Change the sound FX parameters of a sound while it plays #315
game-maker / gate (push) Successful in 3m14s
game-maker / suite (push) Successful in 15m39s

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>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-05 20:53:26 +02:00
1 parent 072537b2e8
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@@ -1,4 +1,4 @@
import { edge, node } from '../lib/builders.mjs';
import { edge, node, port, variable, written } from '../lib/builders.mjs';
import { LANES, MAKE_OBJECT, pickAssetType } from './lib/scaffold.mjs';
/**
@@ -414,6 +414,72 @@ export async function sound(t) {
JSON.stringify(gameParam),
);
await stop();
// #315: two looping voices of the same sound start at depth 7, the first keeps its number in a
// variable, and `Set sound FX parameters` hands that one voice depth 3 every frame. In a
// real AudioContext the first one's speed glides there, the second one's stays put.
const tuneIds = ['sn-keep', 'sn-play2', 'sn-tick', 'sn-read', 'sn-tune', 'sn-fxp2'];
const tuneEdges = [
'sn-e-keep',
'sn-e-voice',
'sn-e-play2',
'sn-e-fxp3',
'sn-e-tick',
'sn-e-read',
'sn-e-fxp2',
];
await mutate(`
const logic = __gm.state.project.assets.find((a) => a.id === 'sn-logic');
logic.variables = [${JSON.stringify(variable('voice', 'number', 0))}];
const graph = logic.graph;
const play = graph.nodes.find((n) => n.id === 'sn-play');
play.params.loop = 'true';
graph.nodes.push(
${JSON.stringify(node('sn-keep', 'Variables', 520, 0, {}, [written('voice', 'number')]))},
{ ...structuredClone(play), id: 'sn-play2', x: 780 },
${JSON.stringify(node('sn-tick', 'OnUpdate', 0, 300))},
${JSON.stringify(node('sn-read', 'Variables', 0, 420, {}, [port('voice', 'number')]))},
${JSON.stringify(node('sn-tune', 'SetSoundFxParameters', 260, 300))},
${JSON.stringify(
node('sn-fxp2', 'SoundFxParameters', 0, 540, { soundFxAsset: fxId, depth: 3 }, [
{ key: 'depth', kind: 'number' },
]),
)},
);
graph.edges.push(
${JSON.stringify(edge('sn-e-keep', 'sn-play', 'exec', 'sn-keep', 'exec'))},
${JSON.stringify(edge('sn-e-voice', 'sn-play', 'voice', 'sn-keep', 'voice'))},
${JSON.stringify(edge('sn-e-play2', 'sn-keep', 'exec', 'sn-play2', 'exec'))},
${JSON.stringify(edge('sn-e-fxp3', 'sn-fxp', 'params', 'sn-play2', 'fxParams'))},
${JSON.stringify(edge('sn-e-tick', 'sn-tick', 'exec', 'sn-tune', 'exec'))},
${JSON.stringify(edge('sn-e-read', 'sn-read', 'voice', 'sn-tune', 'voice'))},
${JSON.stringify(edge('sn-e-fxp2', 'sn-fxp2', 'params', 'sn-tune', 'fxParams'))},
);`);
const beforeTune = await stats();
await play();
const tunedStats = await waitFor(
stats,
(s) => s.tuned > beforeTune.tuned && s.started >= beforeTune.started + 2,
);
const rate = 2 ** ((3 - 7) / 12);
const glided = (levels) =>
Array.isArray(levels) && levels.length === 2 && Math.abs(levels[0][0] - rate) < 0.01;
const levels = await waitFor(() => json(`__gm.sound.levels(${JSON.stringify(blip.file)})`), glided);
check(
'Set sound FX parameters moves the one voice whose number it holds from depth 7 to 3, not the other',
tunedStats.last?.pitches.join() === '7' &&
tunedStats.last.loop === true &&
glided(levels) &&
Math.abs(levels[0][1] - 10 ** (-6 / 20)) < 0.001 &&
levels[1][0] === 1,
JSON.stringify({ last: tunedStats.last, tuned: tunedStats.tuned, levels, rate }),
);
await stop();
await mutate(`
const logic = __gm.state.project.assets.find((a) => a.id === 'sn-logic');
logic.variables = [];
const graph = logic.graph;
graph.nodes = graph.nodes.filter((n) => !${JSON.stringify(tuneIds)}.includes(n.id));
graph.edges = graph.edges.filter((e) => !${JSON.stringify(tuneEdges)}.includes(e.id));`);
await mutate(`
const graph = __gm.state.project.assets.find((a) => a.id === 'sn-logic').graph;
graph.nodes = graph.nodes.filter((n) => n.id !== 'sn-fxp');