d505f6ed2776d25dcd6ea1272bd0fe3c47394187
22
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
b519cd192f |
Send a track, a pattern item or a whole song through a sound FX (#346)
A sound FX could only be put on a single sound. Now a track, a pattern item, a Play pattern and a Play song send everything they play through one chain of it, as an insert in a DAW. A Play note gets one of its own. - Track: an FX box in the head next to M and S opens a menu of the project's sound FX, and the track's inspector has the row too. Order: items, track FX, volume, pan. - Pattern item: Sound FX in its inspector. Its notes play on a bus of their own into the track's bus. - Play pattern and Play song take fx and fx params. The chain sits on the master of the playing, after the tracks and before the level and the fades. Set sound FX parameters reaches it by the playback. - Play note takes fx and fx params next to the instrument's params. The FX parameters go by "fx:" so the two sets stay apart. Set sound FX parameters on a note changes a name both have in both. - A Pitch on a bus is a new PitchShifter: the phase vocoder of the PitchPlayer, fed while it plays. It cannot look ahead and is exactly one frame late at every pitch, 2048 samples. - That latency is made up. The other way of a Mix is held back by a delay of the same length. Every note and clip starts as much earlier as the buses it passes are late. The scheduler plans that much further ahead, and the first note waits that much after Play. - The Song tab waits for the chains before it plays and lets its buses go a moment after Stop. A playing in a game lets them go after its echoes and what the shifters still hold. - songBuses moved to its own file. Kept in song.ts it pulled the FX compiler into the node registry through an import cycle. Decisions of the user: one chain for the whole (1a), FX everywhere asked for (2a), Set sound FX parameters on playbacks (3a), and a pitch shifter of its own with exact latency compensation for a Pitch on a bus. Tests: - Unit pitch-shifter (new): 11 green. At 0 semitones the output is the input 2048 samples later, off by at most 1.2e-7. - Unit sound-library: 84 green, 8 new. Counter-checks (no early start, no Mix delay, chain made every time, tune misses the master) each turned their test red. - Unit bus-fx (new): 6 green, 4 counter-checks red. Scheduler ahead: 1 new, its counter-check red. - e2e 65 (melektaus-atx): ALL PASSED, 35 checks, 4 new, first run. Chrome at 44.1 kHz: the bus was 0.046440 s late, the note started exactly that much early. Offline the shifter moved 1 kHz to 2000 Hz and passed a click 2048 samples later. - Gate (melektaus-atx): CHECK EXIT 0, 259 files, 4021 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
||
|
|
f1f4a57589 |
Cut a sound to a stretch of its file in its own Sound tab (#343)
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> |
||
|
|
aa097bd076 |
Zoom with the wheel and set the loop on its own strip in music tabs
The ruler of the Pattern and Song tabs did two things with one drag,
and the wheel did three things with Alt and Shift. Both now do one
thing each, and the Song tab gets a few edits it was missing.
- The ruler has a loop strip along its top. A drag there sets the
loop, a press or drag below it moves only where playing starts.
- The wheel only zooms: the time over the grid, lanes and ruler, the
rows over the keys, the tracks over their heads. Alt and Shift no
longer change it. A middle-drag still pans.
- Tracks can be zoomed from 28 to 160 px. Below 46 px a head shows
only its name, M and S. An old saved view gets the old height.
- A click on nothing in the lanes picks the song itself.
- A right-click on an item opens a menu with Delete instead of
deleting it. The inspector has no delete buttons any more.
- A sound item goes up to +12 dB, a track up to +12 dB. A pattern
item stays at 0 dB, since a note is held to unity.
- An end of an item under the pointer lights up and shows a resize
cursor. A long item marks every point where it starts over.
- The Pattern tab has an Audition switch in its header, off at first.
Only with it on does a note sound when drawn, grabbed or moved.
The keys down the left sound either way.
- A looped sound item draws every round alike. Each round is drawn
from its own start, and each column shows the loudest part of the
sound it covers instead of one sampled bucket.
- A song is at least one bar long instead of four. An empty song
fits that bar across, and Play song ends after the last item.
- The ghost notes held back in #334 got their own issue, #339.
Finding: suite 542 for
|
||
|
|
f97961c8ff |
Play and stop a song from a behavior in the game #336
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> |
||
|
|
2a3b90b017 |
Play and stop a pattern from a behavior in the game #336
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> |
||
|
|
23bdc3f775 |
Play notes in time on the audio clock with a scheduler #332
Patterns and songs (#333, #334) have to play sample-accurate in time,
whatever the frame rate does. What is counted in game time runs away
from the sound. This lays the ground: musical time, a scheduler that
plans notes ahead on the audio clock, and a player that starts and ends
a note at a given second. Nothing in the editor plays a sequence yet,
the check scripts drive it through `__gm.music`.
- Ticks, 480 to the quarter as in MIDI files (decided in #332).
Triplets and quintuplets land on whole ticks. Any meter, a beat being
the note value under the line. The tempo always counts quarters.
- `core/music/sequence.ts` is a pure rule: the notes starting in a
window of playing time. Across the end of a loop it looks into the
next round, so the seam has no gap. A note past the loop end ends
there. Windows are whole ticks, and the seam is stepped exactly, so
no rounding can drop the first note of a round.
- `core/music/Scheduler.ts` plans the next 100 ms every 25 ms through a
host, so it is tested with a clock of its own. The first note sounds
50 ms after the start. Changes to the sequence are heard from the
next window on. Stop and seek fade what it started. A new tempo or
loop counts from what is planned, and the playhead keeps its old
pace until the clock gets there.
- The position is the audio clock less `outputLatency`, as bar, beat
and tick.
- The beat comes from a Web Worker (`viewport/musicTimer.ts`), which
keeps its pace in a hidden tab.
- The sound library starts a note at `timing.at`: a buffer source by
`start(when)`, the pitch worklet by counting down inside the render
block it falls in. A note's end is set on the clock at once, its
fade to the sample. Leaving a loop still waits for the page.
- Delay synced to beats (decided in #332, noted from #327): a setting
`Sync` (Seconds / Beats), `time` then in quarter notes, held to the
2 s of the line. Play sound and Play note have an input `tempo`,
120 BPM where nothing is connected. A scheduled note carries the
tempo of its sequence.
- Swing is left for #333/#334, as decided.
Also fixes the red suite of
|
||
|
|
8a4e4a6762 |
Play sounds as notes of an instrument asset #331
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
|
||
|
|
cf6799a784 |
Let echoes ring on with a Delay node in sound FX #324 #327
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> |
||
|
|
804a97b0a9 |
Hand out the length of a played sound from Play sound
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> |
||
|
|
e7a360db73 |
Offer the easings of an animation key on Lerp and sound FX ramps
A timed Set sound FX parameters ran only linearly, and a Lerp had four quadratic eases of its own. An animation key already had the full set. Now all three offer the same choice: Linear, Step, the ten curves from Sine to Bounce with In, Out or In-out, and a drawn Curve asset. - easingParams in src/core/graph/nodes/easing.ts gives a node the fields Easing, Direction and Curve from the key's own lists, and easingOfParams reads them back as a key interpolation. - There is no migration. A Lerp saved with the old in, out or inOut runs linear until its easing is picked again. - Set sound FX parameters hands the easing to the player. Linear and Step stay ramps of the audio clock, every other easing goes to setValueCurveAtTime as 200 samples a second, in semitones and dB. - Step now reaches its end at t 1. A key never asked for that, it reads the next key itself, so animations play as before. - The curve-in-use count and the warning for a gone curve cover the sound node too. Tests: - node-catalog: Lerp with cubic in, quad out and in-out, a curve without a direction, step, an unknown easing as linear. The sound node hands on a curve, step and a gone curve as linear. - sound-library: an eased change becomes a curve in semitones and decibels, a step a jump at the end. - node-catalog and curve after dropping the old values: 399, green. - e2e 6, 34, 53 on melektaus-atx: ALL PASSED, 198 checks. In Chrome a 2 s Quad in from depth 7 to -5 read speed 0.864 early and 0.5 at the end, a 1 s Step held 1 and then jumped to 0.5. - Counter-check: with curves sent as linear ramps, the curve test of the sound library fails. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
||
|
|
501a1524ed |
Ramp sound FX parameters over a time on the audio clock
A pitch sweep counted down in On update or On fixed update runs in game time, while the sound runs on the clock of the audio device. A short sound magnifies any offset between the two, so the sweep came out different on every play and most of all on the first. - Set sound FX parameters has a new input time in seconds. The values run evenly to their target in that time, scheduled on the audio clock with linearRampToValueAtTime or exponentialRampToValueAtTime. - Evenly in their own unit: a pitch in semitones and a gain in decibels, an EQ band and a Mix share linearly in their value. - A time of 0 or below keeps the quick glide of about 0.1 s. - Each change starts from where the voice is now. Whatever was still planned is dropped, so a change never queues behind an older one. Firefox lacks cancelAndHoldAtTime, there the value is held by hand. - A voice still waiting on its bytes starts a timed change with the sound, so the whole sweep is heard. Tests: - node-catalog: time is handed on, a time below 0 is a quick glide. - sound-library: semitones and decibels ramp in their own steps, a timed change on a waiting voice starts with the sound. - sound-library + node-catalog + soundfx: 419 tests, green. - e2e 34 on melektaus-atx: ALL PASSED, 31 checks. A 2 s ramp from depth 7 to -5 read speed 0.979, 0.926 and 0.778 half a second on. - Counter-check: folding a timed change on a waiting voice into its start values fails the new test. - The gate did not run. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
||
|
|
c7e9769f90 |
Change the sound FX parameters of a sound while it plays #315
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> |
||
|
|
183f356c99 |
Let a game hand values to the parameters of a sound FX #311
A sound FX played the same every time: its numbers were settings of the nodes. Now the Input declares parameters with a default, every number of Gain, Pitch and EQ is an input they can feed, and a Play sound hands in values for them. - Input declares number parameters in the inspector, each with a Default (DeclaredPort.default, SetPortDefaultCommand). They are outputs of the Input. Input and Output count as terminals now, one of each per graph. - Gain, Pitch and EQ take their numbers at inputs under the keys the settings had, so saved graphs sound as before without a migration. Each value is held to its range however it arrives. - The compiler gives an FxPlan with the parameters still open. fxChainOf fills them in when a voice starts. The player still only sees an FxChain. - New behavior node Sound FX parameters: names an FX and picks its parameters like a Variables node picks variables. Each picked one is a number input that starts at the FX's default. Its output has the new port type fxparams, which only fits Play sound's fx params. - Play sound warns when the parameters name another FX than the one it plays. Names the FX does not know are left out. - Renaming a parameter at the Input renames it in every Sound FX parameters node naming that FX, edges and values included. - The Sound FX tab has a number field per parameter in its header. Play uses those values, they are never written into the asset. - A value counts from the start of a voice. Changing a playing voice is #315, a Mix node is #316. Tests: - soundfx.test.ts 22 (+11): parameters in the plan, held values, a 0-by-default stage, EQ band, save with defaults, wrong port types, default command with undo, Sound FX parameters into Play sound, defaults of picked ones, node problems, mismatch, rename with undo - node-catalog 368 (+3): Play sound fx params, Sound FX parameters - e2e 34: ALL PASSED - 28 checks (+2: header field plays depth 5, a Sound FX parameters node gives the game's voice depth 7) - Gate on melektaus-atx: typecheck, lint, prettier clean, 240 test files, 3636 tests green - Counter-check: with fxChainOf ignoring the values and the rename not followed, 5 of the new tests fail. - Browser probe: header fields, inspector Default and the picked parameter looked at in two screenshots. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
||
|
|
de14f0f9e2 |
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>
|
||
|
|
d9c6bbfa4d |
Add a node that names the render layer of an object (#305)
The issue asked for Set render layer, Set sees and Render layer of. As with #211, a probe showed that writing already works. A Properties node of the object's type writes Render layer during a run, Inherit included, and one of type Camera writes Sees. The next picture follows both. As agreed, only Render layer of is built, and writing stays with Properties. - Render layer of is a data node with the input object and the outputs name and number. It answers the layer that holds, so an object without a choice of its own names its parent's. - NodeContext.renderLayerOf answers the number with the same rule the drawing uses (renderLayerAlong). The new field renderLayers on GraphLookup brings the names to the node. - hasRenderLayer in PropertySchema says which types are drawn. - Decided here: for an object that is not drawn (a camera, a behavior, a collider) the name is empty and the number -1, as Layer of does without a collider. Changing the render layer or Sees during a run had no test so far. Three unit tests now hold the proof from the issue. Tests: - Gate: 231 files, 3534 tests (3526 + 8), exit 0 - e2e 6: 149 checks passed, e2e 63: 13 checks passed (+1) - Unit: the coin moves into the overlay with Set and back with Inherit, a HUD container takes its sprite along, the main camera sees a second layer once its Sees is set, and Render layer of names the inherited layer, and none for a behavior - Node catalog: four cases for Render layer of - 63c3 moves a sprite onto UI in a Play run: the main camera no longer draws it, and the log reads "UI" and "1" - Three counter-probes fail 1, 1 and 2 tests: without inheriting in the node, without the check for a drawn type, and without inheriting in the drawing - "layer of" in the palette still finds Layer of first (6z-x) - The e2e sum is 1731 (1730 plus 1) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
||
|
|
70f3608733 |
Let Mouse position and Is hovered see through any camera (#304)
An overlay camera from #302 can stand elsewhere and zoom differently.
A HUD button only it shows lay somewhere else in the world than the
mouse of the main camera, so Is hovered never found it. Both nodes now
take a camera and see the mouse through that camera's picture.
- New input `camera` on Mouse position and Is hovered. Left open, both
read the main camera exactly as before.
- `pointerThrough` in core/properties/camera is the rule as a pure
function. It fits the camera's picture into the main one and centres
it, the same way overlayView draws it.
- The game view reports where the mouse lies on the main picture, as a
part of its width and height. The world turns that into a camera's
view, so a main camera on the move does not drag the mouse across
the HUD while the mouse stands still.
- `in view` is true only on the camera's own picture. A camera that is
not drawn (switched off, a second plain one, not a camera) never has
the mouse on it.
- On click and Mouse button stay with the main camera, as agreed in
the issue.
Also fixes a unit test that
|
||
|
|
f1e3bd8378 |
Let a joint glide on a rail and drive it with a motor (#154)
Step 2 of the joints: a door that opens by itself, a lift and a piston need a joint that slides along one line and a motor that turns or pushes. A graph also needs to read how far such a joint stands. - Slider: a fifth joint type on Rapier's prismatic joint. Its rail is the joint's own x axis, so turning the joint turns the rail. Joints now carry Scale, Rotation and Mirror like a sprite. - Limit distance with Min and Max, in world units from where the object was placed. - Motor on hinge and slider: Off, Speed or Target, with Motor speed, Motor target and Max force (0 = no limit). Target goes there at no more than the speed and slows down for the last stretch. - Changing speed, target or force keeps the engine joint. Switching the motor on or off builds it again. - New node Joint position: value and speed of a hinge (degrees, counting past a full round) or a slider (world units). - Scene view draws a slider's rail dashed, with a tick at each limit. - shownFor in the schema takes a list of choices that must all hold. Findings, measured with a probe against Rapier 0.20: - A prismatic joint holds both bodies at one angle. Held to the scene or to an object without a rigidbody, the joint's own anchor body is turned by the placed difference, so nothing jumps. Between two rigidbodies the held one is turned to match, and the console says so once. - Rapier reads no joint angle back. The position is worked out from the two bodies. - A hinge motor is weak on a small body at the end of a long arm (box 20 on an arm of 100 does not lift itself). More solver iterations would help but cost every scene. A door of 100 x 20 reaches -90 and holds it. This is written in the wiki. Tests: - Unit: 16 new in joints.test.ts, 1 in joint-links, 3 catalog cases. - e2e 41: 27 checks (25 + 2), block 41f with a real mouse in the inspector and the motor in play (59.1 of 60 units in 1 s). - 9 of 9 unit counter-probes fail as they should. - Gate: 220 files, 3436 tests (3416 + 20), CHECK EXIT 0. - e2e total 1701 is counted (1699 + 2), the full suite did not run. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
||
|
|
7dd3ae1131 |
Tie two objects with a hinge, a spring, a rope or for good (#154)
Two bodies could not be connected: no door on a hinge, no lamp on
a rope, no wheel on an axle. This is the first step of the issue,
the four joints without a motor. The slider and the motors follow
in a second step under the same issue.
- Joint is a new asset type, placed as a child of the object it
holds, like a collider or a rigidbody. "Add joint…" in the
object menu makes one or places one the project has. An object
takes as many as it needs.
- Where the joint sits is the point it holds its object at. A
hinge and a fixed joint have that one point only. A spring and a
rope end at a connected anchor on the other object, counted in
that object's own units, or in the scene's without one.
- The rows follow the type: length, stiffness and damping for a
spring, length for a rope, an angle limit for a hinge. Length 0
takes the distance the two ends were placed at. The limit counts
from how the two were placed.
- The connected object is an object reference in the schema of the
type. Pasting, containers and removing treat it as they treat
every reference since #258.
- shownFor is a new schema option: a row is shown while an enum of
the same bag holds one of the named values.
- The object needs a rigidbody, its own or one further up. Without
one the joint holds nothing and the console says so once.
- A connected object without a rigidbody is a moving anchor: the
joint has a kinematic body of its own that follows it.
- A connected object destroyed while playing makes the joint let go
with a hint. Removed in the editor the reference empties, so the
joint holds on to the scene. The issue asked for "inactive" there.
- "Add joint" ties two objects while the game runs, from a joint
asset as the template. Destroy on the joint lets go, there is no
Break joint node. Destroy with keep children takes the joints
along with the object.
- The scene view draws a line from each joint to what it holds on
to and rings the held point. A selected spring or rope has a
round handle on its far end, and dragging it is one undo step.
- Joints hold in Play only. The editor run simulates nothing
(#148), and the inspector of a placed joint says so.
- Rapier counts a revolute joint's limits absolutely, not from the
start, so the placed angle is added. Measured with a probe.
- The + menu has 25 types now and no longer fits under its button
on a canvas 800 high. It scrolls there, and e2e 04 scrolls to
the last entry instead of expecting it in view.
Tests:
- Gate on melektaus-atx for this state: 218 files, 3390 tests
(3336 + 54), exit 0.
- e2e 1-16,24,39-46,51,52,57,58 on melektaus-atx: 831 checks, all
pass. Module 41 alone: 25 checks (21 + 4).
- 54 new unit tests: 40 in joints.test.ts (rope, spring, pendulum,
limit, fixed, the other end, the node, containers, paste), 6 for
the line the scene view draws, 4 catalog cases of the node. The
remaining 4 come from tests that make a case per asset type.
- Four new e2e checks in module 41: Add joint from the menu, the
rope to the hook with its line and handle, dragging the handle
with one undo, the bob hanging in Play next to one that falls.
- e2e 04, 40 and 46 count the new type in their lists.
- 21 of 22 unit counter-probes fail their tests. The other one is
equivalent: Rapier ignores removing a joint that left with its
body, the guard stays.
- Three browser counter-probes fail their checks (2, 1 and 2).
- One screenshot looked at: icon, line, handle and the rope rows.
- The e2e sum of 1691 is counted (1687 + 4, 1687 measured by CI
on
|
||
|
|
46c620ae3b |
Give a behavior more ways in and out, and hear it as an event (#294)
A behavior run by another one had a single flow port at its Start and at its End, so it could not branch for its caller. And it could not be used as an event: a call needs a pulse at its flow input, and the events of a called graph never fire. An input like "Confirm" (Space or Enter) had to be built again in every graph. - A declared port of a Start or an End node can be of the kind Flow. It sits above the values and shares their names, exec stays reserved. Only these two nodes declare one, a struct does not. - Run behavior shows a flow port of the Start as a further flow input. A call arriving through it leaves the Start through the output of that name and not through exec. - Run behavior shows a flow port of the End as a further flow output. The call goes on through the one the End was reached by last, and then through exec. exec fires always, as before. - On behavior is a new event node without a flow input. The behavior it names runs at the node for as long as the behavior around it runs, with all of its own events and one set of variables per node. - Its outputs are those of the End. It fires once the inner pulse is through, by the output the End was reached by last, exec only for End.exec. A pulse that never reaches the End is not seen. - The value ports of the Start are its inputs, read anew for each inner pulse. The Start itself never fires there. - It nests to any depth. Under a Run behavior it stays silent. A behavior hearing itself, however far round, is not started and the node says "A behavior cannot listen to itself". - The palette offers every other behavior with an End once more as "On <name>". A node naming one without End says so. - An On node removed while the game runs ends its behavior with On disable and On destroy. The sounds of the entity end only with the behavior placed on it. - Renaming and deleting a declared port follows the edges at On behavior nodes as it does at Run behavior nodes. - The flow outputs of the Start of a behavior placed on an object never fire, like its exec. - The engine prompt of the benchmark names flow ports and On behavior. Tests: - Gate on melektaus-atx right before this commit: 215 files, 3319 tests (3278 + 41), exit 0. - e2e 19 on melektaus-atx: 39 checks (+4), all pass. e2e 1-6,17-24,26,36,51: 628 checks, all pass. - 19 unit tests in flow-ports.test.ts, 19 in on-behavior.test.ts on a real world, the rest in the node catalog. - Four new e2e checks in module 19: a flow port declared by mouse at the End, On Confirm in the graph, the call leaving through the further output while playing, Enter and Space on a real keyboard. - 19 unit counter-probes all fail their tests. One did not at first (a removed node kept its instance), a test was added. Two browser counter-probes fail their checks. - One screenshot looked at: On Confirm with exec and pressed, the second flow pin at the calling node. - The e2e sum of 1680 is counted (1676 + 4), the full suite and the smokes did not run. - Not seen in the browser: flow inputs at the Start, nesting, the ring, values through On behavior, the palette entry. No test holds that the sounds of the entity go on when a heard behavior ends. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
||
|
|
b5339b96c2 |
Tell a graph the frame a key went down or came up
Key is down says whether a key is held. To act once on a press, a graph had only the events On key down and On key up. A behavior that is called by another one and reads its input as data had to keep the state of the last frame in a variable of its own. - Key was pressed is true for the one frame in which the key goes down, the frame On key down fires in. Key was released is the same for the frame the key comes up. - Both sit next to Key is down in the palette and have the key as their only setting. - NodeContext gains wasKeyPressed and wasKeyReleased. The behavior context answers them from justPressed and justReleased of the input, through keyName, so a key saved as "A" meets the key "a". - No repeat. On key down may fire again while a key stays held, a held key is pressed once here. - When the window loses the keyboard, every held key counts as released in that frame, as On key up has it. - The engine prompt of the benchmark names the two nodes. Tests: - Gate on melektaus-atx right before this commit: 213 files, 3278 tests (3264 + 14), exit 0. - e2e 18,20,43 on melektaus-atx: 57 checks, all pass. - Ten unit tests in key-edges.test.ts on a real world, four cases in the node catalog. - Eight counter-probes all fail their tests. One did not at first (the case of the key saved on the node), a test was added. - No e2e check of its own, the sum stays 1676. The nodes were not looked at in the browser, neither in the palette nor with a real keyboard. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
||
|
|
3e8c88c66d |
Add a node that names the collision layer of an object (#211)
The issue asked for three nodes: Set layer, Set collides with and Layer of. A probe showed that the finding behind the first two is outdated. The Properties node of type Collider already writes both settings while the game runs, and both collision systems see the change at once. As agreed, only Layer of is built, and writing stays with Properties. - Layer of is a data node with the input object and the outputs name and number. The name is what the project calls the layer. - NodeContext.collisionLayerOf answers the number, and the new field collisionLayers on GraphLookup brings the names to the node. - layerHolderOf in solids.ts says whose layer counts. An object stands for its first collider child, a collider or tilemap for itself. - Decided here: a collider that is switched off counts too, because its layer is set either way. - Decided here: without a collider the name is empty and the number is -1. - The node is a read, not a run, so it answers at the moment it is asked. Right after a Set in the same flow it names the new layer. - The output number was not asked for. It fits the layer port of Properties as it is. Changing the layer during a run had no test at all so far. Five tests now hold it in both systems. Tests: - Gate: 198 files, 2929 tests (2914 + 15), exit 0 - e2e 1-6: 285 checks passed (06: +2 for block 6z-x) - Five unit tests for the change during a run: a mover is blocked, passes and is blocked again, a ray with a layer filter follows the change, and a dynamic body falls through the ground in Play - Six unit tests for Layer of, three against each system, and four cases in the node catalog - 6z-x finds the node in the palette, checks its ports and logs "Ghost" and "1" for the owner's collider in a Play run - Two counter-probes for the change during a run fail 1 and 4 tests, and only new ones, so those places were unguarded before - Six counter-probes for Layer of fail 2 to 3 tests each. All eight ran on stein2, not in the container. - The browser counter-probe fails 6z-x with "Layer 1" and "1" - The e2e sum of 1619 is calculated (1617 measured in CI run 276, plus 2). Neither the full suite nor the smokes ran for this state. - Not looked at in the browser: that the layer port of Properties shows the same picker as the inspector. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
||
|
|
bc688f3efc |
Refactoring round 7: split BehaviorSystem, fewer copies (#85)
Recurring cleanup round over the code since round 6 (
|