feat: implement Music and SoundEffects systems for enhanced audio management, including background music and sound effects playback
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This commit is contained in:
Juan Sebastián Montoya 2026-01-06 23:25:33 -05:00
parent 143072f0a0
commit 2213f64e60
16 changed files with 739 additions and 14 deletions

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@ -0,0 +1,59 @@
import { System } from '../core/System.ts';
import { SystemName, ComponentType } from '../core/Constants.ts';
import type { Entity } from '../core/Entity.ts';
import type { Engine } from '../core/Engine.ts';
import type { Music } from '../components/Music.ts';
/**
* System responsible for managing background music playback.
*/
export class MusicSystem extends System {
private audioContext: AudioContext | null;
constructor() {
super(SystemName.MUSIC);
this.requiredComponents = [ComponentType.MUSIC];
this.priority = 5;
this.audioContext = null;
}
/**
* Initialize the audio context when system is added to engine.
*/
init(engine: Engine): void {
super.init(engine);
}
/**
* Process music entities - currently just ensures audio context exists.
*/
process(_deltaTime: number, entities: Entity[]): void {
entities.forEach((entity) => {
const music = entity.getComponent<Music>(ComponentType.MUSIC);
if (!music) return;
if (!this.audioContext) {
this.audioContext = new AudioContext();
}
});
}
/**
* Get or create the shared audio context.
*/
getAudioContext(): AudioContext {
if (!this.audioContext) {
this.audioContext = new AudioContext();
}
return this.audioContext;
}
/**
* Resume audio context (required after user interaction).
*/
resumeAudioContext(): void {
if (this.audioContext && this.audioContext.state === 'suspended') {
this.audioContext.resume();
}
}
}