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Root cause: The old Sound API (new Sound()) is incompatible with AudioEngineV2 in BabylonJS 8.32.0, causing silent failures where the explosion.mp3 file was never fetched from the network. Audio System Fixes: - Migrate explosion sound from Sound class to AudioEngineV2.createSoundAsync() - Use StaticSound with spatial property instead of old Sound API - Configure audio engine with listenerEnabled and listenerAutoUpdate - Attach audio listener to camera for proper 3D positioning Spatial Audio Implementation: - Use spatialEnabled: true with spatial-prefixed properties - Attach sound to explosion node using sound.spatial.attach() - Properly detach and cleanup after explosion finishes (850ms) - Configure exponential distance model with 500 unit max distance Technical Changes: - Replace new Sound() with await audioEngine.createSoundAsync() - Change _explosionSound type from Sound to StaticSound - Update imports: Sound → StaticSound - Use sound.spatial.attach(node) instead of attachToMesh() - Use sound.spatial.detach() for cleanup - Remove incompatible getVolume() calls Audio Engine Configuration: - Add CreateAudioEngineAsync options for spatial audio support - Attach listener to camera after unlock in both level flows - Enable listener auto-update for VR camera movement tracking This fixes the explosion sound loading and enables proper 3D spatial audio with distance attenuation. 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com> |
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| .. | ||
| assets/themes/default | ||
| immersive | ||
| planetTextures | ||
| systems | ||
| 8192.webp | ||
| asteroid4.glb | ||
| background.mp3 | ||
| flare.png | ||
| shot2.mp3 | ||
| shot.mp3 | ||
| song1.mp3 | ||
| styles.css | ||
| thrust2.mp3 | ||
| thrust3.mp3 | ||
| thrust4.mp3 | ||
| thrust5.mp3 | ||
| thrust.mp3 | ||
| thust2.mp3 | ||
| yehrat.mp3 | ||