Files
feuerwerk/tests/helpers.ts
T
adminandClaude Opus 5.5 c7e9769f90
game-maker / gate (push) Successful in 3m14s
game-maker / suite (push) Successful in 15m39s
Change the sound FX parameters of a sound while it plays #315
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>
2026-10-05 20:53:26 +02:00

420 lines
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TypeScript
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import { CreateAssetCommand } from '../src/core/commands/assetCommands';
import { CommandStack } from '../src/core/commands/CommandStack';
import { AddNodeCommand, ConnectCommand } from '../src/core/commands/graphCommands';
import { AddPortsCommand } from '../src/core/commands/portCommands';
import { PlaceAssetCommand } from '../src/core/commands/sceneObjectCommands';
import { requireNodeDef } from '../src/core/commands/require';
import { AddVariableCommand } from '../src/core/commands/variableCommands';
import {
type DeclaredPort,
emptySharedState,
ENTITY_HANDLE,
type EntityHandle,
type GraphLookup,
type GraphNode,
NO_LOOKUP,
type NodeContext,
type PointerState,
type Value,
type RunResult,
portKindOf,
PROPERTIES,
VARIABLES,
VARIABLES_PARAM,
} from '../src/core/graph';
import type { GraphInterpreter } from '../src/core/graph/GraphInterpreter';
import type { BehaviorAsset, SceneAsset, VariablesAsset } from '../src/core/model/Asset';
import { findObject } from '../src/core/model/hierarchy';
import { worldPosition } from '../src/core/properties/transform';
import { resolvedHolder } from '../src/core/model/instance';
import type { Position, PropertyBag, Vec2 } from '../src/core/model/Properties';
import { createEmptyProject, findScene, type Project } from '../src/core/model/Project';
import type { SceneObject } from '../src/core/model/SceneObject';
import { deserializeProject, serializeProject } from '../src/core/store/serialize';
import type { AudioSink } from '../src/runtime/systems/Audio';
import { BehaviorSystem, type TimeScaled } from '../src/runtime/systems/BehaviorSystem';
import type { SaveArea } from '../src/core/graph/savedValues';
import { readyPhysics } from '../src/runtime/physics/engine';
import { PhysicsSystem } from '../src/runtime/physics/PhysicsSystem';
import { CollisionSystem } from '../src/runtime/systems/CollisionSystem';
import type { CollisionSource } from '../src/runtime/systems/solids';
import { AnimationSystem } from '../src/runtime/systems/AnimationSystem';
import { Input } from '../src/runtime/systems/Input';
import { World } from '../src/runtime/World';
export interface ProjectFixture {
project: Project;
stack: CommandStack;
}
export interface SceneFixture extends ProjectFixture {
sceneId: string;
spriteId: string;
/** The scene asset, looked up fresh (undo may replace it). */
sceneOf(): SceneAsset;
/** The scene with the content of placed containers resolved in – what the editor shows. */
viewOf(): SceneAsset;
object(id: string): SceneObject;
/** World position of a scene object, ancestors included. */
world(id: string): Position;
}
export function makeProject(): ProjectFixture {
const project = createEmptyProject('p', 'P');
return { project, stack: new CommandStack(project) };
}
/** A project with a scene "Level" and a 100×100 sprite (named "Box" unless told otherwise), plus lookups into the scene. */
export function makeSpriteScene(spriteName = 'Box'): SceneFixture {
const fixture = makeProject();
const scene = new CreateAssetCommand('scene', 'Level');
const sprite = new CreateAssetCommand('sprite', spriteName);
fixture.stack.execute(scene);
fixture.stack.execute(sprite);
const sceneOf = () => findScene(fixture.project, scene.asset.id)!;
const viewOf = () => resolvedHolder(fixture.project, sceneOf()) as SceneAsset;
const object = (id: string) => findObject(viewOf(), id)!;
return {
...fixture,
sceneId: scene.asset.id,
spriteId: sprite.asset.id,
sceneOf,
viewOf,
object,
world: (id) => worldPosition(fixture.project, viewOf(), object(id)),
};
}
/** Places an asset into the fixture's scene at a world position (optionally below a parent) and returns the new object's id. */
export function place(
fixture: SceneFixture,
assetId: string,
position: Vec2 | Position,
parentId = '',
): string {
const command = new PlaceAssetCommand(fixture.sceneId, assetId, position, parentId);
fixture.stack.execute(command);
return command.objectId;
}
/** Adds a Variables asset declaring the given number variables – what a run shares. */
export function makeVariables(
fixture: ProjectFixture,
name: string,
keys: readonly string[],
): VariablesAsset {
const command = new CreateAssetCommand('variables', name);
fixture.stack.execute(command);
for (const key of keys) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
return command.asset as VariablesAsset;
}
/** Adds a behavior asset declaring the given number variables. */
export function makeBehavior(
fixture: ProjectFixture,
name = 'B',
variables: readonly string[] = [],
): BehaviorAsset {
const command = new CreateAssetCommand('behavior', name);
fixture.stack.execute(command);
for (const key of variables) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
return command.asset as BehaviorAsset;
}
export type Edge = readonly [from: GraphNode, fromPort: string, to: GraphNode, toPort: string];
export interface GraphEditor {
/** Adds a node with inline params (graph coordinates do not matter to tests). */
addNode(type: string, params?: PropertyBag): GraphNode;
/** A Variables node naming `keys`, typed by their declaration; `write` sets all of them or the listed. */
variables(
keys: readonly string[],
options?: { write?: boolean | readonly string[]; params?: PropertyBag },
): GraphNode;
/** A Properties node with `params` (its type) declaring `ports`. */
properties(ports: readonly DeclaredPort[], params?: PropertyBag): GraphNode;
connect(from: GraphNode, fromPort: string, to: GraphNode, toPort: string): void;
wire(edges: readonly Edge[]): void;
}
/** Command-driven editing of one behavior's graph, the way the editor does it. */
export function graphEditor(fixture: ProjectFixture, behavior: BehaviorAsset): GraphEditor {
const { stack } = fixture;
const connect: GraphEditor['connect'] = (from, fromPort, to, toPort) => {
stack.execute(
new ConnectCommand(behavior.id, { node: from.id, port: fromPort }, { node: to.id, port: toPort }),
);
};
return {
addNode(type, params = {}) {
const command = new AddNodeCommand(behavior.id, type, 0, 0, params);
stack.execute(command);
return command.node;
},
variables(keys, { write = false, params = {} } = {}) {
const command = new AddNodeCommand(behavior.id, VARIABLES, 0, 0, params);
stack.execute(command);
const writes = (key: string) => write === true || (Array.isArray(write) && write.includes(key));
const ports = keys.map((key): DeclaredPort => {
// A node pointed at a Variables asset declares that asset's variables, not the behavior's.
const source = fixture.project.assets.find((a) => a.id === params[VARIABLES_PARAM]);
const declarations = source?.type === 'variables' ? source.variables : behavior.variables;
const declared = declarations.find((v) => v.key === key);
const kind = declared ? portKindOf(declared) : 'number';
return writes(key) ? { key, kind, write: true } : { key, kind };
});
if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
return command.node;
},
properties(ports, params = {}) {
const command = new AddNodeCommand(behavior.id, PROPERTIES, 0, 0, params);
stack.execute(command);
if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
return command.node;
},
connect,
wire(edges) {
for (const [from, fromPort, to, toPort] of edges) connect(from, fromPort, to, toPort);
},
};
}
export const NO_POINTER: PointerState = {
x: 0,
y: 0,
inside: false,
down: false,
pressed: false,
released: false,
wheel: 0,
};
/** A top-level entity handle named after itself, with empty props. */
export function fakeEntity(name: string, x = 0, assetId = `asset-${name}`): EntityHandle {
return { [ENTITY_HANDLE]: true, id: name, assetId, name, x, y: 0, z: 0, props: {}, parent: null };
}
/** An entity handle "h" carrying the given props, optionally below a parent. */
export function fakeHandle(props: PropertyBag, parent: EntityHandle | null = null): EntityHandle {
return { [ENTITY_HANDLE]: true, id: 'h', assetId: 'a', name: 'h', x: 0, y: 0, z: 0, props, parent };
}
/** `changes` records the state moves the context was told about, in the order they were reported. */
export type FakeContext = NodeContext & {
logs: string[];
stopped: boolean;
changes: { machineId: string; from: string; to: string }[];
/** What the context was asked to play and to silence, in order – nothing here makes a noise. */
played: {
assetId: string;
volume: number;
loop: boolean | undefined;
detached: boolean;
fx: string;
fxParams: Readonly<Record<string, number>>;
}[];
silenced: string[];
tuned: { voice: number; fxParams: Readonly<Record<string, number>> }[];
/** The scenes the context was asked to load, in order. */
loaded: string[];
/** The time scale and the pause the context holds, as the game nodes left them. */
scale: number;
paused: boolean;
};
/** A NodeContext double: self/owner handles, `speed = 100`, dt 0.5, moves applied directly, `log` and `stop` recorded. */
export function fakeContext(overrides: Partial<NodeContext> = {}): FakeContext {
const logs: string[] = [];
const ctx: FakeContext = {
self: fakeEntity('self'),
owner: fakeEntity('owner'),
variables: { speed: 100 },
states: {},
shared: emptySharedState(),
changes: [],
stateChanged: (machineId, from, to) => ctx.changes.push({ machineId, from, to }),
time: 0,
dt: 0.5,
logs,
stopped: false,
findByName: () => null,
isAlive: () => true,
findReferenced: () => null,
childByName: () => null,
objects: () => [],
isKeyDown: () => false,
wasKeyPressed: () => false,
wasKeyReleased: () => false,
pointer: { ...NO_POINTER },
pointerThrough: () => ({ x: 0, y: 0, inside: false }),
hitTest: () => false,
isTouching: () => false,
raycast: () => null,
raycastAll: () => [],
collisionLayerOf: () => null,
renderLayerOf: () => null,
ignoreOneWay: () => {},
isTilemap: () => false,
tileAt: () => null,
setTile: () => false,
moveAndSlide: (target, dx, dy) => {
target.x += dx;
target.y += dy;
return { blockedX: false, blockedY: false, hit: false, normal: { x: 0, y: 0 } };
},
log: (message) => logs.push(message),
played: [],
silenced: [],
loaded: [],
// The number of a voice is how many have been played: unique, and never 0.
playSound: (assetId, volume, loop, detached, fx, fxParams) =>
ctx.played.push({ assetId, volume, loop, detached, fx, fxParams }),
stopSound: (assetId) => ctx.silenced.push(assetId),
tuned: [],
tuneSound: (voice, fxParams) => ctx.tuned.push({ voice, fxParams }),
loadScene: (sceneId) => ctx.loaded.push(sceneId),
spawn: () => null,
addJoint: () => null,
destroy: () => [],
stop: () => {
ctx.stopped = true;
},
restart: () => {},
scale: 1,
paused: false,
timeScale: () => ctx.scale,
setTimeScale: (scale) => {
ctx.scale = scale;
},
isPaused: () => ctx.paused,
setPaused: (paused) => {
ctx.paused = paused;
},
...overrides,
};
return ctx;
}
/** Runs a node on its registered definition: the shape it has while sitting in no graph. */
export function runDef(
type: string,
ctx: NodeContext,
inputs: Record<string, Value>,
params: PropertyBag = {},
entry = 'exec',
lookup: GraphLookup = NO_LOOKUP,
): RunResult {
const def = requireNodeDef(type);
return def.run!(ctx, inputs, params, def, entry, lookup);
}
/**
* Runs every event node of `type` in the graph, in the order the graph holds them, and answers how
* many ran. A game orders its events across all behaviors instead (#264); a test of one graph does not.
*/
export function fire(
interpreter: GraphInterpreter,
type: string,
ctx: NodeContext,
outputs: Record<string, Value> = {},
filter?: (node: GraphNode) => boolean,
): number {
const nodes = interpreter.eventNodes(type).filter((node) => !filter || filter(node));
for (const node of nodes) interpreter.pulse(node, ctx, outputs);
return nodes.length;
}
/** Runs one node definition in isolation and returns its data outputs. */
export function runNode(
type: string,
inputs: Record<string, Value>,
params: PropertyBag = {},
ctx: NodeContext = fakeContext(),
): Record<string, Value> {
return runDef(type, ctx, inputs, params).outputs ?? {};
}
export interface WorldOptions {
collisions?: boolean;
/**
* With `collisions`: the played game's physics engine rather than the editor run's detection
* (#146). The engine has to be loaded first – `await loadPhysics()` in a `beforeAll`.
*/
physics?: boolean;
animations?: boolean;
behaviors?: boolean;
/** Where `Play sound` ends up; without one the run plays to nobody (see `SILENT_AUDIO`). */
audio?: AudioSink;
/** The clock `Set time scale` turns; without one the run is treated like the editor run. */
clock?: TimeScaled;
/** Where persistent Variables assets keep their values; without one nothing outlives the run. */
saves?: SaveArea;
}
export interface StartedWorld {
world: World;
collisions: CollisionSource | null;
behaviors: BehaviorSystem | null;
/** Feed keys with `input.press('a')`; `frame()` clears the edges the way the editor does. */
input: Input;
/** One tick plus the end-of-frame bookkeeping the editor's play loop performs. */
frame(dt?: number): void;
}
/** Instantiates the fixture's scene, optionally with collisions, animations and a BehaviorSystem fed by both. */
export function startWorld(
fixture: SceneFixture,
options: WorldOptions & { collisions: true },
): StartedWorld & { collisions: CollisionSource };
export function startWorld(fixture: SceneFixture, options?: WorldOptions): StartedWorld;
export function startWorld(fixture: SceneFixture, options: WorldOptions = {}): StartedWorld {
const world = World.instantiate(fixture.project, fixture.sceneId);
const collisions = options.collisions
? options.physics
? new PhysicsSystem(readyPhysics() ?? fail('load the physics engine before starting a world with it'))
: new CollisionSystem()
: null;
const input = new Input();
const animations = options.animations ? new AnimationSystem() : null;
if (collisions) world.addSystem(collisions);
if (animations) world.addSystem(animations);
const behaviors = options.behaviors
? new BehaviorSystem(fixture.project, input, {
collisions,
animations,
audio: options.audio,
clock: options.clock,
saves: options.saves,
})
: null;
if (behaviors) world.addSystem(behaviors);
return {
world,
collisions,
behaviors,
input,
frame(dt = 1 / 60) {
world.tick(dt);
input.endFrame();
},
};
}
/**
* Both ways a run detects collisions: the editor run's own and the played game's engine (#146).
* Everything without a rigidbody must come out the same on either.
*/
export const COLLISION_SYSTEMS = [
{ system: 'CollisionSystem', physics: false },
{ system: 'PhysicsSystem', physics: true },
] as const;
function fail(message: string): never {
throw new Error(message);
}
/** The project as it comes back after being saved and loaded again. */
export function roundTrip(project: Project): Project {
return deserializeProject(serializeProject(project));
}