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
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.
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@@ -119,6 +119,16 @@ export interface NodeContext {
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*/
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moveAndSlide(target: EntityHandle, dx: number, dy: number): { blockedX: boolean; blockedY: boolean };
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log(message: string): void;
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/**
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* Starts a sound asset, named by its id. `volume` multiplies the asset's own (1 leaves it alone);
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* `loop` is the caller's answer to whether it repeats, and `undefined` leaves that to the asset,
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* because the asset says what a sound *is* and the node only colours it. Every call is a voice of
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* its own: two plays overlap, whether they loop or not, which is what makes one sound effect
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* fired twice in a row audible twice.
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*/
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playSound(assetId: string, volume: number, loop: boolean | undefined): 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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* The position is local to `parent` (world when none); null when the asset does not exist or
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* cannot be placed. A spawned behavior runs its `On start` on the next tick.
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@@ -0,0 +1,54 @@
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import type { NodeDef, PortDef } from '../../NodeRegistry';
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import { asNumber, asString, type Value } from '../../values';
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import { exec, num, soundPort, withDefault } from '../shared';
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/**
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* Three answers, not two: a checkbox cannot say "leave it to the asset", and without that a sound
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* whose own `Loop` is on could never be played as a one-shot.
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*/
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const LOOP_OPTIONS = [
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{ value: '', label: 'From the asset' },
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{ value: 'true', label: 'On' },
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{ value: 'false', label: 'Off' },
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];
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/** `any`, not `boolean`, so a graph can still drive the choice – see `loopChoice`. */
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const loopPort = (): PortDef => ({
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key: 'loop',
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label: 'loop',
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type: 'any',
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default: '',
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field: { key: 'loop', label: 'Loop', kind: 'enum', default: '', options: LOOP_OPTIONS },
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});
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/**
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* What the node says about looping: nothing (the asset decides) or an answer that overrules it.
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* A boolean arriving over an edge is taken literally, which is what wiring a comparison or a
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* variable into this input is for.
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*/
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export function loopChoice(value: Value | undefined): boolean | undefined {
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if (typeof value === 'boolean') return value;
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const text = asString(value);
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if (text === 'true') return true;
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if (text === 'false') return false;
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return undefined;
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}
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export const PlaySound: NodeDef = {
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type: 'PlaySound',
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label: 'Play sound',
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category: 'action',
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description:
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'Plays a sound asset. "volume" multiplies the volume the asset itself carries and "loop" either ' +
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"leaves the asset's own setting alone or overrules it, so the asset says what the sound is and " +
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'the node only colours it. Each play is a voice of its own: firing this twice in a row is heard ' +
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'twice, overlapping.',
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inputs: [exec(), soundPort(), withDefault(num('volume'), 1), loopPort()],
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outputs: [exec()],
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params: [],
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run: (ctx, inputs) => {
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const sound = asString(inputs.sound);
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if (sound) ctx.playSound(sound, asNumber(inputs.volume), loopChoice(inputs.loop));
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return { next: 'exec' };
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},
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};
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@@ -0,0 +1,19 @@
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import type { NodeDef } from '../../NodeRegistry';
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import { asString } from '../../values';
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import { exec, soundPort } from '../shared';
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export const StopSound: NodeDef = {
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type: 'StopSound',
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label: 'Stop sound',
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category: 'action',
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description:
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'Silences every voice of a sound, however many plays started it – including a looping one. ' +
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'With no sound picked it silences everything the run is playing.',
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inputs: [exec(), soundPort()],
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outputs: [exec()],
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params: [],
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run: (ctx, inputs) => {
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ctx.stopSound(asString(inputs.sound));
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return { next: 'exec' };
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},
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};
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@@ -35,6 +35,11 @@ export const StateMachineLiteral = literal(
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'statemachine',
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'A constant state machine, for a "State branch" or a "Set state" to work on.',
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);
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export const SoundLiteral = literal(
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'Sound',
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'sound',
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'A constant sound, for a "Play sound" or a "Stop sound" to work on.',
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);
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export const ListLiteral = literal(
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'List',
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'list',
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@@ -3,10 +3,12 @@ import { Destroy } from './action/Destroy';
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import { Emit } from './action/Emit';
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import { Log } from './action/Log';
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import { Move } from './action/Move';
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import { PlaySound } from './action/PlaySound';
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import { RestartGame } from './action/RestartGame';
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import { SetPosition } from './action/SetPosition';
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import { Spawn } from './action/Spawn';
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import { StopGame } from './action/StopGame';
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import { StopSound } from './action/StopSound';
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import { Abs } from './data/Abs';
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import { Add } from './data/Add';
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import { And } from './data/And';
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@@ -32,6 +34,7 @@ import {
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BooleanLiteral,
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ListLiteral,
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NumberLiteral,
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SoundLiteral,
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StateMachineLiteral,
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StringLiteral,
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TextureLiteral,
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@@ -146,6 +149,7 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
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StringLiteral,
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TextureLiteral,
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StateMachineLiteral,
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SoundLiteral,
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Add,
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Subtract,
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Multiply,
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@@ -195,6 +199,8 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
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Spawn,
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Destroy,
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Emit,
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PlaySound,
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StopSound,
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Log,
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StopGame,
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RestartGame,
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@@ -36,6 +36,17 @@ export const keyParam: PropertyDef = { key: 'key', label: 'Key', kind: 'key', de
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/** No `assetTypes`: any placeable asset is a valid answer here. */
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export const assetParam: PropertyDef = { key: 'asset', label: 'Asset', kind: 'asset', default: '' };
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/**
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* The `sound` input of the two sound nodes; unconnected, it shows the sound picker – the way
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* `machinePort` shows the machine picker. A `Sound` literal is what feeds it through an edge.
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*/
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export const soundPort = (): PortDef => ({
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key: 'sound',
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label: 'sound',
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type: 'string',
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field: { key: 'sound', label: 'Sound', kind: 'sound', default: '' },
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});
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export function binaryMath(type: string, description: string, fn: (a: number, b: number) => number): NodeDef {
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return {
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type,
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