use audio buffer node to support slow down, pitch down, and audio effects
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@@ -28,7 +28,7 @@ AFRAME.registerState({
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id: AFRAME.utils.getUrlParameter('challenge'),
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image: '',
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isLoading: false,
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isPreloadingBeats: false,
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isBeatsPreloaded: false,
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songName: '',
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songSubName: ''
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},
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@@ -37,6 +37,7 @@ AFRAME.registerState({
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isGameOver: false,
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isPaused: false, // Playing, but paused. Not active during menu.
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isPlaying: false, // Not in the menu AND not paused.
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isSongLoading: false,
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isVictory: false,
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keyboardActive: false,
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menu: {
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@@ -106,11 +107,11 @@ AFRAME.registerState({
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},
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beatloaderpreloadfinish: (state) => {
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state.challenge.isPreloadingBeats = false;
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state.challenge.isBeatsPreloaded = true;
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},
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beatloaderstart: (state) => {
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state.challenge.isPreloadingBeats = true;
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state.challenge.isBeatsPreloaded = false;
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state.challenge.isLoading = true;
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},
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@@ -142,6 +143,9 @@ AFRAME.registerState({
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state.menuSelectedChallenge.image = utils.getS3FileUrl(id, 'image.jpg');
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state.menuSelectedChallenge.downloadsText = `${challengeData.downloads} Plays`;
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computeMenuSelectedChallengeIndex(state);
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state.challenge.isLoading = true;
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state.isSongLoading = true;
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},
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menuchallengeunselect: () => {
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@@ -163,16 +167,19 @@ AFRAME.registerState({
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pausemenurestart: (state) => {
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resetScore(state);
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state.isBeatsPreloaded = false;
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state.isGameOver = false;
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state.isPaused = false;
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},
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pausemenuexit: (state) => {
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resetScore(state);
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state.isBeatsPreloaded = false;
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state.isGameOver = false;
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state.isPaused = false;
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state.isVictory = false;
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state.menu.active = true;
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state.challenge.id = '';
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},
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/**
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@@ -224,6 +231,14 @@ AFRAME.registerState({
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computeMenuSelectedChallengeIndex(state);
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},
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songloadfinish: (state) => {
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state.isSongLoading = false;
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},
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songloadstart: (state) => {
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state.isSongLoading = true;
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},
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'enter-vr': (state) => {
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state.inVR = true;
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},
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@@ -241,7 +256,9 @@ AFRAME.registerState({
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* Post-process the state after each action.
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*/
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computeState: (state) => {
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state.isPlaying = !state.menu.active && !state.isPaused && !state.isVictory && !state.isGameOver;
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state.isPlaying =
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!state.menu.active && !state.isPaused && !state.isVictory && !state.isGameOver &&
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!state.challenge.isLoading && !state.isSongLoading;
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state.leftRaycasterActive = !state.isPlaying && state.activeHand === 'left' && state.inVR;
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state.rightRaycasterActive = !state.isPlaying && state.activeHand === 'right' && state.inVR;
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state.multiplierText = `${state.score.multiplier}x`;
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@@ -303,7 +320,6 @@ function checkGameOver (state) {
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if (state.damage >= DAMAGE_MAX) {
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state.damage = 0;
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state.isGameOver = true;
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//state.isPaused = true;
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}
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}
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