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feuerwerk/src/core/graph/nodes/action/StopSound.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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import type { NodeDef } from '../../NodeRegistry';
import { asString } from '../../values';
import { exec, soundPort } from '../shared';
export const StopSound: NodeDef = {
type: 'StopSound',
label: 'Stop sound',
category: 'action',
description:
'Silences every voice of a sound, however many plays started it – including a looping one. ' +
'With no sound picked it silences everything the run is playing.',
inputs: [exec(), soundPort()],
outputs: [exec()],
params: [],
run: (ctx, inputs) => {
ctx.stopSound(asString(inputs.sound));
return { next: 'exec' };
},
};