Record the game view from a behavior into a video asset (#405)
A game can now film itself. A behavior starts and stops a take, and the editor turns it into a video asset with the run's picture and the sound the player hears. The exported game hands the file over as a download, since there is no project to keep it in. - New action nodes `Start recording` (Name, Resolution, FPS) and `Stop recording`. An empty name becomes `Recording <timestamp>`. - Resolution is `Game view`, `720p` or `1080p`. For the fixed sizes the height is set and the width follows the camera. - The picture is the camera only, without hints, overlays or the letterbox. It is drawn into a render texture of the target size, so a smaller window still gives full 1080p. - `PictureReader` reads the texture back through pixel buffers with a fence. The editor never waits on the GPU, and a frame with all three buffers busy is dropped and counted. - Nothing of the take reaches the visible canvas. A first version drew tiles into it and copied them out, and with the low-latency canvas that midway state flickered on screen. - The sound is tapped behind the master limiter in the FX worklet and encoded as Opus. - H.264 is chosen when the browser has it, VP9 otherwise. A small own Matroska writer packs both tracks, no new dependency. It names the frame rate and BT.709 so ffmpeg keeps both. - A second `Start recording` is ignored with a warning in the log. A take goes on through `Load scene` and a restart, pauses with the editor and is saved when the run ends. It stops at 2 GB. - The editor uploads the take on the existing video route and makes the asset once the run is over. The video tab gets a Download button for the converted MP4. - `downloadBlob` in `src/ui` replaces the song editor's own copy. Findings: - `On start` runs before the game screen knows the world. A take therefore fixes its size on the first frame that has a camera. - Without a frame rate in the file, ffmpeg turned 30 fps into 59.94. - The worker's poster JPEG is off in colour for every upload (red 255 comes out as 229, BT.601). Not touched here. Tests: - Unit recording + matroska: 21 green, plus the node catalog cases. The Matroska test reads the file back with its own EBML reader. - e2e 67 (new) on melektaus-atx: ALL PASSED. 1080p30 from a 1280x800 window gives a 1920x1080 MP4 with sound and no dropped frame. Every 4th pixel is checked, a green quarter catches an upside-down picture. A take ended by Esc is saved with the timestamp name. - e2e 60j: the exported game downloads an `.mkv` with EBML magic. - The flicker is gone on the user's machine without `?vsync`. - Gate on melektaus-atx: CHECK EXIT 0, 299 files, 4586 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -614,6 +614,25 @@ export class SoundLibrary implements AudioSink {
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return readMeter((this.guardMeter ??= this.tapMeter(guard.limiter)));
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}
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/**
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* A node that hears what leaves the output, limiter and all (#405): a recording of the game view
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* takes its sound there, in pieces of both sides (`record-tap`). Null without a live output.
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*/
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async outputTap(): Promise<{ node: AudioWorkletNode; rate: number; release(): void } | null> {
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const context = this.audio();
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if (!(context instanceof AudioContext) || !(await this.fxWorklet())) return null;
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const guard = this.guard;
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if (!guard) return null;
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const node = new AudioWorkletNode(context, 'record-tap', {
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numberOfOutputs: 0,
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channelCount: 2,
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channelCountMode: 'explicit',
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});
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const source = guard.limiter ?? guard.input;
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source.connect(node);
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return { node, rate: context.sampleRate, release: () => source.disconnect(node) };
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}
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/** Lets every level meter go. */
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unmeter(): void {
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for (const bus of this.buses.values()) this.dropMeter(bus);
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