Files
feuerwerk/tests/core/sounds.test.ts
T
adminandClaude Opus 5.5 0e73fd85b9
game-maker / gate (push) Successful in 4m20s
game-maker / suite (push) Failing after 15m17s
Route sounds, songs and buses in one Master routing graph (#351)
A project bus could only go into one other bus, and a sound, an
instrument, a pattern or a song into exactly one bus. A shared reverb
needs a sound to go there in part and on dry at the same time. Instead
of a list of sends on every asset, the project gets one routing graph
like the routing of a song (#350), one level up.

- Menu -> Master routing opens a tab with one graph per project. It has
  a node per sound, instrument, pattern, song and bus, named after its
  asset, and one Master. Embedded assets have none, their song routes
  them.
- The nodes follow the assets. Every edit settles the routing in the
  same undo step (KeepRoutingCommand), so an undone delete brings the
  links of its asset back. A new asset gets a node and a link to the
  master. What went only into a deleted bus goes to the master.
- New nodes start in three columns: what plays, the buses, and the
  master a row above, so no link into it runs behind a bus.
- Links are sends: -60 to +12 dB, and a Mode on links out of a bus or a
  song. Out of a sound, an instrument or a pattern a link always takes
  the sound after its volume and FX. Loops are refused.
- A node without a link is silent and says "Goes nowhere".
- The rows Bus and Into are gone. Play nodes with a picked bus still
  overrule the routing.
- A click on a node shows its asset in the inspector, the Master shows
  the master volume and sound FX. A double click opens the asset's tab.
- The graph lives in project.routing and is held to the assets when a
  project is read, but nothing is added there. The editor adds the
  nodes when it opens a project. An asset without a node plays on the
  master, so old projects sound as before without a migration.
- In the mix an asset with one link at 0 dB goes straight into that bus.
  A sound or instrument with more gets a bus of its own with the sends.
  A pattern or song sends from the master of its playing, which is
  where its Mode taps. Buses of the mix can have sends now too.

Found:

- The check "the scheduler plans a looped bar" in e2e 34 wobbles. It
  failed in 2 of 5 runs here and in CI task 580 at 490fcba, before
  this change. HEAD passed it 2 of 2. Not fixed here.

Tests:

- Unit master-routing (new, 10), sound-library (2 new), buses
  rewritten onto the routing, 5 lists without the Bus row. 5 counter
  checks red.
- e2e 34 (melektaus-atx): ALL PASSED, 93 checks (3 new, 2 rewritten).
  Counter check with the Sound tab ignoring the routing: the routing
  check red.
- Gate (melektaus-atx): CHECK EXIT 0, 273 files, 4225 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:18:46 +02:00

494 lines
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/**
* A sound is an asset holding an uploaded file. Nothing wears it and nothing places it – a graph
* plays it, and what the asset says about volume and looping is what a bare `Play sound` does.
*/
import { describe, expect, it } from 'vitest';
import {
buildAsset,
CreateAssetCommand,
CreateSoundCommand,
SetAssetPropertyCommand,
} from '../../src/core/commands/assetCommands';
import { AddClipCommand, SetClipPropsCommand } from '../../src/core/commands/clipCommands';
import type { BehaviorAsset, SoundAsset } from '../../src/core/model/Asset';
import { isPlaceableType } from '../../src/core/model/AssetTypes';
import {
cutChannels,
cutName,
cutRange,
FADE_CURVES,
fadeGain,
isSoundFile,
parseCutName,
soundFileOf,
} from '../../src/core/model/sound';
import { assetRefChoices } from '../../src/core/properties/assetRef';
import { schemaFor } from '../../src/core/properties/PropertySchema';
import { playedSoundById, playedSoundOf } from '../../src/core/properties/playedSound';
import {
CLIP_ROWS,
cutOf,
END_KEY,
FADE_IN_CURVE_KEY,
FADE_OUT_CURVE_KEY,
FADE_IN_KEY,
FADE_OUT_KEY,
LOOP_KEY,
loopsOf,
REVERSE_KEY,
START_KEY,
VOLUME_KEY,
volumeOf,
} from '../../src/core/properties/sounds';
import { deserializeProject } from '../../src/core/store/serialize';
import type { AudioSink } from '../../src/runtime/systems/Audio';
import {
graphEditor,
makeBehavior,
makeProject,
makeSpriteScene,
place,
roundTrip,
type SceneFixture,
startWorld,
} from '../helpers';
const FILE = `${'a1'.repeat(32)}.wav`;
/** Records what it was asked to play instead of making a noise – the AudioSink a test wants. */
function fakeAudio(): AudioSink & {
played: { file: string; volume: number; loop: boolean; owner: string }[];
stopped: string[];
stoppedOwners: string[];
} {
const sink = {
played: [] as { file: string; volume: number; loop: boolean; owner: string }[],
stopped: [] as string[],
stoppedOwners: [] as string[],
play: (file: string, volume: number, loop: boolean, owner: string) =>
sink.played.push({ file, volume, loop, owner }),
playNote: () => 0,
playSequence: () => 0,
stopSequence: () => {},
playClip: () => 0,
stopPlayback: () => {},
release: () => {},
tune: () => {},
length: () => 0,
tail: () => 0,
stop: (file: string) => sink.stopped.push(file),
stopVoice: () => {},
stopOwner: (owner: string) => sink.stoppedOwners.push(owner),
setMix: () => {},
setMixVolume: () => {},
mixVolume: () => 1,
resetMix: () => {},
tuneMix: () => {},
};
return sink;
}
function makeSound(name = 'Jump', file = FILE) {
const fixture = makeProject();
const command = new CreateSoundCommand(name, file);
fixture.stack.execute(command);
return { ...fixture, sound: command.asset };
}
/** A scene whose one behavior plays `sound` on start, with whatever the node itself carries. */
function playingScene(params: Record<string, string | number | boolean> = {}) {
const f: SceneFixture & { behavior?: BehaviorAsset } = makeSpriteScene('Box');
const create = new CreateSoundCommand('Jump', FILE);
f.stack.execute(create);
const behavior = makeBehavior(f, 'Logic');
const box = place(f, f.spriteId, { x: 0, y: 0 });
place(f, behavior.id, { x: 0, y: 0 }, box);
const edit = graphEditor(f, behavior);
const start = edit.addNode('OnStart');
const play = edit.addNode('PlaySound', { sound: create.asset.id, volume: 1, ...params });
edit.connect(start, 'exec', play, 'exec');
return { ...f, sound: create.asset, behavior, play };
}
describe('sound files', () => {
it('accepts only a content-addressed name in a supported format', () => {
expect(isSoundFile(FILE)).toBe(true);
expect(isSoundFile(`${'b3'.repeat(32)}.mp3`)).toBe(true);
expect(isSoundFile(`${'b3'.repeat(32)}.m4a`)).toBe(true);
expect(isSoundFile(`${'a1'.repeat(32)}.png`)).toBe(false);
expect(isSoundFile(`${'a1'.repeat(32)}.WAV`)).toBe(false);
expect(isSoundFile('jump.wav')).toBe(false);
expect(isSoundFile('')).toBe(false);
});
});
describe('the sound asset', () => {
it('is not placeable, starts without a file, and is full volume and one-shot by default', () => {
expect(isPlaceableType('sound')).toBe(false);
const asset = buildAsset('sound', 'Sound');
expect(asset).toMatchObject({ type: 'sound', file: '' });
expect(volumeOf(asset.props)).toBe(1);
expect(loopsOf(asset.props)).toBe(false);
// The cut belongs to a clip of the sound (#357), the sound is the whole file.
expect(schemaFor('sound').map((def) => def.key)).toEqual([VOLUME_KEY, LOOP_KEY, 'fx']);
expect(CLIP_ROWS.map((def) => def.key)).toEqual([
START_KEY,
END_KEY,
REVERSE_KEY,
FADE_IN_KEY,
FADE_IN_CURVE_KEY,
FADE_OUT_KEY,
FADE_OUT_CURVE_KEY,
]);
expect(cutOf({})).toEqual({
start: 0,
end: 0,
fadeIn: 0.005,
fadeOut: 0.005,
curveIn: 'linear',
curveOut: 'linear',
reverse: false,
});
});
it('refuses a file name the server could not have produced', () => {
const fixture = makeProject();
expect(() => fixture.stack.execute(new CreateSoundCommand('Bad', 'jump.wav'))).toThrow(
'is not a stored sound file',
);
expect(fixture.project.assets).toHaveLength(0);
});
it('survives a round trip and drops a file name it cannot trust', () => {
const s = makeSound();
expect(roundTrip(s.project)).toEqual(s.project);
const repaired = deserializeProject({
name: 'P',
assets: [
{ id: 's1', type: 'sound', name: 'Local', file: '../../etc/passwd' },
{ id: 's2', type: 'sound', name: 'Gone' },
],
});
expect(repaired.assets.map((a) => (a as SoundAsset).file)).toEqual(['', '']);
});
it('resolves to a file, and to none when the id is unset, dangling or of another type', () => {
const s = makeSound();
expect(soundFileOf(s.project, s.sound.id)).toBe(FILE);
expect(soundFileOf(s.project, '')).toBe('');
expect(soundFileOf(s.project, 'no-such-asset')).toBe('');
const text = new CreateAssetCommand('text', 'Title');
s.stack.execute(text);
expect(soundFileOf(s.project, text.asset.id)).toBe('');
});
it('is what a sound picker offers, and nothing else is', () => {
const s = makeSound();
s.stack.execute(new CreateAssetCommand('text', 'Title'));
expect(assetRefChoices(s.project, ['sound']).map((a) => a.id)).toEqual([s.sound.id]);
});
});
describe('the cut of a sound (#343)', () => {
it('is no cut at all over the whole file, and a name of its own otherwise', () => {
const linear = { curveIn: 'linear', curveOut: 'linear', reverse: false } as const;
const whole = { start: 0, end: 0, fadeIn: 0.005, fadeOut: 0.005, ...linear };
expect(cutName(FILE, whole)).toBe(FILE);
expect(cutName('', { ...whole, start: 1 })).toBe('');
const cut = {
start: 0.25,
end: 1.5,
fadeIn: 0.005,
fadeOut: 0.2,
curveIn: 'sCurve',
curveOut: 'equalPower',
reverse: false,
} as const;
const name = cutName(FILE, cut);
expect(name).toBe(`${FILE}#0.25~1.5~0.005~0.2~sCurve~equalPower`);
expect(parseCutName(name)).toEqual({ file: FILE, cut });
expect(parseCutName(FILE)).toEqual({ file: FILE, cut: null });
expect(parseCutName(`${FILE}#x~-2`)).toEqual({
file: FILE,
cut: { start: 0, end: 0, fadeIn: 0, fadeOut: 0, ...linear },
});
});
it('keeps at least a sample inside the file, and ramps only the edges inside it, each by its own fade', () => {
// 10 samples at 10 Hz: one sample per tenth of a second.
const fades = (fadeIn: number, fadeOut = fadeIn) => ({
fadeIn,
fadeOut,
curveIn: 'linear' as const,
curveOut: 'linear' as const,
reverse: false,
});
expect(cutRange(10, 10, { start: 0.2, end: 0.8, ...fades(0.2) })).toEqual({
from: 2,
to: 8,
fadeIn: 2,
fadeOut: 2,
curveIn: 'linear',
curveOut: 'linear',
reverse: false,
});
expect(cutRange(10, 10, { start: 0.1, end: 0.9, ...fades(0.1, 0.3) })).toMatchObject({
fadeIn: 1,
fadeOut: 3,
});
expect(cutRange(10, 10, { start: 0, end: 0.5, ...fades(0.2) })).toMatchObject({ fadeIn: 0, fadeOut: 2 });
expect(cutRange(10, 10, { start: 0.5, end: 0, ...fades(0.2) })).toMatchObject({
to: 10,
fadeIn: 2,
fadeOut: 0,
});
// Past the end, an end before the start, and fades longer than half of what is kept.
expect(cutRange(10, 10, { start: 5, end: 0, ...fades(0) })).toMatchObject({ from: 9, to: 10 });
expect(cutRange(10, 10, { start: 0.6, end: 0.3, ...fades(0) })).toMatchObject({ from: 6, to: 7 });
expect(cutRange(10, 10, { start: 0.2, end: 0.6, ...fades(1, 0.1) })).toMatchObject({
fadeIn: 2,
fadeOut: 1,
});
});
it('cuts every channel alike, rising from silence and falling to it at an inner edge', () => {
const left = new Float32Array(10).fill(1);
const right = new Float32Array(10).fill(-0.5);
const [l, r] = cutChannels([left, right], {
from: 2,
to: 8,
fadeIn: 2,
fadeOut: 2,
curveIn: 'linear',
curveOut: 'linear',
reverse: false,
});
expect(Array.from(l!)).toEqual([0, 0.5, 1, 1, 0.5, 0]);
expect(Array.from(r!)).toEqual([-0, -0.25, -0.5, -0.5, -0.25, -0]);
expect(Array.from(left)).toEqual(new Array(10).fill(1));
});
it('shapes each ramp by its own curve, the end running it backwards (#345)', () => {
for (const { value } of FADE_CURVES) {
expect(fadeGain(value, 0)).toBeCloseTo(0, 12);
expect(fadeGain(value, 1)).toBeCloseTo(1, 12);
}
expect(fadeGain('linear', 0.5)).toBe(0.5);
expect(fadeGain('equalPower', 0.5)).toBeCloseTo(Math.SQRT1_2, 12);
expect(fadeGain('sCurve', 0.25)).toBeCloseTo(1 - fadeGain('sCurve', 0.75), 12);
expect(fadeGain('exponential', 0.5)).toBe(0.25);
expect(fadeGain('logarithmic', 0.5)).toBe(0.75);
const [kept] = cutChannels([new Float32Array(12).fill(1)], {
from: 0,
to: 12,
fadeIn: 4,
fadeOut: 4,
curveIn: 'exponential',
curveOut: 'logarithmic',
reverse: false,
});
expect(Array.from(kept!)).toEqual([0, 0.0625, 0.25, 0.5625, 1, 1, 1, 1, 0.9375, 0.75, 0.4375, 0]);
});
it('is what every way of playing a clip is given, its fades in milliseconds on the clip (#357)', () => {
const f = playingScene();
expect(playedSoundOf({ asset: f.sound, clip: null })).toBe(FILE);
const add = new AddClipCommand(f.sound.id, { [START_KEY]: 0.5, [FADE_IN_KEY]: 25 });
f.stack.execute(add);
f.stack.execute(
new SetClipPropsCommand(f.sound.id, add.clipId, {
[FADE_OUT_KEY]: 40,
[FADE_OUT_CURVE_KEY]: 'equalPower',
}),
);
const name = `${FILE}#0.5~0~0.025~0.04~linear~equalPower`;
expect(playedSoundById(f.project, add.clipId)).toBe(name);
// The sound itself stays the whole file.
expect(playedSoundById(f.project, f.sound.id)).toBe(FILE);
expect(playedSoundById(f.project, '')).toBe('');
f.play.params.sound = add.clipId;
const audio = fakeAudio();
startWorld(f, { behaviors: true, audio }).frame();
expect(audio.played).toMatchObject([{ file: name }]);
});
it('plays backwards from its end, the fade in ramping there (#321)', () => {
const fades = { fadeIn: 0.2, fadeOut: 0.2, curveIn: 'linear', curveOut: 'linear' } as const;
// Kept up to the middle of a 10-sample file: only the end lies inside, and it is heard first.
expect(cutRange(10, 10, { start: 0, end: 0.5, ...fades, reverse: true })).toMatchObject({
from: 0,
to: 5,
fadeIn: 2,
fadeOut: 0,
reverse: true,
});
const ramp = Float32Array.from({ length: 10 }, (_, i) => i);
const [kept] = cutChannels([ramp], {
from: 2,
to: 8,
fadeIn: 2,
fadeOut: 1,
curveIn: 'linear',
curveOut: 'linear',
reverse: true,
});
expect(Array.from(kept!)).toEqual([0, 3, 5, 4, 3, 0]);
expect(Array.from(ramp)).toEqual([0, 1, 2, 3, 4, 5, 6, 7, 8, 9]);
const f = playingScene();
const add = new AddClipCommand(f.sound.id, { [REVERSE_KEY]: true });
f.stack.execute(add);
const name = `${FILE}#0~0~0.005~0.005~linear~linear~reverse`;
expect(playedSoundById(f.project, add.clipId)).toBe(name);
expect(parseCutName(name).cut).toMatchObject({ start: 0, end: 0, reverse: true });
f.stack.execute(new SetClipPropsCommand(f.sound.id, add.clipId, { [REVERSE_KEY]: false }));
expect(playedSoundById(f.project, add.clipId)).toBe(FILE);
});
});
describe('Play sound', () => {
it('plays the asset as the project describes it', () => {
const f = playingScene();
const audio = fakeAudio();
startWorld(f, { behaviors: true, audio }).frame();
expect(audio.played).toMatchObject([{ file: FILE, volume: 1, loop: false }]);
});
it('scales the asset volume rather than replacing it, and clamps the product', () => {
const f = playingScene({ volume: 0.5 });
f.stack.execute(new SetAssetPropertyCommand(f.sound.id, VOLUME_KEY, 0.4));
const audio = fakeAudio();
startWorld(f, { behaviors: true, audio }).frame();
expect(audio.played[0]?.volume).toBeCloseTo(0.2);
const loud = playingScene({ volume: 10 });
const loudAudio = fakeAudio();
startWorld(loud, { behaviors: true, audio: loudAudio }).frame();
expect(loudAudio.played[0]?.volume).toBe(1);
});
it('loops as the asset says while the node says nothing', () => {
const asset = playingScene();
asset.stack.execute(new SetAssetPropertyCommand(asset.sound.id, LOOP_KEY, true));
const assetAudio = fakeAudio();
startWorld(asset, { behaviors: true, audio: assetAudio }).frame();
expect(assetAudio.played[0]?.loop).toBe(true);
const node = playingScene({ loop: 'true' });
const nodeAudio = fakeAudio();
startWorld(node, { behaviors: true, audio: nodeAudio }).frame();
expect(nodeAudio.played[0]?.loop).toBe(true);
});
/** The reason the node asks for three answers rather than a checkbox: music played as a one-shot. */
it('plays a looping asset once when the node says off', () => {
const f = playingScene({ loop: 'false' });
f.stack.execute(new SetAssetPropertyCommand(f.sound.id, LOOP_KEY, true));
const audio = fakeAudio();
startWorld(f, { behaviors: true, audio }).frame();
expect(audio.played[0]?.loop).toBe(false);
});
it('takes a boolean arriving over an edge literally', () => {
const on = playingScene();
const onEdit = graphEditor(on, on.behavior);
onEdit.connect(onEdit.addNode('Boolean', { value: true }), 'value', on.play, 'loop');
const onAudio = fakeAudio();
startWorld(on, { behaviors: true, audio: onAudio }).frame();
expect(onAudio.played[0]?.loop).toBe(true);
const off = playingScene();
off.stack.execute(new SetAssetPropertyCommand(off.sound.id, LOOP_KEY, true));
const offEdit = graphEditor(off, off.behavior);
offEdit.connect(offEdit.addNode('Boolean', { value: false }), 'value', off.play, 'loop');
const offAudio = fakeAudio();
startWorld(off, { behaviors: true, audio: offAudio }).frame();
expect(offAudio.played[0]?.loop).toBe(false);
});
it('plays nothing for an id that resolves to no sound, and does not stop the flow', () => {
const f = playingScene();
const edit = graphEditor(f, f.behavior);
const log = edit.addNode('Log', { message: 'after' });
edit.connect(f.play, 'exec', log, 'exec');
f.play.params.sound = 'no-such-asset';
const audio = fakeAudio();
const { world, frame } = startWorld(f, { behaviors: true, audio });
frame();
expect(audio.played).toEqual([]);
expect(world.log).toEqual(['after']);
});
});
/**
* A sound is something a thing in the world is *doing*, so it ends when that thing does – the
* `Stop sound` you would otherwise have to remember in every `On destroy`.
*/
describe('a voice belongs to the behavior that started it', () => {
it('names that behavior as its owner, and nobody when the node is detached', () => {
const owned = playingScene();
const ownedAudio = fakeAudio();
const run = startWorld(owned, { behaviors: true, audio: ownedAudio });
run.frame();
const logic = run.world.entities.find((e) => e.name === 'Logic')!;
expect(ownedAudio.played[0]?.owner).toBe(logic.id);
const free = playingScene({ detached: true });
const freeAudio = fakeAudio();
startWorld(free, { behaviors: true, audio: freeAudio }).frame();
expect(freeAudio.played[0]?.owner).toBe('');
});
it('is silenced when the behavior is destroyed, after On destroy has had its say', () => {
const f = playingScene();
const edit = graphEditor(f, f.behavior);
const key = edit.addNode('OnKeyDown', { key: 'x' });
const owner = edit.addNode('Owner');
const destroy = edit.addNode('Destroy');
edit.wire([
[key, 'exec', destroy, 'exec'],
[owner, 'object', destroy, 'object'],
]);
const audio = fakeAudio();
const { world, input, frame } = startWorld(f, { behaviors: true, audio });
frame();
const logic = world.entities.find((e) => e.name === 'Logic')!;
expect(audio.stoppedOwners).toEqual([]);
input.press('x');
frame();
expect(audio.stoppedOwners).toEqual([logic.id]);
});
});
describe('Stop sound', () => {
it('silences one sound by its file, and everything when it names none', () => {
const f = playingScene();
const edit = graphEditor(f, f.behavior);
const stop = edit.addNode('StopSound', { sound: f.sound.id });
const all = edit.addNode('StopSound', { sound: '' });
edit.connect(f.play, 'exec', stop, 'exec');
edit.connect(stop, 'exec', all, 'exec');
const audio = fakeAudio();
startWorld(f, { behaviors: true, audio }).frame();
expect(audio.stopped).toEqual([FILE, '']);
});
it('silences nothing at all for an id that resolves to no sound', () => {
const f = playingScene();
const edit = graphEditor(f, f.behavior);
const stop = edit.addNode('StopSound', { sound: 'no-such-asset' });
edit.connect(f.play, 'exec', stop, 'exec');
const audio = fakeAudio();
startWorld(f, { behaviors: true, audio }).frame();
// Not `['']`: a dangling reference must not turn into "stop everything".
expect(audio.stopped).toEqual([]);
});
});