Audio: WAV + tinyaudio, Ambient-Emitter mit Distance ramps; artist.md
engine/wav.rs (Decoder) und render/audio.rs (Mixer, 8 SFX-Voices + Loop-Voice je Emitter) aus irl3d eingebettet; Emitter-Logik headless in engine/audio.rs. Empties mit sound/radius-Property senden positional, play_sound-Signale laufen als SFX über Session::take_sounds. Platzhalter-Sounds + Emitter in der Testszene; artist.md fasst die Content-Regeln für die Autorin zusammen. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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//! Ambient-Emitter aus Blender-Modellen: Empties mit `sound`-Custom-Property
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//! sind positionale Dauerschleifen — `sound = <name>` löst zu
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//! `assets/sounds/{name}.wav` auf (macht der Frontend-Treiber), `radius`
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//! (Meter, optional) bestimmt die Distance ramp.
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//!
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//! Headless wie `trigger`: hier lebt nur die *Logik* — wer sendet wo, und
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//! wie laut ist das gerade für den Hörer ([`Emitters::gains`], lineare
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//! Rampe [`distance_gain`]). Gerätezugriff und Mixing sind Sache des
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//! Frontend-Treibers (render::audio), der die Gains jeden Frame zieht und
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//! auf seine Voices legt — die Engine ruft nie ins Frontend.
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//!
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//! Einmal-SFX laufen nicht hier, sondern über den Signal-Dispatcher
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//! (`play_sound <name>` → `Action::PlaySound` → `Session::take_sounds`).
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use crate::engine::model::Model;
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/// Custom-Property-Schlüssel, der ein Empty zum Ambient-Emitter macht
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/// (Wert = Sound-Name). Emitter loopen immer; „an/aus" macht die Autorin
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/// über Distanz/Radius oder (später) per Signal.
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pub const SOUND_PROP: &str = "sound";
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/// Optionaler Hörradius in Metern (Custom Property am selben Empty).
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pub const RADIUS_PROP: &str = "radius";
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const DEFAULT_RADIUS: f32 = 8.0;
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pub struct Emitter {
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pub sound: String,
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pos: [f32; 3],
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radius: f32,
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}
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#[derive(Default)]
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pub struct Emitters {
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list: Vec<Emitter>,
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}
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impl Emitters {
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pub fn new() -> Self { Self::default() }
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/// Emitter eines Modells übernehmen: alle Empties mit `sound`-Property.
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pub fn add_model(&mut self, model: &Model) {
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for e in &model.empties {
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let Some(sound) = e.props.get(SOUND_PROP) else { continue; };
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let radius = e.props.get(RADIUS_PROP)
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.and_then(|r| r.parse::<f32>().ok())
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.filter(|r| *r > 0.0)
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.unwrap_or(DEFAULT_RADIUS);
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self.list.push(Emitter { sound: sound.clone(), pos: e.pos, radius });
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}
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}
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/// Die Emitter in fester Reihenfolge (Voice-Zuordnung des Treibers).
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pub fn list(&self) -> &[Emitter] { &self.list }
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/// Aktueller Gain je Emitter (parallel zu [`Emitters::list`]) für einen
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/// Hörer bei `listener` — jeden Frame ziehen, auf die Voices legen.
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pub fn gains(&self, listener: [f32; 3]) -> Vec<f32> {
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self.list.iter().map(|e| {
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let d = [
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e.pos[0] - listener[0],
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e.pos[1] - listener[1],
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e.pos[2] - listener[2],
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];
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let dist = (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt();
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distance_gain(dist, e.radius)
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}).collect()
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}
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}
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/// Lineare Distance ramp: volle Lautstärke am Emitter, Stille ab `radius`.
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/// Bewusst linear statt 1/d² — bei Zimmer-Skalen klingt die gerade Rampe
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/// kontrollierbarer, und die Autorin kann per `radius` direkt denken.
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pub fn distance_gain(dist: f32, radius: f32) -> f32 {
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(1.0 - dist / radius).clamp(0.0, 1.0)
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::engine::model::{Empty, Props};
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fn model(empties: Vec<Empty>) -> Model {
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Model { objects: Vec::new(), empties, materials: Vec::new() }
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}
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fn empty(name: &str, pos: [f32; 3], props: &[(&str, &str)]) -> Empty {
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let mut p = Props::new();
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for (k, v) in props { p.insert((*k).into(), (*v).into()); }
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Empty { name: name.into(), pos, props: p }
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}
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#[test]
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fn collects_sound_empties_with_radius() {
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let mut em = Emitters::new();
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em.add_model(&model(vec![
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empty("Radio", [5.0, 0.0, 0.0], &[("sound", "hum"), ("radius", "4")]),
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empty("spawn", [0.0, 0.0, 0.0], &[("role", "spawn")]),
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empty("Bach", [9.0, 0.0, 0.0], &[("sound", "wasser")]),
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]));
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assert_eq!(em.list().len(), 2, "nur Empties mit sound-Property");
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assert_eq!(em.list()[0].sound, "hum");
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assert_eq!(em.list()[1].radius, DEFAULT_RADIUS);
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}
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#[test]
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fn gains_ramp_linearly_to_radius() {
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let mut em = Emitters::new();
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em.add_model(&model(vec![
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empty("Radio", [0.0, 0.0, 0.0], &[("sound", "hum"), ("radius", "4")]),
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]));
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assert_eq!(em.gains([0.0, 0.0, 0.0]), vec![1.0]);
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assert_eq!(em.gains([2.0, 0.0, 0.0]), vec![0.5]);
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assert_eq!(em.gains([4.0, 0.0, 0.0]), vec![0.0]);
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assert_eq!(em.gains([9.0, 0.0, 0.0]), vec![0.0], "hinter dem Radius still");
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}
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#[test]
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fn broken_radius_falls_back_to_default() {
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let mut em = Emitters::new();
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em.add_model(&model(vec![
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empty("A", [0.0; 3], &[("sound", "x"), ("radius", "kaputt")]),
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empty("B", [0.0; 3], &[("sound", "y"), ("radius", "-2")]),
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]));
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assert!(em.list().iter().all(|e| e.radius == DEFAULT_RADIUS));
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}
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}
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