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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@@ -28,10 +28,29 @@ const ON_START = 'OnStart';
export const SHADER_FUNCTION_INPUT = 'ShaderFunctionInput';
export const SHADER_FUNCTION_OUTPUT = 'ShaderFunctionOutput';
export const SHADER_CALL = 'ShaderCall';
/** The two ends of a sound FX graph and the behavior node naming its parameters (#311). */
export const SOUND_FX_INPUT = 'SoundFxInput';
export const SOUND_FX_OUTPUT = 'SoundFxOutput';
export const SOUND_FX_PARAMETERS = 'SoundFxParameters';
const PLAY_SOUND = 'PlaySound';
export const BEHAVIOR_PARAM = 'behavior';
export const FUNCTION_PARAM = 'function';
export const VARIABLES_PARAM = 'variablesAsset';
export const SOUND_FX_PARAM = 'soundFxAsset';
/** Whose parameters a `Sound FX parameters` node sets. */
export const SOUND_FX_SETTING: PropertyDef = {
key: SOUND_FX_PARAM,
label: 'Sound FX',
kind: 'asset',
default: '',
assetTypes: ['soundfx'],
};
export function soundFxSourceOf(params: PropertyBag): string {
return textOf(params[SOUND_FX_PARAM] ?? '');
}
/** Whose declarations a `Variables` node reads; empty is the behavior the node sits in. */
export const VARIABLES_SETTING: PropertyDef = {
@@ -71,6 +90,11 @@ export function declaresPropertyPorts(type: string): boolean {
return type === PROPERTIES;
}
/** Nodes whose declared ports are parameters of the sound FX they name. */
export function declaresSoundFxPorts(type: string): boolean {
return type === SOUND_FX_PARAMETERS;
}
/** Identifier-like, and not `exec`: that key belongs to the fixed flow port of every terminal node. */
export function isValidPortName(name: string): boolean {
return isValidFieldName(name) && name !== 'exec';
@@ -127,13 +151,15 @@ export function isTerminalType(type: string): boolean {
type === BEHAVIOR_START ||
type === BEHAVIOR_END ||
type === SHADER_FUNCTION_INPUT ||
type === SHADER_FUNCTION_OUTPUT
type === SHADER_FUNCTION_OUTPUT ||
type === SOUND_FX_INPUT ||
type === SOUND_FX_OUTPUT
);
}
/** The terminal whose ports a caller passes in, rather than takes out. */
export function isEntryTerminal(type: string): boolean {
return type === BEHAVIOR_START || type === SHADER_FUNCTION_INPUT;
return type === BEHAVIOR_START || type === SHADER_FUNCTION_INPUT || type === SOUND_FX_INPUT;
}
export function isTerminalNode(node: GraphNode): boolean {
@@ -354,6 +380,7 @@ export function ghostProblem(node: GraphNode, graph: Graph, def: NodeDef): strin
export function callProblem(node: GraphNode, lookup: GraphLookup, ownerId = ''): string | null {
if (node.type === ON_BEHAVIOR) return listenProblem(node, lookup, ownerId);
if (node.type === SHADER_CALL) return functionCallProblem(node, lookup, ownerId);
if (node.type === SOUND_FX_PARAMETERS) return soundFxParametersProblem(node, lookup);
if (node.type !== RUN_BEHAVIOR) return lerpProblem(node, lookup);
const id = textOf(node.params[BEHAVIOR_PARAM] ?? '');
if (!id) return 'No behavior picked';
@@ -398,6 +425,27 @@ function functionCallProblem(node: GraphNode, lookup: GraphLookup, ownerId: stri
return null;
}
function soundFxParametersProblem(node: GraphNode, lookup: GraphLookup): string | null {
const id = soundFxSourceOf(node.params);
if (!id) return 'No sound FX picked';
return lookup.soundFx(id) ? null : 'That sound FX is gone';
}
/**
* A `Play sound` whose parameters come from a node naming another sound FX than the one it plays:
* the names that FX does not know are left out, so the values would go nowhere. Only said where both
* are picked in place – one coming over an edge may be either.
*/
export function soundFxParamsMismatch(node: GraphNode, graph: Graph): string | null {
if (node.type !== PLAY_SOUND || edgesInto(graph, node.id, 'fx').length > 0) return null;
const played = textOf(node.params.fx ?? '');
const edge = edgesInto(graph, node.id, 'fxParams')[0];
const from = edge && findNode(graph, edge.from.node);
if (!played || from?.type !== SOUND_FX_PARAMETERS) return null;
const named = soundFxSourceOf(from.params);
return named && named !== played ? 'The parameters are for another sound FX' : null;
}
/** The ids the nodes of one type in that graph name in `param`, picked or not found alike. */
function namedBy(graph: Graph, type: string, param: string): string[] {
return graph.nodes