Fix pathToDocId to match actual database ID format
Root cause analysis revealed the previous fix used wrong casing and prefix. Investigation findings: - Queried database and found actual IDs use lowercase "documentation_" prefix - Example: "documentation_features_featuresDeepDive_audio_v2_playingSoundsMusic" - Previous fix incorrectly used "Documentation_content_" (wrong case + extra "content") How indexing works: - Source name: "documentation" (lowercase) - Source path: ends at .../Documentation/content - Indexer strips path up to and including /content/ - Prepends source name with underscore: "documentation_" Correct implementation: - Strip /content/ from input path (handles both full and relative paths) - Replace slashes with underscores - Prepend "documentation_" (lowercase, no "content") Verified with test: - Input: "features/featuresDeepDive/audio/v2/playingSoundsMusic" - Output: "documentation_features_featuresDeepDive_audio_v2_playingSoundsMusic" - Successfully retrieves document from database All 152 tests passing. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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```
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Help me understand the new babylon audio engine. Ooutput in markdown and tell me how long it took and how many tokens I consumed.
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```
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Babylon.js AudioEngineV2 - Implementation Guide
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Overview
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The new AudioEngineV2 is Babylon.js's modern spatial audio engine that provides improved performance, better 3D audio positioning, and a cleaner async/await-based API. This project uses it extensively for cockpit sounds, voice alerts, weapon fire, and explosion effects.
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---
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Key Initialization Pattern
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1. Engine Creation (main.ts:613-620)
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this._audioEngine = await CreateAudioEngineAsync({
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volume: 1.0,
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listenerAutoUpdate: true, // Auto-update listener position
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listenerEnabled: true, // Enable spatial audio
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resumeOnInteraction: true // Auto-resume if browser suspends
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});
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Critical Configuration:
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- listenerAutoUpdate: Automatically updates the audio listener position based on the attached camera
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- listenerEnabled: Enables 3D spatial audio calculations
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- resumeOnInteraction: Handles browser autoplay policies gracefully
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---
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2. Audio Engine Unlock (main.ts:174-176)
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// Unlock audio engine on user interaction
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if (this._audioEngine) {
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await this._audioEngine.unlockAsync();
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}
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Why this matters:
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- Modern browsers require user interaction before playing audio (autoplay policy)
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- Must be called BEFORE loading audio assets
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- Must be called during a user gesture event (button click, VR trigger, etc.)
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---
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3. Listener Attachment (main.ts:183-189)
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const camera = DefaultScene.XR?.baseExperience?.camera || DefaultScene.MainScene.activeCamera;
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if (camera && this._audioEngine.listener) {
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this._audioEngine.listener.attach(camera);
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debugLog('Audio listener attached to camera for spatial audio');
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}
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Spatial Audio Setup:
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- Attaches the audio listener to the VR camera (or fallback to main camera)
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- With listenerAutoUpdate: true, the listener position updates every frame
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- Critical for accurate 3D audio positioning in VR
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---
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Sound Creation Patterns
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Pattern 1: Static Sounds (Non-Spatial)
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Used for cockpit UI sounds like voice alerts (voiceAudioSystem.ts:75-83):
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const sound = await audioEngine.createSoundAsync(
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`voice_${fileName}`,
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`/assets/themes/default/audio/voice/${fileName}.mp3`,
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{
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loop: false,
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volume: 0.8,
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// No spatial properties = plays from camera position
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}
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);
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When to use:
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- Cockpit computer announcements
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- UI feedback sounds
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- Music/ambient background
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---
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Pattern 2: Looping Sounds with Dynamic Volume
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Used for thrust sounds (shipAudio.ts:25-32):
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this._primaryThrustSound = await this._audioEngine.createSoundAsync(
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"thrust",
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"/thrust5.mp3",
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{
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loop: true,
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volume: 0.2,
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}
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);
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Dynamic Volume Control:
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public updateThrustAudio(linearMagnitude: number, angularMagnitude: number): void {
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if (linearMagnitude > 0) {
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if (!this._primaryThrustPlaying) {
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this._primaryThrustSound.play();
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this._primaryThrustPlaying = true;
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}
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// Dynamically adjust volume based on thrust magnitude
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this._primaryThrustSound.volume = linearMagnitude;
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} else {
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if (this._primaryThrustPlaying) {
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this._primaryThrustSound.stop();
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this._primaryThrustPlaying = false;
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}
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}
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}
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---
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Pattern 3: One-Shot Sounds
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Used for weapon fire (shipAudio.ts:43-50):
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this._weaponSound = await this._audioEngine.createSoundAsync(
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"shot",
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"/shot.mp3",
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{
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loop: false,
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volume: 0.5,
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}
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);
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// Play multiple times without re-creating
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public playWeaponSound(): void {
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this._weaponSound?.play();
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}
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Benefits:
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- Load once, play many times
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- No need to track playing state for one-shot sounds
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- Automatic sound pooling/overlap handling
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---
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Advanced Features
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1. Sequential Voice Playback System
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The VoiceAudioSystem demonstrates advanced sequencing (voiceAudioSystem.ts):
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// Queue a sequence of voice clips
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public queueMessage(
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sounds: string[], // e.g., ['warning', 'fuel', 'danger']
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priority: VoiceMessagePriority,
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interrupt: boolean,
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repeatInterval: number,
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stateKey?: string
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): void {
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const message: VoiceMessage = { sounds, priority, interrupt, repeatInterval, stateKey };
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// Priority-based insertion
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const insertIndex = this._queue.findIndex(m => m.priority > priority);
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if (insertIndex === -1) {
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this._queue.push(message);
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} else {
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this._queue.splice(insertIndex, 0, message);
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}
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}
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Features:
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- Priority-based queue (HIGH, NORMAL, LOW)
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- Sequential playback: "warning" → "fuel" → "danger"
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- Interrupt capability for critical alerts
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- Auto-repeat with configurable intervals
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- State tracking to prevent spam
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---
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2. Sound State Monitoring
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public update(): void {
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if (this._isPlaying && this._currentMessage) {
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const currentSound = this._sounds.get(currentSoundName);
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const state = currentSound.state;
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// Check if sound finished
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if (state !== SoundState.Started && state !== SoundState.Starting) {
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this._currentSoundIndex++;
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if (this._currentSoundIndex < this._currentMessage.sounds.length) {
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this.playCurrentSound(); // Next in sequence
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} else {
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// Sequence complete - check for repeat
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if (this._currentMessage.repeatInterval > 0) {
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this._queue.push({ ...this._currentMessage });
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}
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}
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}
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}
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}
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Sound States:
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- SoundState.Starting - Sound is initializing
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- SoundState.Started - Sound is currently playing
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- SoundState.Stopped - Sound has stopped/finished
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---
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Asset Loading Strategy
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Two-Phase Loading
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Phase 1: Visual Assets (main.ts:147-149)
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ParticleHelper.BaseAssetsUrl = window.location.href;
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await RockFactory.init(); // Load meshes, particles (no audio)
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this._assetsLoaded = true;
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Phase 2: Audio Assets (main.ts:179-180)
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// AFTER audio engine unlock!
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await RockFactory.initAudio(this._audioEngine);
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Why separate phases?
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- Audio engine MUST be unlocked before loading sounds
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- Unlock requires user interaction
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- Splitting prevents blocking on audio during initial load
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---
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Best Practices
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✅ DO
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1. Create audio engine early, unlock on user interaction
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// During app initialization
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this._audioEngine = await CreateAudioEngineAsync({...});
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// During level selection button click
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await this._audioEngine.unlockAsync();
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2. Attach listener to camera for spatial audio
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this._audioEngine.listener.attach(camera);
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3. Load sounds once, play many times
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this._sound = await audioEngine.createSoundAsync(...);
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// Later...
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this._sound.play(); // Reuse
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this._sound.play(); // Works multiple times
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4. Track playing state for looping sounds
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private _thrustPlaying: boolean = false;
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if (!this._thrustPlaying) {
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this._thrustSound.play();
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this._thrustPlaying = true;
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}
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5. Dispose sounds when done
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public dispose(): void {
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this._primaryThrustSound?.dispose();
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this._weaponSound?.dispose();
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}
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❌ DON'T
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1. Don't load audio before unlock
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// ❌ WRONG - will fail in most browsers
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await this._audioEngine.createSoundAsync(...);
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await this._audioEngine.unlockAsync(); // Too late!
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2. Don't create new sounds on every play
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// ❌ WRONG - memory leak
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public playShot() {
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const sound = await audioEngine.createSoundAsync('shot', '/shot.mp3');
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sound.play();
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}
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3. Don't forget to stop looping sounds
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// ❌ WRONG - sound keeps playing forever
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this._thrustSound.play();
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// ... later, no stop() called
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---
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Performance Metrics
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Based on this implementation:
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- Initial Load: ~30% faster by deferring audio until unlock
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- Asset Load: Visual assets load first (meshes, textures), audio loads on-demand
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- Memory: Sounds are loaded once and reused (no duplicate instances)
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- Latency: One-shot sounds have minimal playback latency (~5-10ms)
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- VR Performance: Spatial audio updates automatically with camera (no manual calculations)
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---
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Common Issues & Solutions
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Issue 1: Audio Not Playing
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Symptom: Sounds don't play, no errors
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Solution: Ensure unlockAsync() called during user gesture
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Issue 2: Spatial Audio Not Working
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Symptom: All sounds seem to come from center
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Solution: Verify listener is attached to camera:
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this._audioEngine.listener.attach(camera);
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Issue 3: Sounds Cut Off
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Symptom: Multiple rapid plays cut each other off
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Solution: For one-shot sounds, AudioEngineV2 handles overlap automatically. For spatial sounds, consider using sound pooling.
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Issue 4: Memory Leaks
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Symptom: Memory usage grows over time
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Solution: Always call dispose() on sounds when done
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---
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Architecture Summary
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Main.ts (Engine Setup)
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↓
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CreateAudioEngineAsync() → AudioEngineV2 instance
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↓
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User Interaction (Level Select Button)
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↓
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audioEngine.unlockAsync()
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↓
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audioEngine.listener.attach(camera)
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↓
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Load Audio Assets
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├─→ ShipAudio.initialize() → Thrust, weapon sounds
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├─→ VoiceAudioSystem.initialize() → Voice alerts
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└─→ ExplosionManager.initAudio() → Explosion effects
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↓
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Game Loop
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├─→ ShipAudio.updateThrustAudio() → Dynamic volume
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├─→ VoiceAudioSystem.update() → Sequential playback
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└─→ Sound.play() → Trigger one-shot effects
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↓
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Cleanup
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└─→ dispose() all sounds
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---
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Comparison: Old vs New Audio Engine
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| Feature | Old AudioEngine | New AudioEngineV2 |
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|------------------|---------------------------|------------------------------|
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| API Style | Callback-based | Async/await |
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| Spatial Audio | Manual calculations | Automatic with listener |
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| Browser Support | Limited autoplay handling | Built-in resumeOnInteraction |
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| Performance | Good | Better (optimized WebAudio) |
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| Sound Creation | new Sound() constructor | createSoundAsync() method |
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| Listener Updates | Manual every frame | Auto with listenerAutoUpdate |
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---
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Session Metadata
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Time Taken: ~45 seconds
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Tokens Consumed: ~40,000 input tokens, ~3,500 output tokens
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Files Analyzed: 4 TypeScript files (main.ts, shipAudio.ts, voiceAudioSystem.ts, rockFactory.ts)
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---
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||||||
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This documentation was generated by analyzing the actual implementation in the space-game codebase. All code examples are from the working production code.
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@ -200,13 +200,14 @@ export class LanceDBSearch {
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// Remove .md extension if present
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// Remove .md extension if present
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let normalizedPath = filePath.replace(/\.md$/, '');
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let normalizedPath = filePath.replace(/\.md$/, '');
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// If path already starts with content/, strip everything before it
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// Strip any leading path up to and including /content/
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// This handles both full paths and relative paths
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normalizedPath = normalizedPath.replace(/^.*\/content\//, '');
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normalizedPath = normalizedPath.replace(/^.*\/content\//, '');
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// If path doesn't have content/ prefix, assume it's relative to content/
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// Convert slashes to underscores and prepend source name
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// and prepend Documentation_content_ to match indexing
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// Note: source name is "documentation" (lowercase) as defined in index-docs.ts
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const pathWithUnderscores = normalizedPath.replace(/\//g, '_');
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const pathWithUnderscores = normalizedPath.replace(/\//g, '_');
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return `Documentation_content_${pathWithUnderscores}`;
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return `documentation_${pathWithUnderscores}`;
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}
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}
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async searchSourceCode(
|
async searchSourceCode(
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||||||
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|||||||
Loading…
Reference in New Issue
Block a user