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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@@ -17,6 +17,7 @@ import { isShaderNodeDef } from '../shader/nodes';
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import type { Asset, StateMachineAsset, TextureFrame } from '../model/Asset';
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import { isAssetType } from '../model/AssetTypes';
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import { isFontFile } from '../model/font';
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import { isSoundFile } from '../model/sound';
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import { emptyEdit, type InstanceEdit, isEmptyEdit } from '../model/instance';
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import {
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type FieldValue,
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@@ -153,6 +154,9 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
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} else if (type === 'font') {
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const file = typeof a.file === 'string' && isFontFile(a.file) ? a.file : '';
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assets.push({ id, type, name, props, file });
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} else if (type === 'sound') {
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const file = typeof a.file === 'string' && isSoundFile(a.file) ? a.file : '';
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assets.push({ id, type, name, props, file });
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} else if (type === 'animation') {
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// Kept even when they dangle, like a sprite's `texture`: a frame reads as no picture.
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const frames = Array.isArray(a.frames) ? a.frames : [];
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