Files
feuerwerk/tests/core/composition-audio.test.ts
T
adminandClaude Opus 5.5 4d0a696327 Keep composition sound in step and give compositions a bus of their own
A composition's sound ran on the audio clock while its picture ran on
the frames. A frame counts at most 0.1 s, so after a hitch the sound
stayed ahead of the picture until the next stop. Songs in a trailer
drifted off the cut. The items of a composition also had no bus of
their own, and a video sprite could not pick where its sound goes.

- CompositionSound.follow compares the audio clock with the picture
  each frame. More than 40 ms apart, it starts the sound again where
  the picture is. This holds in the tab and in a run.
- A time scale other than 1 now restarts the sound again and again.
  It stays in time but comes in pieces.
- The sprite of a video item shows "Driven (by composition)" as a
  fixed Video clock row. Video time is hidden there, because the
  composition sets it every frame.
- Every composition has a bus in the mix and a node in the master
  routing. A new one goes to the master unless other compositions are
  linked elsewhere, apart from where the sounds go.
- Audio items pick From asset, To composition, Master or a bus. New
  items start with To composition. Items saved before keep From asset,
  so music already sent through a bus does not bypass it.
- Video sprites have a new row Video bus: From asset by default, the
  master or a bus. In a composition the default is the composition's
  bus, also for video sprites inside a container item.
- The chosen bus is part of the key of the video player, so a sprite
  with another bus gets a player of its own.

Found along the way:

- Six tests with full lists of sprite defaults expected the old rows
  and now list Video bus too.

Tests:
- tsc, eslint, Prettier clean
- Unit: 971 green in the 28 files touched
- npm run check on melektaus-atx: green, 309 files, 4804 tests
- e2e 68 (melektaus-atx): 13 checks green, 68i new. The sound item
  and the video item go into mix:cp68-cut, which goes to the master.
- e2e 69 (melektaus-atx): ALL PASSED, 23 checks, 69q and 69r new.
  After a hitch of 500 ms the sound restarted twice and then lay
  0.5 to 5 ms off the playhead.
- Counter-checks in unit tests: without the comparison the hitch test
  fails, without the bus in the preload the run test fails.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 10:31:16 +02:00

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/**
* Sounds, patterns and songs as items of a composition (#418): kept without an object, laid out as
* sequences in milliseconds on buses of their own, and heard in a game while the composition's
* clock runs.
*/
import { describe, expect, it } from 'vitest';
import {
CreateAssetCommand,
CreateSoundCommand,
SetAssetPropertyCommand,
} from '../../src/core/commands/assetCommands';
import { SetCompositionCommand } from '../../src/core/commands/compositionCommands';
import { SetLoopCommand, SetPatternNotesCommand } from '../../src/core/commands/patternCommands';
import { PlaceAssetCommand } from '../../src/core/commands/sceneObjectCommands';
import { SetSongCommand } from '../../src/core/commands/songCommands';
import type {
CompositionAsset,
CompositionItem,
InstrumentAsset,
SongAsset,
} from '../../src/core/model/Asset';
import {
compositionLength,
fittedLength,
itemFades,
setSoundMeasure,
} from '../../src/core/model/composition';
import { carriedClips, itemMedia, mediaMarks } from '../../src/core/model/compositionEdit';
import { findAssetOf } from '../../src/core/model/Project';
import { audioItemBus, compositionPlayings, compositionSpan } from '../../src/core/music/compositionAudio';
import { MASTER_MIX, mixBusName, mixOf } from '../../src/core/music/mixer';
import { Playbacks, type SequencePlay } from '../../src/core/music/playbacks';
import { LEAD } from '../../src/core/music/Scheduler';
import { newItem } from '../../src/core/music/song';
import { MASTER_BUS, TO_COMPOSITION_BUS } from '../../src/core/properties/buses';
import { SLIP } from '../../src/runtime/compositionSound';
import { SILENT_AUDIO } from '../../src/runtime/systems/Audio';
import { addGameSystems } from '../../src/runtime/systems/BehaviorSystem';
import { Input } from '../../src/runtime/systems/Input';
import { World } from '../../src/runtime/World';
import { graphEditor, makeBehavior, makeProject } from '../helpers';
const FILE = `${'e5'.repeat(32)}.wav`;
const Q = 480;
/**
* A composition "Cut" at 10 fps placed in a scene, a sound "Blip", a one-bar pattern "Riff" at
* 120 BPM (two seconds) with notes on beats 1 and 3, and a song "Theme" playing it from its start.
*/
function makeCut() {
const f = makeProject();
const scene = new CreateAssetCommand('scene', 'Level');
const comp = new CreateAssetCommand('composition', 'Cut', { fps: 10 });
const sound = new CreateSoundCommand('Blip', FILE);
const ins = new CreateAssetCommand('instrument', 'Lead');
const pattern = new CreateAssetCommand('pattern', 'Riff');
const song = new CreateAssetCommand('song', 'Theme');
const bus = new CreateAssetCommand('bus', 'Music');
for (const c of [scene, comp, sound, ins, pattern, song, bus]) f.stack.execute(c);
(ins.asset as InstrumentAsset).graph.nodes.find((n) => n.type === 'InstrumentSample')!.params.sound =
sound.asset.id;
f.stack.execute(new SetAssetPropertyCommand(pattern.asset.id, 'instrument', ins.asset.id));
f.stack.execute(new SetAssetPropertyCommand(pattern.asset.id, 'bars', 1));
f.stack.execute(
new SetPatternNotesCommand(pattern.asset.id, [
{ id: 'n1', tick: 0, length: Q, note: 60, velocity: 1 },
{ id: 'n2', tick: 2 * Q, length: Q, note: 64, velocity: 1 },
]),
);
const theme = () => findAssetOf(f.project, song.asset.id, 'song') as SongAsset;
const track = theme().tracks[0]!;
f.stack.execute(
new SetSongCommand(song.asset.id, {
items: [newItem({ track: track.id, kind: 'pattern', asset: pattern.asset.id, tick: 0, length: 4 * Q })],
}),
);
const place = new PlaceAssetCommand(scene.asset.id, comp.asset.id, { x: 0, y: 0 });
f.stack.execute(place);
const cut = () => findAssetOf(f.project, comp.asset.id, 'composition') as CompositionAsset;
const lay = (...items: CompositionItem[]) =>
f.stack.execute(new SetCompositionCommand(cut().id, { items }));
const audioItem = (
id: string,
kind: 'sound' | 'pattern' | 'song',
start: number,
length: number,
more: Partial<CompositionItem> & { volume?: number; bus?: string } = {},
): CompositionItem => ({
id,
track: cut().tracks[0]!.id,
start,
length,
offset: more.offset ?? 0,
audio: {
kind,
asset: { sound: sound.asset.id, pattern: pattern.asset.id, song: song.asset.id }[kind],
volume: more.volume ?? 0,
bus: more.bus ?? '',
},
});
return {
...f,
sceneId: scene.asset.id,
placement: place.objectId,
soundId: sound.asset.id,
patternId: pattern.asset.id,
songId: song.asset.id,
busId: bus.asset.id,
cut,
lay,
audioItem,
};
}
describe('audio items of a composition', () => {
it('are kept without an object, and count to its length', () => {
const f = makeCut();
f.lay(f.audioItem('a', 'sound', 5, 20, { volume: 40 }), f.audioItem('b', 'pattern', 0, 10));
expect(f.cut().items.map((i) => i.id)).toEqual(['a', 'b']);
// Held to the most a sound item may be turned up by.
expect(f.cut().items[0]!.audio).toEqual({ kind: 'sound', asset: f.soundId, volume: 12, bus: '' });
expect(f.cut().objects).toEqual([]);
expect(compositionLength(f.project, f.cut())).toBe(25);
});
it('drops one that plays nothing or an unknown kind', () => {
const f = makeCut();
const bad = {
...f.audioItem('a', 'sound', 0, 10),
audio: { kind: 'video', asset: 'x', volume: 0, bus: '' },
};
const empty = {
...f.audioItem('b', 'sound', 0, 10),
audio: { kind: 'sound', asset: '', volume: 0, bus: '' },
};
f.lay(bad as CompositionItem, empty as CompositionItem);
expect(f.cut().items).toEqual([]);
});
it('take the length of a pattern or song, of a sound once it is measured', () => {
const f = makeCut();
f.lay(f.audioItem('p', 'pattern', 0, 1, { offset: 0.5 }), f.audioItem('s', 'sound', 0, 1));
const [pattern, sound] = f.cut().items;
expect(fittedLength(f.project, f.cut(), pattern!)).toBe(15);
expect(fittedLength(f.project, f.cut(), sound!)).toBe(30);
setSoundMeasure((file) => (file === FILE ? 1.25 : null));
try {
expect(fittedLength(f.project, f.cut(), sound!)).toBe(13);
expect(itemMedia(f.project, f.cut(), sound!)).toEqual({ begins: 0, length: 12.5, loops: true });
} finally {
setSoundMeasure(() => null);
}
});
it('mark a song to the end of its loop, then every time round it', () => {
const f = makeCut();
f.stack.execute(new SetLoopCommand('song', f.songId, { start: Q, end: 3 * Q }));
f.lay(f.audioItem('s', 'song', 0, 40));
const song = f.cut().items[0]!;
expect(fittedLength(f.project, f.cut(), song)).toBe(15);
const media = itemMedia(f.project, f.cut(), song)!;
expect(media).toEqual({ begins: 0, length: 15, loops: true, round: 10 });
expect(mediaMarks(song, media).seams).toEqual([15, 25, 35]);
});
it('own no clips: a clip on one belongs to the object item it starts on', () => {
const f = makeCut();
const sound = f.audioItem('a', 'sound', 0, 20);
const object: CompositionItem = { id: 'o', track: sound.track, start: 0, length: 20, offset: 0 };
const clip = { id: 'c', track: sound.track, animation: 'x', start: 5 };
expect([...carriedClips([object, sound], [clip], new Set(['a']))]).toEqual([]);
expect([...carriedClips([object, sound], [clip], new Set(['o']))]).toEqual(['c']);
});
});
describe('the sequences of a composition', () => {
it('lay a sound in milliseconds on a bus of its own at its volume, late by an offset below 0', () => {
const f = makeCut();
f.lay(
f.audioItem('a', 'sound', 5, 20, { volume: -6, offset: 0.25 }),
f.audioItem('b', 'sound', 30, 10, { offset: -0.3 }),
);
const [playing] = compositionPlayings(f.project, f.cut());
expect(playing!.route).toBe(MASTER_MIX);
expect(playing!.sequence.clips).toEqual([
{
tick: 500,
length: 2000,
sound: f.soundId,
fx: '',
offset: 0.25,
volume: 1,
bus: audioItemBus(f.cut().id, 'a'),
},
{
tick: 3300,
length: 700,
sound: f.soundId,
fx: '',
offset: 0,
volume: 1,
bus: audioItemBus(f.cut().id, 'b'),
},
]);
expect(playing!.buses.map((b) => [b.name, Number(b.gain.toFixed(3))])).toEqual([
[audioItemBus(f.cut().id, 'a'), 0.501],
[audioItemBus(f.cut().id, 'b'), 1],
]);
});
it('fade an item on its bus: up from silence – at once without a fade in –, down at its end (#418)', () => {
const f = makeCut();
f.lay(
{ ...f.audioItem('a', 'sound', 5, 20, { volume: -6 }), fadeIn: 5, fadeOut: 10, curveOut: 'sCurve' },
{ ...f.audioItem('b', 'pattern', 30, 10), fadeOut: 4 },
f.audioItem('c', 'sound', 50, 10),
);
const [playing] = compositionPlayings(f.project, f.cut());
const bus = (id: string) => audioItemBus(f.cut().id, id);
const levels = playing!.sequence.levels!.map((l) => ({ ...l, gain: Number(l.gain.toFixed(3)) }));
expect(levels).toEqual([
{ tick: 500, length: 500, bus: bus('a'), gain: 0.501, rise: true, curve: 'linear' },
{ tick: 1500, length: 1000, bus: bus('a'), gain: 0.501, rise: false, curve: 'sCurve' },
{ tick: 3000, length: 0, bus: bus('b'), gain: 1, rise: true, curve: 'linear' },
{ tick: 3600, length: 400, bus: bus('b'), gain: 1, rise: false, curve: 'linear' },
]);
});
it('keep fades in whole frames above 0 and curves there are, and work them no longer than the item', () => {
const f = makeCut();
const raw = { fadeIn: 2.6, fadeOut: -3, curveIn: 'bogus', curveOut: 'equalPower' };
f.lay({ ...f.audioItem('a', 'sound', 0, 10), ...raw } as unknown as CompositionItem);
const [held] = f.cut().items;
expect([held!.fadeIn, held!.fadeOut, held!.curveIn, held!.curveOut]).toEqual([
3,
undefined,
undefined,
'equalPower',
]);
expect(itemFades({ ...held!, fadeIn: 50, fadeOut: 4 })).toEqual({
fadeIn: 10,
fadeOut: 0,
curveIn: 'linear',
curveOut: 'equalPower',
});
expect(itemFades({ ...held!, fadeIn: 6, fadeOut: 9 }).fadeOut).toBe(4);
});
it('play a pattern round and round at its own tempo, cut where the item ends', () => {
const f = makeCut();
// 3.5 s from half a second in: beat 3 (1 s), then round two (1.5 s, 2.5 s), then the next (3.5 s) is cut.
f.lay(f.audioItem('p', 'pattern', 10, 35, { offset: 0.5 }));
const notes = compositionPlayings(f.project, f.cut())[0]!.sequence.notes;
expect(notes.map((n) => [n.tick, n.length, n.note, n.tempo])).toEqual([
[1500, 500, 64, 120],
[2500, 500, 60, 120],
[3500, 500, 64, 120],
]);
});
it('give a song item its own copy of the song’s buses, sending into the item’s', () => {
const f = makeCut();
f.lay(f.audioItem('s', 'song', 0, 20), f.audioItem('t', 'song', 0, 20));
const [playing] = compositionPlayings(f.project, f.cut());
const bus = audioItemBus(f.cut().id, 's');
const track =
f.cut().tracks.length && (findAssetOf(f.project, f.songId, 'song') as SongAsset).tracks[0]!.id;
const names = playing!.buses.map((b) => b.name);
expect(names).toContain(`${bus}:${track}`);
expect(names).toContain(`${audioItemBus(f.cut().id, 't')}:${track}`);
expect(playing!.buses.find((b) => b.name === `${bus}:${track}`)!.sends).toEqual([
expect.objectContaining({ to: bus }),
]);
const own = playing!.sequence.notes.filter((n) => n.bus?.startsWith(`${bus}:`));
expect(own.map((n) => [n.tick, n.note])).toEqual([
[0, 60],
[1000, 64],
]);
});
it('go one to each place of the mix their items are sent to, or all to the master unrouted', () => {
const f = makeCut();
f.lay(
f.audioItem('a', 'sound', 0, 10),
f.audioItem('b', 'sound', 0, 10, { bus: f.busId }),
f.audioItem('c', 'pattern', 0, 10, { bus: MASTER_BUS }),
);
const routes = compositionPlayings(f.project, f.cut()).map((p) => [p.route, p.buses.length]);
expect(routes).toEqual([
[MASTER_MIX, 2],
[mixBusName(f.busId), 1],
]);
expect(compositionPlayings(f.project, f.cut(), false).map((p) => p.route)).toEqual([MASTER_MIX]);
});
it('go into the composition’s bus where they pick it, along their asset’s routing where they pick none (#418)', () => {
const f = makeCut();
f.lay(f.audioItem('a', 'sound', 0, 10), f.audioItem('b', 'pattern', 0, 10, { bus: TO_COMPOSITION_BUS }));
const routes = compositionPlayings(f.project, f.cut()).map((p) => p.route);
expect(routes).toEqual([MASTER_MIX, mixBusName(f.cut().id)]);
expect(mixOf(f.project).find((bus) => bus.name === mixBusName(f.cut().id))?.into).toBe(MASTER_MIX);
});
it('run as long as the composition, round it where it loops', () => {
const f = makeCut();
f.lay(f.audioItem('a', 'sound', 5, 20));
expect(compositionSpan(f.project, f.cut())).toEqual({ length: 2500, loop: null });
f.stack.execute(new SetAssetPropertyCommand(f.cut().id, 'loop', true));
expect(compositionSpan(f.project, f.cut())).toEqual({ length: 2500, loop: { start: 0, end: 2500 } });
});
});
describe('a playing started from a tick (#418)', () => {
it('starts as much further in as it waited for its files', async () => {
let time = 0;
let loaded = () => undefined as void;
const started: number[] = [];
const playbacks = new Playbacks({
now: () => time,
latency: () => 0,
playing: () => false,
stop: () => undefined,
wake: () => () => undefined,
prepare: () => new Promise<void>((resolve) => (loaded = resolve)),
level: () => undefined,
after: () => undefined,
});
const play: SequencePlay = {
sequence: { notes: [{ tick: 0, length: 1, note: 60, velocity: 1, instrument: 'x' }] },
tempo: 125,
length: 10000,
loop: null,
needs: { layers: [], files: [] },
from: 1000,
strike: (note) => (started.push(note.at), 1),
};
playbacks.start(1, 'composition:x', play, '');
time = 0.25;
loaded();
await Promise.resolve();
const runner = playbacks.current()[0]!.runner as unknown as { position(): { ticks: number } };
expect(runner.position().ticks).toBe(1250);
});
});
/** A sink that writes down what it is asked to play and stop. */
function recordingAudio() {
const sink = {
...SILENT_AUDIO,
started: [] as { id: number; name: string; play: SequencePlay }[],
stopped: [] as number[],
/** Its audio clock, moved on by the test: 0 is none, and nothing is held to it. */
now: 0,
clock: () => sink.now,
playSequence: (name: string, play: SequencePlay) => {
const id = 100 + sink.started.length;
sink.started.push({ id, name, play });
return id;
},
stopPlayback: (id: number) => {
sink.stopped.push(id);
},
};
return sink;
}
describe('a composition played in a game', () => {
function run(f: ReturnType<typeof makeCut>) {
const behavior = makeBehavior(f, 'Director');
f.stack.execute(new PlaceAssetCommand(f.sceneId, behavior.id, { x: 0, y: 0 }, f.placement));
const edit = graphEditor(f, behavior);
const start = edit.addNode('OnStart');
const owner = edit.addNode('Owner');
const play = edit.addNode('PlayComposition');
edit.connect(start, 'exec', play, 'exec');
edit.connect(owner, 'object', play, 'object');
const audio = recordingAudio();
const world = World.instantiate(f.project, f.sceneId);
addGameSystems(world, f.project, new Input(), { audio });
return { audio, world, frame: (times = 1) => Array.from({ length: times }, () => world.tick(0.1)) };
}
/** Frames of 0.1 s, the audio clock moving on by `heard` each. */
function along(game: ReturnType<typeof run>, times: number, heard = 0.1) {
for (let i = 0; i < times; i++) {
game.audio.now += heard;
game.frame();
}
}
it('is heard from where its clock stands once it runs, and stops with its end', () => {
const f = makeCut();
f.lay(f.audioItem('a', 'sound', 0, 5));
const game = run(f);
game.frame();
// The first tick shows frame 0; the clock and the sound run from the next.
expect(game.audio.started).toEqual([]);
game.frame();
expect(game.audio.started).toHaveLength(1);
expect(game.audio.started[0]!.name).toBe(`composition:${f.cut().id}`);
expect(game.audio.started[0]!.play.from).toBe(Math.round((0.1 + LEAD) * 1000));
game.frame(2);
expect(game.audio.started).toHaveLength(1);
game.frame(3);
expect(game.audio.stopped).toEqual([100]);
});
it('stands silent while the game is paused, and goes on from where its clock stood', () => {
const f = makeCut();
f.lay(f.audioItem('a', 'sound', 0, 50));
const game = run(f);
game.frame(3);
expect(game.audio.started).toHaveLength(1);
game.world.paused = true;
game.frame(2);
expect(game.audio.stopped).toEqual([100]);
expect(game.audio.started).toHaveLength(1);
game.world.paused = false;
game.frame();
expect(game.audio.started).toHaveLength(2);
expect(game.audio.started[1]!.play.from).toBe(Math.round((0.3 + LEAD) * 1000));
});
it('starts its sound again where the picture is once a hitch left the two apart', () => {
const f = makeCut();
f.lay(f.audioItem('a', 'sound', 0, 50));
const game = run(f);
along(game, 3);
expect(game.audio.started).toHaveLength(1);
// A frame of 0.6 s counts 0.1 for the picture: the sound is 0.5 s ahead.
along(game, 1, 0.6);
expect(game.audio.stopped).toEqual([100]);
expect(game.audio.started).toHaveLength(2);
expect(game.audio.started[1]!.play.from).toBe(Math.round((0.3 + LEAD) * 1000));
// Then the two keep together, and a few milliseconds apart are no hitch.
along(game, 3);
along(game, 1, 0.1 + SLIP / 2);
expect(game.audio.started).toHaveLength(2);
});
it('holds nothing to an audio clock that stands, nor at the turn of a loop', () => {
const f = makeCut();
f.lay(f.audioItem('a', 'sound', 0, 20));
f.stack.execute(new SetAssetPropertyCommand(f.cut().id, 'loop', true));
const game = run(f);
along(game, 2);
along(game, 3, 0);
expect(game.audio.started).toHaveLength(1);
// Round the loop of 2 s three times over, the sound with it.
const loop = run(f);
along(loop, 65);
expect(loop.audio.started).toHaveLength(1);
expect(loop.audio.stopped).toEqual([]);
});
});