Let a game hand values to the parameters of a sound FX #311
A sound FX played the same every time: its numbers were settings of the nodes. Now the Input declares parameters with a default, every number of Gain, Pitch and EQ is an input they can feed, and a Play sound hands in values for them. - Input declares number parameters in the inspector, each with a Default (DeclaredPort.default, SetPortDefaultCommand). They are outputs of the Input. Input and Output count as terminals now, one of each per graph. - Gain, Pitch and EQ take their numbers at inputs under the keys the settings had, so saved graphs sound as before without a migration. Each value is held to its range however it arrives. - The compiler gives an FxPlan with the parameters still open. fxChainOf fills them in when a voice starts. The player still only sees an FxChain. - New behavior node Sound FX parameters: names an FX and picks its parameters like a Variables node picks variables. Each picked one is a number input that starts at the FX's default. Its output has the new port type fxparams, which only fits Play sound's fx params. - Play sound warns when the parameters name another FX than the one it plays. Names the FX does not know are left out. - Renaming a parameter at the Input renames it in every Sound FX parameters node naming that FX, edges and values included. - The Sound FX tab has a number field per parameter in its header. Play uses those values, they are never written into the asset. - A value counts from the start of a voice. Changing a playing voice is #315, a Mix node is #316. Tests: - soundfx.test.ts 22 (+11): parameters in the plan, held values, a 0-by-default stage, EQ band, save with defaults, wrong port types, default command with undo, Sound FX parameters into Play sound, defaults of picked ones, node problems, mismatch, rename with undo - node-catalog 368 (+3): Play sound fx params, Sound FX parameters - e2e 34: ALL PASSED - 28 checks (+2: header field plays depth 5, a Sound FX parameters node gives the game's voice depth 7) - Gate on melektaus-atx: typecheck, lint, prettier clean, 240 test files, 3636 tests green - Counter-check: with fxChainOf ignoring the values and the rename not followed, 5 of the new tests fail. - Browser probe: header fields, inspector Default and the picked parameter looked at in two screenshots. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,6 +1,7 @@
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import type { AnimationPlayer } from '../model/animation';
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import type { Mat } from '../model/matrix';
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import type { Position, PropertyBag } from '../model/Properties';
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import type { FxParams } from '../soundfx/nodes';
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import { type ChainTransform, composeAlongChain } from '../model/walk';
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import { enabledAlongChain } from '../properties/enabled';
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import { localMatrixOf, positionOf, transformOf } from '../properties/transform';
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@@ -238,8 +239,16 @@ export interface NodeContext {
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* a sound is something a thing in the world is doing. `detached` gives that up on purpose, for
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* the one case where the rule is in the way: the death sound of an object that destroys itself.
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* `fx` names a sound FX asset the voice is played through (#311); `''` plays it as it is.
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* `fxParams` are values for its parameters; one not given is the default the FX declares.
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*/
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playSound(assetId: string, volume: number, loop: boolean | undefined, detached: boolean, fx: string): void;
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playSound(
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assetId: string,
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volume: number,
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loop: boolean | undefined,
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detached: boolean,
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fx: string,
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fxParams: FxParams,
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): void;
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/** Silences every voice of that sound; `''` silences everything this run started. */
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stopSound(assetId: string): void;
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/**
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