Files
feuerwerk/tests/core/sounds.test.ts
T
adminandClaude Opus 5.5 3a52f2290f
game-maker / gate (push) Successful in 3m36s
game-maker / suite (push) Failing after 14m30s
Mix sounds through buses and a master (#325)
Until now every sound went straight to the speakers. There was no
point where all of them came together, so nothing could turn the
music down against the effects, and a compressor or a shared echo
over everything had nowhere to sit. The bus technique of #346 was
there already, only the end of the chain was missing.

- Bus asset (Audio): Volume, Sound FX and Into. Into is empty for
  the master and never offers the bus itself nor a bus that already
  goes into it. The list is worked out when the menu opens, so a
  change made meanwhile counts. A loop that is in a project anyway
  sends the buses on it into the master.
- The master is no asset. Its volume and sound FX are two new rows
  under Master in Project settings, one undo step each. A project
  written before has 1 and none, which is how it sounded.
- Sound, instrument, pattern and song have a row Bus, empty for the
  master. Play sound, Play note, Play pattern and Play song have an
  input bus: From the asset, Master or a bus. Inside a song or a
  pattern only the bus of the song or pattern counts.
- Set bus volume (bus, volume, time, easing) and Bus volume. An
  empty bus is the master. The volume set holds for the whole run,
  across scenes, over that of the asset. GameRun resets it at start
  and end. Set sound FX parameters without a voice now reaches the
  sound FX of the bus picked in its new bus input.
- SoundLibrary: the master is the bus "mix", each bus "mix:<id>".
  Every bus, the playing masters of #346 included, ends there, and
  only the master is heard. setMix sets them up once a context
  exists, so an editor nobody listened to opens no audio device. The
  same mix again changes nothing, which lets the editor hand it over
  on every change of the project.
- The tabs play as the game does: Sound, Sound FX, Instrument,
  Pattern and Song tab through the bus of their asset and the master.
- Pause game does nothing to the buses (the user's answer 4b). A
  game that wants quiet in its pause menu sets a bus volume itself.
- Streaming long music files is #349, split off as asked.

Finding on the way: the Into menu first worked from a list made when
the inspector row was built. After another bus was sent into the
open one, e2e 34 saw it still offered. It is now asked on open.

The SoundLibrary tests expected voices to end at the destination.
They now end in the master, which adds its input, level and pan to
every wiring and two gains to every list. Those expectations are
updated, nothing else in them changed.

Tests:
- Unit buses (new): 15 green. Ten counter-checks, each red on its
  own: loop check, bus picked, reset at run start, bus of Set sound
  FX parameters, master volume in the settings, and in SoundLibrary
  default into the master, voices into the master, run volume over
  the mix, no context before a play, a playing on its bus.
- Unit sound-library: 90 green (5 new). Node catalog: 416 green
  (9 new cases).
- e2e 34 (melektaus-atx): ALL PASSED, 75 checks (3 new). The voice
  of the Sound tab was heard on mix:<bus>, that bus into the other,
  that one at 0.5 into the master. Master volume 0.6 via the dialog,
  undo back to 1.
- Gate (melektaus-atx): CHECK EXIT 0, 262 files, 4072 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 19:13:32 +02:00

487 lines
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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 {
cutChannels,
cutName,
cutRange,
FADE_CURVES,
fadeGain,
isSoundFile,
parseCutName,
soundFileOf,
} from '../../src/core/model/sound';
import { assetRefChoices } from '../../src/core/properties/assetRef';
import { schemaFor } from '../../src/core/properties/PropertySchema';
import { playedSoundById, playedSoundOf } from '../../src/core/properties/playedSound';
import {
cutOf,
END_KEY,
FADE_IN_CURVE_KEY,
FADE_OUT_CURVE_KEY,
FADE_IN_KEY,
FADE_OUT_KEY,
LOOP_KEY,
loopsOf,
REVERSE_KEY,
START_KEY,
VOLUME_KEY,
volumeOf,
} from '../../src/core/properties/sounds';
import { BUS_KEY } from '../../src/core/properties/buses';
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; owner: string }[];
stopped: string[];
stoppedOwners: string[];
} {
const sink = {
played: [] as { file: string; volume: number; loop: boolean; owner: string }[],
stopped: [] as string[],
stoppedOwners: [] as string[],
play: (file: string, volume: number, loop: boolean, owner: string) =>
sink.played.push({ file, volume, loop, owner }),
playNote: () => 0,
playSequence: () => 0,
stopSequence: () => {},
playClip: () => 0,
stopPlayback: () => {},
release: () => {},
tune: () => {},
length: () => 0,
tail: () => 0,
stop: (file: string) => sink.stopped.push(file),
stopVoice: () => {},
stopOwner: (owner: string) => sink.stoppedOwners.push(owner),
setMix: () => {},
setMixVolume: () => {},
mixVolume: () => 1,
resetMix: () => {},
tuneMix: () => {},
};
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,
START_KEY,
END_KEY,
REVERSE_KEY,
FADE_IN_KEY,
FADE_IN_CURVE_KEY,
FADE_OUT_KEY,
FADE_OUT_CURVE_KEY,
BUS_KEY,
]);
expect(cutOf(asset.props)).toEqual({
start: 0,
end: 0,
fadeIn: 0.005,
fadeOut: 0.005,
curveIn: 'linear',
curveOut: 'linear',
reverse: false,
});
});
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('the cut of a sound (#343)', () => {
it('is no cut at all over the whole file, and a name of its own otherwise', () => {
const linear = { curveIn: 'linear', curveOut: 'linear', reverse: false } as const;
const whole = { start: 0, end: 0, fadeIn: 0.005, fadeOut: 0.005, ...linear };
expect(cutName(FILE, whole)).toBe(FILE);
expect(cutName('', { ...whole, start: 1 })).toBe('');
const cut = {
start: 0.25,
end: 1.5,
fadeIn: 0.005,
fadeOut: 0.2,
curveIn: 'sCurve',
curveOut: 'equalPower',
reverse: false,
} as const;
const name = cutName(FILE, cut);
expect(name).toBe(`${FILE}#0.25~1.5~0.005~0.2~sCurve~equalPower`);
expect(parseCutName(name)).toEqual({ file: FILE, cut });
expect(parseCutName(FILE)).toEqual({ file: FILE, cut: null });
expect(parseCutName(`${FILE}#x~-2`)).toEqual({
file: FILE,
cut: { start: 0, end: 0, fadeIn: 0, fadeOut: 0, ...linear },
});
});
it('keeps at least a sample inside the file, and ramps only the edges inside it, each by its own fade', () => {
// 10 samples at 10 Hz: one sample per tenth of a second.
const fades = (fadeIn: number, fadeOut = fadeIn) => ({
fadeIn,
fadeOut,
curveIn: 'linear' as const,
curveOut: 'linear' as const,
reverse: false,
});
expect(cutRange(10, 10, { start: 0.2, end: 0.8, ...fades(0.2) })).toEqual({
from: 2,
to: 8,
fadeIn: 2,
fadeOut: 2,
curveIn: 'linear',
curveOut: 'linear',
reverse: false,
});
expect(cutRange(10, 10, { start: 0.1, end: 0.9, ...fades(0.1, 0.3) })).toMatchObject({
fadeIn: 1,
fadeOut: 3,
});
expect(cutRange(10, 10, { start: 0, end: 0.5, ...fades(0.2) })).toMatchObject({ fadeIn: 0, fadeOut: 2 });
expect(cutRange(10, 10, { start: 0.5, end: 0, ...fades(0.2) })).toMatchObject({
to: 10,
fadeIn: 2,
fadeOut: 0,
});
// Past the end, an end before the start, and fades longer than half of what is kept.
expect(cutRange(10, 10, { start: 5, end: 0, ...fades(0) })).toMatchObject({ from: 9, to: 10 });
expect(cutRange(10, 10, { start: 0.6, end: 0.3, ...fades(0) })).toMatchObject({ from: 6, to: 7 });
expect(cutRange(10, 10, { start: 0.2, end: 0.6, ...fades(1, 0.1) })).toMatchObject({
fadeIn: 2,
fadeOut: 1,
});
});
it('cuts every channel alike, rising from silence and falling to it at an inner edge', () => {
const left = new Float32Array(10).fill(1);
const right = new Float32Array(10).fill(-0.5);
const [l, r] = cutChannels([left, right], {
from: 2,
to: 8,
fadeIn: 2,
fadeOut: 2,
curveIn: 'linear',
curveOut: 'linear',
reverse: false,
});
expect(Array.from(l!)).toEqual([0, 0.5, 1, 1, 0.5, 0]);
expect(Array.from(r!)).toEqual([-0, -0.25, -0.5, -0.5, -0.25, -0]);
expect(Array.from(left)).toEqual(new Array(10).fill(1));
});
it('shapes each ramp by its own curve, the end running it backwards (#345)', () => {
for (const { value } of FADE_CURVES) {
expect(fadeGain(value, 0)).toBeCloseTo(0, 12);
expect(fadeGain(value, 1)).toBeCloseTo(1, 12);
}
expect(fadeGain('linear', 0.5)).toBe(0.5);
expect(fadeGain('equalPower', 0.5)).toBeCloseTo(Math.SQRT1_2, 12);
expect(fadeGain('sCurve', 0.25)).toBeCloseTo(1 - fadeGain('sCurve', 0.75), 12);
expect(fadeGain('exponential', 0.5)).toBe(0.25);
expect(fadeGain('logarithmic', 0.5)).toBe(0.75);
const [kept] = cutChannels([new Float32Array(12).fill(1)], {
from: 0,
to: 12,
fadeIn: 4,
fadeOut: 4,
curveIn: 'exponential',
curveOut: 'logarithmic',
reverse: false,
});
expect(Array.from(kept!)).toEqual([0, 0.0625, 0.25, 0.5625, 1, 1, 1, 1, 0.9375, 0.75, 0.4375, 0]);
});
it('is what every way of playing the asset is given, its fades in milliseconds on the asset', () => {
const f = playingScene();
expect(playedSoundOf(f.project, f.sound)).toBe(FILE);
f.stack.execute(new SetAssetPropertyCommand(f.sound.id, START_KEY, 0.5));
f.stack.execute(new SetAssetPropertyCommand(f.sound.id, FADE_IN_KEY, 25));
f.stack.execute(new SetAssetPropertyCommand(f.sound.id, FADE_OUT_KEY, 40));
f.stack.execute(new SetAssetPropertyCommand(f.sound.id, FADE_OUT_CURVE_KEY, 'equalPower'));
const name = `${FILE}#0.5~0~0.025~0.04~linear~equalPower`;
expect(playedSoundOf(f.project, f.sound)).toBe(name);
expect(playedSoundById(f.project, f.sound.id)).toBe(name);
expect(playedSoundById(f.project, '')).toBe('');
const audio = fakeAudio();
startWorld(f, { behaviors: true, audio }).frame();
expect(audio.played).toMatchObject([{ file: name }]);
});
it('plays backwards from its end, the fade in ramping there (#321)', () => {
const fades = { fadeIn: 0.2, fadeOut: 0.2, curveIn: 'linear', curveOut: 'linear' } as const;
// Kept up to the middle of a 10-sample file: only the end lies inside, and it is heard first.
expect(cutRange(10, 10, { start: 0, end: 0.5, ...fades, reverse: true })).toMatchObject({
from: 0,
to: 5,
fadeIn: 2,
fadeOut: 0,
reverse: true,
});
const ramp = Float32Array.from({ length: 10 }, (_, i) => i);
const [kept] = cutChannels([ramp], {
from: 2,
to: 8,
fadeIn: 2,
fadeOut: 1,
curveIn: 'linear',
curveOut: 'linear',
reverse: true,
});
expect(Array.from(kept!)).toEqual([0, 3, 5, 4, 3, 0]);
expect(Array.from(ramp)).toEqual([0, 1, 2, 3, 4, 5, 6, 7, 8, 9]);
const f = playingScene();
f.stack.execute(new SetAssetPropertyCommand(f.sound.id, REVERSE_KEY, true));
const name = `${FILE}#0~0~0.005~0.005~linear~linear~reverse`;
expect(playedSoundOf(f.project, f.sound)).toBe(name);
expect(parseCutName(name).cut).toMatchObject({ start: 0, end: 0, reverse: true });
f.stack.execute(new SetAssetPropertyCommand(f.sound.id, REVERSE_KEY, false));
expect(playedSoundOf(f.project, f.sound)).toBe(FILE);
});
});
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).toMatchObject([{ 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']);
});
});
/**
* A sound is something a thing in the world is *doing*, so it ends when that thing does – the
* `Stop sound` you would otherwise have to remember in every `On destroy`.
*/
describe('a voice belongs to the behavior that started it', () => {
it('names that behavior as its owner, and nobody when the node is detached', () => {
const owned = playingScene();
const ownedAudio = fakeAudio();
const run = startWorld(owned, { behaviors: true, audio: ownedAudio });
run.frame();
const logic = run.world.entities.find((e) => e.name === 'Logic')!;
expect(ownedAudio.played[0]?.owner).toBe(logic.id);
const free = playingScene({ detached: true });
const freeAudio = fakeAudio();
startWorld(free, { behaviors: true, audio: freeAudio }).frame();
expect(freeAudio.played[0]?.owner).toBe('');
});
it('is silenced when the behavior is destroyed, after On destroy has had its say', () => {
const f = playingScene();
const edit = graphEditor(f, f.behavior);
const key = edit.addNode('OnKeyDown', { key: 'x' });
const owner = edit.addNode('Owner');
const destroy = edit.addNode('Destroy');
edit.wire([
[key, 'exec', destroy, 'exec'],
[owner, 'object', destroy, 'object'],
]);
const audio = fakeAudio();
const { world, input, frame } = startWorld(f, { behaviors: true, audio });
frame();
const logic = world.entities.find((e) => e.name === 'Logic')!;
expect(audio.stoppedOwners).toEqual([]);
input.press('x');
frame();
expect(audio.stoppedOwners).toEqual([logic.id]);
});
});
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([]);
});
});