A sound could only be played as it was, one at a time. An instrument
is a node graph that makes a note a sound: Notes nodes bring the note
in, Samples play sound assets for it, the effects of a sound FX shape
it and the Output sums the layers. Its tab plays it from a keyboard,
a behavior with Play note. It is what patterns and songs (#330) will
play.
- New asset type instrument, under the heading Music, not placeable.
A new one starts as Notes into a Sample into the Output.
- Notes are counted as MIDI does: 60 is C4, names like C#4, sharps
only, the lowest C-1. Notes has From and To, outputs any, note,
frequency and velocity, and with Single notes a trigger per note,
each with an optional name for a drum kit.
- New port type trigger, only into the trigger of a source. Inputs
can take any number of edges now (PortDef.many): a trigger, and
the Output, which plays everything into it side by side.
- Sample plays a sound asset. Follow note shifts it by note - root
through the pitch worklet of #317, so it keeps its length. Gate
fades it out at the end of the note, One-shot plays through. Loop
runs between Loop start and Loop end, also in the worklet.
- Parameters declares the instrument's own parameters with a
default. Sound FX sends the sound through a sound FX asset, its
parameters as inputs, the sound set in where its Input was.
- compileInstrument walks the graph once per note. A trigger is on
only for the notes it stands for, a silent source silences what it
alone feeds, a Mix with a silent side is the other side. velocity
and the parameters stay open for the voice. Builds are cached per
note until the graph or a sound or FX it names changes.
- The player takes a note as one voice of several layers, each way
with its own file and volume. release fades the gated ways out,
one-shots play on. playNote can release after a duration.
- Play note plays one note with velocity, volume, duration and
detached, and hands out voice for Set sound FX parameters and
Stop sound. Velocity is always loudness. Instrument parameters
picks values for the instrument's parameters like Sound FX
parameters does for an FX, renames follow.
- The tab has the graph, a header field per parameter, Stop, and
128 keys below. Keys without sound are grey. A key plays while it
is held. Focused, the computer keyboard plays as in a tracker by
KeyboardEvent.code, the arrows move the octave.
Findings:
- A label of the keys set fill on the shared small text style and
darkened every small label of the editor. Caught in a screenshot
before the commit, the keys have a style of their own now.
- Suite task 523 on cf6799a failed two checks of e2e 34 that timed
audio by the page's clock: a 2.95 s echo tail was gone after 1 s,
and Quad in was further along than 0.7 s allow. Both time on the
audio clock now through a new hook __gm.sound.clock().
Tests:
- instrument.test.ts (new, 22): notes, asset, palette, round trip,
compile per note, drum kit, zones, Mix, velocity and parameters,
Sound FX node with rename, problems, cache, Play note, the keys
- sound-library +7 (layers, release, duration, early release, loop
region in buffer and worklet), pitch-player +2 (loop region),
node-catalog +4, graph adjusted. 582 tests in the touched files.
- e2e 4 and 34 on melektaus-atx: ALL PASSED, 34 with 44 checks (+7)
- Gate on melektaus-atx: CHECK EXIT 0, 243 test files, 3750 tests
- Counter-checks: any always on, release ending one-shots, Sound FX
inputs ignored, loop region ignored. 3, 2, 1 and 1 tests failed.
- Browser probe on stein2: keys, held key, Single notes names and
the header looked at in screenshots.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
284 lines
11 KiB
TypeScript
284 lines
11 KiB
TypeScript
/**
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* A sound is an asset holding an uploaded file. Nothing wears it and nothing places it – a graph
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* plays it, and what the asset says about volume and looping is what a bare `Play sound` does.
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*/
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import { describe, expect, it } from 'vitest';
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import {
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buildAsset,
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CreateAssetCommand,
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CreateSoundCommand,
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SetAssetPropertyCommand,
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} from '../../src/core/commands/assetCommands';
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import type { BehaviorAsset, SoundAsset } from '../../src/core/model/Asset';
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import { isPlaceableType } from '../../src/core/model/AssetTypes';
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import { isSoundFile, soundFileOf } from '../../src/core/model/sound';
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import { assetRefChoices } from '../../src/core/properties/assetRef';
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import { schemaFor } from '../../src/core/properties/PropertySchema';
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import { LOOP_KEY, loopsOf, VOLUME_KEY, volumeOf } from '../../src/core/properties/sounds';
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import { deserializeProject } from '../../src/core/store/serialize';
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import type { AudioSink } from '../../src/runtime/systems/Audio';
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import {
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graphEditor,
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makeBehavior,
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makeProject,
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makeSpriteScene,
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place,
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roundTrip,
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type SceneFixture,
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startWorld,
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} from '../helpers';
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const FILE = `${'a1'.repeat(32)}.wav`;
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/** Records what it was asked to play instead of making a noise – the AudioSink a test wants. */
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function fakeAudio(): AudioSink & {
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played: { file: string; volume: number; loop: boolean; owner: string }[];
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stopped: string[];
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stoppedOwners: string[];
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} {
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const sink = {
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played: [] as { file: string; volume: number; loop: boolean; owner: string }[],
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stopped: [] as string[],
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stoppedOwners: [] as string[],
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play: (file: string, volume: number, loop: boolean, owner: string) =>
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sink.played.push({ file, volume, loop, owner }),
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playNote: () => 0,
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release: () => {},
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tune: () => {},
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length: () => 0,
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tail: () => 0,
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stop: (file: string) => sink.stopped.push(file),
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stopVoice: () => {},
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stopOwner: (owner: string) => sink.stoppedOwners.push(owner),
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};
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return sink;
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}
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function makeSound(name = 'Jump', file = FILE) {
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const fixture = makeProject();
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const command = new CreateSoundCommand(name, file);
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fixture.stack.execute(command);
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return { ...fixture, sound: command.asset };
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}
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/** A scene whose one behavior plays `sound` on start, with whatever the node itself carries. */
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function playingScene(params: Record<string, string | number | boolean> = {}) {
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const f: SceneFixture & { behavior?: BehaviorAsset } = makeSpriteScene('Box');
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const create = new CreateSoundCommand('Jump', FILE);
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f.stack.execute(create);
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const behavior = makeBehavior(f, 'Logic');
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const box = place(f, f.spriteId, { x: 0, y: 0 });
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place(f, behavior.id, { x: 0, y: 0 }, box);
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const edit = graphEditor(f, behavior);
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const start = edit.addNode('OnStart');
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const play = edit.addNode('PlaySound', { sound: create.asset.id, volume: 1, ...params });
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edit.connect(start, 'exec', play, 'exec');
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return { ...f, sound: create.asset, behavior, play };
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}
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describe('sound files', () => {
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it('accepts only a content-addressed name in a supported format', () => {
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expect(isSoundFile(FILE)).toBe(true);
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expect(isSoundFile(`${'b3'.repeat(32)}.mp3`)).toBe(true);
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expect(isSoundFile(`${'b3'.repeat(32)}.m4a`)).toBe(true);
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expect(isSoundFile(`${'a1'.repeat(32)}.png`)).toBe(false);
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expect(isSoundFile(`${'a1'.repeat(32)}.WAV`)).toBe(false);
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expect(isSoundFile('jump.wav')).toBe(false);
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expect(isSoundFile('')).toBe(false);
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});
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});
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describe('the sound asset', () => {
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it('is not placeable, starts without a file, and is full volume and one-shot by default', () => {
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expect(isPlaceableType('sound')).toBe(false);
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const asset = buildAsset('sound', 'Sound');
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expect(asset).toMatchObject({ type: 'sound', file: '' });
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expect(volumeOf(asset.props)).toBe(1);
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expect(loopsOf(asset.props)).toBe(false);
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expect(schemaFor('sound').map((def) => def.key)).toEqual([VOLUME_KEY, LOOP_KEY]);
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});
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it('refuses a file name the server could not have produced', () => {
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const fixture = makeProject();
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expect(() => fixture.stack.execute(new CreateSoundCommand('Bad', 'jump.wav'))).toThrow(
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'is not a stored sound file',
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);
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expect(fixture.project.assets).toHaveLength(0);
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});
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it('survives a round trip and drops a file name it cannot trust', () => {
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const s = makeSound();
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expect(roundTrip(s.project)).toEqual(s.project);
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const repaired = deserializeProject({
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name: 'P',
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assets: [
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{ id: 's1', type: 'sound', name: 'Local', file: '../../etc/passwd' },
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{ id: 's2', type: 'sound', name: 'Gone' },
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],
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});
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expect(repaired.assets.map((a) => (a as SoundAsset).file)).toEqual(['', '']);
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});
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it('resolves to a file, and to none when the id is unset, dangling or of another type', () => {
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const s = makeSound();
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expect(soundFileOf(s.project, s.sound.id)).toBe(FILE);
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expect(soundFileOf(s.project, '')).toBe('');
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expect(soundFileOf(s.project, 'no-such-asset')).toBe('');
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const text = new CreateAssetCommand('text', 'Title');
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s.stack.execute(text);
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expect(soundFileOf(s.project, text.asset.id)).toBe('');
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});
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it('is what a sound picker offers, and nothing else is', () => {
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const s = makeSound();
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s.stack.execute(new CreateAssetCommand('text', 'Title'));
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expect(assetRefChoices(s.project, ['sound']).map((a) => a.id)).toEqual([s.sound.id]);
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});
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});
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describe('Play sound', () => {
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it('plays the asset as the project describes it', () => {
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const f = playingScene();
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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expect(audio.played).toMatchObject([{ file: FILE, volume: 1, loop: false }]);
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});
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it('scales the asset volume rather than replacing it, and clamps the product', () => {
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const f = playingScene({ volume: 0.5 });
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f.stack.execute(new SetAssetPropertyCommand(f.sound.id, VOLUME_KEY, 0.4));
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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expect(audio.played[0]?.volume).toBeCloseTo(0.2);
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const loud = playingScene({ volume: 10 });
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const loudAudio = fakeAudio();
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startWorld(loud, { behaviors: true, audio: loudAudio }).frame();
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expect(loudAudio.played[0]?.volume).toBe(1);
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});
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it('loops as the asset says while the node says nothing', () => {
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const asset = playingScene();
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asset.stack.execute(new SetAssetPropertyCommand(asset.sound.id, LOOP_KEY, true));
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const assetAudio = fakeAudio();
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startWorld(asset, { behaviors: true, audio: assetAudio }).frame();
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expect(assetAudio.played[0]?.loop).toBe(true);
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const node = playingScene({ loop: 'true' });
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const nodeAudio = fakeAudio();
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startWorld(node, { behaviors: true, audio: nodeAudio }).frame();
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expect(nodeAudio.played[0]?.loop).toBe(true);
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});
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/** The reason the node asks for three answers rather than a checkbox: music played as a one-shot. */
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it('plays a looping asset once when the node says off', () => {
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const f = playingScene({ loop: 'false' });
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f.stack.execute(new SetAssetPropertyCommand(f.sound.id, LOOP_KEY, true));
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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expect(audio.played[0]?.loop).toBe(false);
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});
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it('takes a boolean arriving over an edge literally', () => {
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const on = playingScene();
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const onEdit = graphEditor(on, on.behavior);
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onEdit.connect(onEdit.addNode('Boolean', { value: true }), 'value', on.play, 'loop');
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const onAudio = fakeAudio();
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startWorld(on, { behaviors: true, audio: onAudio }).frame();
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expect(onAudio.played[0]?.loop).toBe(true);
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const off = playingScene();
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off.stack.execute(new SetAssetPropertyCommand(off.sound.id, LOOP_KEY, true));
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const offEdit = graphEditor(off, off.behavior);
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offEdit.connect(offEdit.addNode('Boolean', { value: false }), 'value', off.play, 'loop');
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const offAudio = fakeAudio();
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startWorld(off, { behaviors: true, audio: offAudio }).frame();
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expect(offAudio.played[0]?.loop).toBe(false);
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});
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it('plays nothing for an id that resolves to no sound, and does not stop the flow', () => {
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const f = playingScene();
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const edit = graphEditor(f, f.behavior);
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const log = edit.addNode('Log', { message: 'after' });
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edit.connect(f.play, 'exec', log, 'exec');
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f.play.params.sound = 'no-such-asset';
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const audio = fakeAudio();
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const { world, frame } = startWorld(f, { behaviors: true, audio });
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frame();
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expect(audio.played).toEqual([]);
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expect(world.log).toEqual(['after']);
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});
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});
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/**
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* A sound is something a thing in the world is *doing*, so it ends when that thing does – the
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* `Stop sound` you would otherwise have to remember in every `On destroy`.
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*/
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describe('a voice belongs to the behavior that started it', () => {
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it('names that behavior as its owner, and nobody when the node is detached', () => {
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const owned = playingScene();
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const ownedAudio = fakeAudio();
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const run = startWorld(owned, { behaviors: true, audio: ownedAudio });
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run.frame();
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const logic = run.world.entities.find((e) => e.name === 'Logic')!;
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expect(ownedAudio.played[0]?.owner).toBe(logic.id);
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const free = playingScene({ detached: true });
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const freeAudio = fakeAudio();
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startWorld(free, { behaviors: true, audio: freeAudio }).frame();
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expect(freeAudio.played[0]?.owner).toBe('');
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});
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it('is silenced when the behavior is destroyed, after On destroy has had its say', () => {
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const f = playingScene();
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const edit = graphEditor(f, f.behavior);
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const key = edit.addNode('OnKeyDown', { key: 'x' });
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const owner = edit.addNode('Owner');
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const destroy = edit.addNode('Destroy');
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edit.wire([
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[key, 'exec', destroy, 'exec'],
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[owner, 'object', destroy, 'object'],
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]);
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const audio = fakeAudio();
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const { world, input, frame } = startWorld(f, { behaviors: true, audio });
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frame();
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const logic = world.entities.find((e) => e.name === 'Logic')!;
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expect(audio.stoppedOwners).toEqual([]);
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input.press('x');
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frame();
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expect(audio.stoppedOwners).toEqual([logic.id]);
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});
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});
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describe('Stop sound', () => {
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it('silences one sound by its file, and everything when it names none', () => {
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const f = playingScene();
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const edit = graphEditor(f, f.behavior);
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const stop = edit.addNode('StopSound', { sound: f.sound.id });
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const all = edit.addNode('StopSound', { sound: '' });
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edit.connect(f.play, 'exec', stop, 'exec');
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edit.connect(stop, 'exec', all, 'exec');
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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expect(audio.stopped).toEqual([FILE, '']);
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});
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it('silences nothing at all for an id that resolves to no sound', () => {
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const f = playingScene();
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const edit = graphEditor(f, f.behavior);
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const stop = edit.addNode('StopSound', { sound: 'no-such-asset' });
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edit.connect(f.play, 'exec', stop, 'exec');
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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// Not `['']`: a dangling reference must not turn into "stop everything".
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expect(audio.stopped).toEqual([]);
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});
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});
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