Until now a value handed to a sound FX counted from the start of the voice only. An engine whose pitch follows the speed, or a loop that gets quieter, could not be built. Every play of Play sound now gives out the number of its voice, and a new node lets the knobs of that one voice glide to new values while it plays. - Play sound has a new output voice: the number of this one play, or 0 where nothing was played. Kept in a Number variable it reaches the voice from another event. Two plays of one sound are two voices. - New action node Set sound FX parameters (exec, voice, fx params). It reaches exactly the voice it is given, a detached one too. A voice that has ended, or voice 0, is not reached. - AudioSink.play returns the voice number and takes the plan and the values (FxVoice) instead of a finished chain. AudioSink.tune takes a voice number and new values. A name the voice's FX does not have is left out, one not given keeps its value. - SoundLibrary hands out the number at once, before the bytes are there, and never twice. A voice still waiting for its bytes starts with the values handed in meanwhile. - Every knob of a voice moves with setTargetAtTime (30 ms time constant). A knob whose value did not change is not sent again, so a tune every frame costs next to nothing. - A pitch on a playing voice glides by playbackRate. A new WSOLA copy in the middle of a sound is not worked out, so the voice gets shorter or longer while it is moved. On a loop that is not heard. - fxChainOf now gives a chain whose shape depends on the plan alone. A stage fed by a parameter stays at 0 dB, and a Mix fed by a parameter keeps both ways. A typed-in 0 or Mix at 0/1 is still left out by the compiler. - Every way of a voice has a source of its own, also at the same pitch, so each can glide on its own. The pitched copy is shared. - The tab keeps the numbers of what it plays, so moving a parameter field is heard at once. - Test hook __gm.sound.levels(file) reads the knobs of every voice of a file, oldest first, and stats() counts the voices tuned. Tests: - soundfx.test.ts: 29 tests (+2 for the node in a running world: the voice of the first of two plays of one sound, and a play that played nothing) - sound-library.test.ts: 15 tests (+3: glide, reach by number, pending voice) - node-catalog.test.ts: 370 tests (+2, Play sound checks its voice) - sounds + keep-on-scene-load: 31 tests, unchanged - Counter-test: a tune that reaches every voice of the same file makes the reach test fail. - e2e 34 (melektaus-atx): ALL PASSED - 30 checks (+1). In Chrome two looping voices of one sound start at depth 7. The one whose number sits in a variable glides to 0.7938 (2^(-4/12) = 0.7937), the other stays at 1. Both gains stay at 0.5012. - The gate ran before voices got a number (CHECK EXIT 0, 241 files, 3658 tests), not after. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
394 lines
16 KiB
TypeScript
394 lines
16 KiB
TypeScript
/**
|
||
* Objects that travel through a `Load scene` (#165). A top-level object with "Keep on scene load"
|
||
* moves into the next scene as it is – its children, its running behaviors, how its body moves –
|
||
* while the scene itself is built as it is stored, whatever an earlier visit left of it.
|
||
*/
|
||
import { beforeAll, describe, expect, it } from 'vitest';
|
||
import {
|
||
AddAnimationTrackCommand,
|
||
SetAnimationKeyCommand,
|
||
SetAnimationRootCommand,
|
||
} from '../../src/core/commands/animationCommands';
|
||
import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
|
||
import { AddColliderCommand, AddRigidbodyCommand } from '../../src/core/commands/colliderCommands';
|
||
import { CreateContainerCommand } from '../../src/core/commands/containerCommands';
|
||
import { PlaceAssetCommand, SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
|
||
import { findScene } from '../../src/core/model/Project';
|
||
import type { PropertyValue } from '../../src/core/model/Properties';
|
||
import { KEEP_ON_SCENE_LOAD_KEY, schemaFor } from '../../src/core/properties/PropertySchema';
|
||
import { GameRun } from '../../src/runtime/GameRun';
|
||
import { keptEntities } from '../../src/runtime/keptObjects';
|
||
import { loadPhysics, readyPhysics } from '../../src/runtime/physics/engine';
|
||
import type { AudioSink } from '../../src/runtime/systems/Audio';
|
||
import { Input } from '../../src/runtime/systems/Input';
|
||
import { graphEditor, makeBehavior, makeSpriteScene, place, type SceneFixture } from '../helpers';
|
||
|
||
beforeAll(async () => {
|
||
await loadPhysics();
|
||
});
|
||
|
||
type Fixture = SceneFixture & { otherId: string };
|
||
|
||
/** The sprite scene plus a second, empty one. */
|
||
function twoScenes(): Fixture {
|
||
const f = makeSpriteScene('Box');
|
||
const second = new CreateAssetCommand('scene', 'Level 2');
|
||
f.stack.execute(second);
|
||
return { ...f, otherId: second.asset.id };
|
||
}
|
||
|
||
function placeIn(f: Fixture, sceneId: string, assetId: string, x: number, parentId = ''): string {
|
||
const command = new PlaceAssetCommand(sceneId, assetId, { x, y: 0 }, parentId);
|
||
f.stack.execute(command);
|
||
return command.objectId;
|
||
}
|
||
|
||
function set(f: Fixture, sceneId: string, objectId: string, key: string, value: PropertyValue): void {
|
||
f.stack.execute(new SetOverrideCommand(sceneId, objectId, key, value));
|
||
}
|
||
|
||
function keep(f: Fixture, sceneId: string, objectId: string): void {
|
||
set(f, sceneId, objectId, KEEP_ON_SCENE_LOAD_KEY, true);
|
||
}
|
||
|
||
function start(f: Fixture, audio?: AudioSink) {
|
||
const stoppedOwners: string[] = [];
|
||
const sink: AudioSink = audio ?? {
|
||
play: () => 0,
|
||
tune: () => {},
|
||
stop: () => {},
|
||
stopOwner: (owner: string) => stoppedOwners.push(owner),
|
||
};
|
||
const run = GameRun.start(f.project, f.sceneId, new Input(), {
|
||
audio: sink,
|
||
physics: readyPhysics()!,
|
||
clock: { scale: 1 },
|
||
saves: { read: () => ({}), write: () => {} },
|
||
});
|
||
const frames = (count: number) => {
|
||
for (let i = 0; i < count; i++) run.tick(1 / 60, 1 / 60);
|
||
};
|
||
const names = () => run.world.entities.map((e) => e.name);
|
||
return { run, frames, names, stoppedOwners };
|
||
}
|
||
|
||
/** A behavior that says `start` and `destroy` in the log, placed below `ownerId`. */
|
||
function brainBelow(f: Fixture, ownerId: string): string {
|
||
const behavior = makeBehavior(f, 'Brain', ['count']);
|
||
const edit = graphEditor(f, behavior);
|
||
edit.connect(edit.addNode('OnStart'), 'exec', edit.addNode('Log', { message: 'start' }), 'exec');
|
||
edit.connect(edit.addNode('OnDestroy'), 'exec', edit.addNode('Log', { message: 'destroy' }), 'exec');
|
||
return place(f, behavior.id, { x: 0, y: 0 }, ownerId);
|
||
}
|
||
|
||
describe('Keep on scene load', () => {
|
||
it('is a switch every placeable object has, off unless set', () => {
|
||
for (const type of ['sprite', 'behavior', 'container', 'camera'] as const)
|
||
expect(schemaFor(type).find((d) => d.key === KEEP_ON_SCENE_LOAD_KEY)?.default).toBe(false);
|
||
expect(schemaFor('scene').some((d) => d.key === KEEP_ON_SCENE_LOAD_KEY)).toBe(false);
|
||
});
|
||
|
||
it('takes the object into the next scene as the same entity, where the run left it', () => {
|
||
const f = twoScenes();
|
||
const hero = place(f, f.spriteId, { x: 10, y: 0 });
|
||
const hat = place(f, f.spriteId, { x: 1, y: 2 }, hero);
|
||
const other = place(f, f.spriteId, { x: 50, y: 0 });
|
||
keep(f, f.sceneId, hero);
|
||
const { run } = start(f);
|
||
const before = run.world.findByObjectId(hero)!;
|
||
const child = run.world.findByObjectId(hat)!;
|
||
before.x = 77;
|
||
before.props.rotation = 45;
|
||
|
||
run.loadScene(f.otherId);
|
||
|
||
expect(run.world.sceneId).toBe(f.otherId);
|
||
expect(run.world.findByObjectId(hero)).toBe(before);
|
||
expect(run.world.findByObjectId(hat)).toBe(child);
|
||
expect(child.parent).toBe(before);
|
||
expect(run.world.findByObjectId(other)).toBeUndefined();
|
||
expect([before.x, before.props.rotation]).toEqual([77, 45]);
|
||
// The new scene holds the objects now, and the next write-back says where the run has them –
|
||
// and that the scene is another one, which is what brings the panels up to date.
|
||
expect(run.world.syncToModel().structure).toBe(true);
|
||
const stored = findScene(f.project, f.otherId)!.objects;
|
||
expect(stored.map((o) => o.id)).toEqual([hero, hat]);
|
||
expect(stored[0]!.position.x).toBe(77);
|
||
expect(stored[0]!.overrides.rotation).toBe(45);
|
||
});
|
||
|
||
it('keeps only top-level objects: a switch further down keeps nothing', () => {
|
||
const f = twoScenes();
|
||
const parent = place(f, f.spriteId, { x: 0, y: 0 });
|
||
const child = place(f, f.spriteId, { x: 0, y: 0 }, parent);
|
||
set(f, f.sceneId, child, KEEP_ON_SCENE_LOAD_KEY, true);
|
||
const { run } = start(f);
|
||
expect(keptEntities(run.world.entities)).toEqual([]);
|
||
run.loadScene(f.otherId);
|
||
expect(run.world.entities).toEqual([]);
|
||
});
|
||
|
||
it('parents what it brings as the run has it, written back or not', () => {
|
||
const f = twoScenes();
|
||
const hero = place(f, f.spriteId, { x: 0, y: 0 });
|
||
const arm = place(f, f.spriteId, { x: 5, y: 0 }, hero);
|
||
const hand = place(f, f.spriteId, { x: 5, y: 0 }, arm);
|
||
keep(f, f.sceneId, hero);
|
||
const { run } = start(f);
|
||
const top = run.world.findByObjectId(hero)!;
|
||
// A released game never writes the run back, so the scene still says the hand hangs on the arm.
|
||
run.world.removeKeepingChildren(run.world.findByObjectId(arm)!);
|
||
|
||
run.loadScene(f.otherId);
|
||
|
||
expect(run.world.entities.map((e) => e.objectId)).toEqual([hero, hand]);
|
||
expect(run.world.findByObjectId(hand)!.parent).toBe(top);
|
||
});
|
||
|
||
it('carries a running behavior on: no second On start, no On destroy, its values and sounds stay', () => {
|
||
const f = twoScenes();
|
||
const hero = place(f, f.spriteId, { x: 0, y: 0 });
|
||
const brain = brainBelow(f, hero);
|
||
const lost = brainBelow(f, place(f, f.spriteId, { x: 0, y: 0 }));
|
||
keep(f, f.sceneId, hero);
|
||
const { run, frames, stoppedOwners } = start(f);
|
||
frames(1);
|
||
const first = run.world;
|
||
const entity = first.findByObjectId(brain)!;
|
||
entity.props.count = 5;
|
||
expect(first.log).toEqual(['start', 'start']);
|
||
|
||
run.loadScene(f.otherId);
|
||
frames(2);
|
||
|
||
// The behavior left behind said goodbye in its own world, the kept one said nothing anywhere.
|
||
expect(first.log).toEqual(['start', 'start', 'destroy']);
|
||
expect(run.world.log).toEqual([]);
|
||
expect(run.behaviors.runningIds()).toEqual([brain]);
|
||
expect(run.world.findByObjectId(brain)!.props.count).toBe(5);
|
||
expect(stoppedOwners).toEqual([first.findByObjectId(lost)?.id ?? `e-${lost}`]);
|
||
});
|
||
|
||
it('times the trace of a carried behavior by the world it runs in now', () => {
|
||
const f = twoScenes();
|
||
const hero = place(f, f.spriteId, { x: 0, y: 0 });
|
||
const behavior = makeBehavior(f, 'Ticker');
|
||
const edit = graphEditor(f, behavior);
|
||
const update = edit.addNode('OnUpdate');
|
||
edit.connect(update, 'exec', edit.addNode('Log', { message: 'tick' }), 'exec');
|
||
place(f, behavior.id, { x: 0, y: 0 }, hero);
|
||
keep(f, f.sceneId, hero);
|
||
const { run, frames } = start(f);
|
||
frames(30);
|
||
run.loadScene(f.otherId);
|
||
frames(1);
|
||
const seen = run.behaviors.traceFor(behavior.id).nodes.get(update.id)!;
|
||
expect(seen).toBeLessThanOrEqual(run.world.time);
|
||
expect(run.world.log).toEqual(['tick']);
|
||
});
|
||
|
||
it('lets a dynamic body move on as it moved', () => {
|
||
const f = twoScenes();
|
||
const ball = place(f, f.spriteId, { x: 0, y: 0 });
|
||
f.stack.execute(new AddColliderCommand(f.sceneId, ball));
|
||
f.stack.execute(new AddRigidbodyCommand(f.sceneId, ball));
|
||
keep(f, f.sceneId, ball);
|
||
const { run, frames } = start(f);
|
||
const entity = run.world.findByObjectId(ball)!;
|
||
frames(30);
|
||
const y = entity.y;
|
||
frames(1);
|
||
const falling = entity.y - y;
|
||
expect(falling).toBeGreaterThan(1);
|
||
|
||
run.loadScene(f.otherId);
|
||
// The picture is drawn between the last two steps, so the first frame of a new engine stands still.
|
||
frames(1);
|
||
const arrived = entity.y;
|
||
frames(1);
|
||
// From rest it would fall a fraction of a unit by now, not as far as it did before the swap.
|
||
expect(entity.y - arrived).toBeGreaterThan(falling * 0.9);
|
||
});
|
||
|
||
it('lets an animation play on from where it is', () => {
|
||
const f = twoScenes();
|
||
const hero = place(f, f.spriteId, { x: 0, y: 0 });
|
||
const walk = new CreateAssetCommand('animation', 'Walk', { fps: 10, playback: 'once' });
|
||
f.stack.execute(walk);
|
||
f.stack.execute(new SetAnimationRootCommand(walk.asset.id, f.spriteId));
|
||
const row = new AddAnimationTrackCommand(walk.asset.id, '', 'x');
|
||
f.stack.execute(row);
|
||
f.stack.execute(new SetAnimationKeyCommand(walk.asset.id, row.trackId, 0, 0));
|
||
f.stack.execute(new SetAnimationKeyCommand(walk.asset.id, row.trackId, 10, 100));
|
||
const behavior = makeBehavior(f, 'Walker');
|
||
const edit = graphEditor(f, behavior);
|
||
const play = edit.addNode('PlayAnimation', { animation: walk.asset.id });
|
||
edit.wire([
|
||
[edit.addNode('OnStart'), 'exec', play, 'exec'],
|
||
[edit.addNode('Owner'), 'object', play, 'object'],
|
||
]);
|
||
place(f, behavior.id, { x: 0, y: 0 }, hero);
|
||
keep(f, f.sceneId, hero);
|
||
const { run, frames } = start(f);
|
||
const entity = run.world.findByObjectId(hero)!;
|
||
frames(19);
|
||
const half = entity.x;
|
||
expect(half).toBeGreaterThan(20);
|
||
expect(half).toBeLessThan(40);
|
||
|
||
run.loadScene(f.otherId);
|
||
frames(18);
|
||
|
||
// 0.3 s more of the same second: it went on from where it was instead of starting over or stopping.
|
||
expect(entity.x).toBeCloseTo(half + 30, 5);
|
||
expect(entity.animations).toHaveLength(1);
|
||
});
|
||
|
||
it('finds collisions anew: two kept objects that were touching get their Enter again', () => {
|
||
const f = twoScenes();
|
||
const ids = [0, 1].map(() => {
|
||
const id = place(f, f.spriteId, { x: 0, y: 0 });
|
||
f.stack.execute(new AddColliderCommand(f.sceneId, id));
|
||
keep(f, f.sceneId, id);
|
||
return id;
|
||
});
|
||
const behavior = makeBehavior(f, 'Feeler');
|
||
const edit = graphEditor(f, behavior);
|
||
edit.connect(edit.addNode('OnCollisionEnter'), 'exec', edit.addNode('Log', { message: 'enter' }), 'exec');
|
||
place(f, behavior.id, { x: 0, y: 0 }, ids[0]);
|
||
const { run, frames } = start(f);
|
||
frames(3);
|
||
expect(run.world.log).toEqual(['enter']);
|
||
|
||
run.loadScene(f.otherId);
|
||
frames(3);
|
||
|
||
expect(run.world.log).toEqual(['enter']);
|
||
});
|
||
|
||
it('wins over what the next scene holds of the same thing, and answers for it', () => {
|
||
const f = twoScenes();
|
||
const hero = place(f, f.spriteId, { x: 10, y: 0 });
|
||
keep(f, f.sceneId, hero);
|
||
const twin = placeIn(f, f.otherId, f.spriteId, 500);
|
||
const twinHat = placeIn(f, f.otherId, f.spriteId, 0, twin);
|
||
keep(f, f.otherId, twin);
|
||
const plain = placeIn(f, f.otherId, f.spriteId, 900);
|
||
const { run } = start(f);
|
||
const entity = run.world.findByObjectId(hero)!;
|
||
|
||
run.loadScene(f.otherId);
|
||
|
||
// The scene's own kept object of that asset is not built, one that is not kept is.
|
||
expect(run.world.entities.map((e) => e.objectId)).toEqual([plain, hero]);
|
||
expect(entity.x).toBe(10);
|
||
// Whatever in the scene named its own one finds the one that came instead.
|
||
expect(run.world.findByObjectId(twin)).toBe(entity);
|
||
expect(run.world.findByObjectId(twinHat)).toBeUndefined();
|
||
run.world.remove(entity);
|
||
expect(run.world.findByObjectId(twin)).toBeUndefined();
|
||
});
|
||
|
||
it('comes back to the scene it left as the one object, not as two', () => {
|
||
const f = twoScenes();
|
||
const hero = place(f, f.spriteId, { x: 10, y: 0 });
|
||
const other = place(f, f.spriteId, { x: 50, y: 0 });
|
||
keep(f, f.sceneId, hero);
|
||
const { run } = start(f);
|
||
const entity = run.world.findByObjectId(hero)!;
|
||
entity.x = 77;
|
||
|
||
run.loadScene(f.otherId);
|
||
run.loadScene(f.sceneId);
|
||
|
||
expect(run.world.entities.map((e) => e.objectId)).toEqual([other, hero]);
|
||
expect(run.world.findByObjectId(hero)).toBe(entity);
|
||
expect(entity.x).toBe(77);
|
||
// The scene holds it once as well: its own object of that id made way for the one coming back.
|
||
expect(findScene(f.project, f.sceneId)!.objects.map((o) => o.id)).toEqual([other, hero]);
|
||
// Loading the scene it is in keeps it just the same.
|
||
run.loadScene(f.sceneId);
|
||
expect(run.world.entities.map((e) => e.objectId)).toEqual([other, hero]);
|
||
expect(run.world.findByObjectId(hero)).toBe(entity);
|
||
});
|
||
|
||
it('keeps an object the run itself switched to kept, and it too comes back as the one object', () => {
|
||
const f = twoScenes();
|
||
const hero = place(f, f.spriteId, { x: 10, y: 0 });
|
||
const { run } = start(f);
|
||
const entity = run.world.findByObjectId(hero)!;
|
||
// What a `Properties` node set to "Set" does; the scene's own object never hears of it.
|
||
entity.props[KEEP_ON_SCENE_LOAD_KEY] = true;
|
||
|
||
run.loadScene(f.otherId);
|
||
run.loadScene(f.sceneId);
|
||
|
||
expect(run.world.entities).toEqual([entity]);
|
||
expect(findScene(f.project, f.sceneId)!.objects.map((o) => o.id)).toEqual([hero]);
|
||
});
|
||
|
||
it('takes a placed container along with its content', () => {
|
||
const f = twoScenes();
|
||
const a = place(f, f.spriteId, { x: 0, y: 0 });
|
||
const b = place(f, f.spriteId, { x: 20, y: 0 });
|
||
const create = new CreateContainerCommand(f.sceneId, [a, b]);
|
||
f.stack.execute(create);
|
||
const placed = findScene(f.project, f.sceneId)!.objects[0]!;
|
||
keep(f, f.sceneId, placed.id);
|
||
const { run } = start(f);
|
||
const before = [...run.world.entities];
|
||
expect(before).toHaveLength(3);
|
||
|
||
run.loadScene(f.otherId);
|
||
|
||
expect(run.world.entities).toEqual(before);
|
||
expect(run.world.entities.slice(1).every((e) => e.parent === before[0])).toBe(true);
|
||
});
|
||
});
|
||
|
||
describe('Load scene builds the scene as it is stored', () => {
|
||
it('whatever the run did in it on an earlier visit', () => {
|
||
const f = twoScenes();
|
||
const moved = place(f, f.spriteId, { x: 10, y: 0 });
|
||
const destroyed = place(f, f.spriteId, { x: 20, y: 0 });
|
||
const { run } = start(f);
|
||
run.world.findByObjectId(moved)!.x = 99;
|
||
run.world.remove(run.world.findByObjectId(destroyed)!);
|
||
run.world.spawn(f.spriteId, { x: 0, y: 0, z: 0 }, null);
|
||
run.world.syncToModel();
|
||
expect(findScene(f.project, f.sceneId)!.objects).toHaveLength(2);
|
||
|
||
run.loadScene(f.sceneId);
|
||
expect(run.world.entities.map((e) => [e.objectId, e.x])).toEqual([
|
||
[moved, 10],
|
||
[destroyed, 20],
|
||
]);
|
||
|
||
run.world.findByObjectId(moved)!.x = 55;
|
||
run.world.syncToModel();
|
||
run.loadScene(f.otherId);
|
||
run.loadScene(f.sceneId);
|
||
expect(run.world.findByObjectId(moved)!.x).toBe(10);
|
||
});
|
||
|
||
it('and the end of a run gives every scene back what it held before', () => {
|
||
const f = twoScenes();
|
||
const a = place(f, f.spriteId, { x: 0, y: 0 });
|
||
const hero = place(f, f.spriteId, { x: 20, y: 0 });
|
||
f.stack.execute(new CreateContainerCommand(f.sceneId, [a]));
|
||
keep(f, f.sceneId, hero);
|
||
placeIn(f, f.otherId, f.spriteId, 5);
|
||
const before = structuredClone([f.sceneId, f.otherId].map((id) => findScene(f.project, id)!.objects));
|
||
const { run } = start(f);
|
||
run.world.spawn(f.spriteId, { x: 0, y: 0, z: 0 }, null);
|
||
run.loadScene(f.otherId);
|
||
run.world.syncToModel();
|
||
expect(findScene(f.project, f.otherId)!.objects).toHaveLength(2);
|
||
|
||
run.end();
|
||
|
||
expect([f.sceneId, f.otherId].map((id) => findScene(f.project, id)!.objects)).toEqual(before);
|
||
expect(findScene(f.project, f.sceneId)!.groups).toBeUndefined();
|
||
});
|
||
});
|