Play a sound through a graph of gain, pitch and EQ effects #311
A sound could only be played as it was uploaded. A Sound FX asset is
a node graph like a shader: Input, effects, Output. Play sound has a
new input fx that sends the voice through it.
- New asset type soundfx ("Sound FX"), not placeable, with a graph
and its own tab. The heading in the asset panel is "Sound effects",
so it does not take the click meant for the + menu entry.
- Nodes in core/soundfx/nodes.ts, category sound, port type audio
that only fits audio: Input, Output, Gain (dB), Pitch (semitones),
EQ (80 Hz and 12 kHz shelves, peaks at 250 Hz, 1 kHz and 4 kHz).
- compileSoundFx walks back from the Output with the shared graph
emitter. An input takes one edge, so the result is one line: a
pitch and a list of gain and filter stages. A node without input
or a graph without Output reports a problem on the node.
- Pitch is the playback rate of the source. It applies to the whole
sound and also changes its length, the node description says so.
- The BehaviorSystem resolves fx and hands the line to the AudioSink.
An fx that is missing or does not compile plays the sound dry.
- SoundLibrary wires source, stages, volume, destination in that
order. stats().last now also names pitch and stage count.
- The tab header picks one of the project's sounds and plays it
through the graph as it stands. Stop there ends only its own voice.
Tests:
- soundfx.test.ts (new, 11), sound-library (9, +2 for the wiring),
node-catalog (+1 for fx), graph and asset-groups adjusted
- e2e 34: ALL PASSED - 26 checks (+5: + menu opens the tab, palette,
2 effects, tab Play and game Play through the FX at -12 st)
- Gate on melektaus-atx: typecheck, lint, prettier clean, 239 of 240
test files green. The red one was sound-library (its fake
AudioContext had no playbackRate), fixed afterwards, gate not
re-run in full.
- Counter-check: without the audio rule in portsCompatible the port
test fails.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -30,11 +30,12 @@ export interface PortDef {
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}
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/**
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* `state`, `shader` and `particles` are the categories no behavior graph offers: their nodes are the
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* states of a state machine, the GLSL of a shader asset and the motion of one particle.
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* `state`, `shader`, `particles` and `sound` are the categories no behavior graph offers: their nodes
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* are the states of a state machine, the GLSL of a shader asset, the motion of one particle and the
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* effects of a sound FX asset.
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*/
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export type NodeCategory =
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'event' | 'flow' | 'data' | 'variable' | 'action' | 'state' | 'shader' | 'particles';
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'event' | 'flow' | 'data' | 'variable' | 'action' | 'state' | 'shader' | 'particles' | 'sound';
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/**
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* How a loop node asks for one of its exec outputs to be run repeatedly: `port` carries the body,
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@@ -207,7 +208,13 @@ export function inlineInputs(def: NodeDef): PortDef[] {
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function isInlinePort(port: PortDef): boolean {
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if (port.inline === false) return false;
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if (port.type === 'vec3') return port.field !== undefined;
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return port.type !== 'exec' && port.type !== 'object' && port.type !== 'struct' && port.type !== 'picture';
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return (
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port.type !== 'exec' &&
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port.type !== 'object' &&
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port.type !== 'struct' &&
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port.type !== 'picture' &&
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port.type !== 'audio'
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);
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}
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/** Untyped, an input writes the zero of its kind; as its default the node body shows it, not just the name. */
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