Add resonance and result sound effects
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@@ -3,8 +3,10 @@ import militiaThemeUrl from '../../assets/audio/bgm/militia-theme.mp3';
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import oathThemeUrl from '../../assets/audio/bgm/oath-theme.mp3';
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import storyDarkUrl from '../../assets/audio/bgm/story-dark.mp3';
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import titleThemeUrl from '../../assets/audio/bgm/title-theme.mp3';
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import bondResonanceUrl from '../../assets/audio/sfx/bond-resonance.wav';
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import cartRollUrl from '../../assets/audio/sfx/cart-roll.mp3';
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import combatImpactUrl from '../../assets/audio/sfx/combat-impact.mp3';
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import defeatStingUrl from '../../assets/audio/sfx/defeat-sting.wav';
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import expGainUrl from '../../assets/audio/sfx/exp-gain.mp3';
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import footstepWalkUrl from '../../assets/audio/sfx/footstep-walk.mp3';
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import horseGallopUrl from '../../assets/audio/sfx/horse-gallop.mp3';
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@@ -12,6 +14,7 @@ import levelUpUrl from '../../assets/audio/sfx/level-up.wav';
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import strategyCastUrl from '../../assets/audio/sfx/strategy-cast.mp3';
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import swordSlashUrl from '../../assets/audio/sfx/sword-slash.mp3';
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import uiSelectUrl from '../../assets/audio/sfx/ui-select.mp3';
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import victoryFanfareUrl from '../../assets/audio/sfx/victory-fanfare.wav';
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export const musicTracks = {
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'title-theme': titleThemeUrl,
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@@ -29,6 +32,9 @@ export const effectTracks = {
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'cart-roll': cartRollUrl,
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'exp-gain': expGainUrl,
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'level-up': levelUpUrl,
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'bond-resonance': bondResonanceUrl,
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'victory-fanfare': victoryFanfareUrl,
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'defeat-sting': defeatStingUrl,
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'footstep-walk': footstepWalkUrl,
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'horse-gallop': horseGallopUrl
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} as const;
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@@ -4340,8 +4340,8 @@ export class BattleScene extends Phaser.Scene {
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: `패배... ${battleScenario.defeatConditionLabel} 조건이 발생했습니다.`;
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this.pushBattleLog(message);
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this.renderSituationPanel(message);
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soundDirector.playEffect(outcome === 'victory' ? 'exp-gain' : 'combat-impact', {
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volume: outcome === 'victory' ? 0.38 : 0.28,
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soundDirector.playEffect(outcome === 'victory' ? 'victory-fanfare' : 'defeat-sting', {
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volume: outcome === 'victory' ? 0.34 : 0.26,
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stopAfterMs: 1200
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});
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this.publishFirstBattleReport(outcome);
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@@ -7335,7 +7335,7 @@ export class BattleScene extends Phaser.Scene {
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return Promise.resolve();
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}
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soundDirector.playEffect('strategy-cast', { volume: 0.18, rate: 1.14, stopAfterMs: 520 });
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soundDirector.playEffect('bond-resonance', { volume: 0.22, rate: 1.04, stopAfterMs: 620 });
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const objects: Phaser.GameObjects.GameObject[] = [];
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const line = this.add.graphics();
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@@ -7385,7 +7385,7 @@ export class BattleScene extends Phaser.Scene {
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return Promise.resolve();
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}
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soundDirector.playEffect('strategy-cast', { volume: 0.22, rate: 1.08, stopAfterMs: 720 });
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soundDirector.playEffect('bond-resonance', { volume: 0.24, rate: 1, stopAfterMs: 760 });
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const aura = this.trackCombatObject(this.add.circle(auraX, auraY, 42));
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aura.setStrokeStyle(4, 0xffdf7b, 0.88);
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