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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@@ -15,6 +15,8 @@ import { soundFileOf } from '../../core/model/sound';
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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 } 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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@@ -162,8 +164,8 @@ export function behaviorContext(
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// eslint-disable-next-line no-console
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console.log(`[behavior ${entity.name}]`, message);
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},
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playSound: (assetId, volume, loop, detached) =>
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playSound(run, assetId, volume, loop, detached ? '' : entity.id),
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playSound: (assetId, volume, loop, detached, fx) =>
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playSound(run, assetId, volume, loop, detached ? '' : entity.id, fx),
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// An id nothing resolves stops nothing, rather than silencing the whole run by accident;
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// only the empty id means "everything", which is what the node promises.
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stopSound: (assetId) => {
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@@ -214,7 +216,8 @@ export function behaviorContext(
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/**
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* What the graph asked for, as the sink understands it: the asset's own volume scaled by the
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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.
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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.
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*/
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function playSound(
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{ project, audio }: ContextSources,
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@@ -222,12 +225,14 @@ function playSound(
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volume: number,
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loop: boolean | undefined,
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owner: string,
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fxId: string,
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): void {
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const asset = findAssetOf(project, assetId, 'sound');
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if (!asset?.file) return;
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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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audio.play(asset.file, level, loop ?? loopsOf(props), owner);
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const fx = fxId ? findAssetOf(project, fxId, 'soundfx') : undefined;
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audio.play(asset.file, level, loop ?? loopsOf(props), owner, (fx && soundFxBuildFor(fx).compiled) || DRY);
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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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