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6.9 KiB
6.9 KiB
NPC Sound Effects Implementation
Status: ✅ Complete (2024-10-31)
Overview
Added audio feedback to the NPC bark notification system. All bark notifications now play a sound effect when they appear, providing audio cues for player attention.
Implementation
Files Modified
js/core/game.js(+3 lines)- Added
this.load.audio('message_received', ...)in preload function - Loads sound through Phaser's audio system
- Added
js/systems/npc-barks.js(+65 lines, modified)- Replaced HTML5 Audio with Phaser sound manager
- Added lazy loading fallback
- Integrated sound playback into
showBark()method
Sound Asset Used
assets/sounds/message_received.mp3- Already existed in project
- Used for phone message notifications
- Now also used for NPC bark notifications
- Loaded through Phaser's audio system (Web Audio API)
Features
1. Sound Preloading (Phaser)
// In game.js preload()
this.load.audio('message_received', 'assets/sounds/message_received.mp3');
// In npc-barks.js
loadBarkSound() {
if (window.game && window.game.sound) {
this.barkSound = window.game.sound.add('message_received');
this.barkSound.setVolume(0.5); // 50% volume
}
}
- Sound loaded once during Phaser's preload phase
- Managed by Phaser's Web Audio API system
- Automatically pooled for efficient playback
- Default volume: 50%
2. Sound Playback (Phaser)
playBarkSound() {
if (!this.soundEnabled) return;
// Lazy load if not available during init
if (!this.barkSound && window.game && window.game.sound) {
this.loadBarkSound();
}
if (!this.barkSound) return;
this.barkSound.play(); // Phaser handles pooling
}
- Uses Phaser's
.play()method (cleaner than HTML5 Audio) - Phaser automatically handles sound pooling and memory management
- Lazy loading fallback if sound manager not ready during init
- No need to manually reset
currentTime(Phaser handles this)
3. Sound Control
setSoundEnabled(enabled) {
this.soundEnabled = enabled;
}
- Allows disabling sounds globally
- Useful for settings/preferences
- Default: enabled
4. showBark() Integration
showBark(payload = {}) {
const playSound = payload.playSound !== false; // Default true
if (playSound) {
this.playBarkSound();
}
// ... rest of bark creation
}
- Sound enabled by default for all barks
- Can be disabled per-bark via
playSound: falsein payload - Respects global
soundEnabledsetting
What Gets Sound?
✅ All Bark Notifications
-
Event-triggered barks
- Door unlocks
- Item pickups
- Room discoveries
- Lockpicking attempts
- CEO office entry
- Any other event-mapped reactions
-
Timed messages
- Scheduled NPC messages
- Delivered at specific game times
- Automatically trigger barks with sound
-
Manual barks
- Any
npcManager.showBark()calls - Any
barkSystem.showBark()calls
- Any
❌ No Sound
- Opening phone-chat minigame (no sound yet)
- Closing phone-chat minigame (no sound yet)
- Clicking barks (visual only)
- Choice selections in conversations (visual only)
Usage Examples
Default (Sound Enabled)
// Sound plays automatically
npcManager.showBark({
npcId: 'helper_npc',
npcName: 'Tech Support',
text: 'Found something interesting!'
});
Disable Sound for Specific Bark
// Silent bark (no sound)
npcManager.showBark({
npcId: 'helper_npc',
npcName: 'Tech Support',
text: 'This is a quiet message...',
playSound: false
});
Disable All Sounds
// Turn off bark sounds globally
window.npcManager.barkSystem.setSoundEnabled(false);
// Turn them back on
window.npcManager.barkSystem.setSoundEnabled(true);
Testing
In-Game Testing
- Refresh the game page to load updated code
- Start CEO Exfiltration scenario
- Test scenarios that trigger barks:
- Pick up an item → Should hear sound
- Walk through a door → Should hear sound
- Unlock a door → Should hear sound
- Enter CEO office → Should hear sound
Volume Testing
- Default volume: 50% (0.5)
- Can be adjusted by modifying
this.barkSound.volumeinloadBarkSound() - Recommended range: 0.3 - 0.7 (30% - 70%)
Browser Compatibility
Phaser Audio System
- Chrome/Edge: ✅ Full Web Audio API support
- Firefox: ✅ Full Web Audio API support
- Safari: ✅ Full Web Audio API support
- Mobile browsers: ✅ Good support (Phaser handles fallbacks)
Autoplay Policy
Modern browsers restrict autoplay. Phaser handles this automatically:
- ✅ Works automatically: Phaser unlocks audio context on first user interaction
- ✅ No console warnings: Phaser manages audio context lifecycle
- ✅ Sounds triggered by user actions: Always work (clicking, walking)
- ✅ Better than HTML5 Audio: Phaser's Web Audio API is more reliable
Advantages Over HTML5 Audio
- Unified audio management: All game audio through one system
- Better performance: Web Audio API vs Audio Tag
- Sound pooling: Multiple simultaneous sounds without creating new instances
- No autoplay issues: Phaser handles audio context unlocking
- Consistent volume control: Tied to game's master volume
- Future-ready: Can add spatial audio, filters, analyzers, etc.
Future Enhancements
Potential Additions
-
Phone open/close sounds
- Add
phone_open.mp3sound when opening phone-chat - Add
phone_close.mp3sound when closing phone-chat
- Add
-
Choice selection sound
- Subtle click sound when selecting dialogue choices
- Could use existing
GASP_UI_Clicks_*.mp3sounds
-
Typing indicator sound
- Quiet keyboard sound during typing animation
- Adds to realism of text messaging
-
Volume slider in settings
- UI control for adjusting bark volume
- Persist preference to localStorage
-
Different sounds per NPC type
- Helper NPCs: friendly notification sound
- Adversary NPCs: alert/warning sound
- Neutral NPCs: standard notification
-
Sound variations
- Randomly pick from multiple notification sounds
- Prevents repetition fatigue
- Could use
GASP_UI_Notification_1.mp3through_6.mp3
Implementation Stats
- Lines added: ~68 total
game.js: +3 lines (audio loading)npc-barks.js: +65 lines (Phaser sound integration)
- Files modified: 2 (
game.js,npc-barks.js) - Breaking changes: None
- Default behavior: Sound enabled
- Asset used: Existing (
message_received.mp3) - Audio system: Phaser Web Audio API (consolidated)
Next Steps
Priority 3: NPC Avatars
- Create 3 default 32x32px pixel-art avatars
- Add avatar support to scenarios
- Display avatars in barks and conversations
Priority 2 Continued: More Events
- Implement
objective_completedevent - Implement
evidence_collectedevent - Implement
player_detectedevent
Status: ✅ Implementation complete, ready for testing Date: 2024-10-31