Files
feuerwerk/tests/core/composition-play.test.ts
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

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/**
* A composition placed in a scene and played (#417): its items become objects below the placement
* while they last, its clips and videos reach them, and `On composition finished` hears the end.
*/
import { describe, expect, it } from 'vitest';
import {
AddAnimationTrackCommand,
SetAnimationKeyCommand,
SetAnimationRootCommand,
} from '../../src/core/commands/animationCommands';
import { CreateAssetCommand, CreateVideoCommand } from '../../src/core/commands/assetCommands';
import type { CompositionAsset, ContainerAsset } from '../../src/core/model/Asset';
import {
compositionHolder,
placedPicture,
playComposition,
stopComposition,
} from '../../src/core/model/composition';
import { contentId, instanceChildId, resolveObjects } from '../../src/core/model/instance';
import { findAsset, findAssetOf, findScene } from '../../src/core/model/Project';
import { createSceneObject } from '../../src/core/model/SceneObject';
import { compositionBusPick } from '../../src/core/properties/buses';
import { parseVideoKey } from '../../src/core/model/video';
import {
VIDEO_BUS_KEY,
VIDEO_CLOCK_KEY,
VIDEO_LEVEL_KEY,
VIDEO_TIME_KEY,
} from '../../src/core/properties/videos';
import { resolveSceneObjectProps } from '../../src/core/properties/resolve';
import { addGameSystems } from '../../src/runtime/systems/BehaviorSystem';
import type { VideoPictures } from '../../src/runtime/systems/CompositionSystem';
import { Input } from '../../src/runtime/systems/Input';
import { World } from '../../src/runtime/World';
import { stackAt } from '../../src/viewport/pick';
import { collectHolderItems, collectWorldItems } from '../../src/viewport/items';
import { graphEditor, makeBehavior, makeProject, type ProjectFixture } from '../helpers';
import { PlaceAssetCommand } from '../../src/core/commands/sceneObjectCommands';
const FILE = `a1b2c3d4e5f6/${'c7'.repeat(32)}.mp4`;
interface Stage extends ProjectFixture {
sceneId: string;
spriteId: string;
/** The composition's object in the scene. */
placement: string;
comp(): CompositionAsset;
track(): string;
item(track: string, assetId: string, start: number, length: number, offset?: number): string;
/** An animation over `root` moving x (or a property of `target`) from 0 to 90 over frames 0–9 at 10 fps. */
move(root: string, property?: string, target?: string): string;
clip(track: string, animation: string, start: number): void;
}
/** A scene "Level" with a composition "Cut" at 100/50, ten frames a second, and a sprite "Box". */
function makeStage(): Stage {
const f = makeProject();
const scene = new CreateAssetCommand('scene', 'Level');
const comp = new CreateAssetCommand('composition', 'Cut', { fps: 10 });
const sprite = new CreateAssetCommand('sprite', 'Box');
for (const c of [scene, comp, sprite]) f.stack.execute(c);
const place = new PlaceAssetCommand(scene.asset.id, comp.asset.id, { x: 100, y: 50 });
f.stack.execute(place);
const current = () => findAssetOf(f.project, comp.asset.id, 'composition')!;
let next = 0;
return {
...f,
sceneId: scene.asset.id,
spriteId: sprite.asset.id,
placement: place.objectId,
comp: current,
track() {
const id = `t${++next}`;
current().tracks.push({ id, name: id });
return id;
},
item(track, assetId, start, length, offset = 0) {
const id = `i${++next}`;
current().objects.push(createSceneObject(id, assetId, { x: 0, y: 0 }));
current().items.push({ id, track, start, length, offset });
return id;
},
move(root, property = 'x', target = '') {
const create = new CreateAssetCommand('animation', 'Move', { fps: 10, playback: 'loop' });
f.stack.execute(create);
f.stack.execute(new SetAnimationRootCommand(create.asset.id, root));
const row = new AddAnimationTrackCommand(create.asset.id, target, property);
f.stack.execute(row);
f.stack.execute(new SetAnimationKeyCommand(create.asset.id, row.trackId, 0, 0));
f.stack.execute(new SetAnimationKeyCommand(create.asset.id, row.trackId, 9, 90));
return create.asset.id;
},
clip(track, animation, start) {
current().clips.push({ id: `c${++next}`, track, animation, start });
},
};
}
const first = (stage: Stage) => stage.comp().tracks[0]!.id;
/** A behavior below the placement: On start plays it, On composition finished logs "done". */
function director(stage: Stage): void {
const behavior = makeBehavior(stage, 'Director');
stage.stack.execute(new PlaceAssetCommand(stage.sceneId, behavior.id, { x: 0, y: 0 }, stage.placement));
const edit = graphEditor(stage, behavior);
const start = edit.addNode('OnStart');
const owner = edit.addNode('Owner');
const play = edit.addNode('PlayComposition');
edit.connect(start, 'exec', play, 'exec');
edit.connect(owner, 'object', play, 'object');
const finished = edit.addNode('OnCompositionFinished', { composition: stage.comp().id });
const log = edit.addNode('Log', { message: 'done' });
edit.connect(finished, 'exec', log, 'exec');
}
/** The scene played as a game: `frame()` ticks a tenth of a second and writes back like Play does. */
function play(stage: Stage, playsCompositions = true, pictures: VideoPictures | null = null) {
const world = World.instantiate(stage.project, stage.sceneId);
addGameSystems(world, stage.project, new Input(), { playsCompositions, pictures });
const placement = () => world.findByObjectId(stage.placement)!;
const at = (item: string) => world.findByObjectId(contentId(stage.placement, item));
return {
world,
placement,
at,
frame(times = 1) {
for (let i = 0; i < times; i++) {
world.tick(0.1);
world.syncToModel();
}
},
stored: () => findScene(stage.project, stage.sceneId)!.objects.map((o) => o.id),
};
}
describe('a composition played in a scene', () => {
it('builds an item’s object below the placement when it begins and destroys it when it ends', () => {
const stage = makeStage();
director(stage);
const a = stage.item(first(stage), stage.spriteId, 0, 3);
const b = stage.item(first(stage), stage.spriteId, 3, 2);
const run = play(stage);
expect(run.at(a)).toBeUndefined();
run.frame();
// The first tick shows frame 0, the clock runs from the next.
expect(run.at(a)?.parent).toBe(run.placement());
expect(run.at(a)?.objectId).toBe(`${stage.placement}~${a}`);
expect(run.at(b)).toBeUndefined();
run.frame(3);
expect(run.at(a)).toBeUndefined();
expect(run.stored()).not.toContain(contentId(stage.placement, a));
expect(run.at(b)?.name).toBe('Box');
expect(run.stored()).toContain(contentId(stage.placement, b));
run.frame(2);
expect(run.at(b)).toBeUndefined();
expect(run.world.log).toEqual(['done']);
expect(run.placement().composition).toBeUndefined();
run.frame(5);
expect(run.world.log).toEqual(['done']);
});
it('lays the first track in front, whatever began first', () => {
const stage = makeStage();
director(stage);
const back = stage.track();
// Built after the front one, the item of the back track still has to go behind it.
const front = stage.item(first(stage), stage.spriteId, 0, 5);
const late = stage.item(back, stage.spriteId, 2, 5);
const run = play(stage);
run.frame(3);
const order = (ids: string[]) =>
[late, front].map((item) => ids.indexOf(contentId(stage.placement, item)));
const [behind, inFront] = order(run.world.entities.map((e) => e.objectId));
expect(behind).toBeLessThan(inFront!);
const [storedBehind, storedFront] = order(run.stored());
expect(storedBehind).toBeLessThan(storedFront!);
});
it('writes its clips over the items as the editor shows them, and holds the last value', () => {
const stage = makeStage();
director(stage);
const item = stage.item(first(stage), stage.spriteId, 0, 30);
stage.clip(first(stage), stage.move(stage.spriteId), 2);
const run = play(stage);
const shown = (frame: number) =>
compositionHolder(stage.project, stage.comp(), frame).objects.find((o) => o.id === item)!.position.x;
let at = -1;
for (const frame of [0, 1, 2, 7, 11, 20]) {
run.frame(frame - at);
at = frame;
expect(run.at(item)!.x, `frame ${frame}`).toBe(shown(frame));
}
expect(run.at(item)!.x).toBe(90);
});
it('reaches into a container item by its template path', () => {
const stage = makeStage();
director(stage);
const rig = new CreateAssetCommand('container', 'Rig');
const arm = new CreateAssetCommand('sprite', 'Arm');
stage.stack.execute(rig);
stage.stack.execute(arm);
(findAssetOf(stage.project, rig.asset.id, 'container') as ContainerAsset).objects.push(
createSceneObject('arm', arm.asset.id, { x: 5, y: 0 }),
);
const item = stage.item(first(stage), rig.asset.id, 0, 30);
stage.clip(first(stage), stage.move(rig.asset.id, 'rotation', 'arm'), 0);
const run = play(stage);
run.frame(6);
const armOf = run.world.findByObjectId(contentId(contentId(stage.placement, item), 'arm'));
expect(armOf?.objectId).toBe(`${stage.placement}~${item}/arm`);
expect(armOf?.parent).toBe(run.at(item));
expect(armOf?.props.rotation).toBe(50);
});
it('shows frame 0 of what an item’s own On start plays in the frame the item appears', () => {
const stage = makeStage();
director(stage);
const rig = new CreateAssetCommand('container', 'Rig');
const arm = new CreateAssetCommand('sprite', 'Arm');
stage.stack.execute(rig);
stage.stack.execute(arm);
const wave = stage.move(arm.asset.id);
const logic = makeBehavior(stage, 'Wave');
const edit = graphEditor(stage, logic);
const start = edit.addNode('OnStart');
const owner = edit.addNode('Owner');
const playIt = edit.addNode('PlayAnimation', { animation: wave });
edit.connect(start, 'exec', playIt, 'exec');
edit.connect(owner, 'object', playIt, 'object');
(findAssetOf(stage.project, rig.asset.id, 'container') as ContainerAsset).objects.push(
createSceneObject('arm', arm.asset.id, { x: 5, y: 0 }),
createSceneObject('wave', logic.id, { x: 0, y: 0 }, 'arm'),
);
const item = stage.item(first(stage), rig.asset.id, 2, 30);
const run = play(stage);
const armOf = () => run.world.findByObjectId(contentId(contentId(stage.placement, item), 'arm'));
let ticks = 0;
while (!armOf() && ticks < 10) {
run.frame();
ticks++;
}
// Begun mid-run, on the third tick: drawn with frame 0 of its animation, not where it stood.
expect(ticks).toBe(3);
expect(armOf()!.x).toBe(0);
run.frame();
expect(armOf()!.x).toBeCloseTo(10);
});
it('drives the video an item wears at its video time', () => {
const stage = makeStage();
director(stage);
const video = new CreateVideoCommand('Intro', FILE, {
width: 320,
height: 180,
duration: 10,
fps: 30,
audio: false,
});
stage.stack.execute(video);
const screen = new CreateAssetCommand('sprite', 'Screen', { texture: video.asset.id });
stage.stack.execute(screen);
const item = stage.item(first(stage), screen.asset.id, 0, 50, 1.5);
const run = play(stage);
run.frame(6);
expect(run.at(item)!.props[VIDEO_CLOCK_KEY]).toBe('driven');
expect(run.at(item)!.props[VIDEO_TIME_KEY]).toBeCloseTo(2, 9);
});
it('fades the video of an item: its Video volume scaled by the fades, in the game and in the tab (#418)', () => {
const stage = makeStage();
director(stage);
const video = new CreateVideoCommand('Intro', FILE, {
width: 320,
height: 180,
duration: 10,
fps: 30,
audio: true,
});
stage.stack.execute(video);
const screen = new CreateAssetCommand('sprite', 'Screen', {
texture: video.asset.id,
[VIDEO_LEVEL_KEY]: 0.8,
});
stage.stack.execute(screen);
const item = stage.item(first(stage), screen.asset.id, 0, 50);
Object.assign(stage.comp().items[0]!, { fadeIn: 10, fadeOut: 20 });
const run = play(stage);
run.frame(6);
expect(run.at(item)!.props[VIDEO_LEVEL_KEY]).toBeCloseTo(0.4, 9);
run.frame(30);
expect(run.at(item)!.props[VIDEO_LEVEL_KEY]).toBeCloseTo(0.6, 9);
const heard = (frame: number) => {
const holder = compositionHolder(stage.project, stage.comp(), frame);
const object = holder.objects.find((o) => o.id === item)!;
return resolveSceneObjectProps(stage.project, findAsset(stage.project, object.assetId)!, object)[
VIDEO_LEVEL_KEY
];
};
expect(heard(5)).toBeCloseTo(0.4, 9);
expect(heard(20)).toBe(0.8);
});
it('hears the video of an item on the composition’s bus where it picks none, ahead too (#418)', () => {
const stage = makeStage();
director(stage);
const video = new CreateVideoCommand('Intro', FILE, {
width: 320,
height: 180,
duration: 10,
fps: 30,
audio: true,
});
const film = new CreateAssetCommand('bus', 'Film');
stage.stack.execute(video);
stage.stack.execute(film);
const screen = new CreateAssetCommand('sprite', 'Screen', { texture: video.asset.id });
const own = new CreateAssetCommand('sprite', 'Own', {
texture: video.asset.id,
[VIDEO_BUS_KEY]: film.asset.id,
});
stage.stack.execute(screen);
stage.stack.execute(own);
const item = stage.item(first(stage), screen.asset.id, 0, 20);
const next = stage.item(first(stage), screen.asset.id, 20, 10);
const picked = stage.item(first(stage), own.asset.id, 0, 30);
const run = play(stage);
run.frame(11);
const drawn = (id: string) =>
collectWorldItems(run.world).items.find((i) => i.id === contentId(stage.placement, id))?.texture?.file;
const comp = stage.comp().id;
expect(run.at(item)!.props[VIDEO_BUS_KEY]).toBe(compositionBusPick(comp));
const key = drawn(item);
expect(parseVideoKey(key!)?.bus).toBe(`mix:${comp}`);
// The next one is worn ahead in the player it will be drawn with.
expect(collectWorldItems(run.world).ahead?.[0]?.texture?.file).toBe(key);
expect(run.at(picked)!.props[VIDEO_BUS_KEY]).toBe(film.asset.id);
expect(parseVideoKey(drawn(picked)!)?.bus).toBe(`mix:${film.asset.id}`);
run.frame(10);
expect(drawn(next)).toBe(key);
});
it('stands still while the view waits for the first picture of an item’s video, 3 s at most', () => {
const stage = makeStage();
director(stage);
const video = new CreateVideoCommand('Intro', FILE, {
width: 320,
height: 180,
duration: 10,
fps: 30,
audio: false,
});
stage.stack.execute(video);
const screen = new CreateAssetCommand('sprite', 'Screen', { texture: video.asset.id });
stage.stack.execute(screen);
const item = stage.item(first(stage), screen.asset.id, 0, 100);
const missing = new Set<string>();
const run = play(stage, true, { missing: (id) => missing.has(id) });
const time = () => run.placement().composition!.time;
run.frame();
// The view drew the new item without its picture.
missing.add(contentId(stage.placement, item));
run.frame(5);
expect(time()).toBe(0);
expect(run.at(item)!.props[VIDEO_TIME_KEY]).toBe(0);
missing.clear();
run.frame(2);
expect(time()).toBeCloseTo(0.2, 9);
// A picture that never comes holds it 3 s, then it goes on without.
missing.add(contentId(stage.placement, item));
run.frame(29);
expect(time()).toBeCloseTo(0.2, 9);
run.frame(10);
expect(time()).toBeGreaterThan(1);
});
it('hands the view the video of the next item a second ahead, by the id the item will take', () => {
const stage = makeStage();
director(stage);
const video = new CreateVideoCommand('Intro', FILE, {
width: 320,
height: 180,
duration: 10,
fps: 30,
audio: false,
});
stage.stack.execute(video);
const screen = new CreateAssetCommand('sprite', 'Screen', { texture: video.asset.id });
stage.stack.execute(screen);
stage.item(first(stage), screen.asset.id, 0, 20);
const next = stage.item(first(stage), screen.asset.id, 20, 10, 0.5);
const run = play(stage);
const ahead = () => collectWorldItems(run.world).ahead ?? [];
run.frame(10);
expect(ahead()).toEqual([]);
run.frame();
const [coming] = ahead();
expect(coming?.id).toBe(contentId(stage.placement, next));
expect(coming?.texture?.file).toMatch(/^video:/);
expect(coming?.props[VIDEO_CLOCK_KEY]).toBe('driven');
expect(coming?.props[VIDEO_TIME_KEY]).toBe(0.5);
run.frame(10);
expect(run.at(next)).toBeDefined();
expect(ahead()).toEqual([]);
});
it('loops without finishing, building an item anew each time round', () => {
const stage = makeStage();
director(stage);
stage.comp().props.loop = true;
const a = stage.item(first(stage), stage.spriteId, 0, 2);
stage.item(first(stage), stage.spriteId, 2, 2);
const run = play(stage);
run.frame();
const firstRound = run.at(a);
run.frame(4);
expect(run.at(a)).toBeDefined();
expect(run.at(a)).not.toBe(firstRound);
run.frame(20);
expect(run.world.log).toEqual([]);
});
it('takes the items away on Stop, without finishing, and starts over on the next play', () => {
const stage = makeStage();
director(stage);
const a = stage.item(first(stage), stage.spriteId, 0, 30);
const run = play(stage);
run.frame(3);
const before = run.at(a);
stopComposition(run.placement());
run.frame();
expect(run.at(a)).toBeUndefined();
expect(run.placement().composition).toBeUndefined();
playComposition(run.placement());
run.frame();
expect(run.at(a)).toBeDefined();
expect(run.at(a)).not.toBe(before);
expect(run.world.log).toEqual([]);
});
it('builds every item anew on a restart, and plays on when asked to play again', () => {
const stage = makeStage();
director(stage);
const a = stage.item(first(stage), stage.spriteId, 0, 30);
const run = play(stage);
run.frame(5);
const playing = run.at(a);
playComposition(run.placement());
run.frame();
expect(run.at(a)).toBe(playing);
expect(run.placement().composition!.time).toBeCloseTo(0.5, 9);
playComposition(run.placement(), true);
run.frame();
expect(run.at(a)).not.toBe(playing);
expect(run.placement().composition!.time).toBe(0);
});
it('stands still while the game is paused', () => {
const stage = makeStage();
director(stage);
stage.item(first(stage), stage.spriteId, 0, 30);
const run = play(stage);
run.frame(3);
run.world.paused = true;
run.frame(5);
expect(run.placement().composition!.time).toBeCloseTo(0.2, 9);
});
it('plays nothing in the editor run, and says so', () => {
const stage = makeStage();
director(stage);
const a = stage.item(first(stage), stage.spriteId, 0, 30);
const run = play(stage, false);
run.frame(3);
expect(run.at(a)).toBeUndefined();
expect(run.world.log).toEqual(['Play composition is ignored in the editor run']);
});
});
describe('a placed composition in the editor', () => {
it('shows its first frame below the placement, with the ids its items take in a run', () => {
const stage = makeStage();
const a = stage.item(first(stage), stage.spriteId, 0, 3);
stage.item(first(stage), stage.spriteId, 5, 3);
const comp = stage.comp();
expect(placedPicture(stage.project, comp, stage.placement).map((o) => [o.id, o.parentId])).toEqual([
[contentId(stage.placement, a), stage.placement],
]);
// Nothing of it is stored: the placement is sealed.
expect(resolveObjects(stage.project, findScene(stage.project, stage.sceneId)!)).toHaveLength(1);
});
it('draws that frame where the placement stands, and a click on it picks the placement', () => {
const stage = makeStage();
const a = stage.item(first(stage), stage.spriteId, 0, 3);
const scene = findScene(stage.project, stage.sceneId)!;
const { items } = collectHolderItems(stage.project, scene, 0);
const drawn = items.find((i) => i.id === contentId(stage.placement, a))!;
expect([drawn.x, drawn.y]).toEqual([100, 50]);
expect(drawn.sealedIn).toBe(stage.placement);
expect(stackAt(items, [{ id: drawn.id, layers: null }])).toEqual([stage.placement]);
// Play mode draws the run's own objects instead.
expect(collectHolderItems(stage.project, scene, 0, null, false).items.map((i) => i.id)).toEqual([
stage.placement,
]);
});
it('gives the content of a container item the ids a run gives it', () => {
const stage = makeStage();
const rig = new CreateAssetCommand('container', 'Rig');
stage.stack.execute(rig);
(findAssetOf(stage.project, rig.asset.id, 'container') as ContainerAsset).objects.push(
createSceneObject('arm', stage.spriteId, { x: 5, y: 0 }),
);
const item = stage.item(first(stage), rig.asset.id, 0, 3);
const picture = placedPicture(stage.project, stage.comp(), stage.placement);
const top = contentId(stage.placement, item);
expect(picture.map((o) => [o.id, o.parentId])).toEqual([
[top, stage.placement],
[contentId(top, 'arm'), top],
]);
expect(contentId(top, 'arm')).toBe(instanceChildId(stage.placement, `${item}/arm`));
});
});