// PROCITY Lane B — audio.js (round 11, the audio round) // The street-side WebAudio engine. ONE AudioContext, unlocked on the first user gesture (the // pointer-lock click is the natural anchor). Looping beds crossfade off systems that already exist — // day/night segment, weather, tram proximity, player footsteps — plus shop-door music **spill** and // interaction SFX. Interior beds belong to Lane F (it calls playInterior/stopInterior with Lane C's // room.audio contract); this engine just ducks the street while inside. // // HOUSE AUDIO LAW (obeyed throughout): // 1. Silent-and-happy: missing/blocked/failed audio → silence, never an error or console warning. // 2. Nothing plays before the first gesture; ?mute=1 forces silence; ?noassets=1 → zero fetches. // 3. Deterministic flavour: what a shop spills is a pure function of its type (seeded upstream). // 4. ≤25 MB, lazy-loaded; the per-frame update() path allocates nothing (only ramps gains). // // Self-contained: reads live state off window.PROCITY and self-ticks via rAF, so the shell only has // to createAudioEngine(PROCITY) once. Exposes window.PROCITY.audio for Lane F's smokes. import { gigKeyFor } from '../citygen/gigs.js'; // debt #1: the ONE genre→bed mapping (gig-) const BASE = 'assets/'; // shop type → street-spill music key (manifest.music). Only these types leak a bed to the footpath; // others are interior room-tone only. Matches manifest.music[*].types. const SPILL_MUSIC = { record: 'record-shop', milkbar: 'milkbar', video: 'video-synth', arcade: 'arcade', dept: 'arcade', general: 'milkbar' }; export function createAudioEngine(PROCITY, { noassets = false, mute = false } = {}) { const params = new URLSearchParams(location.search); const forcedMute = mute || (params.get('mute') != null && params.get('mute') !== '0'); const NOASSETS = noassets || PROCITY.noassets || (params.get('noassets') != null && params.get('noassets') !== '0'); const AC = window.AudioContext || window.webkitAudioContext; const state = { ready: false, muted: !!forcedMute, unsupported: !AC, loaded: 0, mode: 'silent', nearestSpill: null }; // Silent surface — still satisfies the public API so F's smokes pass with zero sound. if (!AC || forcedMute) { state.mode = forcedMute ? 'muted' : 'unsupported'; return { state, get ready() { return false; }, get muted() { return true; }, setMasterGain() {}, mute() { state.muted = true; }, unmute() {}, playSfx() {}, footstep() {}, playInterior() {}, stopInterior() {}, update() {}, dispose() {}, }; } let ctx, master, buses; try { ctx = new AC(); master = ctx.createGain(); master.gain.value = 0.9; master.connect(ctx.destination); buses = { ambience: mk(0.5), music: mk(0.7), sfx: mk(0.95), tram: mk(0.7) }; for (const b of Object.values(buses)) b.connect(master); } catch { state.mode = 'ctx-failed'; return { state, get ready() { return false; }, get muted() { return true; }, setMasterGain() {}, mute() {}, unmute() {}, playSfx() {}, footstep() {}, playInterior() {}, stopInterior() {}, update() {}, dispose() {} }; } state.mode = 'live'; function mk(v) { const g = ctx.createGain(); g.gain.value = v; return g; } function ramp(param, to, sec) { const t = ctx.currentTime; param.cancelScheduledValues(t); param.setValueAtTime(param.value, t); param.linearRampToValueAtTime(to, t + Math.max(0.02, sec)); } // ── manifest.audio (self-fetched once; honours ?noassets) ── // Retries a few times: the single-threaded dev server can drop a fetch during the boot burst, and a // one-shot failure would otherwise mute the town for the whole session. state.manifest is a diag. let AUDIO = null; const manifestReady = (async () => { if (NOASSETS) { state.manifest = 'skipped-noassets'; return null; } if (PROCITY.manifest?.audio) { AUDIO = PROCITY.manifest.audio; state.manifest = 'ok'; return AUDIO; } for (let attempt = 0; attempt < 3 && !AUDIO; attempt++) { try { const r = await fetch(BASE + 'manifest.json', { cache: 'force-cache' }); if (r.ok) { AUDIO = (await r.json()).audio || null; } } catch { /* transient — back off and retry */ } if (!AUDIO) await new Promise((res) => setTimeout(res, 150 * (attempt + 1))); } state.manifest = AUDIO ? 'ok' : 'null-audio'; // silent-and-happy either way return AUDIO; })(); // ── lazy buffer cache ── const buffers = new Map(); // key → AudioBuffer | 'loading' | 'failed' async function load(key, entry) { if (NOASSETS || !entry) return null; const cached = buffers.get(key); if (cached) return (cached === 'loading' || cached === 'failed') ? null : cached; buffers.set(key, 'loading'); for (const url of [entry.file, entry.fallback]) { if (!url) continue; try { const res = await fetch(BASE + url); if (!res.ok) continue; const buf = await ctx.decodeAudioData(await res.arrayBuffer()); buffers.set(key, buf); state.loaded++; return buf; } catch { /* try the fallback, else fall through to silence */ } } buffers.set(key, 'failed'); // house law: a missing file is silence, not an error return null; } // ── layers ── // persistent bed: one looping source started once, gain-ramped (day/night/rain never change key). // swap bed: source is replaced when its key changes (spill / interior music+tone). function layer(bus) { const g = ctx.createGain(); g.gain.value = 0; g.connect(bus); return { g, src: null, key: null, starting: false }; } const L = { day: layer(buses.ambience), night: layer(buses.ambience), rain: layer(buses.ambience), spill: layer(buses.music), tram: layer(buses.tram), iMusic: layer(buses.music), iTone: layer(buses.ambience), }; // gig spill (round 12): the venue's live bed leaking THROUGH THE WALL — low-pass filtered (muffled // bass/thump through the bricks) so it reads distinct from an open shop-door spill, and reaching // further down the street. B owns the street side of the gig audio seam. const gigLowpass = ctx.createBiquadFilter(); gigLowpass.type = 'lowpass'; gigLowpass.frequency.value = 470; gigLowpass.Q.value = 0.6; gigLowpass.connect(buses.music); L.gigSpill = layer(gigLowpass); state.layers = L; async function persistBed(l, key, entry, target, fade = 1.4) { if (key && !l.src && !l.starting) { l.starting = true; const buf = await load(key, entry); if (buf) { const s = ctx.createBufferSource(); s.buffer = buf; s.loop = true; s.connect(l.g); s.start(); l.src = s; l.key = key; } l.starting = false; } ramp(l.g.gain, l.src ? target : 0, fade); } async function swapBed(l, key, entry, target, fade = 0.8) { if (l.key !== key) { if (l.src) { const old = l.src; l.src = null; try { old.stop(ctx.currentTime + 0.35); } catch {} } l.key = key; if (key && entry) { l.starting = true; const buf = await load('bed:' + key, entry); if (buf && l.key === key) { const s = ctx.createBufferSource(); s.buffer = buf; s.loop = true; s.connect(l.g); s.start(); l.src = s; } l.starting = false; } } ramp(l.g.gain, (l.key && l.src) ? target : 0, fade); } // ── one-shot SFX ── async function playSfx(key, { gain = 1 } = {}) { if (state.muted || NOASSETS || !state.ready) return; await manifestReady; const entry = AUDIO?.sfx?.[key]; if (!entry) return; const buf = await load('sfx:' + key, entry); if (!buf) return; fire(buf, (entry.gain ?? 0.7) * gain, buses.sfx); } async function footstep(surface = 'pavement') { if (state.muted || NOASSETS || !state.ready) return; await manifestReady; const arr = AUDIO?.sfx?.footstep?.[surface] || AUDIO?.sfx?.footstep?.pavement; if (!arr || !arr.length) return; const i = Math.floor(Math.random() * arr.length); // transient variant — determinism law is about shop content, not step timing const buf = await load(`step:${surface}:${i}`, arr[i]); if (!buf) return; fire(buf, 0.5 + Math.random() * 0.15, buses.sfx); } function fire(buf, gain, bus) { const src = ctx.createBufferSource(); src.buffer = buf; const vg = ctx.createGain(); vg.gain.value = gain; src.connect(vg); vg.connect(bus); src.start(); src.onended = () => { try { src.disconnect(); vg.disconnect(); } catch {} }; } // ── interior beds (Lane F calls these with Lane C's room.audio = {musicKey, toneKey}) ── async function playInterior(spec) { if (state.muted || NOASSETS || !spec) return; await manifestReady; const mEntry = spec.musicKey && AUDIO?.music?.[spec.musicKey]; const tEntry = spec.toneKey && AUDIO?.ambience?.[spec.toneKey]; swapBed(L.iMusic, spec.musicKey || null, mEntry || null, mEntry?.gain ?? 0.5, 1.0); swapBed(L.iTone, spec.toneKey || null, tEntry || null, tEntry?.gain ?? 0.35, 1.0); } function stopInterior() { ramp(L.iMusic.g.gain, 0, 0.7); ramp(L.iTone.g.gain, 0, 0.7); } // ── unlock on first gesture (autoplay policy) ── function unlock() { if (state.ready || state.muted) return; ctx.resume().then(() => { state.ready = true; }).catch(() => {}); window.removeEventListener('pointerdown', unlock, true); window.removeEventListener('keydown', unlock, true); } window.addEventListener('pointerdown', unlock, true); window.addEventListener('keydown', unlock, true); // ── enterShop → doorbell + door SFX (dispatched by the shell on a door click) ── const onEnter = () => { playSfx('door-open'); playSfx('doorbell', { gain: 0.9 }); }; window.addEventListener('procity:enterShop', onEnter); // ── per-frame update (self-ticked; allocates nothing) ── const shopType = new Map(); (PROCITY.plan?.shops || []).forEach((s) => shopType.set(s.id, s.type)); const shopById = new Map(); (PROCITY.plan?.shops || []).forEach((s) => shopById.set(s.id, s)); const _cam = { x: 0, z: 0 }; const v = { lx: null, lz: null, stepAcc: 0, spillT: 0, tramX: null, tramZ: null, tramRang: false }; const STRIDE = 0.72, SPILL_R = 9, TRAM_R = 55, TRAM_BELL_R = 22, GIG_SPILL_R = 26; // the district's venues (round 13), if the gig layer is present (?gigs); each lot carries the coords // and each shop its genreKey ⇒ gigKeyFor(genreKey) is the bed. Empty flags-off ⇒ no gig spill. const venues = (PROCITY.plan?.shops || []) .filter((s) => s.venue) .map((s) => ({ shop: s, lot: (PROCITY.plan?.lots || []).find((l) => l.id === s.lot), genreKey: s.genreKey })) .filter((v) => v.lot); if (!venues.length) { // R12 fallback: the pub is the sole venue if A didn't flag venues const pub = (PROCITY.plan?.shops || []).find((s) => s.type === 'pub'); const lot = pub && (PROCITY.plan?.lots || []).find((l) => l.id === pub.lot); if (lot) venues.push({ shop: pub, lot, genreKey: pub.genreKey || 'pubrock' }); } // Per-venue gig state for the muffled spill (R14: the R12 alpha alias hop is retired): // 1. F's per-venue map window.PROCITY.gigs.byVenue[id] (the canonical surface since R13) // 2. clock fallback plan.gigs (night 0) vs the current segment (works before F wires / headless) // Returns null only when there is no gig layer at all (flags-off ⇒ byte-identical, no spill). function venueGigState(shopId) { const g = PROCITY.gigs; if (g && g.byVenue) { const e = g.byVenue[shopId]; if (e) return typeof e === 'string' ? e : (e.state || 'quiet'); } const gigs = PROCITY.plan?.gigs; if (!gigs || !gigs.length) return null; const ton = gigs.find((x) => x.night === 0 && x.venueShopId === shopId); if (!ton) return 'quiet'; // dark tonight — reads true const clk = PROCITY.lighting?.getClock?.(); if (!clk) return 'quiet'; const s = ton.startSeg ?? 5, e = ton.endSeg ?? 5; if (clk.seg >= s && clk.seg <= e) return 'on'; if (clk.seg === (s - 1 + 6) % 6) return 'doors'; return 'quiet'; } function update(dt) { if (!state.ready || state.muted) return; const P = PROCITY; const mode = P.mode || 'street'; const street = mode === 'street'; const cam = P.camera?.position; if (!cam) return; _cam.x = cam.x; _cam.z = cam.z; const clk = P.lighting?.getClock?.(); const night = !!(clk && clk.night); // ── ambience day/night beds (street only; ducked to 0 in interior/map) ── const amb = AUDIO?.ambience; persistBed(L.day, 'street-day', amb?.['street-day'], street && !night ? (amb?.['street-day']?.gain ?? 0.5) : 0); persistBed(L.night, 'street-night', amb?.['street-night'], street && night ? (amb?.['street-night']?.gain ?? 0.5) : 0); // ── rain layer (gain follows weather intensity; only when it's actually raining) ── const w = P.weather || { state: 'clear', intensity: 0 }; const rainT = (street && w.state === 'rain') ? (amb?.rain?.gain ?? 0.45) * Math.max(0.15, w.intensity) : 0; persistBed(L.rain, 'rain', amb?.rain, rainT); // ── footsteps (player movement on the street, while pointer-locked) ── if (street && P.player?.isLocked && v.lx != null) { const d = Math.hypot(_cam.x - v.lx, _cam.z - v.lz); if (d > 0.0005) { v.stepAcc += d; const stride = P.player.isRunning ? STRIDE * 1.15 : STRIDE; if (v.stepAcc >= stride) { v.stepAcc = 0; footstep('pavement'); } } } else { v.stepAcc = 0; } v.lx = _cam.x; v.lz = _cam.z; // ── shop-door music spill (throttled scan of nearby live doors) ── v.spillT -= dt; if (street && v.spillT <= 0) { v.spillT = 0.2; let bestKey = null, bestGain = 0, bestId = null; const doorMeshes = P.chunks?.getDoorMeshes?.() || []; for (let m = 0; m < doorMeshes.length; m++) { const rects = doorMeshes[m].userData?.doorRects; if (!rects) continue; for (let i = 0; i < rects.length; i++) { const r = rects[i]; const dist = Math.hypot(r.x - _cam.x, r.z - _cam.z); if (dist > SPILL_R) continue; const key = SPILL_MUSIC[shopType.get(r.shopId)]; if (!key) continue; const shop = shopById.get(r.shopId); if (P.isOpen && shop && !P.isOpen(shop)) continue; // only open shops spill (Lane F §3.5 hours) const g = (AUDIO?.music?.[key]?.gain ?? 0.5) * 0.5 * ((SPILL_R - dist) / SPILL_R); if (g > bestGain) { bestGain = g; bestKey = key; bestId = r.shopId; } } } state.nearestSpill = bestId; swapBed(L.spill, bestKey, bestKey ? AUDIO?.music?.[bestKey] : null, bestGain, 0.6); } else if (!street && L.spill.key) { ramp(L.spill.g.gain, 0, 0.4); } // ── muffled gig spill through the nearest active venue's wall (round 13, the district) — a low-pass // bed PER GENRE (gig-), reaching further than a door spill; the loudest (nearest, at // doors/on) venue wins, so walking pub→band_room→RSL crossfades the genre. Byte-identical off. ── if (street && venues.length && P.plan?.gigs?.length) { let bestGain = 0, bestKey = null, bestState = null; for (let i = 0; i < venues.length; i++) { const vn = venues[i]; const gs = venueGigState(vn.shop.id); if (gs !== 'on' && gs !== 'doors') continue; const dist = Math.hypot(vn.lot.x - _cam.x, vn.lot.z - _cam.z); if (dist >= GIG_SPILL_R) continue; const key = gigKeyFor(vn.genreKey || 'pubrock'); const gg = (AUDIO?.music?.[key]?.gain ?? 0.6) * 0.55 * ((GIG_SPILL_R - dist) / GIG_SPILL_R); if (gg > bestGain) { bestGain = gg; bestKey = key; bestState = gs; } } state.gig = bestState; swapBed(L.gigSpill, bestGain > 0 ? bestKey : null, bestGain > 0 ? AUDIO?.music?.[bestKey] : null, bestGain, 0.9); } else if (L.gigSpill.key) { ramp(L.gigSpill.g.gain, 0, 0.6); } // ── tram rumble (distance-gain) + bell (rings once as it settles at a stop nearby) ── const tramG = P.scene?.getObjectByName?.('tram'); if (street && tramG) { const p = tramG.position, dist = Math.hypot(p.x - _cam.x, p.z - _cam.z); const rumbleT = dist < TRAM_R ? (AUDIO?.sfx?.['tram-rumble']?.gain ?? 0.5) * ((TRAM_R - dist) / TRAM_R) : 0; persistBed(L.tram, 'tram-rumble', AUDIO?.sfx?.['tram-rumble'], rumbleT, 0.5); // bell: near + (nearly) stationary (dwelling at a stop) → one ring per dwell const moved = v.tramX == null ? 1 : Math.hypot(p.x - v.tramX, p.z - v.tramZ); if (dist < TRAM_BELL_R && moved < 0.02) { if (!v.tramRang) { playSfx('tram-bell'); v.tramRang = true; } } else if (moved > 0.1) v.tramRang = false; v.tramX = p.x; v.tramZ = p.z; } else if (L.tram.key) { ramp(L.tram.g.gain, 0, 0.5); } } // self-tick let raf = 0, lastT = 0; function tick(now) { raf = requestAnimationFrame(tick); const dt = lastT ? Math.min((now - lastT) / 1000, 0.1) : 0.016; lastT = now; try { update(dt); } catch {} } raf = requestAnimationFrame(tick); // ── public surface ── function dispose() { cancelAnimationFrame(raf); window.removeEventListener('pointerdown', unlock, true); window.removeEventListener('keydown', unlock, true); window.removeEventListener('procity:enterShop', onEnter); try { ctx.close(); } catch {} } return { state, get ready() { return state.ready; }, get muted() { return state.muted; }, setMasterGain(v2) { ramp(master.gain, Math.max(0, Math.min(1, v2)), 0.1); }, mute() { state.muted = true; ramp(master.gain, 0, 0.15); }, unmute() { state.muted = false; ramp(master.gain, 0.9, 0.2); }, playSfx, footstep, playInterior, stopInterior, update, dispose, }; }