docs: add some docs

This commit is contained in:
Tom Boullay
2026-05-11 09:18:46 +02:00
parent daba532b5f
commit dd41d2cbb2
5 changed files with 220 additions and 14 deletions
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@@ -74,6 +74,32 @@ This is useful for checking numeric transform values before saving or exporting.
The button is hidden in production builds because production persistence is not implemented.
## Editing Dialogue Subtitles
The side panel also includes an SRT editor for dialogue subtitles.
1. Choose a voice: `narrateur`, `fermier`, or `electricienne`.
2. Choose a language: `FR` or `EN`.
3. Edit the SRT text directly in the textarea.
4. Use the audio preview to check the selected dialogue.
5. Use `Set start`, `Set end`, `-100ms`, and `+100ms` to adjust the selected cue timing against the audio.
6. Use `Save SRT` during local development, or `Export SRT` to download the file manually.
Each SRT file belongs to one voice, not one dialogue. Cue indexes must match the `subtitleCueIndex` values referenced by the dialogue manifest.
## Validating Dialogue Assets
Use `Validate` in the SRT panel to check the dialogue manifest and linked assets.
The validation checks:
- `public/sounds/dialogue/dialogues.json`
- referenced dialogue audio files
- French SRT files
- subtitle cue indexes referenced by the manifest
Missing English SRT files are warnings because the runtime falls back to French subtitles.
## Current Limitations
- The editor only modifies existing nodes.
@@ -81,3 +107,4 @@ The button is hidden in production builds because production persistence is not
- It does not edit model files or textures.
- It does not provide production persistence.
- Fallback cubes indicate missing models; they are editor placeholders, not exported assets.
- SRT saving is a local Vite dev-server helper, not a production backend feature.
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@@ -27,8 +27,28 @@ This document lists features that are implemented in the current codebase.
## Audio
- One-shot sound playback for trigger interactions
- Simple per-sound pooling through `AudioManager`
- Category-based volumes for music, SFX, and dialogue
- Looped background music playback through `AudioManager`
- One-shot sound playback for SFX and dialogue, with simple per-sound pooling
- Optional stereo pan for one-shot sounds
## Dialogue And Subtitles
- Dialogue manifest in `public/sounds/dialogue/dialogues.json`
- Dialogue audio loaded from `public/sounds/dialogue/`
- One SRT subtitle file per voice and language
- French subtitle fallback when the selected language file is missing
- Runtime subtitle overlay with speaker-specific colors
- Timecoded dialogue trigger support for dialogue entries that define `timecode`
## Game Options Menu
- `Esc` opens and closes the in-game options menu
- Music, SFX, and dialogue volume sliders
- Subtitle visibility toggle
- Subtitle language choice between French and English
- Repair runtime choice between local JavaScript and Python server mode
- Quit action that clears browser-accessible cookies and returns to `/`
## Debug Tooling
@@ -52,13 +72,17 @@ This document lists features that are implemented in the current codebase.
- Player-style navigation mode with `WASD`, `ZQSD`, arrow keys, `Space`, and `Shift`
- JSON export for downloading the edited map
- Dev-server save endpoint for writing changes back to `public/map.json`
- SRT editor for dialogue subtitles
- Audio preview and timing helpers for SRT cues
- Dev-server save endpoint for SRT files
- Dialogue manifest validation from the editor UI
## Not Implemented Yet
- mission system
- zone system
- cinematic system
- dialogue system
- dialogue queueing and gameplay-triggered dialogue branches
- loading flow
- minimap and mission HUD
- full production separation between gameplay and debug scenes