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mimo/resea
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mimo/code/
| Author | SHA1 | Date | |
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9c3d9952d7 |
51
.gitea.yml
51
.gitea.yml
@@ -15,3 +15,54 @@ protection:
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- perplexity
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required_reviewers:
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- Timmy # Owner gate for hermes-agent
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main:
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require_pull_request: true
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required_approvals: 1
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dismiss_stale_approvals: true
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require_ci_to_pass: true
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block_force_push: true
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block_deletion: true
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>>>>>>> replace
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</source>
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CODEOWNERS
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<source>
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<<<<<<< search
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protection:
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main:
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required_status_checks:
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- "ci/unit-tests"
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- "ci/integration"
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required_pull_request_reviews:
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- "1 approval"
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restrictions:
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- "block force push"
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- "block deletion"
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enforce_admins: true
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the-nexus:
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required_status_checks: []
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required_pull_request_reviews:
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- "1 approval"
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restrictions:
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- "block force push"
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- "block deletion"
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enforce_admins: true
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timmy-home:
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required_status_checks: []
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required_pull_request_reviews:
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- "1 approval"
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restrictions:
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- "block force push"
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- "block deletion"
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enforce_admins: true
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timmy-config:
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required_status_checks: []
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required_pull_request_reviews:
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- "1 approval"
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restrictions:
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- "block force push"
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- "block deletion"
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enforce_admins: true
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12
app.js
12
app.js
@@ -4,7 +4,6 @@ import { RenderPass } from 'three/addons/postprocessing/RenderPass.js';
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import { UnrealBloomPass } from 'three/addons/postprocessing/UnrealBloomPass.js';
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import { SMAAPass } from 'three/addons/postprocessing/SMAAPass.js';
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import { SpatialMemory } from './nexus/components/spatial-memory.js';
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import { SpatialAudio } from './nexus/components/spatial-audio.js';
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import { MemoryBirth } from './nexus/components/memory-birth.js';
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import { MemoryOptimizer } from './nexus/components/memory-optimizer.js';
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import { MemoryInspect } from './nexus/components/memory-inspect.js';
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@@ -716,8 +715,6 @@ async function init() {
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MemoryBirth.init(scene);
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MemoryBirth.wrapSpatialMemory(SpatialMemory);
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SpatialMemory.setCamera(camera);
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SpatialAudio.init(camera, scene);
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SpatialAudio.bindSpatialMemory(SpatialMemory);
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MemoryInspect.init({ onNavigate: _navigateToMemory });
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MemoryPulse.init(SpatialMemory);
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updateLoad(90);
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@@ -1922,10 +1919,12 @@ function setupControls() {
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);
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const raycaster = new THREE.Raycaster();
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raycaster.setFromCamera(mouse, camera);
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const intersects = raycaster.intersectObjects(portals.map(p => p.ring));
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// Raycast against both ring and swirl for a larger click target
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const portalMeshes = portals.flatMap(p => [p.ring, p.swirl]);
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const intersects = raycaster.intersectObjects(portalMeshes);
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if (intersects.length > 0) {
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const clickedRing = intersects[0].object;
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const portal = portals.find(p => p.ring === clickedRing);
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const hitObj = intersects[0].object;
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const portal = portals.find(p => p.ring === hitObj || p.swirl === hitObj);
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if (portal) activatePortal(portal);
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}
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}
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@@ -2929,7 +2928,6 @@ function gameLoop() {
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// Project Mnemosyne - Memory Orb Animation
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if (typeof animateMemoryOrbs === 'function') {
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SpatialMemory.update(delta);
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SpatialAudio.update(delta);
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MemoryBirth.update(delta);
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MemoryPulse.update();
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animateMemoryOrbs(delta);
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@@ -1,242 +0,0 @@
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// ═══════════════════════════════════════════════════════════════════
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// SPATIAL AUDIO MANAGER — Nexus Spatial Sound for Mnemosyne
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// ═══════════════════════════════════════════════════════════════════
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//
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// Attaches a Three.js AudioListener to the camera and creates
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// PositionalAudio sources for memory crystals. Audio is procedurally
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// generated — no external assets or CDNs required (local-first).
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//
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// Each region gets a distinct tone. Proximity controls volume and
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// panning. Designed to layer on top of SpatialMemory without
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// modifying it.
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//
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// Usage from app.js:
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// SpatialAudio.init(camera, scene);
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// SpatialAudio.bindSpatialMemory(SpatialMemory);
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// SpatialAudio.update(delta); // call in animation loop
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// ═══════════════════════════════════════════════════════════════════
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const SpatialAudio = (() => {
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// ─── CONFIG ──────────────────────────────────────────────
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const REGION_TONES = {
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engineering: { freq: 220, type: 'sine' }, // A3
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social: { freq: 261, type: 'triangle' }, // C4
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knowledge: { freq: 329, type: 'sine' }, // E4
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projects: { freq: 392, type: 'triangle' }, // G4
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working: { freq: 440, type: 'sine' }, // A4
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archive: { freq: 110, type: 'sine' }, // A2
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user_pref: { freq: 349, type: 'triangle' }, // F4
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project: { freq: 392, type: 'sine' }, // G4
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tool: { freq: 493, type: 'triangle' }, // B4
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general: { freq: 293, type: 'sine' }, // D4
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};
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const MAX_AUDIBLE_DIST = 40; // distance at which volume reaches 0
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const REF_DIST = 5; // full volume within this range
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const ROLLOFF = 1.5;
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const BASE_VOLUME = 0.12; // master volume cap per source
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const AMBIENT_VOLUME = 0.04; // subtle room tone
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// ─── STATE ──────────────────────────────────────────────
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let _camera = null;
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let _scene = null;
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let _listener = null;
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let _ctx = null; // shared AudioContext
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let _sources = {}; // memId -> { gain, panner, oscillator }
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let _spatialMemory = null;
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let _initialized = false;
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let _enabled = true;
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let _masterGain = null; // master volume node
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// ─── INIT ───────────────────────────────────────────────
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function init(camera, scene) {
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_camera = camera;
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_scene = scene;
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_listener = new THREE.AudioListener();
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camera.add(_listener);
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// Grab the shared AudioContext from the listener
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_ctx = _listener.context;
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_masterGain = _ctx.createGain();
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_masterGain.gain.value = 1.0;
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_masterGain.connect(_ctx.destination);
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_initialized = true;
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console.info('[SpatialAudio] Initialized — AudioContext state:', _ctx.state);
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// Browsers require a user gesture to resume audio context
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if (_ctx.state === 'suspended') {
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const resume = () => {
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_ctx.resume().then(() => {
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console.info('[SpatialAudio] AudioContext resumed');
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document.removeEventListener('click', resume);
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document.removeEventListener('keydown', resume);
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});
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};
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document.addEventListener('click', resume);
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document.addEventListener('keydown', resume);
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}
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return _listener;
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}
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// ─── BIND TO SPATIAL MEMORY ─────────────────────────────
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function bindSpatialMemory(sm) {
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_spatialMemory = sm;
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// Create sources for any existing memories
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const all = sm.getAllMemories();
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all.forEach(mem => _ensureSource(mem));
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console.info('[SpatialAudio] Bound to SpatialMemory —', Object.keys(_sources).length, 'audio sources');
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}
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// ─── CREATE A PROCEDURAL TONE SOURCE ────────────────────
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function _ensureSource(mem) {
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if (!_ctx || !_enabled || _sources[mem.id]) return;
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const regionKey = mem.category || 'working';
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const tone = REGION_TONES[regionKey] || REGION_TONES.working;
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// Procedural oscillator
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const osc = _ctx.createOscillator();
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osc.type = tone.type;
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osc.frequency.value = tone.freq + _hashOffset(mem.id); // slight per-crystal detune
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const gain = _ctx.createGain();
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gain.gain.value = 0; // start silent — volume set by update()
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// Stereo panner for left-right spatialization
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const panner = _ctx.createStereoPanner();
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panner.pan.value = 0;
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osc.connect(gain);
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gain.connect(panner);
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panner.connect(_masterGain);
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osc.start();
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_sources[mem.id] = { osc, gain, panner, region: regionKey };
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}
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// Small deterministic pitch offset so crystals in the same region don't phase-lock
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function _hashOffset(id) {
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let h = 0;
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for (let i = 0; i < id.length; i++) {
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h = ((h << 5) - h) + id.charCodeAt(i);
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h |= 0;
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}
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return (Math.abs(h) % 40) - 20; // ±20 Hz
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}
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// ─── PER-FRAME UPDATE ───────────────────────────────────
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function update() {
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if (!_initialized || !_enabled || !_spatialMemory || !_camera) return;
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const camPos = _camera.position;
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const memories = _spatialMemory.getAllMemories();
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// Ensure sources for newly placed memories
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memories.forEach(mem => _ensureSource(mem));
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// Remove sources for deleted memories
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const liveIds = new Set(memories.map(m => m.id));
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Object.keys(_sources).forEach(id => {
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if (!liveIds.has(id)) {
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_removeSource(id);
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}
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});
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// Update each source's volume & panning based on camera distance
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memories.forEach(mem => {
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const src = _sources[mem.id];
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if (!src) return;
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// Get crystal position from SpatialMemory mesh
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const crystals = _spatialMemory.getCrystalMeshes();
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let meshPos = null;
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for (const mesh of crystals) {
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if (mesh.userData.memId === mem.id) {
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meshPos = mesh.position;
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break;
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}
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}
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if (!meshPos) return;
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const dx = meshPos.x - camPos.x;
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const dy = meshPos.y - camPos.y;
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const dz = meshPos.z - camPos.z;
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const dist = Math.sqrt(dx * dx + dy * dy + dz * dz);
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// Volume rolloff (inverse distance model)
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let vol = 0;
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if (dist < MAX_AUDIBLE_DIST) {
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vol = BASE_VOLUME / (1 + ROLLOFF * (dist - REF_DIST));
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vol = Math.max(0, Math.min(BASE_VOLUME, vol));
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}
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src.gain.gain.setTargetAtTime(vol, _ctx.currentTime, 0.05);
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// Stereo panning: project camera-to-crystal vector onto camera right axis
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const camRight = new THREE.Vector3();
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_camera.getWorldDirection(camRight);
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camRight.cross(_camera.up).normalize();
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const toCrystal = new THREE.Vector3(dx, 0, dz).normalize();
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const pan = THREE.MathUtils.clamp(toCrystal.dot(camRight), -1, 1);
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src.panner.pan.setTargetAtTime(pan, _ctx.currentTime, 0.05);
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});
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}
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function _removeSource(id) {
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const src = _sources[id];
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if (!src) return;
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try {
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src.osc.stop();
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src.osc.disconnect();
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src.gain.disconnect();
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src.panner.disconnect();
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} catch (_) { /* already stopped */ }
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delete _sources[id];
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}
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// ─── CONTROLS ───────────────────────────────────────────
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function setEnabled(enabled) {
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_enabled = enabled;
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if (!_enabled) {
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// Silence all sources
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Object.values(_sources).forEach(src => {
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src.gain.gain.setTargetAtTime(0, _ctx.currentTime, 0.05);
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});
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}
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console.info('[SpatialAudio]', enabled ? 'Enabled' : 'Disabled');
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}
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function isEnabled() {
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return _enabled;
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}
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function setMasterVolume(vol) {
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if (_masterGain) {
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_masterGain.gain.setTargetAtTime(
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THREE.MathUtils.clamp(vol, 0, 1),
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_ctx.currentTime,
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0.05
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);
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}
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}
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function getActiveSourceCount() {
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return Object.keys(_sources).length;
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}
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// ─── API ────────────────────────────────────────────────
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return {
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init,
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bindSpatialMemory,
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update,
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setEnabled,
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isEnabled,
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setMasterVolume,
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getActiveSourceCount,
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};
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})();
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export { SpatialAudio };
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Reference in New Issue
Block a user