Files
feuerwerk/tools/e2e/68-composition.mjs
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

450 lines
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import { readFileSync } from 'node:fs';
import { uploadVideo } from '../lib/projects.mjs';
import { MAKE_OBJECT } from './lib/scaffold.mjs';
/**
* A composition placed in the scene (#417). In the editor the placement shows the composition's
* first frame, and a click on that picture picks the placement. Played, a behavior below it starts
* it: each item becomes an object below the placement while it lasts, the first track in front, a
* clip moves the item it overlaps, and `On composition finished` hears the end, by which time no
* item is left. Nothing of the run stays in the scene. An item's video is waited for: the clock
* stands until the Game tab has its first picture, for a clip that starts later the picture there,
* and then the video plays at once. A recording that runs meanwhile takes no frame. When the item
* ends, its video stops and goes quiet with it. A sound item is planned once the clock runs, timed
* to the cut.
*
* Everything it adds carries a `cp68` id and goes again at the end.
*/
const PLACE = 'cp68-place';
const DONE = 'cut 68 done';
const node = (id, type, x, y, params = {}) => ({ id: `cp68-${id}`, type, x, y, params });
const link = (id, from, fromPort, to, toPort) => ({
id: `cp68-${id}`,
from: { node: `cp68-${from}`, port: fromPort },
to: { node: `cp68-${to}`, port: toPort },
});
export async function composition(t) {
const { check, sleep, json, evaluate, mutate, press, play, stop, showTab, waitUntil } = t;
await showTab('scene');
const graph = {
nodes: [
node('start', 'OnStart', 0, 0),
node('owner', 'Owner', 0, 150),
node('play', 'PlayComposition', 300, 0),
node('finished', 'OnCompositionFinished', 0, 300, { composition: 'cp68-cut' }),
node('log', 'Log', 300, 300, { message: DONE }),
],
edges: [
link('e1', 'start', 'exec', 'play', 'exec'),
link('e2', 'owner', 'object', 'play', 'object'),
link('e3', 'finished', 'exec', 'log', 'exec'),
],
};
// Red from the start, a larger blue behind it from the next frame – built after red, it still goes
// behind – and green after them, moved by a clip; ten frames a second, so the cut lasts 1.2 s. Placed where the camera looks, in front of what is there.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const cam = scene.objects.find((o) => o.id === 'o3').position;
${MAKE_OBJECT}
const sprite = p.assets.find((a) => a.type === 'sprite');
const look = (o, size, color) => { o.overrides = { width: size, height: size, color, texture: '' }; return o; };
const red = look(make('cp68-red', sprite.id, '', 0, 'Red 68'), 200, 0xff0000);
const blue = look(make('cp68-blue', sprite.id, '', 0, 'Blue 68'), 300, 0x0000ff);
const green = look(make('cp68-green', sprite.id, '', 0, 'Green 68'), 200, 0x00ff00);
for (const o of [red, blue, green]) delete o.groupId;
p.assets.push(
{
id: 'cp68-cut',
type: 'composition',
name: 'Cut 68',
props: { fps: 10, loop: false },
objects: [red, blue, green],
groups: [],
tracks: [{ id: 'cp68-front', name: 'Front' }, { id: 'cp68-back', name: 'Back' }],
items: [
{ id: 'cp68-red', track: 'cp68-front', start: 0, length: 6, offset: 0 },
{ id: 'cp68-blue', track: 'cp68-back', start: 1, length: 5, offset: 0 },
{ id: 'cp68-green', track: 'cp68-front', start: 6, length: 6, offset: 0 },
],
clips: [{ id: 'cp68-clip', track: 'cp68-front', animation: 'cp68-move', start: 6 }],
},
{
id: 'cp68-move',
type: 'animation',
name: 'Slide 68',
props: { fps: 10, playback: 'once' },
root: sprite.id,
tracks: [{ id: 'cp68-row', target: '', property: 'x', keys: [{ frame: 0, value: 0 }, { frame: 5, value: 100 }] }],
},
{ id: 'cp68-director', type: 'behavior', name: 'Director 68', props: { enabled: true, runInEditor: false }, variables: [], graph: ${JSON.stringify(graph)} },
);
const place = make('${PLACE}', 'cp68-cut', '', 0, 'Cut 68');
Object.assign(place.position, { x: cam.x, y: cam.y, z: 2000 });
scene.objects.push(place, make('cp68-logic', 'cp68-director', '${PLACE}', 0, 'Director 68'));
__gm.lookAt(cam.x, cam.y);
`);
const id = (item) => `${PLACE}~cp68-${item}`;
// 68a. In the editor the placement shows its first frame – red alone – and a click on the picture
// picks the placement, since what it shows is edited in the composition.
const order = await json('__gm.drawOrder()');
// Off the centre, where the placement's own symbol sits.
const rect = await json(`__gm.objectRect(${JSON.stringify(id('red'))})`);
const stack = rect
? await json(`__gm.sceneStack(${rect.x + rect.w * 0.35}, ${rect.y + rect.h * 0.35})`)
: null;
check(
'a placed composition shows its first frame, and a click on it picks the placement',
order.includes(id('red')) &&
!order.includes(id('blue')) &&
!order.includes(id('green')) &&
JSON.stringify(stack) === JSON.stringify([PLACE]),
JSON.stringify({ order: order.filter((o) => o.startsWith('cp68')), stack }),
);
// 68b. Played: the items come and go below the placement, sampled every frame of the editor.
await play();
const seen = await evaluate(`new Promise((resolve) => {
const frames = [];
const sample = () => {
const world = __gm.world();
if (!world) return resolve(JSON.stringify(frames));
const items = world.entities.filter((e) => e.objectId.startsWith('${PLACE}~'));
const green = items.find((e) => e.objectId === '${id('green')}');
frames.push({
ids: items.map((e) => e.objectId.slice('${PLACE}~cp68-'.length)),
parents: [...new Set(items.map((e) => e.parent))],
greenX: green ? green.x : null,
done: world.log.includes('${DONE}'),
});
if (frames.length > 400 || frames.at(-1).done) return resolve(JSON.stringify(frames));
requestAnimationFrame(sample);
};
sample();
})`);
const frames = JSON.parse(seen);
const both = frames.find((f) => f.ids.length === 2);
const greenXs = frames.map((f) => f.greenX).filter((x) => x !== null);
check(
'Play composition builds the items below the placement, the first track in front, one after the other',
both !== undefined &&
JSON.stringify(both.ids) === JSON.stringify(['blue', 'red']) &&
both.parents.length === 1 &&
both.parents[0] === PLACE &&
!frames.some((f) => f.ids.join('+') === 'red+blue') &&
frames.some((f) => JSON.stringify(f.ids) === JSON.stringify(['green'])) &&
!frames.some((f) => f.ids.includes('green') && f.ids.includes('red')),
JSON.stringify(frames.filter((_, i) => i % 5 === 0).map((f) => f.ids.join('+'))),
);
check(
'a clip moves the item it overlaps, from its value on',
greenXs.length >= 3 &&
greenXs[0] < 40 &&
greenXs.at(-1) > greenXs[0] &&
greenXs.every((x, i) => i === 0 || x >= greenXs[i - 1]),
JSON.stringify(greenXs),
);
const last = frames.at(-1);
check(
'On composition finished hears the end, by which time no item is left',
last?.done === true && last.ids.length === 0,
JSON.stringify(last),
);
await sleep(300);
await stop();
// 68c. The run's objects stay in the run: the scene holds the placement and its behavior only.
const stored = await json(
`__gm.state.activeScene.objects.filter((o) => o.id.startsWith('cp68')).map((o) => o.id).sort()`,
);
check(
'nothing of a played composition stays in the scene',
JSON.stringify(stored) === JSON.stringify(['cp68-logic', PLACE].sort()),
JSON.stringify(stored),
);
// 68d. A video item at frame 0, played from On start: the composition's clock stands while the Game
// tab loads the video, so its first frames are seen – it ran on without them before.
const uploaded = await uploadVideo(
t.baseUrl,
readFileSync(new URL('./fixtures/colors.webm', import.meta.url)),
'colors.webm',
);
await mutate(`
const p = __gm.state.project;
p.assets.push(
{ id: 'cp68-video', type: 'video', name: 'Colors 68', props: {}, file: ${JSON.stringify(uploaded.file)},
width: 320, height: 180, duration: 2, fps: 30, audio: true },
{ id: 'cp68-screen', type: 'sprite', name: 'Screen 68', props: { width: 160, height: 90, color: 0xffffff, texture: 'cp68-video' } },
);
const c = p.assets.find((a) => a.id === 'cp68-cut');
// Sixty frames a second: in steps of a tenth, a clock that ran on for a few frames still read 0.
c.props.fps = 60;
c.objects = [{ ...structuredClone(c.objects[0]), id: 'cp68-v', assetId: 'cp68-screen', name: 'Video 68', overrides: {} }];
c.items = [{ id: 'cp68-v', track: 'cp68-front', start: 0, length: 120, offset: 0 }];
c.clips = [];`);
// The video time the composition writes into its item every frame.
const clock = `__gm.world()?.entities.find((e) => e.objectId === '${id('v')}')?.props.videoTime ?? null`;
// Sampled from before the click on Play: play() settles after the start, and a video that loads
// quickly is ready by then, with no wait left to see (CI task 669).
await evaluate(`{
const loading = [];
const until = performance.now() + 20000;
window.cp68Wait = new Promise((done) => {
const step = () => {
const playing = __gm.state.mode === 'play';
const time = playing ? ${clock} : null;
const player = playing ? __gm.gameVideo('${id('v')}') : null;
if (player?.ready) return done(JSON.stringify({ loading, ready: time }));
if (player) loading.push(time);
if (performance.now() > until) return done(JSON.stringify({ loading, ready: null }));
requestAnimationFrame(step);
};
step();
});
// Not the promise as the block's value: evaluate would wait for it, and Play would come too late.
null;
}`);
await play();
const wait = JSON.parse(await evaluate('window.cp68Wait'));
await sleep(500);
const after = await json(clock);
check(
'a played composition waits for the first picture of an item’s video, then runs on',
wait.loading.length > 0 &&
wait.loading.every((time) => time === 0) &&
wait.ready !== null &&
wait.ready === 0 &&
after > 0.2,
JSON.stringify({
frames: wait.loading.length,
loading: wait.loading.slice(0, 8),
ready: wait.ready,
after,
}),
);
await stop();
// 68e. The item wears a clip that starts at 0.8 s: its player loads, then seeks back to 0.8. The
// clock stands until the Game tab draws that picture, and from its first step on the video
// plays – it was held and sought frame by frame for 0.1 s before, its first pictures stuck.
await mutate(`
const p = __gm.state.project;
p.assets.find((a) => a.id === 'cp68-video').clips = [{ id: 'cp68-late', name: 'Late', props: { start: 0.8, end: 0 } }];
p.assets.find((a) => a.id === 'cp68-screen').props.texture = 'cp68-late';`);
await play();
const rows = JSON.parse(
await evaluate(`new Promise((done) => {
const rows = [];
const step = () => {
const player = __gm.gameVideo('${id('v')}');
rows.push({ time: ${clock}, drawn: __gm.gameDrawnRect('${id('v')}') !== null,
at: player?.time ?? null, paused: player?.paused ?? null });
if (rows.length >= 240 || !__gm.world()) return done(JSON.stringify(rows));
requestAnimationFrame(step);
};
step();
})`),
);
const first = rows.findIndex((row) => row.drawn);
const moving = rows.filter((row) => row.drawn && row.time > 0).slice(0, 3);
check(
'a clip that starts later is waited for, then plays from its first step on',
first >= 0 &&
rows.slice(0, first).every((row) => row.time === 0) &&
Math.abs(rows[first].at - 0.8) < 0.02 &&
moving.length === 3 &&
moving.every((row) => row.paused === false),
JSON.stringify({ first, shown: rows[first], moving }),
);
await stop();
// 68f. A recording runs when Play composition starts the cut: no frame is taken while the Game
// tab leaves the item's video out – it recorded the empty frames of the wait before. A clip
// that starts elsewhere, so a new player loads: the one of 68e is still there, at its picture.
await mutate(`
const video = __gm.state.project.assets.find((a) => a.id === 'cp68-video');
video.clips.push({ id: 'cp68-later', name: 'Later', props: { start: 1.2, end: 0 } });
__gm.state.project.assets.find((a) => a.id === 'cp68-screen').props.texture = 'cp68-later';`);
const flow = structuredClone(graph);
flow.nodes.push(
node('record', 'StartRecording', 300, -150, { name: 'cp68 take', resolution: 'view', fps: '60' }),
node('key', 'OnKeyDown', 0, 450, { key: 'p' }),
);
flow.edges = flow.edges.filter((e) => e.id !== 'cp68-e1');
flow.edges.push(link('e4', 'start', 'exec', 'record', 'exec'), link('e5', 'key', 'exec', 'play', 'exec'));
await mutate(
`__gm.state.project.assets.find((a) => a.id === 'cp68-director').graph = ${JSON.stringify(flow)};`,
);
const { uploads, takes } = await json('__gm.recording()');
const take = `__gm.recording().takes[${takes.length}]`;
await play();
await waitUntil(`${take}?.state === 'recording' && ${take}.lastFrameAt !== null`, {
label: 'the recording takes frames',
});
// Sampled every frame in the page, from before the key on.
await evaluate(`{
const rows = (window.cp68Rows = []);
const step = () => {
const exists = (__gm.world()?.entities ?? []).some((e) => e.objectId === '${id('v')}');
rows.push({ exists, drawn: __gm.gameDrawnRect('${id('v')}') !== null, taken: ${take}?.lastFrameAt ?? null });
const drawn = rows.findIndex((row) => row.drawn);
if ((drawn < 0 || rows.length <= drawn + 20) && rows.length < 400) requestAnimationFrame(step);
};
requestAnimationFrame(step);
}`);
await press('p');
await waitUntil(
`window.cp68Rows.length >= 400 || (window.cp68Rows.some((row) => row.drawn) && window.cp68Rows.length > window.cp68Rows.findIndex((row) => row.drawn) + 20)`,
{ label: 'the item is drawn' },
);
const takeRows = await json('window.cp68Rows');
await stop();
// The frames in which the item was there and its video still left out.
const missing = takeRows.filter((row) => row.exists && !row.drawn);
const shown = takeRows.findIndex((row) => row.drawn);
check(
'a recording takes no frame while a composition waits for its video, and goes on after',
missing.length >= 2 &&
missing.every((row) => row.taken === missing[0].taken) &&
shown >= 0 &&
takeRows.at(-1).taken > missing.at(-1).taken,
JSON.stringify({
missing: missing.length,
takenWhileMissing: new Set(missing.map((row) => row.taken)).size - 1,
shown,
after:
takeRows.at(-1).taken !== null && missing.length > 0
? Math.round(takeRows.at(-1).taken - missing.at(-1).taken)
: null,
}),
);
await waitUntil(
`__gm.recording().uploads.length > ${uploads.length} && ['added', 'failed'].includes(__gm.recording().uploads.at(-1).state)`,
{ timeout: 60_000, label: 'the recording is in the project' },
);
const madeId = (await json('__gm.recording()')).uploads.at(-1).assetId ?? '';
// 68g. The item ends after half a second, its video of two seconds with sound in the middle: the
// item's player stops and goes quiet at once – it played on, heard, until it was let go 2-4 s
// later.
await mutate(`
const p = __gm.state.project;
p.assets.find((a) => a.id === 'cp68-director').graph = ${JSON.stringify(graph)};
p.assets.find((a) => a.id === 'cp68-screen').props.texture = 'cp68-video';
p.assets.find((a) => a.id === 'cp68-cut').items[0].length = 30;`);
await play();
const cut = JSON.parse(
await evaluate(`new Promise((done) => {
const rows = [];
let gone = -1;
const step = () => {
const exists = (__gm.world()?.entities ?? []).some((e) => e.objectId === '${id('v')}');
const player = __gm.gameVideo('${id('v')}');
rows.push({ exists, paused: player?.paused ?? null, muted: player?.muted ?? null });
if (gone < 0 && rows.some((row) => row.exists) && !exists) gone = rows.length - 1;
if ((gone >= 0 && rows.length > gone + 30) || rows.length >= 600 || !__gm.world())
return done(JSON.stringify({ gone, heard: rows.filter((row) => row.exists && row.paused === false && row.muted === false).length, after: rows.slice(gone + 12) }));
requestAnimationFrame(step);
};
step();
})`),
);
await stop();
check(
'the video of an item that ends stops and goes quiet with it',
cut.gone > 0 &&
cut.heard > 0 &&
cut.after.length > 0 &&
cut.after.every((row) => row.paused === true && row.muted === true),
JSON.stringify({
gone: cut.gone,
heard: cut.heard,
after: cut.after.slice(0, 3),
last: cut.after.at(-1),
}),
);
// 68h (#418). A sound item half a second in, beside the video item from 68d: the cut waits for the
// video, and its sound with it – planned once the clock runs, for the second of the audio
// clock the cut reaches the item at, and to its end.
const sounds = await evaluate(`fetch('/feuerwerk/api/index.php?r=sounds').then((r) => r.json())`);
const blip = sounds.find((item) => item.bytes === 4044);
await mutate(`
const p = __gm.state.project;
p.assets.push({ id: 'cp68-blip', type: 'sound', name: 'Blip 68', props: {}, file: ${JSON.stringify(blip?.file ?? '')} });
p.assets.find((a) => a.id === 'cp68-screen').props.texture = 'cp68-video';
const c = p.assets.find((a) => a.id === 'cp68-cut');
c.items = [
{ id: 'cp68-v', track: 'cp68-front', start: 0, length: 120, offset: 0 },
{ id: 'cp68-tone', track: 'cp68-back', start: 30, length: 30, offset: 0,
audio: { kind: 'sound', asset: 'cp68-blip', volume: 0, bus: '#composition' } },
];`);
await evaluate(`{
window.cp68Sound = new Promise((done) => {
const rows = [];
const until = performance.now() + 20000;
const step = () => {
if (__gm.state.mode === 'play') {
const time = ${clock};
const tone = __gm.sound.playbacks().find((p) => p.name === 'composition:cp68-cut');
rows.push({ time, clock: __gm.sound.clock(), planned: tone?.clips.length ?? 0, clip: tone?.clips[0] ?? null });
if (time !== null && time >= 0.6) {
const buses = __gm.routing.buses();
rows.at(-1).routes = {
tone: buses.find((b) => b.name === 'play:' + tone?.id)?.into ?? null,
cut: buses.find((b) => b.name === 'mix:cp68-cut')?.into ?? null,
videos: __gm.routing.media().filter((m) => m.routed).map((m) => m.bus),
};
return done(JSON.stringify(rows));
}
}
if (performance.now() > until) return done(JSON.stringify(rows));
requestAnimationFrame(step);
};
step();
});
null;
}`);
await play();
const toneRows = JSON.parse(await evaluate('window.cp68Sound'));
await stop();
const ran = toneRows.findIndex((row) => row.time > 0);
const reached = toneRows.find((row) => row.time >= 0.5);
const toneClip = toneRows.at(-1)?.clip;
const early = reached && toneClip ? reached.clock - toneClip.at : null;
check(
'a sound item is planned only once the cut’s clock runs, for when the cut reaches it, to its end',
ran > 0 &&
toneRows.slice(0, ran).every((row) => row.planned === 0) &&
toneClip?.sound === 'cp68-blip' &&
toneClip.offset === 0 &&
Math.abs(toneClip.duration - 0.5) < 0.002 &&
early !== null &&
early > -0.02 &&
early < 0.05,
JSON.stringify({ waited: ran, early, reached, toneClip }),
);
// 68i. The sound item picked the composition's bus, the video item picked none: both go into the
// composition's bus, and that one into the master.
const routes = toneRows.at(-1)?.routes;
check(
'a sound item and a video item go into the composition’s bus, and that one into the master',
routes?.tone === 'mix:cp68-cut' &&
routes.cut === 'mix' &&
routes.videos.length > 0 &&
routes.videos.every((bus) => bus === 'mix:cp68-cut'),
JSON.stringify(routes),
);
await mutate(`
const p = __gm.state.project;
p.assets = p.assets.filter((a) => !a.id.startsWith('cp68-') && a.id !== ${JSON.stringify(madeId)});
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => !o.id.startsWith('cp68-'));`);
}