0.2.6-dev: PR #416 by Cromemadnd — every landing of a round start is heard: prep landing sounds take a voice of their own pool (LAND_VOICES 3, the oldest fading out over 30 ms) instead of being dropped by the battle limiter, which let only the first two of a chain sound since 192 of 210 operators share the 1.41 s b_char_set (Grok's review); per-piece cooldown, SFX volume and mute kept, the battle sounds' limiting unchanged, the generic files fetched ahead when a match view comes up; DESIGN §31.8; golden: unchanged

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sganggs committed 2026-10-13 05:46:29 +08:00
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@@ -64,7 +64,8 @@
// 香槟炸弹) plays its impact sound instead of a death sound.
// - A prep piece that plays its Start clip again (render/units.js land(), PR #416: the round start's replay of the own
// board, a purchase, a move onto or across the board) makes its battle deploy sound once (`deployCue`): the same file
// and gain, the battle limiter and the SFX channel's volume and mute.
// and gain through the SFX channel's volume and mute, in its own voices (LAND_VOICES) instead of the battle limiter —
// a full pool hands the oldest landing's voice to the newest, so every piece of the chain is heard.
// - Buffers are fetched once and cached (LRU); failed fetch/decode ⇒ silent (logged once as a warning).
//
// `bgmKeyFor(route, pub)` picks the track for the current screen/phase (main.js calls `audio.install()`,
@@ -104,6 +105,19 @@ const IMPACT_TYPES = new Set(['phys', 'arts', 'true']);
const IMPACT_WINDOW_MS = 2500;
/** Casts held for a unit that is not tracked yet (`pendingSkill`): a hold per unit of a field, never more than this. */
const PENDING_SKILL_MAX = 64;
/**
* Prep landing sounds (deployCue, PR #416) at once: their own pool, apart from the battle limiter. A landing over the cap
* takes the oldest landing's voice (it fades out in LAND_STEAL_S) instead of being dropped — 192 of the 210 operators
* land with the same 1.41 s b_char_set and the round start lands one every 50 ms, so the battle rule (≤ 2 copies of a
* file, the rest dropped) left all but the first two silent. 3: at the replay's 50 ms rhythm every copy still rings for
* 150 ms before it is taken over — b_char_set's attack, its loudest part, lies in its first 100 ms, and b_char_tokenset
* (0.5 s) has 95 % of its energy in 150 ms — while three copies sum at most one more than the battle's two; a fourth would
* add ~2.5 dB of level to a dense chain and no further attack. [ASSUMED] (no source gives the official cap: its born bank
* allows any number of copies).
*/
export const LAND_VOICES = 3;
/** Seconds a landing sound taken over by a newer one fades out (a hard stop clicks). */
const LAND_STEAL_S = 0.03;
/** Official operator sound files of a skill mode: `…_d` / `…_h` / `…_s` (+ digits) — the normal attack's end in `_n`. */
const SKILL_MODE_FILE = /_(d|h|s)\d*\.mp3$/i;
@@ -433,6 +447,18 @@ export class SfxLimiter {
const n = this.activeByUrl.get(url) || 0;
if (n <= 1) this.activeByUrl.delete(url); else this.activeByUrl.set(url, n - 1);
}
/**
* Whether `unitKey` is still inside its cooldown at `now` (ms) — read only; a caller that takes a voice by stealing
* (AudioManager._playLanding) asks first, so a refused key never costs another sound its voice.
* @param {number} now ms
* @param {string|number|null} unitKey
*/
cooling(now, unitKey) {
if (unitKey == null) return false;
const t = this.lastByUnit.get(unitKey);
return t != null && now - t < this.unitCooldownMs;
}
}
/**
@@ -531,6 +557,12 @@ export class AudioManager {
this.bufBytes = new Map(); // url → decoded PCM bytes (the byte budget of the LRU, see _buffer)
this.warned = new Set();
this.limiter = new SfxLimiter();
// prep landings (deployCue): their own voices — a full pool hands the oldest one's voice to the newest (_playLanding);
// no per-file gap (one landing per piece, the cap bounds the overlap), the per-piece cooldown of the battle sounds
this.landLimiter = new SfxLimiter({ maxVoices: LAND_VOICES, maxPerUrl: LAND_VOICES, urlGapMs: 0 });
this.landVoices = []; // the landing sounds holding a voice, oldest first: { url, src, gain, over, release }
this.landStats = { started: 0, stolen: 0 }; // landing sounds started / taken over since the page opened (dev / tests)
this.landWarm = false; // the field view asked for the landing sounds ahead while they could not be fetched (warmLandings)
this.voiceGate = new VoiceGate();
this.voiceNode = null; // { src, gain, url, token } of the line on air
this.voiceToken = 0;
@@ -609,6 +641,7 @@ export class AudioManager {
} catch { /* ignore */ }
this._applyVolumes();
this._primeOutput();
if (this.landWarm) this.warmLandings();
if (this.ctx.state === 'running') this._dropUnlock();
else {
const p = this.ctx.resume?.();
@@ -682,6 +715,7 @@ export class AudioManager {
if (this.volumes.muted || this.volumes.sfx <= 0) this.stopBondCue();
// the music became audible again: download and start the track the screen wants now (none was fetched meanwhile)
if (wasSilent && !this.bgmSilent && this.ctx && this.wantBgm) { const k = this.wantBgm; this.wantBgm = null; this.playBgm(k); }
if (this.landWarm && this.ctx && !this.volumes.muted && this.volumes.sfx > 0) this.warmLandings();
}
/** Is the music silent — muted, or the BGM volume at 0? Then no BGM is downloaded (playBgm). */
@@ -1134,7 +1168,8 @@ export class AudioManager {
* The landing sound of a prep piece that plays its Start clip again (render/units.js land(), PR #416: the round start's
* replay of the own board, a purchase, a move onto or across the board): the sound its battle deployment makes
* (deploySfxUrl — its own ON_UNIT_BORN sound with the bank's mix, else b_char_set / b_char_tokenset) at the same gains,
* through the SFX channel (volume, mute) and the battle limiter (≤ 2 copies of one sound, a cooldown per piece).
* through the SFX channel (volume, mute) and the landing voices (_playLanding: at most LAND_VOICES at once, the oldest
* taken over by the newest, a cooldown per piece) — every landing is heard, one after another.
* @param {{ def?: string|null, defId?: string|null, kind?: string|null }} info the piece: its model id (the sfx.units
* key), its chess / token id and its kind ('op' | 'token' — the official sound class, unitSoundClass)
* @param {string|number} key the piece (its cooldown key)
@@ -1148,11 +1183,85 @@ export class AudioManager {
if (!url) return false;
const own = url === m?.audio?.sfx?.units?.[u.def]?.born;
const mix = own ? m.audio.sfx.units[u.def].mix?.born : null;
if (unitSoundPlays(mix, this.random())) this._playUnitUrl(url, `land:${key}`, own ? unitGain(0.8, mix) : 0.5);
if (unitSoundPlays(mix, this.random())) this._playLanding(url, `land:${key}`, own ? unitGain(0.8, mix) : 0.5);
return true;
} catch { return false; }
}
/**
* Play a landing sound in the landing voices: never dropped for want of a voice — over LAND_VOICES (any file) the oldest
* landing, playing or still loading, gives its voice up (_stealLanding) and the new one starts; only the per-piece
* cooldown refuses one (the same piece twice within UNIT_COOLDOWN_MS: one landing never sounds twice), checked before
* anything is taken over. The battle limiter is not touched. Muted or at SFX volume 0, nothing happens.
* @param {string} url
* @param {string} unitKey the piece's cooldown key (`land:<view id>`)
* @param {number} volume gain of this sound under the SFX channel
*/
_playLanding(url, unitKey, volume) {
if (!this.ctx || typeof url !== 'string' || !url || this.volumes.muted || this.volumes.sfx <= 0) return;
const now = typeof performance !== 'undefined' ? performance.now() : Date.now();
const pool = this.landLimiter;
if (pool.cooling(now, unitKey)) return;
while (!pool.tryAcquire(now, unitKey, url)) {
if (!this.landVoices.length) return; // (a full pool always holds voices; never loop on a refusal it cannot lift)
this._stealLanding(this.landVoices[0]);
}
const v = { url, src: null, gain: null, over: false, release: null };
v.release = () => {
if (v.over) return;
v.over = true;
pool.release(url);
const i = this.landVoices.indexOf(v);
if (i >= 0) this.landVoices.splice(i, 1);
};
this.landVoices.push(v);
this._buffer(url).then((buf) => {
if (v.over || !buf || !this.ctx) { v.release(); return; } // taken over while it loaded: it never starts
try {
const s = this.ctx.createBufferSource();
s.buffer = buf;
const g = this.ctx.createGain();
g.gain.value = Math.max(0, Math.min(1.5, volume));
s.connect(g); g.connect(this.sfxGain);
v.src = s; v.gain = g;
let done = false;
const end = () => { if (done) return; done = true; v.release(); try { g.disconnect(); } catch { /* ignore */ } };
s.onended = end;
setTimeout(end, (buf.duration || 0) * 1000 + 250); // safety if onended never fires
s.start();
this.landStats.started += 1;
} catch { v.release(); }
}, v.release);
}
/** A landing sound gives its voice to a newer one: the voice is free at once, the sound fades out over LAND_STEAL_S. */
_stealLanding(v) {
v.release();
this.landStats.stolen += 1;
if (!v.src || !v.gain || !this.ctx) return;
try {
const t = this.ctx.currentTime;
const g = v.gain.gain;
g.cancelScheduledValues(t);
g.setValueAtTime(g.value, t);
g.linearRampToValueAtTime(0, t + LAND_STEAL_S);
v.src.stop(t + LAND_STEAL_S + 0.005);
} catch { /* ignore */ }
}
/**
* Fetch the generic landing sounds ahead (b_char_set / b_char_tokenset, ~30 KB together), so the round start's first
* landings never wait for a download (a wait would bunch the chain's first sounds together). The field view asks when a
* match screen comes up (render/app.js createFieldView); before the first gesture, or while the SFX are silent, the wish
* is kept (`landWarm`) and _unlock / setVolumes fetch then. An own deploy sound loads with the first landing that uses it.
*/
warmLandings() {
if (!this.ctx || this.volumes.muted || this.volumes.sfx <= 0) { this.landWarm = true; return; }
this.landWarm = false;
const b = this.getManifest()?.audio?.sfx?.battle;
for (const url of [b?.deploy, b?.tokenDeploy]) if (typeof url === 'string') this._buffer(url);
}
/**
* React to `b.ev` tuples (DESIGN §8.2).
* @param {any[]} ev