A trailer needs its music and effects on the same timeline as its pictures. Until now a composition could only place objects, so sound had to be started by hand from a behavior and drifted against the picture. - Audio items: a sound, a clip of a sound, a pattern or a song dragged from the asset panel onto a track becomes an item as long as one pass of it. It may share a track with object and video items and overlap them. - Editing works as for other items: move, resize, trim on the left (moves the offset), fit to media, delete, copy and paste, box selection. Sounds draw their waveform, the colour tells the kind. - The inspector shows what it plays, start, length, offset, volume (-60 to +12 dB) and bus. The bus is "From asset", the master or one of the buses, as asked for in the issue. - An item longer than its material plays in rounds. Sounds and patterns start over, a song runs on in its loop. Loop marks on the item follow the same rule, a song's first mark sits at its loop end. - compositionAudio.ts turns the items into sequences, each with its own tempo. CompositionSound plays them, in the tab and in a game. - In the tab the items are heard from the playhead on, straight into the master like every tab. A scrub is silent. Playing a song or pattern in its own tab stops the composition, and the other way round. - In a game they are planned on the audio clock for the moment the composition clock reaches them, with the scheduler's LEAD made up. While the clock stands (waiting for a video, paused, placement off) they are silent and resume at the right spot. Found along the way: - The asset panel never let a song out of its list, so a song could not be dragged anywhere. Song and scene tab reject it as they reject a pattern. - The asset panel scrolled to the selected asset on every rebuild of its list, so folding a group far below the selection jumped back up. Only a new selection scrolls now. - At the end of the list, folding a group pulled every row down by the rows that went away. ScrollContainer has a new opt-in holdOffset, set only in the asset panel, that keeps the offset until the user scrolls up. Limits: a time scale other than 1 or a frame longer than 0.1 s moves the picture and not the sound. A baked song plays its notes here, not the bake. Tests: - tsc, eslint, Prettier clean. Gate on melektaus-atx green, 309 files, 4788 tests (4772 plus 16 new). - Unit: composition-audio.test.ts 13 new, scroll-container 3 new. Counter-checks: without catching up on load time or without the silence on pause the unit tests go red. - e2e 68h: the sound is planned 1.2 ms after the composition reaches 0.5 s. Without the LEAD make-up it is 54 ms late and red. - e2e 04 and 69 ALL PASSED, 86 checks. 69o-ii drags a pattern and a song onto a track, 20 frames each. - e2e 04: folding Sound at the end of the list keeps its header at y 234. With the old panel it jumps to 984 and the check is red. - Not run in a browser: the loop marks of a song item, copy and paste of audio items, the bus choice. - README and wiki count 2072 checks. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
431 lines
19 KiB
JavaScript
431 lines
19 KiB
JavaScript
import { readFileSync } from 'node:fs';
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import { uploadVideo } from '../lib/projects.mjs';
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import { MAKE_OBJECT } from './lib/scaffold.mjs';
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/**
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* A composition placed in the scene (#417). In the editor the placement shows the composition's
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* first frame, and a click on that picture picks the placement. Played, a behavior below it starts
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* it: each item becomes an object below the placement while it lasts, the first track in front, a
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* clip moves the item it overlaps, and `On composition finished` hears the end, by which time no
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* item is left. Nothing of the run stays in the scene. An item's video is waited for: the clock
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* stands until the Game tab has its first picture, for a clip that starts later the picture there,
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* and then the video plays at once. A recording that runs meanwhile takes no frame. When the item
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* ends, its video stops and goes quiet with it. A sound item is planned once the clock runs, timed
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* to the cut.
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*
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* Everything it adds carries a `cp68` id and goes again at the end.
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*/
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const PLACE = 'cp68-place';
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const DONE = 'cut 68 done';
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const node = (id, type, x, y, params = {}) => ({ id: `cp68-${id}`, type, x, y, params });
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const link = (id, from, fromPort, to, toPort) => ({
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id: `cp68-${id}`,
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from: { node: `cp68-${from}`, port: fromPort },
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to: { node: `cp68-${to}`, port: toPort },
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});
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export async function composition(t) {
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const { check, sleep, json, evaluate, mutate, press, play, stop, showTab, waitUntil } = t;
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await showTab('scene');
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const graph = {
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nodes: [
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node('start', 'OnStart', 0, 0),
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node('owner', 'Owner', 0, 150),
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node('play', 'PlayComposition', 300, 0),
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node('finished', 'OnCompositionFinished', 0, 300, { composition: 'cp68-cut' }),
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node('log', 'Log', 300, 300, { message: DONE }),
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],
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edges: [
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link('e1', 'start', 'exec', 'play', 'exec'),
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link('e2', 'owner', 'object', 'play', 'object'),
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link('e3', 'finished', 'exec', 'log', 'exec'),
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],
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};
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// Red from the start, a larger blue behind it from the next frame – built after red, it still goes
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// 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.
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await mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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const cam = scene.objects.find((o) => o.id === 'o3').position;
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${MAKE_OBJECT}
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const sprite = p.assets.find((a) => a.type === 'sprite');
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const look = (o, size, color) => { o.overrides = { width: size, height: size, color, texture: '' }; return o; };
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const red = look(make('cp68-red', sprite.id, '', 0, 'Red 68'), 200, 0xff0000);
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const blue = look(make('cp68-blue', sprite.id, '', 0, 'Blue 68'), 300, 0x0000ff);
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const green = look(make('cp68-green', sprite.id, '', 0, 'Green 68'), 200, 0x00ff00);
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for (const o of [red, blue, green]) delete o.groupId;
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p.assets.push(
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{
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id: 'cp68-cut',
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type: 'composition',
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name: 'Cut 68',
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props: { fps: 10, loop: false },
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objects: [red, blue, green],
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groups: [],
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tracks: [{ id: 'cp68-front', name: 'Front' }, { id: 'cp68-back', name: 'Back' }],
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items: [
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{ id: 'cp68-red', track: 'cp68-front', start: 0, length: 6, offset: 0 },
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{ id: 'cp68-blue', track: 'cp68-back', start: 1, length: 5, offset: 0 },
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{ id: 'cp68-green', track: 'cp68-front', start: 6, length: 6, offset: 0 },
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],
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clips: [{ id: 'cp68-clip', track: 'cp68-front', animation: 'cp68-move', start: 6 }],
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},
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{
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id: 'cp68-move',
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type: 'animation',
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name: 'Slide 68',
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props: { fps: 10, playback: 'once' },
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root: sprite.id,
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tracks: [{ id: 'cp68-row', target: '', property: 'x', keys: [{ frame: 0, value: 0 }, { frame: 5, value: 100 }] }],
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},
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{ id: 'cp68-director', type: 'behavior', name: 'Director 68', props: { enabled: true, runInEditor: false }, variables: [], graph: ${JSON.stringify(graph)} },
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);
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const place = make('${PLACE}', 'cp68-cut', '', 0, 'Cut 68');
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Object.assign(place.position, { x: cam.x, y: cam.y, z: 2000 });
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scene.objects.push(place, make('cp68-logic', 'cp68-director', '${PLACE}', 0, 'Director 68'));
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__gm.lookAt(cam.x, cam.y);
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`);
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const id = (item) => `${PLACE}~cp68-${item}`;
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// 68a. In the editor the placement shows its first frame – red alone – and a click on the picture
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// picks the placement, since what it shows is edited in the composition.
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const order = await json('__gm.drawOrder()');
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// Off the centre, where the placement's own symbol sits.
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const rect = await json(`__gm.objectRect(${JSON.stringify(id('red'))})`);
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const stack = rect
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? await json(`__gm.sceneStack(${rect.x + rect.w * 0.35}, ${rect.y + rect.h * 0.35})`)
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: null;
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check(
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'a placed composition shows its first frame, and a click on it picks the placement',
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order.includes(id('red')) &&
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!order.includes(id('blue')) &&
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!order.includes(id('green')) &&
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JSON.stringify(stack) === JSON.stringify([PLACE]),
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JSON.stringify({ order: order.filter((o) => o.startsWith('cp68')), stack }),
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);
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// 68b. Played: the items come and go below the placement, sampled every frame of the editor.
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await play();
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const seen = await evaluate(`new Promise((resolve) => {
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const frames = [];
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const sample = () => {
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const world = __gm.world();
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if (!world) return resolve(JSON.stringify(frames));
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const items = world.entities.filter((e) => e.objectId.startsWith('${PLACE}~'));
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const green = items.find((e) => e.objectId === '${id('green')}');
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frames.push({
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ids: items.map((e) => e.objectId.slice('${PLACE}~cp68-'.length)),
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parents: [...new Set(items.map((e) => e.parent))],
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greenX: green ? green.x : null,
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done: world.log.includes('${DONE}'),
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});
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if (frames.length > 400 || frames.at(-1).done) return resolve(JSON.stringify(frames));
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requestAnimationFrame(sample);
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};
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sample();
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})`);
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const frames = JSON.parse(seen);
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const both = frames.find((f) => f.ids.length === 2);
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const greenXs = frames.map((f) => f.greenX).filter((x) => x !== null);
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check(
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'Play composition builds the items below the placement, the first track in front, one after the other',
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both !== undefined &&
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JSON.stringify(both.ids) === JSON.stringify(['blue', 'red']) &&
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both.parents.length === 1 &&
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both.parents[0] === PLACE &&
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!frames.some((f) => f.ids.join('+') === 'red+blue') &&
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frames.some((f) => JSON.stringify(f.ids) === JSON.stringify(['green'])) &&
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!frames.some((f) => f.ids.includes('green') && f.ids.includes('red')),
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JSON.stringify(frames.filter((_, i) => i % 5 === 0).map((f) => f.ids.join('+'))),
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);
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check(
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'a clip moves the item it overlaps, from its value on',
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greenXs.length >= 3 &&
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greenXs[0] < 40 &&
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greenXs.at(-1) > greenXs[0] &&
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greenXs.every((x, i) => i === 0 || x >= greenXs[i - 1]),
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JSON.stringify(greenXs),
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);
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const last = frames.at(-1);
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check(
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'On composition finished hears the end, by which time no item is left',
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last?.done === true && last.ids.length === 0,
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JSON.stringify(last),
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);
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await sleep(300);
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await stop();
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// 68c. The run's objects stay in the run: the scene holds the placement and its behavior only.
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const stored = await json(
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`__gm.state.activeScene.objects.filter((o) => o.id.startsWith('cp68')).map((o) => o.id).sort()`,
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);
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check(
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'nothing of a played composition stays in the scene',
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JSON.stringify(stored) === JSON.stringify(['cp68-logic', PLACE].sort()),
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JSON.stringify(stored),
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);
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// 68d. A video item at frame 0, played from On start: the composition's clock stands while the Game
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// tab loads the video, so its first frames are seen – it ran on without them before.
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const uploaded = await uploadVideo(
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t.baseUrl,
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readFileSync(new URL('./fixtures/colors.webm', import.meta.url)),
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'colors.webm',
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);
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await mutate(`
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const p = __gm.state.project;
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p.assets.push(
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{ id: 'cp68-video', type: 'video', name: 'Colors 68', props: {}, file: ${JSON.stringify(uploaded.file)},
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width: 320, height: 180, duration: 2, fps: 30, audio: true },
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{ id: 'cp68-screen', type: 'sprite', name: 'Screen 68', props: { width: 160, height: 90, color: 0xffffff, texture: 'cp68-video' } },
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);
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const c = p.assets.find((a) => a.id === 'cp68-cut');
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// Sixty frames a second: in steps of a tenth, a clock that ran on for a few frames still read 0.
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c.props.fps = 60;
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c.objects = [{ ...structuredClone(c.objects[0]), id: 'cp68-v', assetId: 'cp68-screen', name: 'Video 68', overrides: {} }];
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c.items = [{ id: 'cp68-v', track: 'cp68-front', start: 0, length: 120, offset: 0 }];
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c.clips = [];`);
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// The video time the composition writes into its item every frame.
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const clock = `__gm.world()?.entities.find((e) => e.objectId === '${id('v')}')?.props.videoTime ?? null`;
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// Sampled from before the click on Play: play() settles after the start, and a video that loads
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// quickly is ready by then, with no wait left to see (CI task 669).
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await evaluate(`{
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const loading = [];
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const until = performance.now() + 20000;
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window.cp68Wait = new Promise((done) => {
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const step = () => {
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const playing = __gm.state.mode === 'play';
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const time = playing ? ${clock} : null;
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const player = playing ? __gm.gameVideo('${id('v')}') : null;
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if (player?.ready) return done(JSON.stringify({ loading, ready: time }));
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if (player) loading.push(time);
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if (performance.now() > until) return done(JSON.stringify({ loading, ready: null }));
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requestAnimationFrame(step);
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};
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step();
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});
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// Not the promise as the block's value: evaluate would wait for it, and Play would come too late.
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null;
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}`);
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await play();
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const wait = JSON.parse(await evaluate('window.cp68Wait'));
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await sleep(500);
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const after = await json(clock);
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check(
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'a played composition waits for the first picture of an item’s video, then runs on',
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wait.loading.length > 0 &&
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wait.loading.every((time) => time === 0) &&
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wait.ready !== null &&
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wait.ready === 0 &&
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after > 0.2,
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JSON.stringify({
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frames: wait.loading.length,
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loading: wait.loading.slice(0, 8),
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ready: wait.ready,
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after,
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}),
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);
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await stop();
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// 68e. The item wears a clip that starts at 0.8 s: its player loads, then seeks back to 0.8. The
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// clock stands until the Game tab draws that picture, and from its first step on the video
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// plays – it was held and sought frame by frame for 0.1 s before, its first pictures stuck.
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await mutate(`
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const p = __gm.state.project;
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p.assets.find((a) => a.id === 'cp68-video').clips = [{ id: 'cp68-late', name: 'Late', props: { start: 0.8, end: 0 } }];
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p.assets.find((a) => a.id === 'cp68-screen').props.texture = 'cp68-late';`);
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await play();
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const rows = JSON.parse(
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await evaluate(`new Promise((done) => {
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const rows = [];
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const step = () => {
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const player = __gm.gameVideo('${id('v')}');
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rows.push({ time: ${clock}, drawn: __gm.gameDrawnRect('${id('v')}') !== null,
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at: player?.time ?? null, paused: player?.paused ?? null });
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if (rows.length >= 240 || !__gm.world()) return done(JSON.stringify(rows));
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requestAnimationFrame(step);
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};
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step();
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})`),
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);
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const first = rows.findIndex((row) => row.drawn);
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const moving = rows.filter((row) => row.drawn && row.time > 0).slice(0, 3);
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check(
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'a clip that starts later is waited for, then plays from its first step on',
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first >= 0 &&
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rows.slice(0, first).every((row) => row.time === 0) &&
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Math.abs(rows[first].at - 0.8) < 0.02 &&
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moving.length === 3 &&
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moving.every((row) => row.paused === false),
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JSON.stringify({ first, shown: rows[first], moving }),
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);
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await stop();
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// 68f. A recording runs when Play composition starts the cut: no frame is taken while the Game
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// tab leaves the item's video out – it recorded the empty frames of the wait before. A clip
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// that starts elsewhere, so a new player loads: the one of 68e is still there, at its picture.
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await mutate(`
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const video = __gm.state.project.assets.find((a) => a.id === 'cp68-video');
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video.clips.push({ id: 'cp68-later', name: 'Later', props: { start: 1.2, end: 0 } });
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__gm.state.project.assets.find((a) => a.id === 'cp68-screen').props.texture = 'cp68-later';`);
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const flow = structuredClone(graph);
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flow.nodes.push(
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node('record', 'StartRecording', 300, -150, { name: 'cp68 take', resolution: 'view', fps: '60' }),
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node('key', 'OnKeyDown', 0, 450, { key: 'p' }),
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);
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flow.edges = flow.edges.filter((e) => e.id !== 'cp68-e1');
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flow.edges.push(link('e4', 'start', 'exec', 'record', 'exec'), link('e5', 'key', 'exec', 'play', 'exec'));
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await mutate(
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`__gm.state.project.assets.find((a) => a.id === 'cp68-director').graph = ${JSON.stringify(flow)};`,
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);
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const { uploads, takes } = await json('__gm.recording()');
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const take = `__gm.recording().takes[${takes.length}]`;
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await play();
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await waitUntil(`${take}?.state === 'recording' && ${take}.lastFrameAt !== null`, {
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label: 'the recording takes frames',
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});
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// Sampled every frame in the page, from before the key on.
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await evaluate(`{
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const rows = (window.cp68Rows = []);
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const step = () => {
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const exists = (__gm.world()?.entities ?? []).some((e) => e.objectId === '${id('v')}');
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rows.push({ exists, drawn: __gm.gameDrawnRect('${id('v')}') !== null, taken: ${take}?.lastFrameAt ?? null });
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const drawn = rows.findIndex((row) => row.drawn);
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if ((drawn < 0 || rows.length <= drawn + 20) && rows.length < 400) requestAnimationFrame(step);
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};
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requestAnimationFrame(step);
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}`);
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await press('p');
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await waitUntil(
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`window.cp68Rows.length >= 400 || (window.cp68Rows.some((row) => row.drawn) && window.cp68Rows.length > window.cp68Rows.findIndex((row) => row.drawn) + 20)`,
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{ label: 'the item is drawn' },
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);
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const takeRows = await json('window.cp68Rows');
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await stop();
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// The frames in which the item was there and its video still left out.
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const missing = takeRows.filter((row) => row.exists && !row.drawn);
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const shown = takeRows.findIndex((row) => row.drawn);
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check(
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'a recording takes no frame while a composition waits for its video, and goes on after',
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missing.length >= 2 &&
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missing.every((row) => row.taken === missing[0].taken) &&
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shown >= 0 &&
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takeRows.at(-1).taken > missing.at(-1).taken,
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JSON.stringify({
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missing: missing.length,
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takenWhileMissing: new Set(missing.map((row) => row.taken)).size - 1,
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shown,
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after:
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takeRows.at(-1).taken !== null && missing.length > 0
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? Math.round(takeRows.at(-1).taken - missing.at(-1).taken)
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: null,
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}),
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);
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await waitUntil(
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`__gm.recording().uploads.length > ${uploads.length} && ['added', 'failed'].includes(__gm.recording().uploads.at(-1).state)`,
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{ timeout: 60_000, label: 'the recording is in the project' },
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);
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const madeId = (await json('__gm.recording()')).uploads.at(-1).assetId ?? '';
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// 68g. The item ends after half a second, its video of two seconds with sound in the middle: the
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// item's player stops and goes quiet at once – it played on, heard, until it was let go 2-4 s
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// later.
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await mutate(`
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const p = __gm.state.project;
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p.assets.find((a) => a.id === 'cp68-director').graph = ${JSON.stringify(graph)};
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p.assets.find((a) => a.id === 'cp68-screen').props.texture = 'cp68-video';
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p.assets.find((a) => a.id === 'cp68-cut').items[0].length = 30;`);
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await play();
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const cut = JSON.parse(
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await evaluate(`new Promise((done) => {
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const rows = [];
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let gone = -1;
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const step = () => {
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const exists = (__gm.world()?.entities ?? []).some((e) => e.objectId === '${id('v')}');
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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: '' } },
|
||
];`);
|
||
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) 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 }),
|
||
);
|
||
|
||
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-'));`);
|
||
}
|