Let a game hand values to the parameters of a sound FX #311
game-maker / gate (push) Successful in 3m10s
game-maker / suite (push) Failing after 14m15s

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>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-05 17:26:20 +02:00
1 parent de14f0f9e2
commit 183f356c99
25 files changed
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@@ -1,7 +1,7 @@
import type { AnimationClip } from '../model/animation';
import type { VectorPoint } from '../model/Asset';
import type { PropertyBag } from '../model/Properties';
import type { Graph } from './Graph';
import type { DeclaredPort, Graph } from './Graph';
/** What running another behavior's graph in place needs: its nodes, its variable defaults, its name. */
export interface BehaviorProgram {
@@ -17,6 +17,12 @@ export interface ShaderFunction {
graph: Graph;
}
/** A sound FX as a node naming it sees it: the parameters its Input declares (#311). */
export interface SoundFxShape {
name: string;
params: readonly DeclaredPort[];
}
/** One state of a machine: the node id is what a port and the runtime hold, the name is the label. */
export interface MachineState {
id: string;
@@ -52,6 +58,7 @@ export interface GraphLookup {
behavior(assetId: string): BehaviorProgram | null;
/** A shader function's graph, which a call node takes its ports from and the compiler sets in (#303). */
shaderFunction(assetId: string): ShaderFunction | null;
soundFx(assetId: string): SoundFxShape | null;
machine(assetId: string): StateMachine | null;
curve(assetId: string): readonly VectorPoint[] | null;
/** A Struct asset as a run knows it: a name and field names, nothing else travels (#254). */
@@ -90,6 +97,7 @@ export interface ValueTyping {
export const NO_LOOKUP: GraphLookup = {
behavior: () => null,
shaderFunction: () => null,
soundFx: () => null,
machine: () => null,
curve: () => null,
structType: () => null,