Hand out the length of a played sound from Play sound
game-maker / gate (push) Successful in 3m12s
game-maker / suite (push) Failing after 26m24s

Wired into the time of Set sound FX parameters, a change then spans
exactly one run of the clip, so a fade or a filter sweep ends with its
last sample.

- Play sound has a second output, length, in seconds. It is 0 where
  nothing was played or the sound has not loaded yet.
- The AudioSink gives the length of a file, the SoundLibrary takes it
  from the decoded buffer. A pitch the voice starts on keeps it (#312).
- A pitch changed while the voice plays still changes its length, so a
  pitch sweep over length does not end with the sound. A pitch that
  keeps the length in real time is #317.

Tests:
- soundfx, sounds, keep-on-scene-load, node-catalog, sound-library:
  462 tests green.
- Counter-check: with length always 0, the catalog case and the new
  soundfx case fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-05 22:27:44 +02:00
1 parent 297fca3e94
commit 804a97b0a9
10 files changed
+53 -11

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+5
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@@ -250,6 +250,11 @@ export interface NodeContext {
fx: string, fx: string,
fxParams: FxParams, fxParams: FxParams,
): number; ): number;
/**
* How many seconds one run of that sound asset lasts, so a change can span it; 0 where it does not
* exist or has not been loaded yet.
*/
soundLength(assetId: string): number;
/** Silences every voice of that sound; `''` silences everything this run started. */ /** Silences every voice of that sound; `''` silences everything this run started. */
stopSound(assetId: string): void; stopSound(assetId: string): void;
/** /**
+6 -3
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@@ -61,7 +61,9 @@ export const PlaySound: NodeDef = {
'unless "detached" is on. "fx" sends it through a sound FX asset; left empty, it plays as it is. ' + 'unless "detached" is on. "fx" sends it through a sound FX asset; left empty, it plays as it is. ' +
'"fx params" takes values for its parameters from a Sound FX parameters node. "voice" is the ' + '"fx params" takes values for its parameters from a Sound FX parameters node. "voice" is the ' +
'number of this one play, for Set sound FX parameters to change it while it plays; 0 where ' + 'number of this one play, for Set sound FX parameters to change it while it plays; 0 where ' +
'nothing was played.', 'nothing was played. "length" is how many seconds one run of the sound lasts, to hand to the ' +
'"time" of Set sound FX parameters so a change spans the sound; 0 where nothing was played or ' +
'the sound has not been loaded yet. A pitch changed while it plays makes it longer or shorter.',
inputs: [ inputs: [
exec(), exec(),
soundPort(), soundPort(),
@@ -71,7 +73,7 @@ export const PlaySound: NodeDef = {
soundFxPort(), soundFxPort(),
{ key: 'fxParams', label: 'fx params', type: 'fxparams' }, { key: 'fxParams', label: 'fx params', type: 'fxparams' },
], ],
outputs: [exec(), num('voice')], outputs: [exec(), num('voice'), num('length')],
params: [], params: [],
run: (ctx, inputs) => { run: (ctx, inputs) => {
const sound = asString(inputs.sound); const sound = asString(inputs.sound);
@@ -85,7 +87,8 @@ export const PlaySound: NodeDef = {
fxParamsOf(inputs.fxParams), fxParamsOf(inputs.fxParams),
) )
: 0; : 0;
return { next: 'exec', outputs: { voice } }; const length = voice ? ctx.soundLength(sound) : 0;
return { next: 'exec', outputs: { voice, length } };
}, },
}; };
+6
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@@ -28,6 +28,11 @@ export interface AudioSink {
* where it is not given). 0 is a quick glide. * where it is not given). 0 is a quick glide.
*/ */
tune(voice: number, params: FxParams, time?: number, ease?: EaseShare): void; tune(voice: number, params: FxParams, time?: number, ease?: EaseShare): void;
/**
* How many seconds one run of that file lasts, the same with a pitch it starts on (#312); 0 while
* its bytes have not arrived.
*/
length(file: string): number;
/** Silences every voice of that file; `''` silences all of them. */ /** Silences every voice of that file; `''` silences all of them. */
stop(file: string): void; stop(file: string): void;
/** Silences every voice started by that owner – what destroying a behavior does. */ /** Silences every voice started by that owner – what destroying a behavior does. */
@@ -37,6 +42,7 @@ export interface AudioSink {
export const SILENT_AUDIO: AudioSink = { export const SILENT_AUDIO: AudioSink = {
play: () => 0, play: () => 0,
tune: () => {}, tune: () => {},
length: () => 0,
stop: () => {}, stop: () => {},
stopOwner: () => {}, stopOwner: () => {},
}; };
+4
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@@ -166,6 +166,10 @@ export function behaviorContext(
}, },
playSound: (assetId, volume, loop, detached, fx, fxParams) => playSound: (assetId, volume, loop, detached, fx, fxParams) =>
playSound(run, assetId, volume, loop, detached ? '' : entity.id, fx, fxParams), playSound(run, assetId, volume, loop, detached ? '' : entity.id, fx, fxParams),
soundLength: (assetId) => {
const file = soundFileOf(project, assetId);
return file ? run.audio.length(file) : 0;
},
// An id nothing resolves stops nothing, rather than silencing the whole run by accident; // An id nothing resolves stops nothing, rather than silencing the whole run by accident;
// only the empty id means "everything", which is what the node promises. // only the empty id means "everything", which is what the node promises.
stopSound: (assetId) => { stopSound: (assetId) => {
+4
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@@ -227,6 +227,10 @@ export class SoundLibrary implements AudioSink {
return this.buffers.get(file)?.duration ?? null; return this.buffers.get(file)?.duration ?? null;
} }
length(file: string): number {
return this.duration(file) ?? 0;
}
/** /**
* Starts loading every file not held yet. Waiting for the first play left that play late: its * Starts loading every file not held yet. Waiting for the first play left that play late: its
* start was not heard, and a graph tuning it in the meantime had moved on by the time it started. * start was not heard, and a graph tuning it in the meantime had moved on by the time it started.
+1
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@@ -56,6 +56,7 @@ function start(f: Fixture, audio?: AudioSink) {
const sink: AudioSink = audio ?? { const sink: AudioSink = audio ?? {
play: () => 0, play: () => 0,
tune: () => {}, tune: () => {},
length: () => 0,
stop: () => {}, stop: () => {},
stopOwner: (owner: string) => stoppedOwners.push(owner), stopOwner: (owner: string) => stoppedOwners.push(owner),
}; };
+3 -3
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@@ -1980,14 +1980,14 @@ const CASES: Record<string, Case[]> = {
name: 'no sound is a no-op that still continues the flow', name: 'no sound is a no-op that still continues the flow',
inputs: { sound: '', volume: 1, loop: '' }, inputs: { sound: '', volume: 1, loop: '' },
next: 'exec', next: 'exec',
outputs: { voice: 0 }, outputs: { voice: 0, length: 0 },
after: (ctx) => expect(ctx.played).toEqual([]), after: (ctx) => expect(ctx.played).toEqual([]),
}, },
{ {
name: 'hands the id on with the volume and loop it was given, and gives out the voice (#315)', name: 'hands the id on with the volume and loop it was given, and gives out the voice (#315) and its length',
inputs: { sound: 'snd-1', volume: 0.5, loop: 'true' }, inputs: { sound: 'snd-1', volume: 0.5, loop: 'true' },
next: 'exec', next: 'exec',
outputs: { voice: 1 }, outputs: { voice: 1, length: 0.25 },
// What the two mean – a factor on the asset's volume, an answer that overrules its loop // What the two mean – a factor on the asset's volume, an answer that overrules its loop
// flag – is the BehaviorSystem's to resolve, since only it holds the project (see // flag – is the BehaviorSystem's to resolve, since only it holds the project (see
// `sounds.test.ts`). // `sounds.test.ts`).
+21 -5
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@@ -257,19 +257,26 @@ describe('a Mix in a sound FX graph (#316)', () => {
}); });
/** /**
* Records what it was asked to play, with the line of effects its values make, and every tune. A * Records what it was asked to play, with the line of effects its values make, and every tune with
* voice is numbered by how many have been played, so the first is 1. * its time on the side. A voice is numbered by how many have been played, so the first is 1. Every
* file lasts a quarter of a second.
*/ */
function fakeAudio(): AudioSink & { function fakeAudio(): AudioSink & {
played: { file: string; owner: string; fx: FxChain | undefined }[]; played: { file: string; owner: string; fx: FxChain | undefined }[];
tuned: { voice: number; params: Readonly<Record<string, number>> }[]; tuned: { voice: number; params: Readonly<Record<string, number>> }[];
times: (number | undefined)[];
} { } {
const sink = { const sink = {
played: [] as { file: string; owner: string; fx: FxChain | undefined }[], played: [] as { file: string; owner: string; fx: FxChain | undefined }[],
tuned: [] as { voice: number; params: Readonly<Record<string, number>> }[], tuned: [] as { voice: number; params: Readonly<Record<string, number>> }[],
times: [] as (number | undefined)[],
play: (file: string, _volume: number, _loop: boolean, owner: string, fx?: FxVoice) => play: (file: string, _volume: number, _loop: boolean, owner: string, fx?: FxVoice) =>
sink.played.push({ file, owner, fx: fx && fxChainOf(fx.plan, fx.params) }), sink.played.push({ file, owner, fx: fx && fxChainOf(fx.plan, fx.params) }),
tune: (voice: number, params: Readonly<Record<string, number>>) => sink.tuned.push({ voice, params }), tune: (voice: number, params: Readonly<Record<string, number>>, time?: number) => {
sink.tuned.push({ voice, params });
sink.times.push(time);
},
length: () => 0.25,
stop: () => {}, stop: () => {},
stopOwner: () => {}, stopOwner: () => {},
}; };
@@ -503,9 +510,9 @@ describe('Sound FX parameters and Play sound', () => {
describe('Set sound FX parameters (#315)', () => { describe('Set sound FX parameters (#315)', () => {
/** /**
* Pressing x plays Jump through an FX twice, the first `sound` – then hands `depth` to the voice * Pressing x plays Jump through an FX twice, the first `sound` – then hands `depth` to the voice
* the first play gave out. * the first play gave out, over the length of that play where `spanned`.
*/ */
function tuning(sound?: string) { function tuning(sound?: string, spanned = false) {
const f = makeSpriteScene('Box'); const f = makeSpriteScene('Box');
const { fx } = makeFx(f); const { fx } = makeFx(f);
const created = new CreateSoundCommand('Jump', FILE); const created = new CreateSoundCommand('Jump', FILE);
@@ -525,6 +532,7 @@ describe('Set sound FX parameters (#315)', () => {
[first, 'voice', set, 'voice'], [first, 'voice', set, 'voice'],
[params, 'params', set, 'fxParams'], [params, 'params', set, 'fxParams'],
]); ]);
if (spanned) edit.wire([[first, 'length', set, 'time']]);
return f; return f;
} }
@@ -545,4 +553,12 @@ describe('Set sound FX parameters (#315)', () => {
expect(audio.played).toHaveLength(1); expect(audio.played).toHaveLength(1);
expect(audio.tuned).toEqual([]); expect(audio.tuned).toEqual([]);
}); });
it('spans a change over the length its Play sound hands out', () => {
const audio = fakeAudio();
const { input, frame } = startWorld(tuning(undefined, true), { behaviors: true, audio });
input.press('x');
frame();
expect(audio.times).toEqual([0.25]);
});
}); });
+1
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@@ -43,6 +43,7 @@ function fakeAudio(): AudioSink & {
play: (file: string, volume: number, loop: boolean, owner: string) => play: (file: string, volume: number, loop: boolean, owner: string) =>
sink.played.push({ file, volume, loop, owner }), sink.played.push({ file, volume, loop, owner }),
tune: () => {}, tune: () => {},
length: () => 0,
stop: (file: string) => sink.stopped.push(file), stop: (file: string) => sink.stopped.push(file),
stopOwner: (owner: string) => sink.stoppedOwners.push(owner), stopOwner: (owner: string) => sink.stoppedOwners.push(owner),
}; };
+2
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@@ -270,6 +270,8 @@ export function fakeContext(overrides: Partial<NodeContext> = {}): FakeContext {
// The number of a voice is how many have been played: unique, and never 0. // The number of a voice is how many have been played: unique, and never 0.
playSound: (assetId, volume, loop, detached, fx, fxParams) => playSound: (assetId, volume, loop, detached, fx, fxParams) =>
ctx.played.push({ assetId, volume, loop, detached, fx, fxParams }), ctx.played.push({ assetId, volume, loop, detached, fx, fxParams }),
// Every sound lasts a quarter of a second, as if it had been loaded.
soundLength: () => 0.25,
stopSound: (assetId) => ctx.silenced.push(assetId), stopSound: (assetId) => ctx.silenced.push(assetId),
tuned: [], tuned: [],
tuneSound: (voice, fxParams, time, ease) => ctx.tuned.push({ voice, fxParams, time, ease }), tuneSound: (voice, fxParams, time, ease) => ctx.tuned.push({ voice, fxParams, time, ease }),