Files
feuerwerk/tests/core/sounds.test.ts
T
adminandClaude Opus 5.5 804a97b0a9
game-maker / gate (push) Successful in 3m12s
game-maker / suite (push) Failing after 26m24s
Hand out the length of a played sound from Play sound
Wired into the time of Set sound FX parameters, a change then spans
exactly one run of the clip, so a fade or a filter sweep ends with its
last sample.

- Play sound has a second output, length, in seconds. It is 0 where
  nothing was played or the sound has not loaded yet.
- The AudioSink gives the length of a file, the SoundLibrary takes it
  from the decoded buffer. A pitch the voice starts on keeps it (#312).
- A pitch changed while the voice plays still changes its length, so a
  pitch sweep over length does not end with the sound. A pitch that
  keeps the length in real time is #317.

Tests:
- soundfx, sounds, keep-on-scene-load, node-catalog, sound-library:
  462 tests green.
- Counter-check: with length always 0, the catalog case and the new
  soundfx case fail.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 22:27:44 +02:00

280 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 { isSoundFile, soundFileOf } from '../../src/core/model/sound';
import { assetRefChoices } from '../../src/core/properties/assetRef';
import { schemaFor } from '../../src/core/properties/PropertySchema';
import { LOOP_KEY, loopsOf, VOLUME_KEY, volumeOf } from '../../src/core/properties/sounds';
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 = `${'a1'.repeat(32)}.wav`;
/** Records what it was asked to play instead of making a noise – the AudioSink a test wants. */
function fakeAudio(): AudioSink & {
played: { file: string; volume: number; loop: boolean; owner: string }[];
stopped: string[];
stoppedOwners: string[];
} {
const sink = {
played: [] as { file: string; volume: number; loop: boolean; owner: string }[],
stopped: [] as string[],
stoppedOwners: [] as string[],
play: (file: string, volume: number, loop: boolean, owner: string) =>
sink.played.push({ file, volume, loop, owner }),
tune: () => {},
length: () => 0,
stop: (file: string) => sink.stopped.push(file),
stopOwner: (owner: string) => sink.stoppedOwners.push(owner),
};
return sink;
}
function makeSound(name = 'Jump', file = FILE) {
const fixture = makeProject();
const command = new CreateSoundCommand(name, file);
fixture.stack.execute(command);
return { ...fixture, sound: command.asset };
}
/** A scene whose one behavior plays `sound` on start, with whatever the node itself carries. */
function playingScene(params: Record<string, string | number | boolean> = {}) {
const f: SceneFixture & { behavior?: BehaviorAsset } = makeSpriteScene('Box');
const create = new CreateSoundCommand('Jump', FILE);
f.stack.execute(create);
const behavior = makeBehavior(f, 'Logic');
const box = place(f, f.spriteId, { x: 0, y: 0 });
place(f, behavior.id, { x: 0, y: 0 }, box);
const edit = graphEditor(f, behavior);
const start = edit.addNode('OnStart');
const play = edit.addNode('PlaySound', { sound: create.asset.id, volume: 1, ...params });
edit.connect(start, 'exec', play, 'exec');
return { ...f, sound: create.asset, behavior, play };
}
describe('sound files', () => {
it('accepts only a content-addressed name in a supported format', () => {
expect(isSoundFile(FILE)).toBe(true);
expect(isSoundFile(`${'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]);
});
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('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([]);
});
});