A game that stays silent is only half a game, so a sound is an asset like any other (#45)
game-maker / suite (push) Successful in 12m1s

Sounds follow the road fonts already paved: the file goes to the server
content-addressed under its sha256, the project keeps a named asset that
points at it, and nothing is ever re-encoded. The format is read from the
file's own signature, not from what the browser claims - the same .m4a
arrives as audio/mp4, audio/x-m4a or as nothing at all.

Playing is two nodes. "Play sound" takes the asset and may raise or lower
its volume; every call is its own voice, so two jumps in a row are two
jumps heard. Its loop input is a choice of three - from the asset, on,
off - because a checkbox has to spend one of its two positions on "not
set" and would lose a case: an asset that loops could then never be
played once.

Below the graph core stays browser-free: NodeContext hands out an asset
id, BehaviorSystem resolves it against the project and folds the asset's
own volume and loop into the call, and only viewport/SoundLibrary knows
about Web Audio. A run without a sink plays nothing instead of throwing.

The CI browser is muted, so the ear is no witness: the debug hook counts
started and stopped voices, and step 34 reads that counter.
This commit is contained in:
admin committed 2026-09-15 07:54:28 +02:00
1 parent 7babf88636
commit 5671a38044
47 files changed
+2066 -42

No files matched your search

+157
View File
@@ -0,0 +1,157 @@
<?php
declare(strict_types=1);
/**
* Content-addressed sound store: `data/sounds/{sha256}.{ext}` – the font store's twin (see
* FontStore), for the same reasons: one file per sound however often it is uploaded, a URL that
* can be cached forever, and deleting a sound asset stays undoable because nothing here is
* removed when the last project stops referencing it.
*
* A sound is stored byte for byte. There is no re-encoding step as there is for images: the
* browser decodes what was picked, and nothing here could encode audio anyway.
*/
final class SoundStore
{
/**
* Accepted formats, keyed by the bytes they start with. MP3 is the exception with no single
* signature: a file either opens with an ID3 tag or straight with a frame header, whose first
* byte is `0xFF` and whose second has the top three bits set (see `mp3Extension`).
*/
private const SIGNATURES = [
'OggS' => 'ogg',
'ID3' => 'mp3',
];
public function __construct(private readonly string $dir)
{
if (!is_dir($this->dir) && !mkdir($this->dir, 0775, true) && !is_dir($this->dir)) {
throw new RuntimeException("Cannot create sound directory {$this->dir}");
}
}
/** A stored file name, as it appears in a project document. */
public static function isValidName(string $name): bool
{
return (bool) preg_match('/^[a-f0-9]{64}\.(mp3|ogg|wav|m4a)$/', $name);
}
/**
* Stores the raw bytes of a sound and returns its record.
*
* The format is read from the file's own signature, never from anything the client says –
* browsers report a dropped `.m4a` as `audio/mp4`, `audio/x-m4a` or nothing at all, and an
* `.ogg` as either `audio/ogg` or `video/ogg`.
*
* `$originalName` is kept beside the file as a caption (see OriginalName): the hash says
* nothing, and there is no tag in here that is worth trusting for a label.
*
* @return array{file:string,name:string,bytes:int}
* @throws InvalidSoundException when the bytes are not a supported sound
*/
public function store(string $bytes, string $originalName = ''): array
{
$extension = self::extensionOf($bytes);
if ($extension === '') {
throw new InvalidSoundException('Not a sound file – use MP3, OGG, WAV or M4A');
}
$file = hash('sha256', $bytes) . '.' . $extension;
$path = $this->dir . '/' . $file;
if (!is_file($path)) {
$this->writeFile($path, $bytes);
}
OriginalName::write($this->dir, $file, $originalName);
return ['file' => $file, 'name' => OriginalName::read($this->dir, $file), 'bytes' => strlen($bytes)];
}
/**
* Every stored file, newest first – what the sound picker offers. A sound has nothing to show,
* so the picker plays it instead; length is not read here, since only a decoder knows it.
*
* @return list<array{file:string,name:string,bytes:int,updatedAt:string}>
*/
public function list(): array
{
$items = [];
foreach (glob($this->dir . '/*.*') ?: [] as $path) {
$file = basename($path);
// Sidecars share the directory and are skipped: `{hash}.mp3.json` is not a valid name.
if (!self::isValidName($file)) {
continue;
}
$items[] = [
'file' => $file,
'name' => OriginalName::read($this->dir, $file),
'bytes' => (int) filesize($path),
'updatedAt' => gmdate('c', (int) filemtime($path)),
];
}
usort($items, static fn(array $a, array $b): int => strcmp($b['updatedAt'], $a['updatedAt']));
return $items;
}
public function delete(string $file): bool
{
if (!self::isValidName($file)) {
return false;
}
$path = $this->dir . '/' . $file;
if (!is_file($path) || !unlink($path)) {
return false;
}
OriginalName::delete($this->dir, $file);
return true;
}
/** The format these bytes are, `''` when they are none we take. */
private static function extensionOf(string $bytes): string
{
// The shortest thing that can still carry a header of any of the four formats.
if (strlen($bytes) < 12) {
return '';
}
foreach (self::SIGNATURES as $magic => $extension) {
if (str_starts_with($bytes, $magic)) {
return $extension;
}
}
// Both are RIFF/ISO container formats, so the type sits past the size field, not at byte 0.
if (str_starts_with($bytes, 'RIFF') && substr($bytes, 8, 4) === 'WAVE') {
return 'wav';
}
if (substr($bytes, 4, 4) === 'ftyp') {
return 'm4a';
}
return self::mp3Extension($bytes);
}
/**
* A tagless MP3: a frame header is eleven set bits (`0xFF 0xEx`/`0xFx`), and the two bits below
* them name the MPEG version, of which `01` is reserved – demanding that much keeps a random
* binary that happens to start with `0xFF` out.
*/
private static function mp3Extension(string $bytes): string
{
$first = ord($bytes[0]);
$second = ord($bytes[1]);
$version = ($second >> 3) & 0b11;
return $first === 0xFF && ($second & 0xE0) === 0xE0 && $version !== 0b01 ? 'mp3' : '';
}
/** Temp file plus rename, so a reader never sees a half-written sound (see TextureStore). */
private function writeFile(string $path, string $bytes): void
{
$tmp = $path . '.' . bin2hex(random_bytes(4)) . '.tmp';
if (file_put_contents($tmp, $bytes, LOCK_EX) === false || !rename($tmp, $path)) {
@unlink($tmp);
throw new RuntimeException('Cannot write sound file');
}
@chmod($path, 0664);
}
}
/** Thrown by SoundStore::store when the uploaded bytes are not a usable sound. */
final class InvalidSoundException extends RuntimeException
{
}