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function asyncGeneratorStep(gen, resolve, reject, _next, _throw, key, arg) {
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function _async_to_generator(fn) {
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            function _next(value) {
                asyncGeneratorStep(gen, resolve, reject, _next, _throw, "next", value);
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            function _throw(err) {
                asyncGeneratorStep(gen, resolve, reject, _next, _throw, "throw", err);
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function _class_call_check(instance, Constructor) {
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function _defineProperties(target, props) {
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        descriptor.configurable = true;
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        Object.defineProperty(target, descriptor.key, descriptor);
    }
}
function _create_class(Constructor, protoProps, staticProps) {
    if (protoProps) _defineProperties(Constructor.prototype, protoProps);
    if (staticProps) _defineProperties(Constructor, staticProps);
    return Constructor;
}
function _ts_generator(thisArg, body) {
    var f, y, t, g, _ = {
        label: 0,
        sent: function() {
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        next: verb(0),
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    }, typeof Symbol === "function" && (g[Symbol.iterator] = function() {
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    }), g;
    function verb(n) {
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}
import * as Tone from 'https://esm.sh/tone';
// A simple manager for our Tone.js based music generation
export var MusicManager = /*#__PURE__*/ function() {
    "use strict";
    function MusicManager() {
        _class_call_check(this, MusicManager);
        this.polySynth = null;
        this.reverb = null;
        this.stereoDelay = null; // Add a delay effect property
        this.analyser = null; // For waveform visualization
        this.isStarted = false;
        // Use a Map to store the active arpeggio pattern for each hand
        this.activePatterns = new Map();
        // Use a Map to store the current volume (velocity) for each hand's arpeggio
        this.handVolumes = new Map();
        this.synthPresets = [
            // Preset 1: Clean Sine Wave (Default)
            {
                harmonicity: 4,
                modulationIndex: 3,
                oscillator: {
                    type: 'sine'
                },
                envelope: {
                    attack: 0.01,
                    decay: 0.2,
                    sustain: 0.5,
                    release: 1.0
                },
                modulation: {
                    type: 'sine'
                },
                modulationEnvelope: {
                    attack: 0.1,
                    decay: 0.01,
                    sustain: 1,
                    release: 0.5
                }
            },
            // Preset 2: Buzzy Sawtooth
            {
                harmonicity: 1,
                modulationIndex: 8,
                oscillator: {
                    type: 'sawtooth'
                },
                // More staccato/plucky envelope
                envelope: {
                    attack: 0.01,
                    decay: 0.15,
                    sustain: 0.05,
                    release: 0.2
                },
                modulation: {
                    type: 'square'
                },
                modulationEnvelope: {
                    attack: 0.05,
                    decay: 0.2,
                    sustain: 0.4,
                    release: 0.6
                }
            },
            // Preset 3: Funk Electric Piano (Rhodes-like)
            {
                harmonicity: 2,
                modulationIndex: 12,
                oscillator: {
                    type: 'sine'
                },
                envelope: {
                    attack: 0.02,
                    decay: 0.3,
                    sustain: 0.2,
                    release: 0.8
                },
                modulation: {
                    type: 'sine'
                },
                modulationEnvelope: {
                    attack: 0.05,
                    decay: 0.2,
                    sustain: 0.1,
                    release: 0.8
                },
                effects: {
                    reverbWet: 0.3,
                    delayWet: 0.1 // A touch of delay
                }
            }
        ];
        this.currentSynthIndex = 0;
    }
    _create_class(MusicManager, [
        {
            key: "start",
            value: // Must be called after a user interaction
            function start() {
                var _this = this;
                return _async_to_generator(function() {
                    return _ts_generator(this, function(_state) {
                        switch(_state.label){
                            case 0:
                                if (_this.isStarted) return [
                                    2
                                ];
                                return [
                                    4,
                                    Tone.start()
                                ];
                            case 1:
                                _state.sent();
                                _this.reverb = new Tone.Reverb({
                                    decay: 5,
                                    preDelay: 0.0,
                                    wet: 0.8
                                }).toDestination();
                                // Create a stereo delay and connect it to the reverb
                                _this.stereoDelay = new Tone.FeedbackDelay("8n", 0.5).connect(_this.reverb);
                                _this.stereoDelay.wet.value = 0; // Start with no delay effect
                                // Create an analyser for the waveform visualizer
                                _this.analyser = new Tone.Analyser('waveform', 1024);
                                // Use PolySynth to allow multiple arpeggios (one per hand) to play simultaneously.
                                // The synth now connects to the analyser, then to the delay, which then connects to the reverb.
                                _this.polySynth = new Tone.PolySynth(Tone.FMSynth, _this.synthPresets[_this.currentSynthIndex]);
                                _this.polySynth.connect(_this.analyser);
                                _this.analyser.connect(_this.stereoDelay);
                                // Set a low volume to avoid clipping and create a more ambient feel
                                _this.polySynth.volume.value = 0;
                                _this.isStarted = true;
                                // Set the master tempo to 100 BPM
                                Tone.Transport.bpm.value = 100;
                                // Start the master transport
                                Tone.Transport.start();
                                console.log("Tone.js AudioContext started and PolySynth is ready.");
                                return [
                                    2
                                ];
                        }
                    });
                })();
            }
        },
        {
            // Starts an arpeggio for a specific hand
            key: "startArpeggio",
            value: function startArpeggio(handId, rootNote) {
                var _this = this;
                if (!this.polySynth || this.activePatterns.has(handId)) return;
                // Create a richer arpeggio (Major 7th + Octave)
                // C Minor Pentatonic scale intervals: Root, Minor Third, Perfect Fourth, Perfect Fifth, Minor Seventh
                var chord = Tone.Frequency(rootNote).harmonize([
                    0,
                    3,
                    5,
                    7,
                    10,
                    12
                ]);
                var arpeggioNotes = chord.map(function(freq) {
                    return Tone.Frequency(freq).toNote();
                });
                // Tone.Pattern cycles through an array of values
                var pattern = new Tone.Pattern(function(time, note) {
                    // Get the latest volume (velocity) for this hand, defaulting to a soft 0.2 if not set.
                    var velocity = _this.handVolumes.get(handId) || 0.2;
                    // The time argument is the precise time the note should be played
                    _this.polySynth.triggerAttackRelease(note, "16n", time, velocity);
                }, arpeggioNotes, "upDown");
                pattern.interval = "16n"; // The time between notes in the pattern (faster)
                pattern.start(0); // Start the pattern immediately
                // Store the pattern and its root note so we can update/stop it later
                this.activePatterns.set(handId, {
                    pattern: pattern,
                    currentRoot: rootNote
                });
            }
        },
        {
            // Updates the volume (velocity) of an existing arpeggio
            key: "updateArpeggioVolume",
            value: function updateArpeggioVolume(handId, velocity) {
                // Only update if an arpeggio is active for this hand
                if (this.polySynth && this.activePatterns.has(handId)) {
                    // Clamp the velocity to be safe
                    var clampedVelocity = Math.max(0, Math.min(1, velocity));
                    this.handVolumes.set(handId, clampedVelocity);
                    // IMPORTANT FIX: Also set the synth's overall volume.
                    // Since we only have one arpeggio at a time, we can map this directly.
                    // Using logarithmic scaling for a more natural volume control.
                    var volumeInDb = Tone.gainToDb(clampedVelocity);
                    this.polySynth.volume.value = volumeInDb;
                }
            }
        },
        {
            // Updates the notes in an existing arpeggio
            key: "updateArpeggio",
            value: function updateArpeggio(handId, newRootNote) {
                var activePattern = this.activePatterns.get(handId);
                if (!this.polySynth || !activePattern || activePattern.currentRoot === newRootNote) {
                    return; // No need to update if the note hasn't changed
                }
                // Create new notes for the pattern
                var newChord = Tone.Frequency(newRootNote).harmonize([
                    0,
                    3,
                    5,
                    7,
                    10,
                    12
                ]);
                activePattern.pattern.values = newChord.map(function(freq) {
                    return Tone.Frequency(freq).toNote();
                });
                activePattern.currentRoot = newRootNote;
            }
        },
        {
            // Stops and cleans up an arpeggio for a specific hand
            key: "stopArpeggio",
            value: function stopArpeggio(handId) {
                var activePattern = this.activePatterns.get(handId);
                if (activePattern) {
                    activePattern.pattern.stop(0); // Stop the pattern
                    activePattern.pattern.dispose(); // Clean up Tone.js objects
                    this.activePatterns.delete(handId); // Remove from our map
                    this.handVolumes.delete(handId); // Clean up the stored volume
                    // If no other hands are playing, silence the synth.
                    if (this.activePatterns.size === 0) {
                        this.polySynth.volume.value = -Infinity;
                    }
                }
            }
        },
        {
            // Cycles to the next synth preset
            key: "cycleSynth",
            value: function cycleSynth() {
                var _this = this;
                var _newPreset_effects, _newPreset_effects1;
                if (!this.polySynth) return;
                // Stop all currently playing notes/arpeggios before swapping
                this.activePatterns.forEach(function(value, key) {
                    _this.stopArpeggio(key);
                });
                // Dispose the old synth to free up resources
                this.polySynth.dispose();
                // Cycle to the next preset
                this.currentSynthIndex = (this.currentSynthIndex + 1) % this.synthPresets.length;
                var newPreset = this.synthPresets[this.currentSynthIndex];
                // Create the new synth but don't connect it yet
                this.polySynth = new Tone.PolySynth(Tone.FMSynth, newPreset);
                // Re-establish the audio chain: synth -> analyser -> delay
                this.polySynth.connect(this.analyser);
                this.polySynth.volume.value = 0; // Reset volume
                var _newPreset_effects_reverbWet;
                // Adjust global effects based on the new preset's settings
                // Use optional chaining `?.` to safely access `effects` property
                this.reverb.wet.value = (_newPreset_effects_reverbWet = (_newPreset_effects = newPreset.effects) === null || _newPreset_effects === void 0 ? void 0 : _newPreset_effects.reverbWet) !== null && _newPreset_effects_reverbWet !== void 0 ? _newPreset_effects_reverbWet : 0.8; // Default to 0.8 if not specified
                var _newPreset_effects_delayWet;
                this.stereoDelay.wet.value = (_newPreset_effects_delayWet = (_newPreset_effects1 = newPreset.effects) === null || _newPreset_effects1 === void 0 ? void 0 : _newPreset_effects1.delayWet) !== null && _newPreset_effects_delayWet !== void 0 ? _newPreset_effects_delayWet : 0; // Default to 0 if not specified
                console.log("Switched to synth preset: ".concat(this.currentSynthIndex));
            }
        },
        {
            // Getter for the analyser so the game can use it
            key: "getAnalyser",
            value: function getAnalyser() {
                return this.analyser;
            }
        }
    ]);
    return MusicManager;
}();