game-maker / suite (push) Failing after 11m6s
Load scene sets a flag on the World like Stop and Restart do; the swap happens after the tick, and the last wish of a tick wins. Exactly one thing crosses over: the SharedState, so global variables and global machines keep what they know while everything local is built anew. Loading the scene that is already running rebuilds it, which is what "reset the level" means when the score must survive. A run starts either from the start scene (a new project field, set from the asset panel and marked with an arrow in the list) or from whatever scene is open. The toggle next to Play says which question is asked and remembers the answer in localStorage: it is a way of working, not part of the game. Sounds no longer end because a scene ends. A voice belongs to the behavior that started it and stops right after On destroy, so the scene swap is no longer a special case at all. For the enemy that plays its explosion and destroys itself in the same breath there is now a detached input on Play sound. The scene selector stays usable while a run plays, because a double click in the asset panel already did the same thing unguarded. It moves what the editor looks at, not what the run plays.
278 lines
11 KiB
TypeScript
278 lines
11 KiB
TypeScript
/**
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* A sound is an asset holding an uploaded file. Nothing wears it and nothing places it – a graph
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* plays it, and what the asset says about volume and looping is what a bare `Play sound` does.
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*/
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import { describe, expect, it } from 'vitest';
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import {
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buildAsset,
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CreateAssetCommand,
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CreateSoundCommand,
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SetAssetPropertyCommand,
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} from '../../src/core/commands/assetCommands';
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import type { BehaviorAsset, SoundAsset } from '../../src/core/model/Asset';
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import { isPlaceableType } from '../../src/core/model/AssetTypes';
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import { isSoundFile, soundFileOf } from '../../src/core/model/sound';
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import { assetRefChoices } from '../../src/core/properties/assetRef';
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import { schemaFor } from '../../src/core/properties/PropertySchema';
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import { LOOP_KEY, loopsOf, VOLUME_KEY, volumeOf } from '../../src/core/properties/sounds';
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import { deserializeProject } from '../../src/core/store/serialize';
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import type { AudioSink } from '../../src/runtime/systems/Audio';
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import {
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graphEditor,
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makeBehavior,
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makeProject,
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makeSpriteScene,
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place,
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roundTrip,
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type SceneFixture,
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startWorld,
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} from '../helpers';
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const FILE = `${'a1'.repeat(32)}.wav`;
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/** Records what it was asked to play instead of making a noise – the AudioSink a test wants. */
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function fakeAudio(): AudioSink & {
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played: { file: string; volume: number; loop: boolean; owner: string }[];
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stopped: string[];
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stoppedOwners: string[];
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} {
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const sink = {
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played: [] as { file: string; volume: number; loop: boolean; owner: string }[],
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stopped: [] as string[],
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stoppedOwners: [] as string[],
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play: (file: string, volume: number, loop: boolean, owner: string) =>
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sink.played.push({ file, volume, loop, owner }),
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stop: (file: string) => sink.stopped.push(file),
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stopOwner: (owner: string) => sink.stoppedOwners.push(owner),
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};
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return sink;
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}
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function makeSound(name = 'Jump', file = FILE) {
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const fixture = makeProject();
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const command = new CreateSoundCommand(name, file);
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fixture.stack.execute(command);
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return { ...fixture, sound: command.asset };
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}
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/** A scene whose one behavior plays `sound` on start, with whatever the node itself carries. */
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function playingScene(params: Record<string, string | number | boolean> = {}) {
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const f: SceneFixture & { behavior?: BehaviorAsset } = makeSpriteScene('Box');
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const create = new CreateSoundCommand('Jump', FILE);
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f.stack.execute(create);
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const behavior = makeBehavior(f, 'Logic');
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const box = place(f, f.spriteId, { x: 0, y: 0 });
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place(f, behavior.id, { x: 0, y: 0 }, box);
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const edit = graphEditor(f, behavior);
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const start = edit.addNode('OnStart');
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const play = edit.addNode('PlaySound', { sound: create.asset.id, volume: 1, ...params });
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edit.connect(start, 'exec', play, 'exec');
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return { ...f, sound: create.asset, behavior, play };
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}
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describe('sound files', () => {
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it('accepts only a content-addressed name in a supported format', () => {
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expect(isSoundFile(FILE)).toBe(true);
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expect(isSoundFile(`${'b3'.repeat(32)}.mp3`)).toBe(true);
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expect(isSoundFile(`${'b3'.repeat(32)}.m4a`)).toBe(true);
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expect(isSoundFile(`${'a1'.repeat(32)}.png`)).toBe(false);
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expect(isSoundFile(`${'a1'.repeat(32)}.WAV`)).toBe(false);
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expect(isSoundFile('jump.wav')).toBe(false);
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expect(isSoundFile('')).toBe(false);
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});
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});
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describe('the sound asset', () => {
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it('is not placeable, starts without a file, and is full volume and one-shot by default', () => {
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expect(isPlaceableType('sound')).toBe(false);
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const asset = buildAsset('sound', 'Sound');
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expect(asset).toMatchObject({ type: 'sound', file: '' });
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expect(volumeOf(asset.props)).toBe(1);
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expect(loopsOf(asset.props)).toBe(false);
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expect(schemaFor('sound').map((def) => def.key)).toEqual([VOLUME_KEY, LOOP_KEY]);
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});
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it('refuses a file name the server could not have produced', () => {
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const fixture = makeProject();
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expect(() => fixture.stack.execute(new CreateSoundCommand('Bad', 'jump.wav'))).toThrow(
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'is not a stored sound file',
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);
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expect(fixture.project.assets).toHaveLength(0);
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});
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it('survives a round trip and drops a file name it cannot trust', () => {
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const s = makeSound();
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expect(roundTrip(s.project)).toEqual(s.project);
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const repaired = deserializeProject({
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name: 'P',
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assets: [
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{ id: 's1', type: 'sound', name: 'Local', file: '../../etc/passwd' },
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{ id: 's2', type: 'sound', name: 'Gone' },
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],
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});
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expect(repaired.assets.map((a) => (a as SoundAsset).file)).toEqual(['', '']);
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});
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it('resolves to a file, and to none when the id is unset, dangling or of another type', () => {
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const s = makeSound();
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expect(soundFileOf(s.project, s.sound.id)).toBe(FILE);
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expect(soundFileOf(s.project, '')).toBe('');
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expect(soundFileOf(s.project, 'no-such-asset')).toBe('');
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const text = new CreateAssetCommand('text', 'Title');
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s.stack.execute(text);
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expect(soundFileOf(s.project, text.asset.id)).toBe('');
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});
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it('is what a sound picker offers, and nothing else is', () => {
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const s = makeSound();
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s.stack.execute(new CreateAssetCommand('text', 'Title'));
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expect(assetRefChoices(s.project, ['sound']).map((a) => a.id)).toEqual([s.sound.id]);
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});
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});
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describe('Play sound', () => {
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it('plays the asset as the project describes it', () => {
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const f = playingScene();
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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expect(audio.played).toMatchObject([{ file: FILE, volume: 1, loop: false }]);
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});
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it('scales the asset volume rather than replacing it, and clamps the product', () => {
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const f = playingScene({ volume: 0.5 });
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f.stack.execute(new SetAssetPropertyCommand(f.sound.id, VOLUME_KEY, 0.4));
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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expect(audio.played[0]?.volume).toBeCloseTo(0.2);
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const loud = playingScene({ volume: 10 });
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const loudAudio = fakeAudio();
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startWorld(loud, { behaviors: true, audio: loudAudio }).frame();
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expect(loudAudio.played[0]?.volume).toBe(1);
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});
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it('loops as the asset says while the node says nothing', () => {
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const asset = playingScene();
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asset.stack.execute(new SetAssetPropertyCommand(asset.sound.id, LOOP_KEY, true));
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const assetAudio = fakeAudio();
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startWorld(asset, { behaviors: true, audio: assetAudio }).frame();
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expect(assetAudio.played[0]?.loop).toBe(true);
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const node = playingScene({ loop: 'true' });
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const nodeAudio = fakeAudio();
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startWorld(node, { behaviors: true, audio: nodeAudio }).frame();
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expect(nodeAudio.played[0]?.loop).toBe(true);
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});
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/** The reason the node asks for three answers rather than a checkbox: music played as a one-shot. */
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it('plays a looping asset once when the node says off', () => {
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const f = playingScene({ loop: 'false' });
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f.stack.execute(new SetAssetPropertyCommand(f.sound.id, LOOP_KEY, true));
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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expect(audio.played[0]?.loop).toBe(false);
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});
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it('takes a boolean arriving over an edge literally', () => {
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const on = playingScene();
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const onEdit = graphEditor(on, on.behavior);
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onEdit.connect(onEdit.addNode('Boolean', { value: true }), 'value', on.play, 'loop');
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const onAudio = fakeAudio();
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startWorld(on, { behaviors: true, audio: onAudio }).frame();
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expect(onAudio.played[0]?.loop).toBe(true);
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const off = playingScene();
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off.stack.execute(new SetAssetPropertyCommand(off.sound.id, LOOP_KEY, true));
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const offEdit = graphEditor(off, off.behavior);
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offEdit.connect(offEdit.addNode('Boolean', { value: false }), 'value', off.play, 'loop');
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const offAudio = fakeAudio();
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startWorld(off, { behaviors: true, audio: offAudio }).frame();
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expect(offAudio.played[0]?.loop).toBe(false);
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});
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it('plays nothing for an id that resolves to no sound, and does not stop the flow', () => {
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const f = playingScene();
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const edit = graphEditor(f, f.behavior);
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const log = edit.addNode('Log', { message: 'after' });
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edit.connect(f.play, 'exec', log, 'exec');
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f.play.params.sound = 'no-such-asset';
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const audio = fakeAudio();
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const { world, frame } = startWorld(f, { behaviors: true, audio });
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frame();
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expect(audio.played).toEqual([]);
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expect(world.log).toEqual(['after']);
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});
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});
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/**
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* A sound is something a thing in the world is *doing*, so it ends when that thing does – the
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* `Stop sound` you would otherwise have to remember in every `On destroy`.
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*/
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describe('a voice belongs to the behavior that started it', () => {
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it('names that behavior as its owner, and nobody when the node is detached', () => {
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const owned = playingScene();
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const ownedAudio = fakeAudio();
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const run = startWorld(owned, { behaviors: true, audio: ownedAudio });
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run.frame();
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const logic = run.world.entities.find((e) => e.name === 'Logic')!;
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expect(ownedAudio.played[0]?.owner).toBe(logic.id);
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const free = playingScene({ detached: true });
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const freeAudio = fakeAudio();
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startWorld(free, { behaviors: true, audio: freeAudio }).frame();
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expect(freeAudio.played[0]?.owner).toBe('');
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});
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it('is silenced when the behavior is destroyed, after On destroy has had its say', () => {
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const f = playingScene();
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const edit = graphEditor(f, f.behavior);
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const key = edit.addNode('OnKeyDown', { key: 'x' });
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const owner = edit.addNode('Owner');
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const destroy = edit.addNode('Destroy');
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edit.wire([
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[key, 'exec', destroy, 'exec'],
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[owner, 'object', destroy, 'object'],
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]);
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const audio = fakeAudio();
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const { world, input, frame } = startWorld(f, { behaviors: true, audio });
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frame();
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const logic = world.entities.find((e) => e.name === 'Logic')!;
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expect(audio.stoppedOwners).toEqual([]);
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input.press('x');
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frame();
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expect(audio.stoppedOwners).toEqual([logic.id]);
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});
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});
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describe('Stop sound', () => {
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it('silences one sound by its file, and everything when it names none', () => {
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const f = playingScene();
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const edit = graphEditor(f, f.behavior);
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const stop = edit.addNode('StopSound', { sound: f.sound.id });
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const all = edit.addNode('StopSound', { sound: '' });
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edit.connect(f.play, 'exec', stop, 'exec');
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edit.connect(stop, 'exec', all, 'exec');
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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expect(audio.stopped).toEqual([FILE, '']);
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});
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it('silences nothing at all for an id that resolves to no sound', () => {
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const f = playingScene();
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const edit = graphEditor(f, f.behavior);
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const stop = edit.addNode('StopSound', { sound: 'no-such-asset' });
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edit.connect(f.play, 'exec', stop, 'exec');
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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// Not `['']`: a dangling reference must not turn into "stop everything".
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expect(audio.stopped).toEqual([]);
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});
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});
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