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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@@ -5,6 +5,7 @@ import { hasEditorRun, runsInEditor } from '../core/properties/editorRun';
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import { addGameSystems, type BehaviorSystem, behaviorError } from '../runtime/systems/BehaviorSystem';
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import { Input } from '../runtime/systems/Input';
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import { type ModelWrite, World } from '../runtime/World';
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import { soundLibrary } from '../viewport/SoundLibrary';
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import type { LiveMachineState } from './graph/GraphCanvas';
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import type { EditorState } from './state';
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@@ -119,7 +120,7 @@ export class EditorRun {
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// Baking a container's content into the scene would be an edit nobody asked for, so it is off
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// here: the content runs, but resolved from its template (see `WorldOptions.bakeContainers`).
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const fresh = World.instantiate(project, scene.id, { bakeContainers: false });
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this.behaviors = addGameSystems(fresh, project, this.input, (e) => runsInEditor(e.props));
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this.behaviors = addGameSystems(fresh, project, this.input, (e) => runsInEditor(e.props), soundLibrary);
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this.world = fresh;
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this.hadFocus = this.hooks.focused();
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this.input.attach(this.hooks.focused);
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@@ -153,6 +154,9 @@ export class EditorRun {
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private stop(): void {
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if (!this.world) return;
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// Its sounds end with it, for the reason a played run's do – an editor run is restarted by any
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// edit, and a loop left behind would pile up one voice per edit.
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soundLibrary.stopAll();
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this.world.destroy();
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this.world = null;
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this.behaviors = null;
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