Fix critical bug: Repeating voice messages now stop when resources recover
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Added stateKey field to VoiceMessage interface to explicitly link messages
with warning states, preventing infinite repeat loops.

Bug fixes:
- Messages check warning state exists before re-queuing
- clearWarningState() now purges matching messages from queue
- Proper cleanup when resources increase above thresholds

Changes to voiceAudioSystem.ts:
- VoiceMessage interface: Added stateKey field
- queueMessage(): Added stateKey parameter
- handleStatusChange(): Pass state keys when queueing warnings
- update(): Validate state exists before re-queuing repeating messages
- clearWarningState(): Filter queue to remove messages with matching stateKey

Also includes explosion audio improvements:
- Use onEndedObservable instead of setTimeout for audio cleanup
- Adjusted explosion force and duration parameters

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
Michael Mainguy 2025-11-11 16:57:12 -06:00
parent b523d5e31a
commit 9b22b06d08
5 changed files with 42 additions and 25 deletions

0
public/levels/1.json Normal file
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@ -34,18 +34,19 @@ export class ExplosionManager {
// Default configuration
private static readonly DEFAULT_CONFIG: Required<ExplosionConfig> = {
duration: 1000,
explosionForce: 5,
duration: 2000,
explosionForce: 10,
frameRate: 60
};
constructor(scene: Scene, config?: ExplosionConfig) {
this.scene = scene;
this.config = { ...ExplosionManager.DEFAULT_CONFIG, ...config };
debugLog(this.config);
this._debrisBaseMesh = MeshBuilder.CreateIcoSphere(
'debrisBase',
{
radius: .2,
radius: 1,
subdivisions: 2
}, DefaultScene.MainScene
);
@ -130,14 +131,13 @@ export class ExplosionManager {
// Attach spatial sound to the node
sound.spatial.attach(explosionNode);
sound.play();
// Cleanup after explosion duration (synchronized with visual effect)
setTimeout(() => {
if (sound.spatial) {
sound.spatial.detach();
}
sound.onEndedObservable.addOnce(() => {
//Cleanup after sound ends.
sound.spatial.detach();
explosionNode.dispose();
}, this.config.duration);
})
} catch (error) {
debugLog("ExplosionManager: Error playing explosion audio", error);
explosionNode.dispose();

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@ -48,8 +48,8 @@ export class RockFactory {
this._orbitCenter = new PhysicsAggregate(node, PhysicsShapeType.SPHERE, {radius: .1, mass: 1000}, DefaultScene.MainScene );
this._orbitCenter.body.setMotionType(PhysicsMotionType.ANIMATED);
this._explosionManager = new ExplosionManager(DefaultScene.MainScene, {
duration: 800,
explosionForce: 20.0,
duration: 2000,
explosionForce: 150.0,
frameRate: 60
});
await this._explosionManager.initialize();
@ -102,7 +102,6 @@ export class RockFactory {
const body = agg.body;
const constraint = new DistanceConstraint(Vector3.Distance(position, this._orbitCenter.body.transformNode.position), DefaultScene.MainScene);
body.addConstraint(this._orbitCenter.body, constraint);
body.setLinearDamping(0)
body.setMotionType(PhysicsMotionType.DYNAMIC);
body.setCollisionCallbackEnabled(true);

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@ -21,6 +21,7 @@ interface VoiceMessage {
interrupt: boolean; // If true, interrupt current playback
repeatInterval?: number; // Milliseconds between repeats (0 or undefined = no repeat)
lastPlayedTime?: number; // Timestamp when message was last played (for repeat timing)
stateKey?: string; // Warning state key (e.g., "warning_fuel") to track ownership
}
/**
@ -130,19 +131,19 @@ export class VoiceAudioSystem {
this._warningStates.add(`danger_${statusType}`);
// Clear warning state if it exists (danger supersedes warning)
this.clearWarningState(`warning_${statusType}`);
this.queueMessage(['danger', statusType], VoiceMessagePriority.HIGH, false, 2000);
this.queueMessage(['danger', statusType], VoiceMessagePriority.HIGH, false, 2000, `danger_${statusType}`);
}
// Warning (10% <= x < 30%) - repeat every 4 seconds ONLY if not in danger
else if (percentage >= 0.2 && percentage < 0.5 && !this._warningStates.has(`warning_${statusType}`) && !this._warningStates.has(`danger_${statusType}`)) {
debugLog(`VoiceAudioSystem: Warning triggered for ${statusType} (${(percentage * 100).toFixed(1)}%)`);
this._warningStates.add(`warning_${statusType}`);
this.queueMessage(['warning', statusType], VoiceMessagePriority.NORMAL, false, 4000);
this.queueMessage(['warning', statusType], VoiceMessagePriority.NORMAL, false, 4000, `warning_${statusType}`);
}
// Empty (= 0) - no repeat
else if (newValue === 0 && !this._warningStates.has(`empty_${statusType}`)) {
debugLog(`VoiceAudioSystem: EMPTY warning triggered for ${statusType}`);
this._warningStates.add(`empty_${statusType}`);
this.queueMessage([statusType, 'empty'], VoiceMessagePriority.HIGH, false);
this.queueMessage([statusType, 'empty'], VoiceMessagePriority.HIGH, false, 0, `empty_${statusType}`);
}
}
@ -154,7 +155,8 @@ export class VoiceAudioSystem {
sounds: string[],
priority: VoiceMessagePriority = VoiceMessagePriority.NORMAL,
interrupt: boolean = false,
repeatInterval: number = 0
repeatInterval: number = 0,
stateKey?: string
): void {
if (!this._audioEngine) {
debugLog('VoiceAudioSystem: Cannot queue message - audio not initialized');
@ -165,7 +167,8 @@ export class VoiceAudioSystem {
sounds,
priority,
interrupt,
repeatInterval: repeatInterval > 0 ? repeatInterval : undefined
repeatInterval: repeatInterval > 0 ? repeatInterval : undefined,
stateKey
};
// If interrupt flag is set, stop current playback and clear queue
@ -224,12 +227,17 @@ export class VoiceAudioSystem {
// Check if this message should repeat
if (this._currentMessage.repeatInterval && this._currentMessage.repeatInterval > 0) {
// Record the time this message finished
this._currentMessage.lastPlayedTime = performance.now();
// Only re-queue if the warning state still exists
if (!this._currentMessage.stateKey || this._warningStates.has(this._currentMessage.stateKey)) {
// Record the time this message finished
this._currentMessage.lastPlayedTime = performance.now();
// Re-queue the message for repeat
this._queue.push({ ...this._currentMessage });
debugLog(`VoiceAudioSystem: Message re-queued for repeat in ${this._currentMessage.repeatInterval}ms`);
// Re-queue the message for repeat
this._queue.push({ ...this._currentMessage });
debugLog(`VoiceAudioSystem: Message re-queued for repeat in ${this._currentMessage.repeatInterval}ms`);
} else {
debugLog(`VoiceAudioSystem: Message NOT re-queued - warning state '${this._currentMessage.stateKey}' cleared`);
}
}
this._isPlaying = false;
@ -311,12 +319,22 @@ export class VoiceAudioSystem {
}
/**
* Clear a specific warning state (allows warning to re-trigger)
* Clear a specific warning state and remove matching messages from queue
*/
public clearWarningState(key: string): void {
if (this._warningStates.has(key)) {
this._warningStates.delete(key);
debugLog(`VoiceAudioSystem: Cleared warning state '${key}'`);
// Remove all messages with this state key from queue
const originalLength = this._queue.length;
this._queue = this._queue.filter(msg => msg.stateKey !== key);
const removed = originalLength - this._queue.length;
if (removed > 0) {
debugLog(`VoiceAudioSystem: Cleared warning state '${key}' and purged ${removed} queued message(s)`);
} else {
debugLog(`VoiceAudioSystem: Cleared warning state '${key}'`);
}
}
}