A voice used to end the moment its sources did, and Stop sound cut it dead. An echo has to outlive its sound, and a stop must not click. - Delay node: a delay line with a damped feedback loop, added at mix next to the untouched sound. Time 0.01 to 2 s, feedback up to 0.95, damping 20 kHz to 500 Hz evenly in octaves, all fed by parameters and moved by Set sound FX parameters like any other number. - Ping-pong is a setting of the node. It takes the sound into the left of the line and swaps the sides every round. - A voice with an echo rings on for its tail: until the last echo is 60 dB below the sound, from time, feedback and mix (fxTailOf). It stays reachable meanwhile, and a change counts the tail again. - The end of a tail is timed on the audio clock with a silent ConstantSourceNode, so a paused run holds it. Then the voice is disconnected, since an echo is a loop of nodes. - Stop sound fades a voice out in 10 ms instead of cutting it. Let ring fades only its sources and keeps the voice for its echoes. Where the context is suspended it cuts at once. - Stop sound takes a voice. Connected, it stops only that play, and a 0 from a Play sound that played nothing stops nothing. - Play sound hands out tail: length plus the echoes at its start values. - Destroying a behavior and ending a run still cut, echoes included. - No limit on voices. The emit of a sound FX node now also gets the node's settings. Finding: in Chrome every round of a feedback loop comes one render quantum late (128 samples, 2.7 ms at 48 kHz), measured as 0, 128, 256, 384 for the first four echoes. Left so, since a browser without it would then hear the echoes early. Written in the wiki. Tests: - sound-library, soundfx, node-catalog, sounds, keep-on-scene-load: 489 tests green. New: fade on stop, cut while suspended, echo and ping-pong wiring, ringing until the tail, tail counted again, let ring, stop by voice, echo knobs, delay compile, tail sums. - Counter-checks: no tail, a stop without fade, a connected voice 0 read as unconnected. Each fails its tests, files back by cmp. - e2e 34 (melektaus-atx): ALL PASSED, 37 checks. A blip through a ping-pong Delay (0.3 s, 0.5, 0.5) rang 2.97 s, 2.95 s worked out. Let ring kept the voice, a stop after it cut it. Rendered offline with the player's own stageNodes the echoes are 0.25 left, 0.125 right, 0.063 left. 64 stereo voices of it took about 0.3 s for 2 s, so about 400 play at once. - Gate (melektaus-atx): CHECK EXIT 0, 242 test files, 3713 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
282 lines
11 KiB
TypeScript
282 lines
11 KiB
TypeScript
/**
|
||
* A sound is an asset holding an uploaded file. Nothing wears it and nothing places it – a graph
|
||
* plays it, and what the asset says about volume and looping is what a bare `Play sound` does.
|
||
*/
|
||
import { describe, expect, it } from 'vitest';
|
||
import {
|
||
buildAsset,
|
||
CreateAssetCommand,
|
||
CreateSoundCommand,
|
||
SetAssetPropertyCommand,
|
||
} from '../../src/core/commands/assetCommands';
|
||
import type { BehaviorAsset, SoundAsset } from '../../src/core/model/Asset';
|
||
import { isPlaceableType } from '../../src/core/model/AssetTypes';
|
||
import { isSoundFile, soundFileOf } from '../../src/core/model/sound';
|
||
import { assetRefChoices } from '../../src/core/properties/assetRef';
|
||
import { schemaFor } from '../../src/core/properties/PropertySchema';
|
||
import { LOOP_KEY, loopsOf, VOLUME_KEY, volumeOf } from '../../src/core/properties/sounds';
|
||
import { deserializeProject } from '../../src/core/store/serialize';
|
||
import type { AudioSink } from '../../src/runtime/systems/Audio';
|
||
import {
|
||
graphEditor,
|
||
makeBehavior,
|
||
makeProject,
|
||
makeSpriteScene,
|
||
place,
|
||
roundTrip,
|
||
type SceneFixture,
|
||
startWorld,
|
||
} from '../helpers';
|
||
|
||
const FILE = `${'a1'.repeat(32)}.wav`;
|
||
|
||
/** Records what it was asked to play instead of making a noise – the AudioSink a test wants. */
|
||
function fakeAudio(): AudioSink & {
|
||
played: { file: string; volume: number; loop: boolean; owner: string }[];
|
||
stopped: string[];
|
||
stoppedOwners: string[];
|
||
} {
|
||
const sink = {
|
||
played: [] as { file: string; volume: number; loop: boolean; owner: string }[],
|
||
stopped: [] as string[],
|
||
stoppedOwners: [] as string[],
|
||
play: (file: string, volume: number, loop: boolean, owner: string) =>
|
||
sink.played.push({ file, volume, loop, owner }),
|
||
tune: () => {},
|
||
length: () => 0,
|
||
tail: () => 0,
|
||
stop: (file: string) => sink.stopped.push(file),
|
||
stopVoice: () => {},
|
||
stopOwner: (owner: string) => sink.stoppedOwners.push(owner),
|
||
};
|
||
return sink;
|
||
}
|
||
|
||
function makeSound(name = 'Jump', file = FILE) {
|
||
const fixture = makeProject();
|
||
const command = new CreateSoundCommand(name, file);
|
||
fixture.stack.execute(command);
|
||
return { ...fixture, sound: command.asset };
|
||
}
|
||
|
||
/** A scene whose one behavior plays `sound` on start, with whatever the node itself carries. */
|
||
function playingScene(params: Record<string, string | number | boolean> = {}) {
|
||
const f: SceneFixture & { behavior?: BehaviorAsset } = makeSpriteScene('Box');
|
||
const create = new CreateSoundCommand('Jump', FILE);
|
||
f.stack.execute(create);
|
||
const behavior = makeBehavior(f, 'Logic');
|
||
const box = place(f, f.spriteId, { x: 0, y: 0 });
|
||
place(f, behavior.id, { x: 0, y: 0 }, box);
|
||
const edit = graphEditor(f, behavior);
|
||
const start = edit.addNode('OnStart');
|
||
const play = edit.addNode('PlaySound', { sound: create.asset.id, volume: 1, ...params });
|
||
edit.connect(start, 'exec', play, 'exec');
|
||
return { ...f, sound: create.asset, behavior, play };
|
||
}
|
||
|
||
describe('sound files', () => {
|
||
it('accepts only a content-addressed name in a supported format', () => {
|
||
expect(isSoundFile(FILE)).toBe(true);
|
||
expect(isSoundFile(`${'b3'.repeat(32)}.mp3`)).toBe(true);
|
||
expect(isSoundFile(`${'b3'.repeat(32)}.m4a`)).toBe(true);
|
||
expect(isSoundFile(`${'a1'.repeat(32)}.png`)).toBe(false);
|
||
expect(isSoundFile(`${'a1'.repeat(32)}.WAV`)).toBe(false);
|
||
expect(isSoundFile('jump.wav')).toBe(false);
|
||
expect(isSoundFile('')).toBe(false);
|
||
});
|
||
});
|
||
|
||
describe('the sound asset', () => {
|
||
it('is not placeable, starts without a file, and is full volume and one-shot by default', () => {
|
||
expect(isPlaceableType('sound')).toBe(false);
|
||
const asset = buildAsset('sound', 'Sound');
|
||
expect(asset).toMatchObject({ type: 'sound', file: '' });
|
||
expect(volumeOf(asset.props)).toBe(1);
|
||
expect(loopsOf(asset.props)).toBe(false);
|
||
expect(schemaFor('sound').map((def) => def.key)).toEqual([VOLUME_KEY, LOOP_KEY]);
|
||
});
|
||
|
||
it('refuses a file name the server could not have produced', () => {
|
||
const fixture = makeProject();
|
||
expect(() => fixture.stack.execute(new CreateSoundCommand('Bad', 'jump.wav'))).toThrow(
|
||
'is not a stored sound file',
|
||
);
|
||
expect(fixture.project.assets).toHaveLength(0);
|
||
});
|
||
|
||
it('survives a round trip and drops a file name it cannot trust', () => {
|
||
const s = makeSound();
|
||
expect(roundTrip(s.project)).toEqual(s.project);
|
||
|
||
const repaired = deserializeProject({
|
||
name: 'P',
|
||
assets: [
|
||
{ id: 's1', type: 'sound', name: 'Local', file: '../../etc/passwd' },
|
||
{ id: 's2', type: 'sound', name: 'Gone' },
|
||
],
|
||
});
|
||
expect(repaired.assets.map((a) => (a as SoundAsset).file)).toEqual(['', '']);
|
||
});
|
||
|
||
it('resolves to a file, and to none when the id is unset, dangling or of another type', () => {
|
||
const s = makeSound();
|
||
expect(soundFileOf(s.project, s.sound.id)).toBe(FILE);
|
||
expect(soundFileOf(s.project, '')).toBe('');
|
||
expect(soundFileOf(s.project, 'no-such-asset')).toBe('');
|
||
|
||
const text = new CreateAssetCommand('text', 'Title');
|
||
s.stack.execute(text);
|
||
expect(soundFileOf(s.project, text.asset.id)).toBe('');
|
||
});
|
||
|
||
it('is what a sound picker offers, and nothing else is', () => {
|
||
const s = makeSound();
|
||
s.stack.execute(new CreateAssetCommand('text', 'Title'));
|
||
expect(assetRefChoices(s.project, ['sound']).map((a) => a.id)).toEqual([s.sound.id]);
|
||
});
|
||
});
|
||
|
||
describe('Play sound', () => {
|
||
it('plays the asset as the project describes it', () => {
|
||
const f = playingScene();
|
||
const audio = fakeAudio();
|
||
startWorld(f, { behaviors: true, audio }).frame();
|
||
expect(audio.played).toMatchObject([{ file: FILE, volume: 1, loop: false }]);
|
||
});
|
||
|
||
it('scales the asset volume rather than replacing it, and clamps the product', () => {
|
||
const f = playingScene({ volume: 0.5 });
|
||
f.stack.execute(new SetAssetPropertyCommand(f.sound.id, VOLUME_KEY, 0.4));
|
||
const audio = fakeAudio();
|
||
startWorld(f, { behaviors: true, audio }).frame();
|
||
expect(audio.played[0]?.volume).toBeCloseTo(0.2);
|
||
|
||
const loud = playingScene({ volume: 10 });
|
||
const loudAudio = fakeAudio();
|
||
startWorld(loud, { behaviors: true, audio: loudAudio }).frame();
|
||
expect(loudAudio.played[0]?.volume).toBe(1);
|
||
});
|
||
|
||
it('loops as the asset says while the node says nothing', () => {
|
||
const asset = playingScene();
|
||
asset.stack.execute(new SetAssetPropertyCommand(asset.sound.id, LOOP_KEY, true));
|
||
const assetAudio = fakeAudio();
|
||
startWorld(asset, { behaviors: true, audio: assetAudio }).frame();
|
||
expect(assetAudio.played[0]?.loop).toBe(true);
|
||
|
||
const node = playingScene({ loop: 'true' });
|
||
const nodeAudio = fakeAudio();
|
||
startWorld(node, { behaviors: true, audio: nodeAudio }).frame();
|
||
expect(nodeAudio.played[0]?.loop).toBe(true);
|
||
});
|
||
|
||
/** The reason the node asks for three answers rather than a checkbox: music played as a one-shot. */
|
||
it('plays a looping asset once when the node says off', () => {
|
||
const f = playingScene({ loop: 'false' });
|
||
f.stack.execute(new SetAssetPropertyCommand(f.sound.id, LOOP_KEY, true));
|
||
const audio = fakeAudio();
|
||
startWorld(f, { behaviors: true, audio }).frame();
|
||
expect(audio.played[0]?.loop).toBe(false);
|
||
});
|
||
|
||
it('takes a boolean arriving over an edge literally', () => {
|
||
const on = playingScene();
|
||
const onEdit = graphEditor(on, on.behavior);
|
||
onEdit.connect(onEdit.addNode('Boolean', { value: true }), 'value', on.play, 'loop');
|
||
const onAudio = fakeAudio();
|
||
startWorld(on, { behaviors: true, audio: onAudio }).frame();
|
||
expect(onAudio.played[0]?.loop).toBe(true);
|
||
|
||
const off = playingScene();
|
||
off.stack.execute(new SetAssetPropertyCommand(off.sound.id, LOOP_KEY, true));
|
||
const offEdit = graphEditor(off, off.behavior);
|
||
offEdit.connect(offEdit.addNode('Boolean', { value: false }), 'value', off.play, 'loop');
|
||
const offAudio = fakeAudio();
|
||
startWorld(off, { behaviors: true, audio: offAudio }).frame();
|
||
expect(offAudio.played[0]?.loop).toBe(false);
|
||
});
|
||
|
||
it('plays nothing for an id that resolves to no sound, and does not stop the flow', () => {
|
||
const f = playingScene();
|
||
const edit = graphEditor(f, f.behavior);
|
||
const log = edit.addNode('Log', { message: 'after' });
|
||
edit.connect(f.play, 'exec', log, 'exec');
|
||
f.play.params.sound = 'no-such-asset';
|
||
|
||
const audio = fakeAudio();
|
||
const { world, frame } = startWorld(f, { behaviors: true, audio });
|
||
frame();
|
||
expect(audio.played).toEqual([]);
|
||
expect(world.log).toEqual(['after']);
|
||
});
|
||
});
|
||
|
||
/**
|
||
* A sound is something a thing in the world is *doing*, so it ends when that thing does – the
|
||
* `Stop sound` you would otherwise have to remember in every `On destroy`.
|
||
*/
|
||
describe('a voice belongs to the behavior that started it', () => {
|
||
it('names that behavior as its owner, and nobody when the node is detached', () => {
|
||
const owned = playingScene();
|
||
const ownedAudio = fakeAudio();
|
||
const run = startWorld(owned, { behaviors: true, audio: ownedAudio });
|
||
run.frame();
|
||
const logic = run.world.entities.find((e) => e.name === 'Logic')!;
|
||
expect(ownedAudio.played[0]?.owner).toBe(logic.id);
|
||
|
||
const free = playingScene({ detached: true });
|
||
const freeAudio = fakeAudio();
|
||
startWorld(free, { behaviors: true, audio: freeAudio }).frame();
|
||
expect(freeAudio.played[0]?.owner).toBe('');
|
||
});
|
||
|
||
it('is silenced when the behavior is destroyed, after On destroy has had its say', () => {
|
||
const f = playingScene();
|
||
const edit = graphEditor(f, f.behavior);
|
||
const key = edit.addNode('OnKeyDown', { key: 'x' });
|
||
const owner = edit.addNode('Owner');
|
||
const destroy = edit.addNode('Destroy');
|
||
edit.wire([
|
||
[key, 'exec', destroy, 'exec'],
|
||
[owner, 'object', destroy, 'object'],
|
||
]);
|
||
|
||
const audio = fakeAudio();
|
||
const { world, input, frame } = startWorld(f, { behaviors: true, audio });
|
||
frame();
|
||
const logic = world.entities.find((e) => e.name === 'Logic')!;
|
||
expect(audio.stoppedOwners).toEqual([]);
|
||
|
||
input.press('x');
|
||
frame();
|
||
expect(audio.stoppedOwners).toEqual([logic.id]);
|
||
});
|
||
});
|
||
|
||
describe('Stop sound', () => {
|
||
it('silences one sound by its file, and everything when it names none', () => {
|
||
const f = playingScene();
|
||
const edit = graphEditor(f, f.behavior);
|
||
const stop = edit.addNode('StopSound', { sound: f.sound.id });
|
||
const all = edit.addNode('StopSound', { sound: '' });
|
||
edit.connect(f.play, 'exec', stop, 'exec');
|
||
edit.connect(stop, 'exec', all, 'exec');
|
||
|
||
const audio = fakeAudio();
|
||
startWorld(f, { behaviors: true, audio }).frame();
|
||
expect(audio.stopped).toEqual([FILE, '']);
|
||
});
|
||
|
||
it('silences nothing at all for an id that resolves to no sound', () => {
|
||
const f = playingScene();
|
||
const edit = graphEditor(f, f.behavior);
|
||
const stop = edit.addNode('StopSound', { sound: 'no-such-asset' });
|
||
edit.connect(f.play, 'exec', stop, 'exec');
|
||
|
||
const audio = fakeAudio();
|
||
startWorld(f, { behaviors: true, audio }).frame();
|
||
// Not `['']`: a dangling reference must not turn into "stop everything".
|
||
expect(audio.stopped).toEqual([]);
|
||
});
|
||
});
|