Change the sound FX parameters of a sound while it plays #315
Until now a value handed to a sound FX counted from the start of the voice only. An engine whose pitch follows the speed, or a loop that gets quieter, could not be built. Every play of Play sound now gives out the number of its voice, and a new node lets the knobs of that one voice glide to new values while it plays. - Play sound has a new output voice: the number of this one play, or 0 where nothing was played. Kept in a Number variable it reaches the voice from another event. Two plays of one sound are two voices. - New action node Set sound FX parameters (exec, voice, fx params). It reaches exactly the voice it is given, a detached one too. A voice that has ended, or voice 0, is not reached. - AudioSink.play returns the voice number and takes the plan and the values (FxVoice) instead of a finished chain. AudioSink.tune takes a voice number and new values. A name the voice's FX does not have is left out, one not given keeps its value. - SoundLibrary hands out the number at once, before the bytes are there, and never twice. A voice still waiting for its bytes starts with the values handed in meanwhile. - Every knob of a voice moves with setTargetAtTime (30 ms time constant). A knob whose value did not change is not sent again, so a tune every frame costs next to nothing. - A pitch on a playing voice glides by playbackRate. A new WSOLA copy in the middle of a sound is not worked out, so the voice gets shorter or longer while it is moved. On a loop that is not heard. - fxChainOf now gives a chain whose shape depends on the plan alone. A stage fed by a parameter stays at 0 dB, and a Mix fed by a parameter keeps both ways. A typed-in 0 or Mix at 0/1 is still left out by the compiler. - Every way of a voice has a source of its own, also at the same pitch, so each can glide on its own. The pitched copy is shared. - The tab keeps the numbers of what it plays, so moving a parameter field is heard at once. - Test hook __gm.sound.levels(file) reads the knobs of every voice of a file, oldest first, and stats() counts the voices tuned. Tests: - soundfx.test.ts: 29 tests (+2 for the node in a running world: the voice of the first of two plays of one sound, and a play that played nothing) - sound-library.test.ts: 15 tests (+3: glide, reach by number, pending voice) - node-catalog.test.ts: 370 tests (+2, Play sound checks its voice) - sounds + keep-on-scene-load: 31 tests, unchanged - Counter-test: a tune that reaches every voice of the same file makes the reach test fail. - e2e 34 (melektaus-atx): ALL PASSED - 30 checks (+1). In Chrome two looping voices of one sound start at depth 7. The one whose number sits in a variable glides to 0.7938 (2^(-4/12) = 0.7937), the other stays at 1. Both gains stay at 0.5012. - The gate ran before voices got a number (CHECK EXIT 0, 241 files, 3658 tests), not after. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -16,7 +16,7 @@ import { hasRenderLayer } from '../../core/properties/PropertySchema';
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import { resolveAssetProps } from '../../core/properties/resolve';
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import { loopsOf, volumeOf } from '../../core/properties/sounds';
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import { soundFxBuildFor } from '../../core/soundfx/compile';
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import { DRY, fxChainOf, type FxParams } from '../../core/soundfx/nodes';
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import { DRY_VOICE, type FxParams } from '../../core/soundfx/nodes';
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import type { Entity } from '../Entity';
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import { PhysicsSystem } from '../physics/PhysicsSystem';
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import type { World } from '../World';
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@@ -172,6 +172,7 @@ export function behaviorContext(
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const file = assetId === '' ? '' : soundFileOf(project, assetId);
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if (assetId === '' || file) run.audio.stop(file);
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},
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tuneSound: (voice, fxParams) => run.audio.tune(voice, fxParams),
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spawn: (assetId, position, parent) => world.spawn(assetId, position, resolve(parent) ?? null),
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addJoint: (assetId, owner, connected, at) => {
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const on = resolve(owner);
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@@ -218,7 +219,7 @@ export function behaviorContext(
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* node's, and its loop flag unless the node overrules it either way. The asset is what a sound
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* *is* – a node that says nothing therefore plays it as the project describes it. An FX asset that
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* does not compile plays the sound dry: a broken effect should not silence the game. Its parameters
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* take the values handed in, the others their defaults.
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* take the values handed in, the others their defaults. Returns the number of the voice, 0 for none.
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*/
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function playSound(
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{ project, audio }: ContextSources,
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@@ -228,14 +229,20 @@ function playSound(
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owner: string,
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fxId: string,
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fxParams: FxParams,
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): void {
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): number {
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const asset = findAssetOf(project, assetId, 'sound');
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if (!asset?.file) return;
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if (!asset?.file) return 0;
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const props = resolveAssetProps(project, asset);
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const level = Math.max(0, Math.min(1, volumeOf(props) * volume));
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const fx = fxId ? findAssetOf(project, fxId, 'soundfx') : undefined;
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const plan = fx && soundFxBuildFor(fx).compiled;
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audio.play(asset.file, level, loop ?? loopsOf(props), owner, plan ? fxChainOf(plan, fxParams) : DRY);
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return audio.play(
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asset.file,
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level,
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loop ?? loopsOf(props),
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owner,
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plan ? { plan, params: fxParams } : DRY_VOICE,
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);
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}
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/** Where a ray of that length ends; where it has no direction, where it starts. */
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