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feuerwerk/tools/e2e/34-sound.mjs
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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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import { edge, node } 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 } = t;
const { select } = t;
const assetsOfType = (type) =>
json(`__gm.state.project.assets.filter((a) => a.type === ${JSON.stringify(type)})
.map((a) => ({ id: a.id, name: a.name, file: a.file, props: a.props }))`);
const stats = () => json('__gm.sound.stats()');
/** A voice starts only once its bytes have been decoded, so what it changes is awaited. */
const waitFor = async (read, done, tries = 25) => {
let value = await read();
for (let i = 0; i < tries && !done(value); i++) {
await sleep(150);
value = await read();
}
return value;
};
await press('Escape');
await evaluate('document.activeElement instanceof HTMLElement && document.activeElement.blur()');
await evaluate('__gm.state.select(null)');
await evaluate("__gm.showTab('scene')");
await sleep(200);
// 34a. What the server holds, straight from the API: the two files the seed put there.
const stored = await evaluate(`fetch('/game-maker/api/index.php?r=sounds').then((r) => r.json())`);
const blip = stored.find((item) => item.bytes === BLIP_BYTES);
const drone = stored.find((item) => item.bytes === DRONE_BYTES);
check(
'the server holds the two seeded sounds, named by their content',
Boolean(blip && drone) && /^[a-f0-9]{64}\.wav$/.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 sleep(200);
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 sleep(200);
await clickText('Use sound');
await sleep(400);
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 });
await sleep(300);
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 sleep(400);
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();
await sleep(300);
// 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 sleep(300);
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();
await sleep(400);
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 = ${JSON.stringify(value)};`);
await setNodeLoop('false');
await sleep(300);
const beforeOnce = await stats();
await play();
const once = await waitFor(stats, (s) => s.started > beforeOnce.started);
check('a node saying "off" plays a looping asset once', once.last?.loop === false, JSON.stringify(once));
await stop();
await sleep(300);
await setNodeLoop('');
await sleep(300);
// 34g. `Stop sound` silences it from inside the graph, without ending the run.
await mutate(`
const p = __gm.state.project;
const graph = p.assets.find((a) => a.id === 'sn-logic').graph;
graph.nodes.push(${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 sleep(300);
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();
await sleep(300);
// 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);`);
await sleep(300);
check(
'the step leaves nothing of its own behind',
(await assetsOfType('sound')).length === 0 && (await stats()).playing === 0,
JSON.stringify(await assetsOfType('sound')),
);
}