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feuerwerk/tests/core/sounds.test.ts
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A game that stays silent is only half a game, so a sound is an asset like any other (#45)
Sounds follow the road fonts already paved: the file goes to the server
content-addressed under its sha256, the project keeps a named asset that
points at it, and nothing is ever re-encoded. The format is read from the
file's own signature, not from what the browser claims - the same .m4a
arrives as audio/mp4, audio/x-m4a or as nothing at all.

Playing is two nodes. "Play sound" takes the asset and may raise or lower
its volume; every call is its own voice, so two jumps in a row are two
jumps heard. Its loop input is a choice of three - from the asset, on,
off - because a checkbox has to spend one of its two positions on "not
set" and would lose a case: an asset that loops could then never be
played once.

Below the graph core stays browser-free: NodeContext hands out an asset
id, BehaviorSystem resolves it against the project and folds the asset's
own volume and loop into the call, and only viewport/SoundLibrary knows
about Web Audio. A run without a sink plays nothing instead of throwing.

The CI browser is muted, so the ear is no witness: the debug hook counts
started and stopped voices, and step 34 reads that counter.
2026-09-15 07:54:28 +02:00

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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 type { BehaviorAsset, SoundAsset } from '../../src/core/model/Asset';
import { isPlaceableType } from '../../src/core/model/AssetTypes';
import { isSoundFile, soundFileOf } from '../../src/core/model/sound';
import { assetRefChoices } from '../../src/core/properties/assetRef';
import { schemaFor } from '../../src/core/properties/PropertySchema';
import { LOOP_KEY, loopsOf, 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 = `${'a1'.repeat(32)}.wav`;
/** Records what it was asked to play instead of making a noise – the AudioSink a test wants. */
function fakeAudio(): AudioSink & {
played: { file: string; volume: number; loop: boolean }[];
stopped: string[];
} {
const sink = {
played: [] as { file: string; volume: number; loop: boolean }[],
stopped: [] as string[],
play: (file: string, volume: number, loop: boolean) => sink.played.push({ file, volume, loop }),
stop: (file: string) => sink.stopped.push(file),
};
return sink;
}
function makeSound(name = 'Jump', file = FILE) {
const fixture = makeProject();
const command = new CreateSoundCommand(name, file);
fixture.stack.execute(command);
return { ...fixture, sound: command.asset };
}
/** A scene whose one behavior plays `sound` on start, with whatever the node itself carries. */
function playingScene(params: Record<string, string | number | boolean> = {}) {
const f: SceneFixture & { behavior?: BehaviorAsset } = makeSpriteScene('Box');
const create = new CreateSoundCommand('Jump', FILE);
f.stack.execute(create);
const behavior = makeBehavior(f, 'Logic');
const box = place(f, f.spriteId, { x: 0, y: 0 });
place(f, behavior.id, { x: 0, y: 0 }, box);
const edit = graphEditor(f, behavior);
const start = edit.addNode('OnStart');
const play = edit.addNode('PlaySound', { sound: create.asset.id, volume: 1, ...params });
edit.connect(start, 'exec', play, 'exec');
return { ...f, sound: create.asset, behavior, play };
}
describe('sound files', () => {
it('accepts only a content-addressed name in a supported format', () => {
expect(isSoundFile(FILE)).toBe(true);
expect(isSoundFile(`${'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);
expect(schemaFor('sound').map((def) => def.key)).toEqual([VOLUME_KEY, LOOP_KEY]);
});
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('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).toEqual([{ 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']);
});
});
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([]);
});
});