Cleaned sound composable code
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fb3a59aa59
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@ -16,8 +16,8 @@ import MapEditor from '@/components/screens/MapEditor.vue'
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import BackgroundImageLoader from '@/components/utilities/BackgroundImageLoader.vue'
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import Debug from '@/components/utilities/Debug.vue'
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import Notifications from '@/components/utilities/Notifications.vue'
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import { useSoundComposable } from '@/composables/useSoundComposable'
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import { useMapEditorComposable } from '@/composables/useMapEditorComposable'
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import { useSoundComposable } from '@/composables/useSoundComposable'
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import { useGameStore } from '@/stores/gameStore'
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import { computed, watch } from 'vue'
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@ -43,6 +43,9 @@ const handlePositionUpdate = (newValues: any, oldValues: any) => {
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}
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}
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/**
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* Plays walk sound when character is moving
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*/
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watch(
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() => props.mapCharacter.isMoving,
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(newValue) => {
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@ -54,6 +57,9 @@ watch(
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}
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)
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/**
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* Plays attack animation and sound when character is attacking
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*/
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watch(
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() => props.mapCharacter.isAttacking,
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(newValue) => {
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@ -67,6 +73,9 @@ watch(
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}
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)
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/**
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* Handles position updates and movement delay
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*/
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watch(
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() => ({
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positionX: props.mapCharacter.character.positionX,
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@ -82,7 +91,6 @@ watch(
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onMounted(async () => {
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await initializeSprite()
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if (props.mapCharacter.character.id === gameStore.character!.id) {
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mapStore.setCharacterLoaded(true)
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scene.cameras.main.startFollow(characterContainer.value as Phaser.GameObjects.Container)
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@ -1,47 +1,27 @@
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import { SoundStorage } from '@/storage/storages'
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// Use a WeakMap for better garbage collection
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interface CachedSound {
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id: string
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name: string
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base64: string
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}
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// Core storage instances
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const soundStorage = new SoundStorage()
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const activeSounds = new Map<string, HTMLAudioElement[]>()
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const audioCache = new Map<string, HTMLAudioElement>()
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const soundStorage = new SoundStorage()
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export function useSoundComposable() {
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// Preload function to reduce initial playback delay
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const preloadSound = async (soundUrl: string): Promise<HTMLAudioElement> => {
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if (audioCache.has(soundUrl)) {
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return audioCache.get(soundUrl)!
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}
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let audio: HTMLAudioElement
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const cachedSound = await soundStorage.get(soundUrl)
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if (cachedSound) {
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audio = new Audio(`data:audio/mpeg;base64,${cachedSound.base64}`)
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} else {
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try {
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const base64 = await soundToBase64(soundUrl)
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await soundStorage.add({
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id: soundUrl,
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name: soundUrl.split('/').pop() || soundUrl,
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base64
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})
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audio = new Audio(`data:audio/mpeg;base64,${base64}`)
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} catch (error) {
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console.error(`Failed to load and cache sound ${soundUrl}:`, error)
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audio = new Audio(soundUrl)
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}
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}
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// Preload the audio
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audio.load()
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audioCache.set(soundUrl, audio)
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return audio
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}
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const soundToBase64 = async (url: string): Promise<string> => {
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/**
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* Converts a sound URL to base64 format
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*/
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async function soundToBase64(url: string): Promise<string> {
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try {
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const response = await fetch(url)
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if (!response.ok) throw new Error(`HTTP error! status: ${response.status}`)
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if (!response.ok) {
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throw new Error(`HTTP error! status: ${response.status}`)
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}
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const blob = await response.blob()
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return new Promise((resolve, reject) => {
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const reader = new FileReader()
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@ -55,30 +35,70 @@ export function useSoundComposable() {
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}
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}
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const playSound = async (soundUrl: string, loop: boolean = false, ignoreIfPlaying: boolean = false) => {
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/**
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* Preloads a sound file and caches it for future use
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*/
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async function preloadSound(soundUrl: string): Promise<HTMLAudioElement> {
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if (audioCache.has(soundUrl)) {
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return audioCache.get(soundUrl)!
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}
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let audio: HTMLAudioElement
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const cachedSound = await soundStorage.get(soundUrl)
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if (cachedSound) {
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audio = new Audio(`data:audio/mpeg;base64,${cachedSound.base64}`)
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} else {
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try {
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const base64 = await soundToBase64(soundUrl)
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const soundData: CachedSound = {
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id: soundUrl,
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name: soundUrl.split('/').pop() || soundUrl,
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base64
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}
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await soundStorage.add(soundData)
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audio = new Audio(`data:audio/mpeg;base64,${base64}`)
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} catch (error) {
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console.error(`Failed to load and cache sound ${soundUrl}:`, error)
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audio = new Audio(soundUrl)
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}
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}
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audio.load()
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audioCache.set(soundUrl, audio)
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return audio
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}
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/**
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* Plays a sound with optional looping and duplicate prevention
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*/
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async function playSound(soundUrl: string, loop: boolean = false, ignoreIfPlaying: boolean = false): Promise<void> {
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try {
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// Check if sound is already playing
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const playingSounds = activeSounds.get(soundUrl) || []
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if (ignoreIfPlaying && playingSounds.some(audio => !audio.paused)) {
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if (ignoreIfPlaying && playingSounds.some((audio) => !audio.paused)) {
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return
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}
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// Stop previous instances if they exist
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stopSound(soundUrl)
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const audio = await preloadSound(soundUrl)
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const playingAudio = audio.cloneNode() as HTMLAudioElement
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playingAudio.loop = loop
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// Initialize or get the array of active sounds for this URL
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if (!activeSounds.has(soundUrl)) {
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activeSounds.set(soundUrl, [])
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}
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activeSounds.get(soundUrl)!.push(playingAudio)
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playingAudio.addEventListener('ended', () => {
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const sounds = activeSounds.get(soundUrl)
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if (sounds) {
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// Cleanup when sound ends
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playingAudio.addEventListener(
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'ended',
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() => {
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const sounds = activeSounds.get(soundUrl)
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if (!sounds) return
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const index = sounds.indexOf(playingAudio)
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if (index > -1) {
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sounds.splice(index, 1)
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@ -86,8 +106,9 @@ export function useSoundComposable() {
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if (sounds.length === 0) {
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activeSounds.delete(soundUrl)
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}
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}
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}, { once: true })
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},
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{ once: true }
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)
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await playingAudio.play()
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} catch (error) {
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@ -95,33 +116,41 @@ export function useSoundComposable() {
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}
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}
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const stopSound = (soundUrl: string) => {
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/**
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* Stops all instances of a specific sound
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*/
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function stopSound(soundUrl: string): void {
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const sounds = activeSounds.get(soundUrl)
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if (!sounds) return
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sounds.forEach(audio => {
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sounds.forEach((audio) => {
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audio.pause()
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audio.currentTime = 0
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})
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activeSounds.delete(soundUrl)
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}
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const stopAllSounds = () => {
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activeSounds.forEach((sounds, url) => {
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stopSound(url)
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})
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/**
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* Stops all currently playing sounds
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*/
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function stopAllSounds(): void {
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activeSounds.forEach((_, url) => stopSound(url))
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activeSounds.clear()
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}
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const clearSoundCache = async () => {
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/**
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* Clears all cached sounds and stops playback
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*/
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async function clearSoundCache(): Promise<void> {
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stopAllSounds()
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audioCache.clear()
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await soundStorage.reset()
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}
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// New method to preload multiple sounds
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const preloadSounds = async (soundUrls: string[]) => {
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/**
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* Preloads multiple sounds simultaneously
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*/
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async function preloadSounds(soundUrls: string[]): Promise<HTMLAudioElement[]> {
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return Promise.all(soundUrls.map(preloadSound))
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}
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