Commit Graph
14 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 42a3759d9d Cut a sound into named clips, as a texture into frames (#357)
A sound could only be cut to one stretch, set on the asset itself. To
play two parts of one file, the file had to be imported twice. Now a
sound is always the whole file, and its clips are the stretches of it,
each with a name and a cut of its own.

- A clip is { id, name, props } on SoundAsset.clips. Its id shares the
  generator with asset ids, so a sound field holds a sound or a clip,
  as a texture field holds a texture or a frame.
- props are the cut: start, end, the fades and their curves, reverse.
  Volume, loop, sound FX and bus stay on the sound for all its clips.
  The cut rows left the sound's schema for CLIP_ROWS.
- findSound resolves either id. Play sound, the Sample of an
  instrument, a Reverb impulse, song items, the scheduler and the test
  sound of the Sound FX tab all go through it.
- Every sound field offers each sound followed by its clips, "Kick",
  "Kick / Clip 1". A clip that is gone reads as "<id>?".
- The Sound tab has a strip under the ruler with the clips as bands.
  A drag there makes a clip, a click picks one, beside the bands the
  sound. Only the picked clip has handles. Reverse, fades and curves
  in the header work on it and are greyed out without one.
- Whole file is gone from the header, as the user asked.
- Picking a clip is a selection of its own, like a frame. The
  inspector shows its name, its cut rows and Delete clip. Delete
  takes it away without asking, as with a frame. Ctrl+Z brings it
  back.
- Copies get fresh clip ids: Duplicate, Embed a copy, a song
  duplicated with its takes, and the copy a split or paste makes of
  an embedded take. An item on a clip plays the same clip of its copy.
- A double-click on a song item playing a clip opens its sound with
  the clip picked. The Sound row of an item on an embedded take
  offers the take and its clips, which no list shows.
- A new take stays the whole sound. Clips are made by hand, as the
  user decided.
- No migration in the code, as the user decided. The one project
  with cut sounds was changed over by hand.

Deviation from the issue: deleting a used clip does not warn. A frame
does not warn either, and the issue had promised "like a frame".

Tests:
- Unit sound-clips (new): 11 green, 7 counter-checks each red
- Unit sounds, embedded: adjusted to clips, green
- e2e 34 (melektaus-atx): ALL PASSED, 90 checks (3 new, 12 rewritten)
- Counter-check in the browser: clips left out of the sound fields,
  the picker check fails
- Gate (melektaus-atx): CHECK EXIT 0, 271 files, 4194 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 20:18:47 +02:00
adminandClaude Opus 5.5 a295d233ed Give sounds, instruments, patterns and songs a sound FX (#352)
A sound FX could only be picked where something was played: on a Play
node, a track or an item of a song. A sound that should always sound
through the same effect needed that pick everywhere it was used. Now
the asset says it once, and every place that plays it follows.

- New row Sound FX on a sound, an instrument, a pattern and a song,
  right before Bus. A sound goes through it on every voice, an
  instrument on every note after its graph, a pattern on all its
  notes together and a song on its output.
- The fx input of Play sound, Play note, Play pattern and Play song
  and the Sound FX of a song item now read "From the asset" while
  empty. None is a pick of its own, stored as `#none` like `#master`.
  A pick replaces the FX of the asset, it does not come on top.
- A pattern item's Instrument reads "From the asset" instead of None.
  The meaning is unchanged.
- A double-click on a sound item opens the sound, as one on a pattern
  item opens the pattern.
- The tabs play through the FX of their asset. The Pattern and Song
  tab put it on a bus of their own between the output and the bus of
  the asset. The keys of the Pattern tab play there too.
- Notes of a pattern or song go through the FX of their instrument.
  Its chain is loaded with the other needs of the sequence.

Decided without asking:
- Old items and Play nodes with an empty fx now mean "From the
  asset". No asset has an FX yet, so nothing sounds different.
- The label is "From the asset" as on Loop and Bus, not "From asset".
- A sound used as a Sample, as the impulse of a Reverb or as the test
  sound of the Sound FX tab plays without its own FX.

Findings:
- In e2e, `__gm.inspectorField('Sound FX')` and `('Instrument')` find
  the group of the Assets panel first. The check asks for the last
  match.

Tests:
- Unit asset-fx (new): 8 green. Six counter-checks each turned red.
- Field lists of sound, pattern and song: Sound FX added.
- e2e 65 (melektaus-atx): ALL PASSED, 46 checks (3 new). Counter-check
  without the FX bus of the tab: that check red.
- Gate (melektaus-atx): CHECK EXIT 0, 268 files, 4142 tests.
- Not checked: how it sounds, the Sound, Instrument and Pattern tab
  in the browser.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 22:02:26 +02:00
adminandClaude Opus 5.5 3a52f2290f Mix sounds through buses and a master (#325)
game-maker / gate (push) Successful in 3m36s
game-maker / suite (push) Failing after 14m30s
Until now every sound went straight to the speakers. There was no
point where all of them came together, so nothing could turn the
music down against the effects, and a compressor or a shared echo
over everything had nowhere to sit. The bus technique of #346 was
there already, only the end of the chain was missing.

- Bus asset (Audio): Volume, Sound FX and Into. Into is empty for
  the master and never offers the bus itself nor a bus that already
  goes into it. The list is worked out when the menu opens, so a
  change made meanwhile counts. A loop that is in a project anyway
  sends the buses on it into the master.
- The master is no asset. Its volume and sound FX are two new rows
  under Master in Project settings, one undo step each. A project
  written before has 1 and none, which is how it sounded.
- Sound, instrument, pattern and song have a row Bus, empty for the
  master. Play sound, Play note, Play pattern and Play song have an
  input bus: From the asset, Master or a bus. Inside a song or a
  pattern only the bus of the song or pattern counts.
- Set bus volume (bus, volume, time, easing) and Bus volume. An
  empty bus is the master. The volume set holds for the whole run,
  across scenes, over that of the asset. GameRun resets it at start
  and end. Set sound FX parameters without a voice now reaches the
  sound FX of the bus picked in its new bus input.
- SoundLibrary: the master is the bus "mix", each bus "mix:<id>".
  Every bus, the playing masters of #346 included, ends there, and
  only the master is heard. setMix sets them up once a context
  exists, so an editor nobody listened to opens no audio device. The
  same mix again changes nothing, which lets the editor hand it over
  on every change of the project.
- The tabs play as the game does: Sound, Sound FX, Instrument,
  Pattern and Song tab through the bus of their asset and the master.
- Pause game does nothing to the buses (the user's answer 4b). A
  game that wants quiet in its pause menu sets a bus volume itself.
- Streaming long music files is #349, split off as asked.

Finding on the way: the Into menu first worked from a list made when
the inspector row was built. After another bus was sent into the
open one, e2e 34 saw it still offered. It is now asked on open.

The SoundLibrary tests expected voices to end at the destination.
They now end in the master, which adds its input, level and pan to
every wiring and two gains to every list. Those expectations are
updated, nothing else in them changed.

Tests:
- Unit buses (new): 15 green. Ten counter-checks, each red on its
  own: loop check, bus picked, reset at run start, bus of Set sound
  FX parameters, master volume in the settings, and in SoundLibrary
  default into the master, voices into the master, run volume over
  the mix, no context before a play, a playing on its bus.
- Unit sound-library: 90 green (5 new). Node catalog: 416 green
  (9 new cases).
- e2e 34 (melektaus-atx): ALL PASSED, 75 checks (3 new). The voice
  of the Sound tab was heard on mix:<bus>, that bus into the other,
  that one at 0.5 into the master. Master volume 0.6 via the dialog,
  undo back to 1.
- Gate (melektaus-atx): CHECK EXIT 0, 262 files, 4072 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 19:13:32 +02:00
adminandClaude Opus 5.5 101b12504e Play a sound backwards with a Reverse switch on the asset (#321)
A sound asset can now play its stretch backwards. The switch sits on
the asset, so every way the sound is heard plays it reversed: Play
sound, a song item, an instrument's Sample and a Pitch in a sound FX.
There is no Reverse node in the sound FX graph. The user dropped it,
because playing backwards needs the whole sound in advance, which a
bus or a Chip does not have.

- The cut gets a `reverse` flag, stored as the asset property
  `reverse` (default off). The cut name ends in `~reverse` when it is
  on, so a reversed sound over the whole file is a cut of its own.
- The handles keep marking the same part of the file. The reversed
  copy is made once, like any cut, and the fades follow what is heard:
  Fade in ramps at the end handle, Fade out at the start handle.
- The Sound tab has a toggle with a left-pointing play triangle. Its
  playhead runs from right to left, and the wave draws the ramps at
  the edges they now belong to. The inspector has a Reverse row.
- The icon is a tab header icon (`HEADER_ICON_SVG`, next to the snap
  magnet), not a top bar icon. The first gate run had it in the top
  bar set, and the test that fixes that set went red.
- A song item draws the waveform of a reversed sound backwards.
  Lengths stay as they are.
- The header label reads "Fade in" instead of "Fade in (ms)" and the
  fade fields are 8 px narrower. With the new button the readout was
  cut to "0.03 s of 0..." at 1280 px, now it shows in full. The
  inspector keeps the unit.

Tests:
- Unit sounds 22, sound-library 85 (1 new each). Counter-checks:
  without turning the samples round, without moving the fade in to
  the end, and without mirroring the peaks, all red.
- e2e 34: ALL PASSED, 72 checks (2 new). The reversed stretch starts
  with the last samples of the forward one, and the playhead ran
  0.75, 0.60, 0.45, 0.30, 0.15 over the whole file.
- Gate: first run red, 1 of 4031 (the top bar icon list). After
  moving the icon, CHECK EXIT 0, 260 files, 4031 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 16:08:37 +02:00
adminandClaude Opus 5.5 29b604dc07 Fade a sound's start and end apart, each along its own curve (#345)
A cut sound had one edge fade for both ends, always a straight ramp.
Now its start and its end each have a fade of their own, and each
fade has a curve of its own.

- Fade in (ms) and Fade out (ms) replace Edge fade (ms), 5 ms each by
  default. Like before they apply only to an edge inside the file.
- Fade in curve and Fade out curve each offer Linear (the default),
  Equal power, S-curve, Exponential and Logarithmic. A fade out runs
  its curve backwards.
- The Sound tab's header has a field and a curve dropdown per edge.
  Each dropdown shows its curve as a small picture, rising or falling,
  and names it in its tooltip. With two named dropdowns the header was
  too wide at 1280 px and cut off the readout on the right.
- The inspector shows the same four rows, the curves by name.
- The wave draws each ramp in its curve rather than as a line.
- A cut plays by
  <file>#<start>~<end>~<fadeIn>~<fadeOut>~<curveIn>~<curveOut>.
- No migration, as asked in the issue: the old fade key is no longer
  read, so saved sounds start with 5 ms each and Linear on both.

Tests:
- Unit sounds, sound-library: 96 tests
- Counter-check (fade out along the fade in's curve): 1 red
- e2e 34 (melektaus-atx): ALL PASSED - 69 checks
- Gate (melektaus-atx): CHECK EXIT 0, 256 files, 3978 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 09:48:59 +02:00
adminandClaude Opus 5.5 f1f4a57589 Cut a sound to a stretch of its file in its own Sound tab (#343)
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 18m20s
A sound asset now opens in a tab that shows its file as a waveform.
Two handles set where the sound starts and ends in the file, and that
stretch is the sample: Play sound, a song item and an instrument's
Sample all play it and nothing else. The file itself is never changed.

- The asset has three new rows: Start (s), End (s) and Edge fade (ms).
  End 0 is the end of the file, the fade is 10 ms by default. Older
  assets have no values and play the whole file as before.
- Every way of playing asks playedSoundOf() for a name instead of the
  file: the file, or <file>#<start>~<end>~<fade> for a cut.
- SoundLibrary makes the cut from the decoded file the first time that
  name plays and ramps each edge inside the file over the fade. Length
  and peaks of a cut are read from the file without a copy.
- Cut buffers can be made again at any time, so the library lets the
  oldest go past 64 Mi samples. A voice holds its buffers itself.
- The tab draws min/max per pixel from 256-sample block peaks, and the
  samples as a line when zoomed in far. Wheel zooms, the middle button
  pans, as in the music tabs. Wave, cut and ruler sit under a mask,
  so a handle panned out of view does not draw over the panels beside.
- Dragging a handle moves that edge, dragging elsewhere spans a new
  stretch. One drag is one undo step for both edges. Whole file puts
  the handles back, Play or Space plays the stretch with a playhead.
- The inspector preview and the Sound FX preview play the cut too, and
  the song lanes draw and repeat it.

Tests:
- Unit: sounds 20, wave-view 8 (new), sound-library 68, plus 258 in
  the touched areas (instrument, song, pattern, inspector, tabs)
- e2e 34 on melektaus-atx: ALL PASSED, 57 checks (7 new)
- Gate on melektaus-atx: CHECK EXIT 0, 253 files, 3936 tests

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 21:42:21 +02:00
adminandClaude Opus 5.5 f97961c8ff Play and stop a song from a behavior in the game #336
game-maker / gate (push) Successful in 3m35s
game-maker / suite (push) Failing after 16m36s
A song could only be heard in its tab. Now a game plays it through
Play song and ends it through Stop song, with its tracks as they are
set. A playing pattern or song also no longer undoes the pause of the
toolbar.

- Play song plays from the start of the song and then round the loop
  of its ruler, so an intro is heard once. Without loop it plays once
  to its end. Inputs are song, volume, fade in, loop (on by default)
  and detached (off by default). It gives out playback.
- Stop song stops one song, every song for none, or one playback by
  its number, over its fade out. Stop sound with no sound named stops
  songs too. Stop pattern with no pattern named stops only patterns.
- Songs play side by side, as patterns do. They are owned like a
  sound, so leaving the scene ends one unless it is detached. Pause
  game and the time scale leave the music alone.
- Each playing is heard through a master of its own, silent until its
  first note. The fades move it, and a song's tracks sit inside it on
  buses of their own. They go once the playing and its voices have.
- Notes and clips are struck the same way in the editor and the game
  (strikeNote, playClip). What a sequence needs comes from one place
  (core/music/needs).

Findings:
- Reading the audio clock resumed a suspended context. A playing
  pattern read it every 25 ms and so undid the toolbar's pause. The
  library now leaves a context alone while the toolbar holds it.
- A pattern played once to its end asked the list of playings about
  its voices, and that list asked the pattern again. Once its last
  voice was gone this ran until the stack overflowed. The scheduler of
  a playing now asks only after voices.
- e2e 64 reads the playings through __gm.sound.playbacks() now.

Tests:
- song-play.test.ts (new): 8 tests, node catalog +8 cases
- sound-library.test.ts: 66 tests, 4 new
- e2e 64 (melektaus-atx): 23 of 23 checks passed
- e2e 65 (melektaus-atx): ALL PASSED, 22 checks (+4)
- Gate (melektaus-atx): CHECK EXIT 0, 251 files, 3903 tests
- Counter-checks: the old way of asking after voices, a clock read
  that wakes a held context, and a start after a fade out began each
  fail 1 test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 17:38:44 +02:00
adminandClaude Opus 5.5 2a3b90b017 Play and stop a pattern from a behavior in the game #336
game-maker / gate (push) Successful in 3m21s
game-maker / suite (push) Failing after 13m22s
A pattern could only be heard in its tab. Songs come with #334, and
only then can #336 play them in a game. Until then a game plays a
single pattern, looped or once, through two new nodes.

- Play pattern plays the whole pattern through its instrument at its
  own tempo. The loop on the ruler is only for editing. Inputs are
  pattern, volume, loop (on by default) and detached. It gives out
  playback, 0 where there is no instrument or no note.
- Stop pattern stops one pattern, every pattern for none, or one
  playback by its number. Let ring lets notes with an Envelope fall
  away in their release.
- A playing is numbered and owned like a voice. Destroying the object,
  Stop sound with nothing named and the end of the run stop it. Stop
  sound with a voice takes a playback too.
- Each playing runs on a scheduler of its own (core/music/playbacks).
  It waits for its files first, and a stop that came earlier wins.
- The scheduler has an end for a sequence that does not loop. It stops
  waking there and is done once its last notes are.
- The worker clock moved to viewport/wake.ts, so SoundLibrary can use
  it without importing music.ts.

Tests:
- pattern-play.test.ts (new): 8 tests, node catalog +7 cases
- e2e 64 (melektaus-atx): ALL PASSED, 23 checks (+3)
- Gate (melektaus-atx): CHECK EXIT 0, 248 files, 3854 tests
- Counter-checks: no end in the scheduler, and no owner for the
  playing, each fail 1 test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 15:29:45 +02:00
adminandClaude Opus 5.5 8a4e4a6762 Play sounds as notes of an instrument asset #331
game-maker / suite (push) Failing after 2m40s
game-maker / gate (push) Successful in 3m14s
A sound could only be played as it was, one at a time. An instrument
is a node graph that makes a note a sound: Notes nodes bring the note
in, Samples play sound assets for it, the effects of a sound FX shape
it and the Output sums the layers. Its tab plays it from a keyboard,
a behavior with Play note. It is what patterns and songs (#330) will
play.

- New asset type instrument, under the heading Music, not placeable.
  A new one starts as Notes into a Sample into the Output.
- Notes are counted as MIDI does: 60 is C4, names like C#4, sharps
  only, the lowest C-1. Notes has From and To, outputs any, note,
  frequency and velocity, and with Single notes a trigger per note,
  each with an optional name for a drum kit.
- New port type trigger, only into the trigger of a source. Inputs
  can take any number of edges now (PortDef.many): a trigger, and
  the Output, which plays everything into it side by side.
- Sample plays a sound asset. Follow note shifts it by note - root
  through the pitch worklet of #317, so it keeps its length. Gate
  fades it out at the end of the note, One-shot plays through. Loop
  runs between Loop start and Loop end, also in the worklet.
- Parameters declares the instrument's own parameters with a
  default. Sound FX sends the sound through a sound FX asset, its
  parameters as inputs, the sound set in where its Input was.
- compileInstrument walks the graph once per note. A trigger is on
  only for the notes it stands for, a silent source silences what it
  alone feeds, a Mix with a silent side is the other side. velocity
  and the parameters stay open for the voice. Builds are cached per
  note until the graph or a sound or FX it names changes.
- The player takes a note as one voice of several layers, each way
  with its own file and volume. release fades the gated ways out,
  one-shots play on. playNote can release after a duration.
- Play note plays one note with velocity, volume, duration and
  detached, and hands out voice for Set sound FX parameters and
  Stop sound. Velocity is always loudness. Instrument parameters
  picks values for the instrument's parameters like Sound FX
  parameters does for an FX, renames follow.
- The tab has the graph, a header field per parameter, Stop, and
  128 keys below. Keys without sound are grey. A key plays while it
  is held. Focused, the computer keyboard plays as in a tracker by
  KeyboardEvent.code, the arrows move the octave.

Findings:
- A label of the keys set fill on the shared small text style and
  darkened every small label of the editor. Caught in a screenshot
  before the commit, the keys have a style of their own now.
- Suite task 523 on cf6799a failed two checks of e2e 34 that timed
  audio by the page's clock: a 2.95 s echo tail was gone after 1 s,
  and Quad in was further along than 0.7 s allow. Both time on the
  audio clock now through a new hook __gm.sound.clock().

Tests:
- instrument.test.ts (new, 22): notes, asset, palette, round trip,
  compile per note, drum kit, zones, Mix, velocity and parameters,
  Sound FX node with rename, problems, cache, Play note, the keys
- sound-library +7 (layers, release, duration, early release, loop
  region in buffer and worklet), pitch-player +2 (loop region),
  node-catalog +4, graph adjusted. 582 tests in the touched files.
- e2e 4 and 34 on melektaus-atx: ALL PASSED, 34 with 44 checks (+7)
- Gate on melektaus-atx: CHECK EXIT 0, 243 test files, 3750 tests
- Counter-checks: any always on, release ending one-shots, Sound FX
  inputs ignored, loop region ignored. 3, 2, 1 and 1 tests failed.
- Browser probe on stein2: keys, held key, Single notes names and
  the header looked at in screenshots.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 10:07:40 +02:00
adminandClaude Opus 5.5 cf6799a784 Let echoes ring on with a Delay node in sound FX #324 #327
game-maker / gate (push) Successful in 3m20s
game-maker / suite (push) Failing after 15m4s
A voice used to end the moment its sources did, and Stop sound cut it
dead. An echo has to outlive its sound, and a stop must not click.

- Delay node: a delay line with a damped feedback loop, added at mix
  next to the untouched sound. Time 0.01 to 2 s, feedback up to 0.95,
  damping 20 kHz to 500 Hz evenly in octaves, all fed by parameters
  and moved by Set sound FX parameters like any other number.
- Ping-pong is a setting of the node. It takes the sound into the left
  of the line and swaps the sides every round.
- A voice with an echo rings on for its tail: until the last echo is
  60 dB below the sound, from time, feedback and mix (fxTailOf). It
  stays reachable meanwhile, and a change counts the tail again.
- The end of a tail is timed on the audio clock with a silent
  ConstantSourceNode, so a paused run holds it. Then the voice is
  disconnected, since an echo is a loop of nodes.
- Stop sound fades a voice out in 10 ms instead of cutting it. Let
  ring fades only its sources and keeps the voice for its echoes.
  Where the context is suspended it cuts at once.
- Stop sound takes a voice. Connected, it stops only that play, and a
  0 from a Play sound that played nothing stops nothing.
- Play sound hands out tail: length plus the echoes at its start
  values.
- Destroying a behavior and ending a run still cut, echoes included.
- No limit on voices. The emit of a sound FX node now also gets the
  node's settings.

Finding: in Chrome every round of a feedback loop comes one render
quantum late (128 samples, 2.7 ms at 48 kHz), measured as 0, 128, 256,
384 for the first four echoes. Left so, since a browser without it
would then hear the echoes early. Written in the wiki.

Tests:
- sound-library, soundfx, node-catalog, sounds, keep-on-scene-load:
  489 tests green. New: fade on stop, cut while suspended, echo and
  ping-pong wiring, ringing until the tail, tail counted again, let
  ring, stop by voice, echo knobs, delay compile, tail sums.
- Counter-checks: no tail, a stop without fade, a connected voice 0
  read as unconnected. Each fails its tests, files back by cmp.
- e2e 34 (melektaus-atx): ALL PASSED, 37 checks. A blip through a
  ping-pong Delay (0.3 s, 0.5, 0.5) rang 2.97 s, 2.95 s worked out.
  Let ring kept the voice, a stop after it cut it. Rendered offline
  with the player's own stageNodes the echoes are 0.25 left, 0.125
  right, 0.063 left. 64 stereo voices of it took about 0.3 s for 2 s,
  so about 400 play at once.
- Gate (melektaus-atx): CHECK EXIT 0, 242 test files, 3713 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 09:05:05 +02:00
adminandClaude Opus 5.5 804a97b0a9 Hand out the length of a played sound from Play sound
game-maker / gate (push) Successful in 3m12s
game-maker / suite (push) Failing after 26m24s
Wired into the time of Set sound FX parameters, a change then spans
exactly one run of the clip, so a fade or a filter sweep ends with its
last sample.

- Play sound has a second output, length, in seconds. It is 0 where
  nothing was played or the sound has not loaded yet.
- The AudioSink gives the length of a file, the SoundLibrary takes it
  from the decoded buffer. A pitch the voice starts on keeps it (#312).
- A pitch changed while the voice plays still changes its length, so a
  pitch sweep over length does not end with the sound. A pitch that
  keeps the length in real time is #317.

Tests:
- soundfx, sounds, keep-on-scene-load, node-catalog, sound-library:
  462 tests green.
- Counter-check: with length always 0, the catalog case and the new
  soundfx case fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 22:27:44 +02:00
adminandClaude Opus 5.5 c7e9769f90 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>
2026-10-05 20:53:26 +02:00
admin 1e9d21cd5d A game that is more than one scene needs a way from one to the next, so the graph can load one (#39)
game-maker / suite (push) Failing after 11m6s
Load scene sets a flag on the World like Stop and Restart do; the swap
happens after the tick, and the last wish of a tick wins. Exactly one
thing crosses over: the SharedState, so global variables and global
machines keep what they know while everything local is built anew.
Loading the scene that is already running rebuilds it, which is what
"reset the level" means when the score must survive.

A run starts either from the start scene (a new project field, set from
the asset panel and marked with an arrow in the list) or from whatever
scene is open. The toggle next to Play says which question is asked and
remembers the answer in localStorage: it is a way of working, not part
of the game.

Sounds no longer end because a scene ends. A voice belongs to the
behavior that started it and stops right after On destroy, so the scene
swap is no longer a special case at all. For the enemy that plays its
explosion and destroys itself in the same breath there is now a
detached input on Play sound.

The scene selector stays usable while a run plays, because a double
click in the asset panel already did the same thing unguarded. It moves
what the editor looks at, not what the run plays.
2026-09-15 13:24:26 +02:00
admin 5671a38044 A game that stays silent is only half a game, so a sound is an asset like any other (#45)
game-maker / suite (push) Successful in 12m1s
Sounds follow the road fonts already paved: the file goes to the server
content-addressed under its sha256, the project keeps a named asset that
points at it, and nothing is ever re-encoded. The format is read from the
file's own signature, not from what the browser claims - the same .m4a
arrives as audio/mp4, audio/x-m4a or as nothing at all.

Playing is two nodes. "Play sound" takes the asset and may raise or lower
its volume; every call is its own voice, so two jumps in a row are two
jumps heard. Its loop input is a choice of three - from the asset, on,
off - because a checkbox has to spend one of its two positions on "not
set" and would lose a case: an asset that loops could then never be
played once.

Below the graph core stays browser-free: NodeContext hands out an asset
id, BehaviorSystem resolves it against the project and folds the asset's
own volume and loop into the call, and only viewport/SoundLibrary knows
about Web Audio. A run without a sink plays nothing instead of throwing.

The CI browser is muted, so the ear is no witness: the debug hook counts
started and stopped voices, and step 34 reads that counter.
2026-09-15 07:54:28 +02:00