Commit Graph

3 Commits

Author SHA1 Message Date
9b22b06d08 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

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-11 16:57:12 -06:00
b523d5e31a Add repeating voice announcements with danger/warning prioritization
Implemented repeating voice messages that automatically replay at intervals until the condition clears, with danger messages superseding warnings.

Changes:
- VoiceMessage interface: Added repeatInterval and lastPlayedTime fields
- queueMessage(): Now accepts repeatInterval parameter (0 = no repeat)
- update(): Implements repeat logic
  - After sequence completes, checks repeatInterval
  - Re-queues message with timestamp tracking
  - Waits for interval to elapse before replaying
- clearWarningState(): New method to clear specific warning states
- handleStatusChange(): Enhanced logic with prioritization
  - Clears warning states when resources increase above thresholds
  - Danger warnings (< 10%): repeat every 2s, clear warning state
  - Regular warnings (10-30%): repeat every 4s, only if not in danger
  - Empty warnings: play once, no repeat

Behavior:
- Fuel 25%: "warning → fuel" repeats every 4s
- Fuel drops to 8%: Warning stops, "danger → fuel" repeats every 2s
- Fuel recovers to 15%: Danger stops, "warning → fuel" resumes
- Fuel recovers to 35%: All warnings stop
- Refueling/repairing clears states, allows re-triggering

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-11 16:24:28 -06:00
415496b3a2 Add voice audio system for cockpit computer announcements
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Implemented VoiceAudioSystem class that loads voice clips and plays them sequentially in response to game events (fuel/hull/ammo warnings).

Changes:
- VoiceAudioSystem: New class for managing voice audio
  - Loads 13 voice MP3 files (warning, danger, fuel, hull, ammo, etc.)
  - Priority queue system (HIGH, NORMAL, LOW)
  - Sequential playback with state polling
  - One-shot warning tracking to prevent spam
  - Non-spatial audio (cockpit computer voice)

- Ship: Integrated VoiceAudioSystem
  - Initialize voice system after ShipAudio
  - Subscribe to ShipStatus.onStatusChanged events
  - Call update() in render loop for sequential playback

Features:
- Event-driven warnings trigger on status thresholds
  - Fuel/hull/ammo < 30%: "warning" → resource name
  - Fuel/hull/ammo < 10%: "danger" → resource name
  - Resource = 0: resource name → "empty"
- Comprehensive debug logging for troubleshooting
- State machine handles queue and playback sequencing

Note: Current implementation has a bug in getMaxValue() calculation that prevents warnings from triggering correctly. Will be fixed in next commit.

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Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-11 15:18:41 -06:00