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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@@ -1,7 +1,7 @@
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import type { AnimationClip } from '../model/animation';
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import type { VectorPoint } from '../model/Asset';
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import type { PropertyBag } from '../model/Properties';
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import type { Graph } from './Graph';
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import type { DeclaredPort, Graph } from './Graph';
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/** What running another behavior's graph in place needs: its nodes, its variable defaults, its name. */
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export interface BehaviorProgram {
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@@ -17,6 +17,12 @@ export interface ShaderFunction {
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graph: Graph;
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}
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/** A sound FX as a node naming it sees it: the parameters its Input declares (#311). */
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export interface SoundFxShape {
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name: string;
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params: readonly DeclaredPort[];
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}
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/** One state of a machine: the node id is what a port and the runtime hold, the name is the label. */
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export interface MachineState {
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id: string;
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@@ -52,6 +58,7 @@ export interface GraphLookup {
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behavior(assetId: string): BehaviorProgram | null;
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/** A shader function's graph, which a call node takes its ports from and the compiler sets in (#303). */
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shaderFunction(assetId: string): ShaderFunction | null;
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soundFx(assetId: string): SoundFxShape | null;
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machine(assetId: string): StateMachine | null;
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curve(assetId: string): readonly VectorPoint[] | null;
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/** A Struct asset as a run knows it: a name and field names, nothing else travels (#254). */
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@@ -90,6 +97,7 @@ export interface ValueTyping {
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export const NO_LOOKUP: GraphLookup = {
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behavior: () => null,
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shaderFunction: () => null,
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soundFx: () => null,
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machine: () => null,
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curve: () => null,
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structType: () => null,
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