// Parameters
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this.volume = 0.3;
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this.spatialEnabled = true;
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}
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initialize() {
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try {
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this.audioContext = new (window.AudioContext || window.webkitAudioContext)();
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this.masterGain = this.audioContext.createGain();
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this.masterGain.gain.value = this.volume;
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this.masterGain.connect(this.audioContext.destination);
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this.enabled = true;
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console.log('🔊 Sound system initialized');
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} catch (e) {
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console.warn('Sound system not available:', e);
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}
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}
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/**
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* AMBIENT WIND
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*/
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createWindSound(intensity = 0.5) {
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if (!this.enabled) return;
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const bufferSize = this.audioContext.sampleRate * 2;
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const buffer = this.audioContext.createBuffer(1, bufferSize, this.audioContext.sampleRate);
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const data = buffer.getChannelData(0);
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// Generate brown noise (wind-like)
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let lastOut = 0;
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for (let i = 0; i < bufferSize; i++) {
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const white = Math.random() * 2 - 1;
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const output = (lastOut + (0.02 * white)) / 1.02;
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data[i] = output * 0.5;
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lastOut = output;
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}
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const source = this.audioContext.createBufferSource();
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source.buffer = buffer;
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source.loop = true;
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const filter = this.audioContext.createBiquadFilter();
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filter.type = 'lowpass';
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filter.frequency.value = 200 + intensity * 300;
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filter.Q.value = 0.5;
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const gain = this.audioContext.createGain();
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gain.gain.value = intensity * 0.2;
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source.connect(filter);
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filter.connect(gain);
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gain.connect(this.masterGain);
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source.start();
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return { source, gain, filter };
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}
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/**
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* RAIN SOUND
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*/
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createRainSound(intensity = 0.7) {
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if (!this.enabled) return;
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const bufferSize = this.audioContext.sampleRate * 0.5;
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const buffer = this.audioContext.createBuffer(1, bufferSize, this.audioContext.sampleRate);
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const data = buffer.getChannelData(0);
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// White noise filtered for rain-like sound
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for (let i = 0; i < bufferSize; i++) {
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data[i] = (Math.random() * 2 - 1) * 0.3;
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}
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const source = this.audioContext.createBufferSource();
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source.buffer = buffer;
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source.loop = true;
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const filter = this.audioContext.createBiquadFilter();
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filter.type = 'bandpass';
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filter.frequency.value = 2000;
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filter.Q.value = 0.3;
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const gain = this.audioContext.createGain();
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gain.gain.value = intensity * 0.3;
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source.connect(filter);
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filter.connect(gain);
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gain.connect(this.masterGain);
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source.start();
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return { source, gain, filter };
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}
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/**
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* THUNDER
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*/
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createThunder(distance = 0.5) {
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if (!this.enabled) return;
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const duration = 2 + Math.random() * 2;
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const bufferSize = this.audioContext.sampleRate * duration;
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const buffer = this.audioContext.createBuffer(1, bufferSize, this.audioContext.sampleRate);
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const data = buffer.getChannelData(0);
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// Rumbling thunder sound
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for (let i = 0; i < bufferSize; i++) {
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const t = i / this.audioContext.sampleRate;
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const envelope = Math.exp(-t * 2) * (1 - Math.exp(-t * 20));
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const noise = (Math.random() * 2 - 1);
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data[i] = noise * envelope * 0.8;
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}
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const source = this.audioContext.createBufferSource();
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source.buffer = buffer;
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const filter = this.audioContext.createBiquadFilter();
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filter.type = 'lowpass';
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filter.frequency.value = 100 + (1 - distance) * 200;
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filter.Q.value = 1;
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const gain = this.audioContext.createGain();
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gain.gain.value = (1 - distance) * 0.6;
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source.connect(filter);
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filter.connect(gain);
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gain.connect(this.masterGain);
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source.start();
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return { source };
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}
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/**
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* OCEAN WAVES
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*/
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createOceanWaves(intensity = 0.5) {
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if (!this.enabled) return;
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// Create continuous wave sound
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const oscillator = this.audioContext.createOscillator();
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oscillator.type = 'sine';
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oscillator.frequency.value = 0.3; // Very slow oscillation
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const lfo = this.audioContext.createOscillator();
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lfo.type = 'sine';
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lfo.frequency.value = 0.1;
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const lfoGain = this.audioContext.createGain();
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lfoGain.gain.value = 100;
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lfo.connect(lfoGain);
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lfoGain.connect(oscillator.frequency);
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// Noise for waves
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const bufferSize = this.audioContext.sampleRate * 1;
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const buffer = this.audioContext.createBuffer(1, bufferSize, this.audioContext.sampleRate);
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const data = buffer.getChannelData(0);
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for (let i = 0; i < bufferSize; i++) {
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data[i] = (Math.random() * 2 - 1) * 0.1;
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}
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const noiseSource = this.audioContext.createBufferSource();
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noiseSource.buffer = buffer;
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noiseSource.loop = true;
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const filter = this.audioContext.createBiquadFilter();
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filter.type = 'bandpass';
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filter.frequency.value = 300;
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filter.Q.value = 0.5;
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const gain = this.audioContext.createGain();
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gain.gain.value = intensity * 0.25;
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noiseSource.connect(filter);
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filter.connect(gain);
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gain.connect(this.masterGain);
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oscillator.start();
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lfo.start();
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noiseSource.start();
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return { oscillator, lfo, noiseSource, gain };
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}
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/**
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* VOLCANIC RUMBLE
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*/
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createVolcanicRumble(intensity = 1.0) {
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if (!this.enabled) return;
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const oscillator = this.audioContext.createOscillator();
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oscillator.type = 'sawtooth';
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oscillator.frequency.value = 30 + Math.random() * 20;
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const lfo = this.audioContext.createOscillator();
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lfo.type = 'sine';
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lfo.frequency.value = 2 + Math.random() * 3;
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const lfoGain = this.audioContext.createGain();
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lfoGain.gain.value = 10;
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lfo.connect(lfoGain);
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lfoGain.connect(oscillator.frequency);
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const filter = this.audioContext.createBiquadFilter();
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filter.type = 'lowpass';
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filter.frequency.value = 100;
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filter.Q.value = 2;
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const gain = this.audioContext.createGain();
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gain.gain.setValueAtTime(0, this.audioContext.currentTime);
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gain.gain.linearRampToValueAtTime(intensity * 0.4, this.audioContext.currentTime + 0.5);
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gain.gain.exponentialRampToValueAtTime(0.01, this.audioContext.currentTime + 8);
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oscillator.connect(filter);
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filter.connect(gain);
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gain.connect(this.masterGain);
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oscillator.start();
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lfo.start();
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oscillator.stop(this.audioContext.currentTime + 8);
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lfo.stop(this.audioContext.currentTime + 8);
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return { oscillator, lfo };
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}
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/**
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* CREATURE ROAR
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*/
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createCreatureRoar(type = 'large') {
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if (!this.enabled) return;
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const duration = 1 + Math.random();
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const bufferSize = this.audioContext.sampleRate * duration;
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const buffer = this.audioContext.createBuffer(1, bufferSize, this.audioContext.sampleRate);
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const data = buffer.getChannelData(0);
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const baseFreq = type === 'large' ? 100 : 300;
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for (let i = 0; i < bufferSize; i++) {
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const t = i / this.audioContext.sampleRate;
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const envelope = Math.sin(t * Math.PI / duration);
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const freq = baseFreq * (1 + Math.sin(t * 20) * 0.3);
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const phase = t * freq * Math.PI * 2;
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data[i] = Math.sin(phase) * envelope * 0.3;
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}
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const source = this.audioContext.createBufferSource();
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source.buffer = buffer;
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const filter = this.audioContext.createBiquadFilter();
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filter.type = 'lowpass';
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filter.frequency.value = type === 'large' ? 400 : 1000;
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const gain = this.audioContext.createGain();
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gain.gain.value = 0.4;
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source.connect(filter);
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filter.connect(gain);
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gain.connect(this.masterGain);
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source.start();
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return { source };
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}
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/**
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* EARTHQUAKE RUMBLE
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*/
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createEarthquake(magnitude = 5.0) {
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if (!this.enabled) return;
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const duration = 5 + magnitude * 2;
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const intensity = Math.min(magnitude / 10, 1);
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// Low frequency rumble
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const osc1 = this.audioContext.createOscillator();
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osc1.type = 'sine';
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osc1.frequency.value = 10 + Math.random() * 10;
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const osc2 = this.audioContext.createOscillator();
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osc2.type = 'sine';
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osc2.frequency.value = 20 + Math.random() * 15;
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// LFO for shaking effect
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const lfo = this.audioContext.createOscillator();
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lfo.type = 'sine';
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lfo.frequency.value = 3 + magnitude * 0.5;
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const lfoGain = this.audioContext.createGain();
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lfoGain.gain.value = 5;
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lfo.connect(lfoGain);
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lfoGain.connect(osc1.frequency);
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const filter = this.audioContext.createBiquadFilter();
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filter.type = 'lowpass';
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filter.frequency.value = 50;
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const gain = this.audioContext.createGain();
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gain.gain.setValueAtTime(0, this.audioContext.currentTime);
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gain.gain.linearRampToValueAtTime(intensity * 0.5, this.audioContext.currentTime + 1);
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gain.gain.exponentialRampToValueAtTime(0.01, this.audioContext.currentTime + duration);
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osc1.connect(filter);
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osc2.connect(filter);
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filter.connect(gain);
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gain.connect(this.masterGain);
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osc1.start();
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osc2.start();
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lfo.start();
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osc1.stop(this.audioContext.currentTime + duration);
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osc2.stop(this.audioContext.currentTime + duration);
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lfo.stop(this.audioContext.currentTime + duration);
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return { osc1, osc2, lfo };
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}
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/**
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* METEOR IMPACT
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*/
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createMeteorImpact(size = 1.0) {
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if (!this.enabled) return;
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// Initial impact boom
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const bufferSize = this.audioContext.sampleRate * 0.5;
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const buffer = this.audioContext.createBuffer(1, bufferSize, this.audioContext.sampleRate);
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const data = buffer.getChannelData(0);
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for (let i = 0; i < bufferSize; i++) {
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const t = i / this.audioContext.sampleRate;
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const envelope = Math.exp(-t * 15);
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data[i] = (Math.random() * 2 - 1) * envelope;
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}
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const source = this.audioContext.createBufferSource();
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source.buffer = buffer;
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const filter = this.audioContext.createBiquadFilter();
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filter.type = 'lowpass';
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filter.frequency.value = 200;
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const gain = this.audioContext.createGain();
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gain.gain.value = size * 0.8;
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source.connect(filter);
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filter.connect(gain);
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gain.connect(this.masterGain);
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source.start();
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// Shockwave rumble
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setTimeout(() => {
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this.createEarthquake(size * 7);
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}, 200);
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return { source };
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}
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/**
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* Update ambient soundscape
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*/
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updateAmbience(biome, weather, timeOfDay) {
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if (!this.enabled) return;
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// This would adjust ongoing ambient sounds based on context
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// For now, just log the changes
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console.log(`🔊 Ambience: ${biome} | ${weather} | ${timeOfDay}`);
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}
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/**
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* Set master volume
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*/
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setVolume(volume) {
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this.volume = Math.max(0, Math.min(1, volume));
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if (this.masterGain) {
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this.masterGain.gain.value = this.volume;
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}
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}
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/**
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* Enable/disable sound
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*/
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setEnabled(enabled) {
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if (enabled && !this.audioContext) {
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this.initialize();
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}
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this.enabled = enabled;
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}
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}
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export default ProceduralSoundSystem;
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