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.
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admin committed 2026-09-15 07:54:28 +02:00
1 parent 7babf88636
commit 5671a38044
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@@ -35,6 +35,11 @@ export const StateMachineLiteral = literal(
'statemachine',
'A constant state machine, for a "State branch" or a "Set state" to work on.',
);
export const SoundLiteral = literal(
'Sound',
'sound',
'A constant sound, for a "Play sound" or a "Stop sound" to work on.',
);
export const ListLiteral = literal(
'List',
'list',