A cut sound had one edge fade for both ends, always a straight ramp. Now its start and its end each have a fade of their own, and each fade has a curve of its own. - Fade in (ms) and Fade out (ms) replace Edge fade (ms), 5 ms each by default. Like before they apply only to an edge inside the file. - Fade in curve and Fade out curve each offer Linear (the default), Equal power, S-curve, Exponential and Logarithmic. A fade out runs its curve backwards. - The Sound tab's header has a field and a curve dropdown per edge. Each dropdown shows its curve as a small picture, rising or falling, and names it in its tooltip. With two named dropdowns the header was too wide at 1280 px and cut off the readout on the right. - The inspector shows the same four rows, the curves by name. - The wave draws each ramp in its curve rather than as a line. - A cut plays by <file>#<start>~<end>~<fadeIn>~<fadeOut>~<curveIn>~<curveOut>. - No migration, as asked in the issue: the old fade key is no longer read, so saved sounds start with 5 ms each and Linear on both. Tests: - Unit sounds, sound-library: 96 tests - Counter-check (fade out along the fade in's curve): 1 red - e2e 34 (melektaus-atx): ALL PASSED - 69 checks - Gate (melektaus-atx): CHECK EXIT 0, 256 files, 3978 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
440 lines
16 KiB
TypeScript
440 lines
16 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 {
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cutChannels,
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cutName,
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cutRange,
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FADE_CURVES,
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fadeGain,
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isSoundFile,
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parseCutName,
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soundFileOf,
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} 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 { playedSoundById, playedSoundOf } from '../../src/core/properties/playedSound';
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import {
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cutOf,
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END_KEY,
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FADE_IN_CURVE_KEY,
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FADE_OUT_CURVE_KEY,
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FADE_IN_KEY,
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FADE_OUT_KEY,
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LOOP_KEY,
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loopsOf,
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START_KEY,
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VOLUME_KEY,
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volumeOf,
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} 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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playNote: () => 0,
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playSequence: () => 0,
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stopSequence: () => {},
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playClip: () => 0,
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stopPlayback: () => {},
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release: () => {},
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tune: () => {},
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length: () => 0,
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tail: () => 0,
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stop: (file: string) => sink.stopped.push(file),
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stopVoice: () => {},
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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([
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VOLUME_KEY,
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LOOP_KEY,
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START_KEY,
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END_KEY,
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FADE_IN_KEY,
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FADE_IN_CURVE_KEY,
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FADE_OUT_KEY,
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FADE_OUT_CURVE_KEY,
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]);
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expect(cutOf(asset.props)).toEqual({
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start: 0,
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end: 0,
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fadeIn: 0.005,
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fadeOut: 0.005,
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curveIn: 'linear',
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curveOut: 'linear',
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});
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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('the cut of a sound (#343)', () => {
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it('is no cut at all over the whole file, and a name of its own otherwise', () => {
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const linear = { curveIn: 'linear', curveOut: 'linear' } as const;
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const whole = { start: 0, end: 0, fadeIn: 0.005, fadeOut: 0.005, ...linear };
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expect(cutName(FILE, whole)).toBe(FILE);
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expect(cutName('', { ...whole, start: 1 })).toBe('');
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const cut = {
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start: 0.25,
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end: 1.5,
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fadeIn: 0.005,
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fadeOut: 0.2,
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curveIn: 'sCurve',
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curveOut: 'equalPower',
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} as const;
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const name = cutName(FILE, cut);
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expect(name).toBe(`${FILE}#0.25~1.5~0.005~0.2~sCurve~equalPower`);
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expect(parseCutName(name)).toEqual({ file: FILE, cut });
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expect(parseCutName(FILE)).toEqual({ file: FILE, cut: null });
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expect(parseCutName(`${FILE}#x~-2`)).toEqual({
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file: FILE,
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cut: { start: 0, end: 0, fadeIn: 0, fadeOut: 0, ...linear },
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});
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});
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it('keeps at least a sample inside the file, and ramps only the edges inside it, each by its own fade', () => {
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// 10 samples at 10 Hz: one sample per tenth of a second.
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const fades = (fadeIn: number, fadeOut = fadeIn) => ({
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fadeIn,
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fadeOut,
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curveIn: 'linear' as const,
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curveOut: 'linear' as const,
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});
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expect(cutRange(10, 10, { start: 0.2, end: 0.8, ...fades(0.2) })).toEqual({
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from: 2,
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to: 8,
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fadeIn: 2,
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fadeOut: 2,
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curveIn: 'linear',
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curveOut: 'linear',
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});
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expect(cutRange(10, 10, { start: 0.1, end: 0.9, ...fades(0.1, 0.3) })).toMatchObject({
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fadeIn: 1,
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fadeOut: 3,
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});
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expect(cutRange(10, 10, { start: 0, end: 0.5, ...fades(0.2) })).toMatchObject({ fadeIn: 0, fadeOut: 2 });
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expect(cutRange(10, 10, { start: 0.5, end: 0, ...fades(0.2) })).toMatchObject({
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to: 10,
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fadeIn: 2,
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fadeOut: 0,
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});
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// Past the end, an end before the start, and fades longer than half of what is kept.
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expect(cutRange(10, 10, { start: 5, end: 0, ...fades(0) })).toMatchObject({ from: 9, to: 10 });
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expect(cutRange(10, 10, { start: 0.6, end: 0.3, ...fades(0) })).toMatchObject({ from: 6, to: 7 });
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expect(cutRange(10, 10, { start: 0.2, end: 0.6, ...fades(1, 0.1) })).toMatchObject({
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fadeIn: 2,
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fadeOut: 1,
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});
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});
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it('cuts every channel alike, rising from silence and falling to it at an inner edge', () => {
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const left = new Float32Array(10).fill(1);
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const right = new Float32Array(10).fill(-0.5);
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const [l, r] = cutChannels([left, right], {
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from: 2,
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to: 8,
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fadeIn: 2,
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fadeOut: 2,
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curveIn: 'linear',
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curveOut: 'linear',
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});
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expect(Array.from(l!)).toEqual([0, 0.5, 1, 1, 0.5, 0]);
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expect(Array.from(r!)).toEqual([-0, -0.25, -0.5, -0.5, -0.25, -0]);
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expect(Array.from(left)).toEqual(new Array(10).fill(1));
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});
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it('shapes each ramp by its own curve, the end running it backwards (#345)', () => {
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for (const { value } of FADE_CURVES) {
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expect(fadeGain(value, 0)).toBeCloseTo(0, 12);
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expect(fadeGain(value, 1)).toBeCloseTo(1, 12);
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}
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expect(fadeGain('linear', 0.5)).toBe(0.5);
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expect(fadeGain('equalPower', 0.5)).toBeCloseTo(Math.SQRT1_2, 12);
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expect(fadeGain('sCurve', 0.25)).toBeCloseTo(1 - fadeGain('sCurve', 0.75), 12);
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expect(fadeGain('exponential', 0.5)).toBe(0.25);
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expect(fadeGain('logarithmic', 0.5)).toBe(0.75);
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const [kept] = cutChannels([new Float32Array(12).fill(1)], {
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from: 0,
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to: 12,
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fadeIn: 4,
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fadeOut: 4,
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curveIn: 'exponential',
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curveOut: 'logarithmic',
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});
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expect(Array.from(kept!)).toEqual([0, 0.0625, 0.25, 0.5625, 1, 1, 1, 1, 0.9375, 0.75, 0.4375, 0]);
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});
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it('is what every way of playing the asset is given, its fades in milliseconds on the asset', () => {
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const f = playingScene();
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expect(playedSoundOf(f.project, f.sound)).toBe(FILE);
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f.stack.execute(new SetAssetPropertyCommand(f.sound.id, START_KEY, 0.5));
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f.stack.execute(new SetAssetPropertyCommand(f.sound.id, FADE_IN_KEY, 25));
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f.stack.execute(new SetAssetPropertyCommand(f.sound.id, FADE_OUT_KEY, 40));
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f.stack.execute(new SetAssetPropertyCommand(f.sound.id, FADE_OUT_CURVE_KEY, 'equalPower'));
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const name = `${FILE}#0.5~0~0.025~0.04~linear~equalPower`;
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expect(playedSoundOf(f.project, f.sound)).toBe(name);
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expect(playedSoundById(f.project, f.sound.id)).toBe(name);
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expect(playedSoundById(f.project, '')).toBe('');
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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: name }]);
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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 });
|
||
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([]);
|
||
});
|
||
});
|