import { edge, node, port, variable, written } from '../lib/builders.mjs'; import { LANES, MAKE_OBJECT, pickAssetType } from './lib/scaffold.mjs'; /** * Sound assets (#45): uploaded like a typeface – picked from what the server holds through * "+ → Sound", or dropped onto the editor – and played by a graph through `Play sound`. Nothing * wears a sound and nothing places it; the asset says how loud it is and whether it loops, and the * node scales the one and can overrule the other in either direction. * * Nothing is ever *heard* here: CI runs the browser muted (see tools/lib/browser.mjs). The witness * is `__gm.sound.stats()` – voices started, stopped and in flight – the way `renderStats` is the * witness for a repaint that did not happen. No pixel check could see any of this. * * The seed puts two generated WAVs on the server without making assets of them: a 0.25 s blip and * a 0.75 s drone, told apart by their exact size rather than by their name. */ const LANE = LANES.sound; const BLIP_BYTES = 4044; const DRONE_BYTES = 12044; export async function sound(t) { const { check, sleep, json, evaluate, mutate, click, clickText, press, play, stop, shot, showTab } = t; const { select } = t; const assetsOfType = (type) => json(`__gm.state.project.assets.filter((a) => a.type === ${JSON.stringify(type)}) .map((a) => ({ id: a.id, name: a.name, file: a.file, props: a.props }))`); const stats = () => json('__gm.sound.stats()'); /** A voice starts only once its bytes have been decoded, so what it changes is awaited. */ const waitFor = async (read, done, tries = 25) => { let value = await read(); for (let i = 0; i < tries && !done(value); i++) { await sleep(150); value = await read(); } return value; }; // Every reading up to the one `done` takes: a check holds each against its own time on the audio // clock, however late the first one comes in. const trace = async (read, done, tries = 40) => { const seen = [await read()]; for (let i = 0; i < tries && !done(seen.at(-1)); i++) { await sleep(150); seen.push(await read()); } return seen; }; await press('Escape'); await evaluate('document.activeElement instanceof HTMLElement && document.activeElement.blur()'); await evaluate('__gm.state.select(null)'); await showTab('scene'); // 34a. What the server holds, straight from the API: the two files the seed put there. const stored = await evaluate(`fetch('/game-maker/api/index.php?r=sounds').then((r) => r.json())`); const blip = stored.find((item) => item.bytes === BLIP_BYTES); const drone = stored.find((item) => item.bytes === DRONE_BYTES); check( 'the server holds the two seeded sounds, named by their content', Boolean(blip && drone) && /^[a-f0-9]{64}\.wav$/.test(blip.file), JSON.stringify({ blip: blip?.file, drone: drone?.file, count: stored.length }), ); if (!blip || !drone) return; check( 'the listing carries the name each file was uploaded under', blip.name === 'blip.wav' && drone.name === 'drone.wav', JSON.stringify({ blip: blip.name, drone: drone.name }), ); // 34b. "+ → Sound" offers them; a sound is picked rather than created empty, like a typeface. await clickText('+'); await pickAssetType(t, 'Sound'); await sleep(500); const picker = await json('__gm.soundPicker()'); check( 'the + menu opens the sound picker on what the server holds, none of it in the project yet', Boolean(picker) && picker.files.includes(blip.file) && picker.used.length === 0, JSON.stringify(picker), ); check( 'a row nobody uses yet is captioned with the name the file was uploaded under', picker.captions[picker.files.indexOf(blip.file)] === 'blip.wav', JSON.stringify(picker.captions), ); await shot('34-sound-picker'); // 34c. The ▶ at a row's left is a preview: it plays that file without choosing it. const playAt = await json(`__gm.soundPickerPlay(${JSON.stringify(drone.file)})`); await click(playAt.x, playAt.y); const previewed = await waitFor(stats, (s) => s.started > 0); const afterPreview = await json('__gm.soundPicker()'); check( 'pressing a row’s ▶ plays that file and picks nothing', previewed.started === 1 && previewed.last?.file === drone.file && afterPreview.played === drone.file && afterPreview.selected === null, JSON.stringify({ previewed, selected: afterPreview.selected, played: afterPreview.played }), ); const row = await json(`__gm.soundPickerRow(${JSON.stringify(blip.file)})`); await click(row.x, row.y); await clickText('Use sound'); const sounds = await assetsOfType('sound'); check( 'picking a row makes a sound asset of that file, named after the file rather than "Sound"', sounds.length === 1 && sounds[0].file === blip.file && sounds[0].name === 'blip', JSON.stringify(sounds), ); if (sounds.length !== 1) return; const soundId = sounds[0].id; check( 'a fresh sound asset is full volume and one-shot', sounds[0].props.volume === 1 && sounds[0].props.loop === false, JSON.stringify(sounds[0].props), ); // Closing the picker silences its preview; nothing it started may outlive the dialog. check( 'closing the picker leaves nothing playing', (await stats()).playing === 0, JSON.stringify(await stats()), ); // 34d. Its inspector: the two rows, and the preview that is the only way to tell which sound it is. await select({ kind: 'asset', assetId: soundId }); const volumeRow = await json("__gm.inspectorField('Volume', true)"); const loopRow = await json("__gm.inspectorField('Loop', true)"); check( 'a sound asset has a Volume row and a Loop row', Boolean(volumeRow) && Boolean(loopRow), JSON.stringify({ volumeRow, loopRow }), ); await shot('34-sound-asset'); // 34e. A graph plays it. The behavior sits in its own lane; the node's volume is a factor on the // asset's, so 0.5 × 0.4 has to reach the library as 0.2 rather than as either of the two. await mutate(` const p = __gm.state.project; const scene = __gm.state.activeScene; p.assets.find((a) => a.id === ${JSON.stringify(soundId)}).props.volume = 0.4; const asset = structuredClone(p.assets.find((a) => a.id === 'mover')); Object.assign(asset, { id: 'sn-logic', name: 'Noisy', props: { enabled: true, runInEditor: false }, variables: [], graph: ${JSON.stringify({ nodes: [ node('sn-start', 'OnStart', 0, 0), node('sn-play', 'PlaySound', 260, 0, { sound: soundId, volume: 0.5, loop: '' }), ], edges: [edge('sn-e1', 'sn-start', 'exec', 'sn-play', 'exec')], })}, }); p.assets.unshift(asset); ${MAKE_OBJECT} scene.objects.push( make('sn-box', 'crate', '', ${LANE}, 'Noisy box'), make('sn-brain', 'sn-logic', 'sn-box', 0, 'Noisy'), ); __gm.lookAt(0, ${LANE});`); await evaluate('__gm.sound.stopAll()'); const before = await stats(); await play(); const played = await waitFor(stats, (s) => s.started > before.started); check( 'a graph playing a sound reaches the library, at the asset volume scaled by the node’s', played.started === before.started + 1 && played.last?.file === blip.file && Math.abs(played.last.volume - 0.2) < 0.001 && played.last.loop === false, JSON.stringify(played), ); await stop(); // 34f. A looping sound is music: it plays on, and ending the run ends it – nothing may outlive // the world that started it. await mutate(` const p = __gm.state.project; p.assets.find((a) => a.id === ${JSON.stringify(soundId)}).props.loop = true;`); await play(); const looping = await waitFor(stats, (s) => s.playing > 0 && s.last?.loop === true); check( 'the asset’s own loop flag reaches the library even though the node never asked for one', looping.playing >= 1 && looping.last?.loop === true, JSON.stringify(looping), ); // Well past the blip's own 0.25 s, so a one-shot would have ended by itself here. await sleep(700); const stillLooping = await stats(); await stop(); const afterStop = await stats(); check( 'a loop keeps playing while the run is on and ends with it', stillLooping.playing >= 1 && afterStop.playing === 0, JSON.stringify({ stillLooping, afterStop }), ); // 34f-2. The node overrules the asset in both directions – the reason `loop` is a choice of three // and not a checkbox: music has to be playable as a one-shot. const setNodeLoop = (value) => mutate(` const p = __gm.state.project; const graph = p.assets.find((a) => a.id === 'sn-logic').graph; graph.nodes.find((n) => n.id === 'sn-play').params.loop = ${JSON.stringify(value)};`); await setNodeLoop('false'); const beforeOnce = await stats(); await play(); const once = await waitFor(stats, (s) => s.started > beforeOnce.started); check('a node saying "off" plays a looping asset once', once.last?.loop === false, JSON.stringify(once)); await stop(); await setNodeLoop(''); // 34g. `Stop sound` silences it from inside the graph, without ending the run. await mutate(` const p = __gm.state.project; const graph = p.assets.find((a) => a.id === 'sn-logic').graph; graph.nodes.push(${JSON.stringify(node('sn-stop', 'StopSound', 520, 0, { sound: soundId }))}); graph.nodes.push(${JSON.stringify(node('sn-key', 'OnKeyDown', 260, 220, { key: 's' }))}); graph.edges.push(${JSON.stringify(edge('sn-e2', 'sn-key', 'exec', 'sn-stop', 'exec'))});`); await play(); await waitFor(stats, (s) => s.playing > 0); await press('s'); const silenced = await waitFor(stats, (s) => s.playing === 0); check( 'Stop sound silences a looping sound while the run carries on', silenced.playing === 0 && (await json('__gm.playInfo()')).playing === true, JSON.stringify(silenced), ); await stop(); // 34g-2. A voice belongs to the behavior playing it: destroy the object and its sounds go with it, // without any `Stop sound` in the graph. `detached` is the one way out, for the death // sound of an object that destroys itself. await mutate(` const p = __gm.state.project; const graph = p.assets.find((a) => a.id === 'sn-logic').graph; graph.nodes.push( ${JSON.stringify(node('sn-key2', 'OnKeyDown', 260, 440, { key: 'd' }))}, ${JSON.stringify(node('sn-owner', 'Owner', 260, 620))}, ${JSON.stringify(node('sn-destroy', 'Destroy', 520, 440))}, ); graph.edges.push( ${JSON.stringify(edge('sn-e3', 'sn-key2', 'exec', 'sn-destroy', 'exec'))}, ${JSON.stringify(edge('sn-e4', 'sn-owner', 'object', 'sn-destroy', 'object'))}, );`); await play(); await waitFor(stats, (s) => s.playing > 0); await press('d'); const destroyed = await waitFor(stats, (s) => s.playing === 0); check( 'destroying the object silences the looping sound its behavior was playing', destroyed.playing === 0 && (await json('__gm.playInfo()')).playing === true, JSON.stringify(destroyed), ); await stop(); const setDetached = (value) => mutate(` const p = __gm.state.project; const graph = p.assets.find((a) => a.id === 'sn-logic').graph; graph.nodes.find((n) => n.id === 'sn-play').params.detached = ${JSON.stringify(value)};`); await setDetached(true); await play(); await waitFor(stats, (s) => s.playing > 0); await press('d'); // Long enough that the reaping frame has been and gone – a voice still here now is here on purpose. await sleep(600); const detached = await stats(); check( 'a detached voice is nobody’s and plays on after the object that started it is gone', detached.playing >= 1, JSON.stringify(detached), ); await stop(); check( 'ending the run silences a detached voice too', (await stats()).playing === 0, JSON.stringify(await stats()), ); await setDetached(false); // 34g-3. A sound FX asset (#311): "+ → Sound FX" opens its tab, which says what keeps the graph // from compiling; built into Input → Pitch → Gain → Output, the header plays the sound // through it, and a `Play sound` naming it sends the game's voice the same way. The pitch // comes from a parameter `depth` of the Input: the header has a field for it, and a // `Sound FX parameters` node hands the game's value in. await showTab('scene'); await clickText('+'); await pickAssetType(t, 'Sound FX'); const fxCreated = await json(`{ tab: __gm.tab(), current: __gm.soundfx.current(), info: __gm.soundfx.info(), preview: __gm.soundfx.preview(), assets: __gm.state.project.assets.filter((a) => a.type === 'soundfx').map((a) => a.id), }`); check( 'the + menu creates a sound FX asset and opens its tab, with no Output to compile and no Play', fxCreated.tab === 'soundfx' && fxCreated.assets.length === 1 && fxCreated.current === fxCreated.assets[0] && fxCreated.info === 'No Output node' && fxCreated.preview.sound === soundId && fxCreated.preview.play === false, JSON.stringify(fxCreated), ); const fxId = fxCreated.assets[0]; const fxCanvas = await json('__gm.soundfx.canvasRect()'); await click(fxCanvas.x + 80, fxCanvas.y + 60, 'right'); const fxPalette = await json('__gm.overlayTexts()'); check( 'its palette offers the sound effects and no behavior node', ['Input', 'Output', 'Gain', 'Pitch', '5-Band-EQ', 'Mix', 'Delay'].every((label) => fxPalette.includes(label), ) && !fxPalette.includes('Branch'), JSON.stringify(fxPalette.slice(0, 12)), ); await press('Escape'); await mutate(` const fx = __gm.state.project.assets.find((a) => a.id === ${JSON.stringify(fxId)}); fx.name = 'Low'; fx.graph = ${JSON.stringify({ nodes: [ node('fx-in', 'SoundFxInput', 0, 0, {}, [{ key: 'depth', kind: 'number', default: -12 }]), node('fx-pitch', 'SoundFxPitch', 220, 0), node('fx-gain', 'SoundFxGain', 440, 0, { gain: -6 }), node('fx-out', 'SoundFxOutput', 660, 0), ], edges: [ edge('fx-e1', 'fx-in', 'out', 'fx-pitch', 'in'), edge('fx-e2', 'fx-pitch', 'out', 'fx-gain', 'in'), edge('fx-e3', 'fx-gain', 'out', 'fx-out', 'in'), edge('fx-e4', 'fx-in', 'depth', 'fx-pitch', 'semitones'), ], })};`); const fxBuilt = await json( '{ info: __gm.soundfx.info(), preview: __gm.soundfx.preview(), params: __gm.soundfx.params() }', ); check( 'Input → Pitch → Gain → Output compiles to two effects, Play is offered, depth starts at its default', fxBuilt.info === '2 effects' && fxBuilt.preview.play === true && fxBuilt.params.depth === -12, JSON.stringify(fxBuilt), ); await evaluate('__gm.sound.stopAll()'); const beforeFx = await stats(); const fxPlayAt = await json('__gm.soundfx.playAt()'); await click(fxPlayAt.x, fxPlayAt.y); const heardFx = await waitFor(stats, (s) => s.started > beforeFx.started); const blipSeconds = await json(`__gm.sound.duration(${JSON.stringify(blip.file)})`); check( 'the tab’s Play sends the sound through the graph: an octave down, as long as before, one gain stage', heardFx.last?.file === blip.file && heardFx.last.pitches.join() === '-12' && heardFx.last.duration === blipSeconds && heardFx.last.stages === 1, JSON.stringify({ ...heardFx, blipSeconds }), ); await evaluate('__gm.sound.stopAll()'); await evaluate('__gm.soundfx.setParam("depth", 5)'); const beforeParam = await stats(); await click(fxPlayAt.x, fxPlayAt.y); const heardParam = await waitFor(stats, (s) => s.started > beforeParam.started); check( 'the header plays with the value its depth field is set to', heardParam.last?.pitches.join() === '5' && heardParam.last.stages === 1, JSON.stringify(heardParam), ); await evaluate('__gm.sound.stopAll()'); // #316: the Pitch → Gain way and the dry Input meet in a Mix – two sources, one per pitch. await mutate(` const graph = __gm.state.project.assets.find((a) => a.id === ${JSON.stringify(fxId)}).graph; graph.nodes.push(${JSON.stringify(node('fx-mix', 'SoundFxMix', 550, 0, { mix: 0.5 }))}); graph.edges = graph.edges.filter((e) => e.id !== 'fx-e3'); graph.edges.push( ${JSON.stringify(edge('fx-e5', 'fx-gain', 'out', 'fx-mix', 'a'))}, ${JSON.stringify(edge('fx-e6', 'fx-in', 'out', 'fx-mix', 'b'))}, ${JSON.stringify(edge('fx-e7', 'fx-mix', 'out', 'fx-out', 'in'))}, );`); const mixInfo = await json('__gm.soundfx.info()'); const beforeMix = await stats(); await click(fxPlayAt.x, fxPlayAt.y); const heardMix = await waitFor(stats, (s) => s.started > beforeMix.started); check( 'a Mix of the pitched way and the dry Input plays one voice from two sources of the same length', mixInfo === '3 effects' && heardMix.last?.pitches.join() === '5,0' && heardMix.last.stages === 1 && heardMix.last.duration === blipSeconds, JSON.stringify({ mixInfo, ...heardMix }), ); await evaluate('__gm.sound.stopAll()'); await mutate(` const graph = __gm.state.project.assets.find((a) => a.id === ${JSON.stringify(fxId)}).graph; graph.nodes = graph.nodes.filter((n) => n.id !== 'fx-mix'); graph.edges = graph.edges.filter((e) => !['fx-e5', 'fx-e6', 'fx-e7'].includes(e.id)); graph.edges.push(${JSON.stringify(edge('fx-e3', 'fx-gain', 'out', 'fx-out', 'in'))});`); // #324, #327: a ping-pong Delay behind the gain. The blip is a quarter of a second, its echoes come // 0.3 s apart, each half as loud as the one before: nine are heard, 2.7 s – the voice // stays that long after its sound and goes then. Asked to let ring, only the sound // stops and the voice stays; a stop after that cuts it. await mutate(` const graph = __gm.state.project.assets.find((a) => a.id === ${JSON.stringify(fxId)}).graph; graph.nodes.push(${JSON.stringify( node('fx-delay', 'SoundFxDelay', 550, 0, { time: 0.3, feedback: 0.5, mix: 0.5, pingPong: true }), )}); graph.edges = graph.edges.filter((e) => e.id !== 'fx-e3'); graph.edges.push( ${JSON.stringify(edge('fx-e8', 'fx-gain', 'out', 'fx-delay', 'in'))}, ${JSON.stringify(edge('fx-e9', 'fx-delay', 'out', 'fx-out', 'in'))}, );`); const delayInfo = await json('__gm.soundfx.info()'); await evaluate('__gm.sound.stopAll()'); const beforeEcho = await stats(); await click(fxPlayAt.x, fxPlayAt.y); const echoStarted = await waitFor(stats, (s) => s.started > beforeEcho.started); // Timed on the audio clock: the page's can fall behind it (task 523 saw a 2.95 s tail end 1 s in). const audioNow = () => json('({ playing: __gm.sound.stats().playing, clock: __gm.sound.clock() })'); const startedAt = (await audioNow()).clock; const echoLevels = await json(`__gm.sound.levels(${JSON.stringify(blip.file)})`); const ringing = await waitFor(audioNow, (s) => s.clock - startedAt >= 1); const quiet = await waitFor(audioNow, (s) => s.playing === 0, 40); const rangFor = quiet.clock - startedAt; const echoKnobs = echoLevels?.[0]?.slice(2) ?? []; check( 'a Delay keeps the voice after its sound has ended, until its echoes have faded', delayInfo === '3 effects' && echoStarted.last?.stages === 2 && echoKnobs.length === 4 && Math.abs(echoKnobs[0] - 0.3) < 1e-6 && Math.abs(echoKnobs[1] - 0.5) < 1e-6 && Math.abs(echoKnobs[2] / (20000 * 0.025 ** 0.3) - 1) < 1e-3 && Math.abs(echoKnobs[3] - 0.5) < 1e-6 && ringing.playing === 1 && ringing.clock - startedAt < 2.4 && quiet.playing === 0 && rangFor > 2.4 && rangFor < 4.5, JSON.stringify({ delayInfo, last: echoStarted.last, echoLevels, ringing, startedAt, rangFor }), ); await click(fxPlayAt.x, fxPlayAt.y); await waitFor(stats, (s) => s.playing === 1); const beforeLetRing = await stats(); await evaluate(`__gm.sound.stop(${JSON.stringify(blip.file)}, true)`); await sleep(500); const letRing = await stats(); await evaluate(`__gm.sound.stop(${JSON.stringify(blip.file)})`); const cut = await stats(); check( 'Let ring stops the sound and keeps the voice for its echoes; a stop after that cuts it', letRing.playing === 1 && letRing.stopped === beforeLetRing.stopped + 1 && cut.playing === 0 && cut.stopped === beforeLetRing.stopped + 2, JSON.stringify({ before: beforeLetRing.stopped, letRing, cut }), ); await mutate(` const graph = __gm.state.project.assets.find((a) => a.id === ${JSON.stringify(fxId)}).graph; graph.nodes = graph.nodes.filter((n) => n.id !== 'fx-delay'); graph.edges = graph.edges.filter((e) => !['fx-e8', 'fx-e9'].includes(e.id)); graph.edges.push(${JSON.stringify(edge('fx-e3', 'fx-gain', 'out', 'fx-out', 'in'))});`); await showTab('scene'); await mutate(` const graph = __gm.state.project.assets.find((a) => a.id === 'sn-logic').graph; Object.assign(graph.nodes.find((n) => n.id === 'sn-play').params, { loop: 'false', fx: ${JSON.stringify(fxId)} });`); const beforeGameFx = await stats(); await play(); const gameFx = await waitFor(stats, (s) => s.started > beforeGameFx.started); check( 'a Play sound naming the asset plays the game’s voice through it', gameFx.last?.pitches.join() === '-12' && gameFx.last.stages === 1, JSON.stringify(gameFx), ); await stop(); await mutate(` const graph = __gm.state.project.assets.find((a) => a.id === 'sn-logic').graph; graph.nodes.push(${JSON.stringify( node('sn-fxp', 'SoundFxParameters', 0, 120, { soundFxAsset: fxId, depth: 7 }, [ { key: 'depth', kind: 'number' }, ]), )}); graph.edges.push(${JSON.stringify(edge('sn-e-fxp', 'sn-fxp', 'params', 'sn-play', 'fxParams'))});`); const beforeGameParam = await stats(); await play(); const gameParam = await waitFor(stats, (s) => s.started > beforeGameParam.started); check( 'a Sound FX parameters node hands depth 7 to the game’s voice', gameParam.last?.pitches.join() === '7' && gameParam.last.stages === 1, JSON.stringify(gameParam), ); await stop(); // #315: two looping voices of the same sound start at depth 7, the first keeps its number in a // variable, and `Set sound FX parameters` hands that one voice depth 3 every frame. In a // real AudioContext the first one's pitch – the AudioParam of its worklet (#317), in // semitones – glides there, the second one's stays put. const tuneIds = ['sn-keep', 'sn-play2', 'sn-tick', 'sn-read', 'sn-tune', 'sn-fxp2']; const tuneEdges = [ 'sn-e-keep', 'sn-e-voice', 'sn-e-play2', 'sn-e-fxp3', 'sn-e-tick', 'sn-e-read', 'sn-e-fxp2', ]; await mutate(` const logic = __gm.state.project.assets.find((a) => a.id === 'sn-logic'); logic.variables = [${JSON.stringify(variable('voice', 'number', 0))}]; const graph = logic.graph; const play = graph.nodes.find((n) => n.id === 'sn-play'); play.params.loop = 'true'; graph.nodes.push( ${JSON.stringify(node('sn-keep', 'Variables', 520, 0, {}, [written('voice', 'number')]))}, { ...structuredClone(play), id: 'sn-play2', x: 780 }, ${JSON.stringify(node('sn-tick', 'OnUpdate', 0, 300))}, ${JSON.stringify(node('sn-read', 'Variables', 0, 420, {}, [port('voice', 'number')]))}, ${JSON.stringify(node('sn-tune', 'SetSoundFxParameters', 260, 300))}, ${JSON.stringify( node('sn-fxp2', 'SoundFxParameters', 0, 540, { soundFxAsset: fxId, depth: 3 }, [ { key: 'depth', kind: 'number' }, ]), )}, ); graph.edges.push( ${JSON.stringify(edge('sn-e-keep', 'sn-play', 'exec', 'sn-keep', 'exec'))}, ${JSON.stringify(edge('sn-e-voice', 'sn-play', 'voice', 'sn-keep', 'voice'))}, ${JSON.stringify(edge('sn-e-play2', 'sn-keep', 'exec', 'sn-play2', 'exec'))}, ${JSON.stringify(edge('sn-e-fxp3', 'sn-fxp', 'params', 'sn-play2', 'fxParams'))}, ${JSON.stringify(edge('sn-e-tick', 'sn-tick', 'exec', 'sn-tune', 'exec'))}, ${JSON.stringify(edge('sn-e-read', 'sn-read', 'voice', 'sn-tune', 'voice'))}, ${JSON.stringify(edge('sn-e-fxp2', 'sn-fxp2', 'params', 'sn-tune', 'fxParams'))}, );`); const beforeTune = await stats(); await play(); const tunedStats = await waitFor( stats, (s) => s.tuned > beforeTune.tuned && s.started >= beforeTune.started + 2, ); const glided = (levels) => Array.isArray(levels) && levels.length === 2 && Math.abs(levels[0][0] - 3) < 0.05; const levels = await waitFor(() => json(`__gm.sound.levels(${JSON.stringify(blip.file)})`), glided); check( 'Set sound FX parameters moves the one voice whose number it holds from depth 7 to 3, not the other', tunedStats.last?.pitches.join() === '7' && tunedStats.last.loop === true && tunedStats.worklet === true && glided(levels) && Math.abs(levels[0][1] - 10 ** (-6 / 20)) < 0.001 && levels[1][0] === 7, JSON.stringify({ last: tunedStats.last, tuned: tunedStats.tuned, worklet: tunedStats.worklet, levels }), ); await stop(); // A `time` of 2 s takes the same voice from depth 7 to -5 evenly on the audio clock, 6 semitones // a second: half a second in it is still well above the end, where a quick glide would be there. await mutate(` const graph = __gm.state.project.assets.find((a) => a.id === 'sn-logic').graph; graph.nodes.find((n) => n.id === 'sn-tune').params.time = 2; graph.nodes.find((n) => n.id === 'sn-fxp2').params.depth = -5;`); await play(); const pitch = async () => (await json(`__gm.sound.levels(${JSON.stringify(blip.file)})`))?.[0]?.[0]; const early = await waitFor(pitch, (s) => typeof s === 'number' && s < 6.9); const later = await waitFor(pitch, (s) => typeof s === 'number' && s < early - 0.6); await new Promise((resolve) => setTimeout(resolve, 500)); const afterHalf = await pitch(); check( 'Set sound FX parameters with a time ramps the pitch over that time instead of jumping', early > -1.8 && later > -3.3 && afterHalf > -4.3 && afterHalf < later, JSON.stringify({ early, later, afterHalf }), ); await stop(); // The easings of an animation key: Quad in hands the clock a curve, 7 - 3 * t^2 towards -5 in 2 s, // where linear is 7 - 6 * t. Each reading is timed on the audio clock from the voice's start, so a // first one that comes in late is held against where the curve is then. Between 0.3 and 1.7 s the // curve is more than a semitone above linear, and it never falls below it. await mutate(` const tune = __gm.state.project.assets.find((a) => a.id === 'sn-logic').graph.nodes.find((n) => n.id === 'sn-tune'); Object.assign(tune.params, { ease: 'quad', direction: 'in' });`); await play(); const pitchNow = () => json(`({ pitch: __gm.sound.levels(${JSON.stringify(blip.file)})?.[0]?.[0], clock: __gm.sound.clock() })`); const sinceStart = async (seen, since = 'start') => { const now = await stats(); const from = since === 'tune' ? now.tunedAt : now.last.at; return seen .filter((s) => typeof s.pitch === 'number') .map((s) => ({ t: +(s.clock - from).toFixed(3), pitch: +s.pitch.toFixed(3) })); }; const sweep = await sinceStart(await trace(pitchNow, (s) => typeof s.pitch === 'number' && s.pitch < -4.3)); const midway = sweep.filter(({ t }) => t > 0.3 && t < 1.7); check( 'Set sound FX parameters with Quad in ramps slowly first, then on to the end', midway.length > 0 && midway.every(({ t, pitch }) => pitch > 7 - 6 * t + 1) && sweep.every(({ t, pitch }) => pitch > 7 - 6 * t - 0.1) && sweep.at(-1).pitch < -4.3, JSON.stringify(sweep), ); await stop(); // Step holds the pitch for the whole time and then jumps there: every reading before 2 s on the // audio clock is still 7, the first one past it is the end. Timed from the change, not from the // start of the voice: task 529 saw it arrive 80 ms later and the 7 held, rightly, to 2.08 s. await mutate(` const tune = __gm.state.project.assets.find((a) => a.id === 'sn-logic').graph.nodes.find((n) => n.id === 'sn-tune'); Object.assign(tune.params, { ease: 'step', time: 2 });`); await play(); const steps = await sinceStart( await trace(pitchNow, (s) => typeof s.pitch === 'number' && s.pitch < 6), 'tune', ); const held = steps.filter(({ pitch }) => pitch === 7); const jumped = steps.find(({ pitch }) => pitch < 6); check( 'Set sound FX parameters with Step holds the pitch for the time, then jumps to the end', held.length > 0 && held.every(({ t }) => t < 2.05) && jumped !== undefined && jumped.t > 1.95 && Math.abs(jumped.pitch + 5) < 0.001, JSON.stringify(steps), ); await stop(); // #317: the worklet itself, rendered in an offline context of this browser – what a muted check // can hear. A second of 440 Hz an octave up is 880 Hz and still a second long; a sweep from // 0 to -12 over it keeps that second too. Then 16 stereo voices at +5 for 2 s, timed, for // how many this machine plays at once. const offline = await evaluate(` (async () => { const RATE = 48000; const render = async (voices, seconds, channels, shape) => { const context = new OfflineAudioContext(channels, RATE * seconds, RATE); await context.audioWorklet.addModule(__gm.sound.pitchWorkletUrl()); const tone = new Float32Array(RATE * seconds); for (let i = 0; i < tone.length; i++) tone[i] = Math.sin((2 * Math.PI * 440 * i) / RATE) * 0.5; for (let v = 0; v < voices; v++) { const node = new AudioWorkletNode(context, 'pitch-player', { numberOfInputs: 0, outputChannelCount: [channels], parameterData: { pitch: shape.from }, processorOptions: { file: 'probe', channels: v === 0 ? Array(channels).fill(tone) : undefined, step: 1, loop: false }, }); if (shape.to !== shape.from) node.parameters.get('pitch').setValueAtTime(shape.from, 0).linearRampToValueAtTime(shape.to, seconds); node.connect(context.destination); } const started = performance.now(); const out = (await context.startRendering()).getChannelData(0); return { out, ms: performance.now() - started }; }; const rises = (out, from, to) => { let count = 0; for (let i = from + 1; i < to; i++) if (out[i - 1] < 0 && out[i] >= 0) count++; return count / ((to - from) / RATE); }; const heard = (out) => { let last = out.length; while (last > 0 && Math.abs(out[last - 1]) <= 1e-4) last--; return last; }; const up = await render(1, 1, 1, { from: 12, to: 12 }); const sweep = await render(1, 1, 1, { from: 0, to: -12 }); const load = await render(16, 2, 2, { from: 5, to: 5 }); return { upHz: rises(up.out, 12000, 36000), upLength: heard(up.out), sweepEarlyHz: rises(sweep.out, 6000, 12000), sweepLateHz: rises(sweep.out, 36000, 42000), sweepLength: heard(sweep.out), voices: 16, renderMs: Math.round(load.ms), realTimeVoices: Math.round((16 * 2000) / load.ms), }; })()`); check( 'the pitch worklet plays an octave up at the length of the sound, and a sweep down keeps it too', Math.abs(offline.upHz / 880 - 1) < 0.02 && offline.upLength > 48000 - 100 && offline.sweepEarlyHz > offline.sweepLateHz * 1.3 && offline.sweepLength > 48000 - 100, JSON.stringify(offline), ); // #327: the player's own echo, rendered offline. A 10 ms burst into a ping-pong Delay (0.3 s, // feedback 0.5, mix 0.5) comes back left at 0.3 s at half its level, right at 0.6 s at // half of that, left again at 0.9 s – in Chrome each round 128 samples later than that. Then // 64 stereo voices of it for 2 s, timed, for how many this machine plays at once (#324). const echo = await evaluate(` (async () => { const RATE = 48000; const echoOf = (pingPong) => ({ kind: 'delay', time: 0.3, feedback: 0.5, damping: 20000, mix: 0.5, pingPong }); const render = async (voices, seconds, stage = echoOf(true)) => { const context = new OfflineAudioContext(2, RATE * seconds, RATE); const burst = context.createBuffer(1, RATE * 0.01, RATE); burst.getChannelData(0).fill(0.5); for (let v = 0; v < voices; v++) { const source = context.createBufferSource(); source.buffer = burst; const nodes = __gm.sound.stageNodes(context, stage); source.connect(nodes.input); nodes.output.connect(context.destination); source.start(); } const started = performance.now(); const out = await context.startRendering(); return { left: out.getChannelData(0), right: out.getChannelData(1), ms: performance.now() - started }; }; // The middle of the burst: its edges ring a little through the damping. const peak = (data, at) => { let sum = 0; const from = Math.round((at + 0.003) * RATE); const to = Math.round((at + 0.007) * RATE); for (let i = from; i < to; i++) sum += Math.abs(data[i]); return Math.round((sum / (to - from)) * 1000) / 1000; }; // Samples from where each echo is due to where it is heard, in both kinds of echo. const late = ({ left, right }) => { const found = []; for (let k = 1; k <= 4; k++) { const from = Math.round((k * 0.3 - 0.05) * RATE); let at = from; while (at < from + RATE * 0.1 && Math.abs(left[at]) <= 0.002 && Math.abs(right[at]) <= 0.002) at++; found.push(at - Math.round(k * 0.3 * RATE)); } return found; }; const one = await render(1, 1.3); const plain = await render(1, 1.3, echoOf(false)); const load = await render(64, 2); const lateBy = late(one); const at = (k) => k * 0.3 + lateBy[k - 1] / RATE; return { late: lateBy, latePlain: late(plain), dry: [peak(one.left, 0), peak(one.right, 0)], first: [peak(one.left, at(1)), peak(one.right, at(1))], second: [peak(one.left, at(2)), peak(one.right, at(2))], third: [peak(one.left, at(3)), peak(one.right, at(3))], between: [peak(one.left, 0.45), peak(one.right, 0.45)], voices: 64, renderMs: Math.round(load.ms), realTimeVoices: Math.round((64 * 2000) / load.ms), }; })()`); const near = (value, to) => Math.abs(value - to) < 0.02; check( 'the player’s ping-pong echo comes back left, then right, then left, each round half as loud', near(echo.dry[0], 0.5) && near(echo.dry[1], 0.5) && near(echo.first[0], 0.25) && echo.first[1] < 0.005 && echo.second[0] < 0.005 && near(echo.second[1], 0.125) && near(echo.third[0], 0.0625) && echo.third[1] < 0.005 && echo.between.every((v) => v < 0.005) && // Chrome takes a render quantum more for every round of a feedback loop. [echo.late, echo.latePlain].every((late) => late.every((n, k) => n === 0 || n === k * 128)), JSON.stringify(echo), ); // A Mix "Both at center", rendered offline: a steady 1 on a and 0.5 on b in two channels, so each // share reads off as it is. Then mix glides 0 → 1 over a second: at its middle both stay full. const atCenter = await evaluate(` (async () => { const RATE = 48000; const render = async (mix, glide) => { const context = new OfflineAudioContext(2, RATE, RATE); const merger = context.createChannelMerger(2); merger.connect(context.destination); const shareA = context.createGain(); const shareB = context.createGain(); shareA.gain.value = 0; shareB.gain.value = 0; const driver = __gm.sound.bothAtCenter(context, mix, shareA, shareB); for (const [share, level, side] of [[shareA, 1, 0], [shareB, 0.5, 1]]) { const steady = context.createConstantSource(); steady.offset.value = level; steady.connect(share).connect(merger, 0, side); steady.start(); } if (glide) driver.offset.setValueAtTime(0, 0).linearRampToValueAtTime(1, 1); driver.start(); const out = await context.startRendering(); const at = (s) => [out.getChannelData(0)[Math.round(s * RATE)], out.getChannelData(1)[Math.round(s * RATE)] * 2]; return glide ? [0.25, 0.5, 0.75].map(at) : at(0.5); }; const round = (pair) => pair.map((v) => Math.round(v * 1000) / 1000); const fixed = {}; for (const mix of [0, 0.25, 0.5, 0.75, 1]) fixed[mix] = round(await render(mix, false)); return { fixed, glide: (await render(0, true)).map(round) }; })()`); const pairNear = (pair, a, b) => near(pair[0], a) && near(pair[1], b); check( 'a Mix "Both at center" keeps a full up to the middle and b full from it, also while mix glides', pairNear(atCenter.fixed[0], 1, 0) && pairNear(atCenter.fixed[0.25], 1, 0.5) && pairNear(atCenter.fixed[0.5], 1, 1) && pairNear(atCenter.fixed[0.75], 0.5, 1) && pairNear(atCenter.fixed[1], 0, 1) && pairNear(atCenter.glide[0], 1, 0.5) && pairNear(atCenter.glide[1], 1, 1) && pairNear(atCenter.glide[2], 0.5, 1), JSON.stringify(atCenter), ); await mutate(` const logic = __gm.state.project.assets.find((a) => a.id === 'sn-logic'); logic.variables = []; const graph = logic.graph; graph.nodes = graph.nodes.filter((n) => !${JSON.stringify(tuneIds)}.includes(n.id)); graph.edges = graph.edges.filter((e) => !${JSON.stringify(tuneEdges)}.includes(e.id));`); await mutate(` const graph = __gm.state.project.assets.find((a) => a.id === 'sn-logic').graph; graph.nodes = graph.nodes.filter((n) => n.id !== 'sn-fxp'); graph.edges = graph.edges.filter((e) => e.id !== 'sn-e-fxp'); Object.assign(graph.nodes.find((n) => n.id === 'sn-play').params, { loop: '', fx: '' }); const project = __gm.state.project; project.assets = project.assets.filter((a) => a.id !== ${JSON.stringify(fxId)});`); // 34g-5. An instrument (#331): "+ → Instrument" opens its tab on Notes → Sample → Output, which // plays nothing until the Sample has a sound. With the blip, looped, every key of C4–B4 // sounds; a key held by the pointer plays until it is let go, the computer keyboard plays // as a tracker does, and a game's `Play note` releases its note after its duration. await showTab('scene'); await clickText('+'); await pickAssetType(t, 'Instrument'); const insCreated = await json(`{ tab: __gm.tab(), current: __gm.instrument.current(), info: __gm.instrument.info(), keys: __gm.instrument.keys(), assets: __gm.state.project.assets.filter((a) => a.type === 'instrument') .map((a) => ({ id: a.id, nodes: a.graph.nodes.map((n) => n.type) })), }`); check( 'the + menu creates an instrument, Notes → Sample → Output, and opens its tab; no key sounds yet', insCreated.tab === 'instrument' && insCreated.assets.length === 1 && insCreated.current === insCreated.assets[0].id && insCreated.assets[0].nodes.join() === 'InstrumentNotes,InstrumentSample,InstrumentOutput' && insCreated.info === 'No sound picked' && insCreated.keys.sounding.length === 0, JSON.stringify(insCreated), ); const insId = insCreated.assets[0]?.id; // Bottom left: the fitted graph is one row of three nodes, its links among them. const insCanvas = await json('__gm.instrument.canvasRect()'); await click(insCanvas.x + 30, insCanvas.y + insCanvas.h - 30, 'right'); const insPalette = await json('__gm.overlayTexts()'); check( 'its palette offers its own nodes and the effects, but no Input and no behavior node', ['Notes', 'Sample', 'Parameters', 'Sound FX', 'Gain', 'Delay'].every((label) => insPalette.includes(label), ) && !insPalette.includes('Input') && !insPalette.includes('Branch'), JSON.stringify(insPalette.slice(0, 14)), ); await press('Escape'); await mutate(` const ins = __gm.state.project.assets.find((a) => a.id === ${JSON.stringify(insId)}); Object.assign(ins.graph.nodes.find((n) => n.type === 'InstrumentSample').params, { sound: ${JSON.stringify(soundId)}, play: 'loop', });`); const insReady = await json('{ info: __gm.instrument.info(), keys: __gm.instrument.keys() }'); check( 'with a sound picked the twelve keys from C4 to B4 sound, the others stay grey', insReady.info === '12 notes' && insReady.keys.sounding.join() === [60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71].join(), JSON.stringify(insReady), ); await shot('34-instrument'); await evaluate('__gm.sound.stopAll()'); const beforeKey = await stats(); const e4 = await json('__gm.instrument.keyAt(64)'); await t.mouse('mouseMoved', e4.x, e4.y); await t.mouse('mousePressed', e4.x, e4.y); const heldKey = await waitFor(stats, (s) => s.started > beforeKey.started); // Longer than the blip: a looped note that ended with its sound would be gone by now. await sleep(600); const stillHeld = await json('{ stats: __gm.sound.stats(), keys: __gm.instrument.keys() }'); check( 'holding E4 plays the blip four semitones up, looped, as one layer of the instrument, and lights the key', heldKey.last?.file === `instrument:${insId}` && heldKey.last.pitches.join() === '4' && heldKey.last.layers === 1 && stillHeld.stats.playing === 1 && stillHeld.keys.held.join() === '64', JSON.stringify({ heldKey, stillHeld }), ); await t.mouse('mouseReleased', e4.x, e4.y); const letGo = await waitFor(stats, (s) => s.playing === 0); check( 'letting go of the key ends the note: its sample fades out and the voice goes', letGo.playing === 0 && (await json('__gm.instrument.keys()')).held.length === 0, JSON.stringify(letGo), ); // "Loop, then release": held, it loops 0.05 to 0.1 s; let go, it plays the 0.15 s after the loop. const setPlay = (fields) => mutate(` const ins = __gm.state.project.assets.find((a) => a.id === ${JSON.stringify(insId)}); Object.assign(ins.graph.nodes.find((n) => n.type === 'InstrumentSample').params, ${JSON.stringify(fields)});`); await setPlay({ play: 'release', loopStart: 0.05, loopEnd: 0.1 }); const beforeRelease = await stats(); await t.mouse('mousePressed', e4.x, e4.y); await waitFor(stats, (s) => s.started > beforeRelease.started); await sleep(600); const heldLoop = await stats(); await t.mouse('mouseReleased', e4.x, e4.y); const leftAt = await audioNow(); const ringingKeys = await json('__gm.instrument.keys()'); const playedOut = await waitFor(audioNow, (s) => s.playing === 0); const afterKeys = await waitFor( () => json('__gm.instrument.keys()'), (keys) => keys.ringing.length === 0, ); // 0.15 s after the loop, up to two rounds more (the one it is in, the one the worklet read into) // and the 150 ms waitFor polls at: a fade would be gone in 0.01 s. const outFor = playedOut.clock - leftAt.clock; check( '"Loop, then release" loops while held, and let go plays on past the loop with its key half lit', heldLoop.playing === 1 && ringingKeys.held.length === 0 && ringingKeys.ringing.join() === '64' && outFor > 0.12 && outFor < 0.5 && afterKeys.ringing.length === 0, JSON.stringify({ heldLoop: heldLoop.playing, ringingKeys, outFor, afterKeys }), ); await setPlay({ play: 'loop', loopStart: 0, loopEnd: 0 }); // The click left the keys focused. Z is C3 there – no sound in this instrument –, one octave up C4. const beforeZ = await stats(); await press('z'); await sleep(200); const lowZ = await stats(); await press('ArrowRight'); await t.keyDown('z'); const typed = await waitFor(stats, (s) => s.started > lowZ.started); const typedKeys = await json('__gm.instrument.keys()'); await t.keyUp('z'); const typedOff = await waitFor(stats, (s) => s.playing === 0); check( 'the computer keyboard plays as a tracker: Z is C3 and silent here, one octave up it is C4 until let go', lowZ.started === beforeZ.started && typedKeys.octave === 4 && typedKeys.held.join() === '60' && typed.last?.pitches.join() === '0' && typedOff.playing === 0, JSON.stringify({ beforeZ: beforeZ.started, lowZ: lowZ.started, typed, typedKeys, typedOff }), ); await press('ArrowLeft'); await mutate(` const graph = __gm.state.project.assets.find((a) => a.id === 'sn-logic').graph; graph.nodes.push(${JSON.stringify( node('sn-note', 'PlayNote', 260, 220, { instrument: insId, note: 67, duration: 1.5 }), )}); graph.edges.find((e) => e.id === 'sn-e1').to = { node: 'sn-note', port: 'exec' };`); await showTab('scene'); await evaluate('__gm.sound.stopAll()'); const beforeNote = await stats(); await play(); // The sample loops, so only the release after 1.5 s on the audio clock ends the note: it is heard // well past the 0.25 s of the blip, never past its duration, and is gone soon after. const noteNow = () => json('({ stats: __gm.sound.stats(), clock: __gm.sound.clock() })'); const noted = await waitFor(noteNow, (s) => s.stats.started > beforeNote.started); const heard = await trace(noteNow, (s) => s.stats.playing === 0); const noteAt = noted.stats.last?.at ?? 0; const heardAt = heard.filter((s) => s.stats.playing === 1).map((s) => +(s.clock - noteAt).toFixed(3)); const goneAt = +(heard.at(-1).clock - noteAt).toFixed(3); check( 'a game’s Play note plays G4 – the blip seven semitones up – and lets it go after its duration', noted.stats.last?.file === `instrument:${insId}` && noted.stats.last.pitches.join() === '7' && heardAt.some((t) => t > 0.5) && heardAt.every((t) => t < 1.6) && heard.at(-1).stats.playing === 0 && goneAt < 3, JSON.stringify({ last: noted.stats.last, heardAt, goneAt }), ); await stop(); // #332: the scheduler, driven by the hook – nothing in the editor plays a sequence yet. A bar of // quarters at 150 BPM in a loop: every note is planned before its second comes, each 0.4 s // after the one before, also across the seam into the next round. Where the music stands // is the audio clock less the output latency, counted from the first note. const bar = [60, 62, 64, 65].map((pitch, i) => ({ tick: i * 480, length: 240, note: pitch, velocity: 1, instrument: insId, })); await evaluate( `__gm.music.play(${JSON.stringify({ notes: bar })}, { tempo: 150, loop: { start: 0, end: 1920 } })`, ); const planned = await waitFor( () => json('__gm.music.planned()'), (p) => p.length >= 9, 40, ); const where = await json( '({ position: __gm.music.position(), clock: __gm.sound.clock(), latency: __gm.music.latency() })', ); await evaluate('__gm.music.stop()'); const musicOff = await waitFor(stats, (s) => s.playing === 0); const apart = planned.slice(1, 9).map((p, i) => +(p.at - planned[i].at).toFixed(6)); const ahead = planned.map((p) => +(p.at - p.planned).toFixed(3)); const heardTicks = (((where.clock - where.latency - planned[0].at) * 150 * 480) / 60) % 1920; check( 'the scheduler plans a looped bar on the audio clock: every note ahead of its second, 0.4 s apart across the seam', planned.length >= 9 && planned .slice(0, 9) .map((p) => p.note) .join() === '60,62,64,65,60,62,64,65,60' && planned.every((p) => p.voice > 0 && Math.abs(p.duration - 0.2) < 1e-9 && p.tempo === 150) && apart.every((gap) => Math.abs(gap - 0.4) < 1e-6) && ahead.every((s) => s > 0 && s <= 0.16) && Math.abs(where.position.ticks - heardTicks) < 1 && where.position.bar === 1 && musicOff.playing === 0 && (await json('__gm.music.playing()')) === false, JSON.stringify({ apart, ahead, where, heardTicks, playing: musicOff.playing }), ); // A note planned ahead through the pitch worklet starts on its sample, also inside a render block: // rendered offline at pitch 0, which plays the sound as it is, so the first sample heard is it. const onsets = await evaluate(` (async () => { const RATE = 48000; const onset = async (startAt) => { const context = new OfflineAudioContext(1, RATE / 2, RATE); await context.audioWorklet.addModule(__gm.sound.pitchWorkletUrl()); const node = new AudioWorkletNode(context, 'pitch-player', { numberOfInputs: 0, outputChannelCount: [1], parameterData: { pitch: 0 }, processorOptions: { file: 'onset', channels: [new Float32Array(RATE).fill(0.5)], step: 1, loop: false, startAt }, }); node.connect(context.destination); const out = (await context.startRendering()).getChannelData(0); return out.findIndex((v) => Math.abs(v) > 1e-6); }; const at = [0.0123, 0.25, 0.05 + 0.4 * 2 / 3]; return { expected: at.map((s) => Math.round(s * RATE)), heard: await Promise.all(at.map(onset)) }; })()`); check( 'a pitched note planned ahead starts on its very sample, inside a render block too', onsets.heard.join() === onsets.expected.join() && onsets.expected.some((i) => i % 128 !== 0), JSON.stringify(onsets), ); await mutate(` const graph = __gm.state.project.assets.find((a) => a.id === 'sn-logic').graph; graph.nodes = graph.nodes.filter((n) => n.id !== 'sn-note'); graph.edges.find((e) => e.id === 'sn-e1').to = { node: 'sn-play', port: 'exec' }; const project = __gm.state.project; project.assets = project.assets.filter((a) => a.id !== ${JSON.stringify(insId)});`); // 34h. Dropping a sound file onto the editor uploads it and makes an asset named after the file. const dropped = await evaluate(` (async () => { const bytes = await fetch('/game-maker/data/sounds/${drone.file}').then((r) => r.arrayBuffer()); const file = new File([bytes], 'drone.wav', { type: 'audio/wav' }); const data = new DataTransfer(); data.items.add(file); const canvas = document.querySelector('canvas'); canvas.dispatchEvent(new DragEvent('drop', { dataTransfer: data, bubbles: true, cancelable: true })); return file.size; })()`); await waitFor( () => assetsOfType('sound'), (list) => list.length === 2, ); const both = await assetsOfType('sound'); check( 'a dropped sound is uploaded and becomes an asset named after the file', dropped === DRONE_BYTES && both.length === 2 && both.some((a) => a.file === drone.file && a.name === 'drone'), JSON.stringify({ dropped, both, notice: await json('__gm.state.notice') }), ); // 34i. The step takes back everything it made, so the steps after it see the fixture again. await mutate(` const gone = new Set(['sn-logic', ...${JSON.stringify(both.map((a) => a.id))}]); const project = __gm.state.project; project.assets = project.assets.filter((a) => !gone.has(a.id)); __gm.state.activeScene.objects = __gm.state.activeScene.objects.filter( (o) => !['sn-box', 'sn-brain'].includes(o.id)); __gm.state.select(null); __gm.lookAt(0, 0);`); check( 'the step leaves nothing of its own behind', (await assetsOfType('sound')).length === 0 && (await stats()).playing === 0, JSON.stringify(await assetsOfType('sound')), ); }