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BreakEscape/planning_notes/sound/SOUND_IMPLEMENTATION_SUMMARY.md

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# Break Escape Sound System - Implementation Summary
## Overview
A complete, production-ready sound management system has been implemented for Break Escape using Phaser's audio system. All 34 sound assets from the project have been incorporated, including GASP sound packs and game-specific effects.
## What Was Done
### 1. Sound Manager System ✅
**File**: `js/systems/sound-manager.js`
- Created centralized `SoundManager` class for Phaser scenes
- Handles audio asset loading, caching, and playback
- Implements volume management with 5 categories:
- UI (0.7 default)
- Interactions (0.8 default)
- Notifications (0.6 default)
- Effects (0.85 default)
- Music (0.5 default reserved)
- Provides convenience methods for common sound patterns:
- `playUIClick()` - Random UI click
- `playUINotification()` - Random notification
- `playItemInteract()` - Random item sound
- `playLockInteract()` - Random lock sound
- Features:
- Master volume control (0-1)
- Sound enable/disable toggle
- Stop all sounds at once
- Sound categorization with automatic volume assignment
### 2. UI Sound Integration ✅
**File**: `js/systems/ui-sounds.js`
- Helper module for DOM-based sound integration
- Functions for attaching sounds to elements
- Quick-play functions for common scenarios
- Bridges between HTML/CSS and Phaser audio system
- Game-specific sound functions:
- `playDoorKnock()`
- `playChairRoll()`
- `playMessageReceived()`
### 3. Game Integration ✅
**File**: `js/core/game.js`
- Imported SoundManager class
- Added preload of all 34 sound assets
- Initialize sound manager after game creation
- Exposed globally as `window.soundManager`
### 4. Gameplay Sound Integration ✅
Integrated sounds into core game systems:
**Item Collection** (`js/systems/interactions.js`)
- Plays item interaction sound when picking up items
- Added to all 3 item pickup points
**Lock Interactions** (`js/systems/unlock-system.js`)
- Plays lock interaction sound when attempting unlock
- Triggered at lock attempt entry point
**UI Panels** (`js/ui/panels.js`)
- Plays notification sound when showing panels
- Integrated into panel toggle/show functions
### 5. All Sound Assets Loaded (34 total) ✅
#### Lockpicking Mini-Game (8 sounds)
- lockpick_binding
- lockpick_click
- lockpick_overtension
- lockpick_reset
- lockpick_set
- lockpick_success
- lockpick_tension
- lockpick_wrong
#### GASP Door Sounds (1)
- door_knock
#### GASP Item Interactions (3)
- item_interact_1, item_interact_2, item_interact_3
#### GASP Lock Interactions (5)
- lock_interact_1, lock_interact_2, lock_interact_3, lock_interact_4, lock_and_load
#### GASP UI Clicks (5)
- ui_click_1, ui_click_2, ui_click_3, ui_click_4, ui_click_6
#### GASP UI Alerts (2)
- ui_alert_1, ui_alert_2
#### GASP UI Confirm (1)
- ui_confirm
#### GASP UI Notifications (6)
- ui_notification_1 through ui_notification_6
#### GASP UI Reject (1)
- ui_reject
#### Game-Specific Sounds (2)
- chair_roll
- message_received
### 6. Complete Documentation ✅
**Files**:
- `docs/SOUND_SYSTEM.md` - Full technical documentation
- `docs/SOUND_SYSTEM_QUICK_REFERENCE.md` - Quick reference guide
## Usage Examples
### Playing Sounds
```javascript
// Direct access
window.soundManager.play('ui_click_1');
window.soundManager.playUIClick();
// Via helper
import { playUISound } from '../systems/ui-sounds.js';
playUISound('click');
playUISound('notification');
playUISound('item');
```
### Attaching to DOM
```javascript
import { attachUISound } from '../systems/ui-sounds.js';
const button = document.getElementById('my-button');
attachUISound(button, 'click');
```
### Volume Control
```javascript
window.soundManager.setMasterVolume(0.7);
window.soundManager.setCategoryVolume('ui', 0.8);
```
## Files Modified
1. **js/core/game.js**
- Added SoundManager import
- Added sound preloading in preload()
- Initialize sound manager in create()
2. **js/systems/interactions.js**
- Added ui-sounds import
- Added item collection sounds (3 locations)
3. **js/systems/unlock-system.js**
- Added ui-sounds import
- Added lock attempt sounds
4. **js/ui/panels.js**
- Added ui-sounds import
- Added notification sounds on panel show
## Files Created
1. **js/systems/sound-manager.js** (270 lines)
- Core sound management class
2. **js/systems/ui-sounds.js** (130 lines)
- UI sound helper functions
3. **docs/SOUND_SYSTEM.md** (400+ lines)
- Comprehensive documentation
4. **docs/SOUND_SYSTEM_QUICK_REFERENCE.md** (100 lines)
- Quick reference guide
## Key Features
**Centralized Management** - Single source of truth for all sounds
**Category-Based Volumes** - Different volume levels for different sound types
**Random Variants** - Automatic selection from sound variants (prevents repetition fatigue)
**Global Access** - `window.soundManager` available everywhere
**Easy Integration** - Simple functions to attach sounds to elements
**Performance Optimized** - Phaser's built-in sound pooling and caching
**Extensible** - Easy to add new sounds or categories
**Well-Documented** - Complete guides and quick references
## Testing Recommendations
1. **Test audio loading**: Open browser dev tools and verify no 404s for audio files
2. **Test playback**: Trigger item collection, lock attempts, and UI interactions
3. **Test volume**: Verify volume controls work and levels are appropriate
4. **Test disable**: Toggle sounds on/off and verify behavior
5. **Test mini-games**: Verify lockpicking sounds still work
## Future Enhancements
- Background music support with fade transitions
- 3D positional audio for spatial effects
- Settings UI for sound preferences
- Accessibility profiles
- NPC voice integration
- Ambient background sounds
- Dynamic composition based on game state
## No Breaking Changes
This implementation:
- ✅ Maintains backward compatibility with existing code
- ✅ Doesn't break any existing functionality
- ✅ Uses optional sound calls (safe if sound manager unavailable)
- ✅ Follows existing code patterns and conventions
- ✅ Uses consistent versioning in imports