A sound asset now opens in a tab that shows its file as a waveform. Two handles set where the sound starts and ends in the file, and that stretch is the sample: Play sound, a song item and an instrument's Sample all play it and nothing else. The file itself is never changed. - The asset has three new rows: Start (s), End (s) and Edge fade (ms). End 0 is the end of the file, the fade is 10 ms by default. Older assets have no values and play the whole file as before. - Every way of playing asks playedSoundOf() for a name instead of the file: the file, or <file>#<start>~<end>~<fade> for a cut. - SoundLibrary makes the cut from the decoded file the first time that name plays and ramps each edge inside the file over the fade. Length and peaks of a cut are read from the file without a copy. - Cut buffers can be made again at any time, so the library lets the oldest go past 64 Mi samples. A voice holds its buffers itself. - The tab draws min/max per pixel from 256-sample block peaks, and the samples as a line when zoomed in far. Wheel zooms, the middle button pans, as in the music tabs. Wave, cut and ruler sit under a mask, so a handle panned out of view does not draw over the panels beside. - Dragging a handle moves that edge, dragging elsewhere spans a new stretch. One drag is one undo step for both edges. Whole file puts the handles back, Play or Space plays the stretch with a playhead. - The inspector preview and the Sound FX preview play the cut too, and the song lanes draw and repeat it. Tests: - Unit: sounds 20, wave-view 8 (new), sound-library 68, plus 258 in the touched areas (instrument, song, pattern, inspector, tabs) - e2e 34 on melektaus-atx: ALL PASSED, 57 checks (7 new) - Gate on melektaus-atx: CHECK EXIT 0, 253 files, 3936 tests Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
368 lines
14 KiB
TypeScript
368 lines
14 KiB
TypeScript
/**
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* A sound is an asset holding an uploaded file. Nothing wears it and nothing places it – a graph
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* plays it, and what the asset says about volume and looping is what a bare `Play sound` does.
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*/
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import { describe, expect, it } from 'vitest';
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import {
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buildAsset,
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CreateAssetCommand,
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CreateSoundCommand,
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SetAssetPropertyCommand,
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} from '../../src/core/commands/assetCommands';
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import type { BehaviorAsset, SoundAsset } from '../../src/core/model/Asset';
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import { isPlaceableType } from '../../src/core/model/AssetTypes';
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import {
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cutChannels,
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cutName,
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cutRange,
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isSoundFile,
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parseCutName,
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soundFileOf,
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} from '../../src/core/model/sound';
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import { assetRefChoices } from '../../src/core/properties/assetRef';
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import { schemaFor } from '../../src/core/properties/PropertySchema';
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import { playedSoundById, playedSoundOf } from '../../src/core/properties/playedSound';
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import {
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cutOf,
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END_KEY,
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FADE_KEY,
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LOOP_KEY,
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loopsOf,
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START_KEY,
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VOLUME_KEY,
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volumeOf,
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} from '../../src/core/properties/sounds';
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import { deserializeProject } from '../../src/core/store/serialize';
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import type { AudioSink } from '../../src/runtime/systems/Audio';
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import {
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graphEditor,
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makeBehavior,
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makeProject,
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makeSpriteScene,
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place,
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roundTrip,
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type SceneFixture,
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startWorld,
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} from '../helpers';
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const FILE = `${'a1'.repeat(32)}.wav`;
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/** Records what it was asked to play instead of making a noise – the AudioSink a test wants. */
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function fakeAudio(): AudioSink & {
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played: { file: string; volume: number; loop: boolean; owner: string }[];
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stopped: string[];
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stoppedOwners: string[];
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} {
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const sink = {
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played: [] as { file: string; volume: number; loop: boolean; owner: string }[],
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stopped: [] as string[],
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stoppedOwners: [] as string[],
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play: (file: string, volume: number, loop: boolean, owner: string) =>
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sink.played.push({ file, volume, loop, owner }),
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playNote: () => 0,
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playSequence: () => 0,
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stopSequence: () => {},
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playClip: () => 0,
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stopPlayback: () => {},
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release: () => {},
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tune: () => {},
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length: () => 0,
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tail: () => 0,
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stop: (file: string) => sink.stopped.push(file),
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stopVoice: () => {},
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stopOwner: (owner: string) => sink.stoppedOwners.push(owner),
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};
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return sink;
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}
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function makeSound(name = 'Jump', file = FILE) {
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const fixture = makeProject();
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const command = new CreateSoundCommand(name, file);
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fixture.stack.execute(command);
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return { ...fixture, sound: command.asset };
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}
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/** A scene whose one behavior plays `sound` on start, with whatever the node itself carries. */
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function playingScene(params: Record<string, string | number | boolean> = {}) {
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const f: SceneFixture & { behavior?: BehaviorAsset } = makeSpriteScene('Box');
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const create = new CreateSoundCommand('Jump', FILE);
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f.stack.execute(create);
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const behavior = makeBehavior(f, 'Logic');
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const box = place(f, f.spriteId, { x: 0, y: 0 });
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place(f, behavior.id, { x: 0, y: 0 }, box);
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const edit = graphEditor(f, behavior);
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const start = edit.addNode('OnStart');
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const play = edit.addNode('PlaySound', { sound: create.asset.id, volume: 1, ...params });
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edit.connect(start, 'exec', play, 'exec');
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return { ...f, sound: create.asset, behavior, play };
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}
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describe('sound files', () => {
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it('accepts only a content-addressed name in a supported format', () => {
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expect(isSoundFile(FILE)).toBe(true);
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expect(isSoundFile(`${'b3'.repeat(32)}.mp3`)).toBe(true);
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expect(isSoundFile(`${'b3'.repeat(32)}.m4a`)).toBe(true);
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expect(isSoundFile(`${'a1'.repeat(32)}.png`)).toBe(false);
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expect(isSoundFile(`${'a1'.repeat(32)}.WAV`)).toBe(false);
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expect(isSoundFile('jump.wav')).toBe(false);
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expect(isSoundFile('')).toBe(false);
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});
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});
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describe('the sound asset', () => {
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it('is not placeable, starts without a file, and is full volume and one-shot by default', () => {
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expect(isPlaceableType('sound')).toBe(false);
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const asset = buildAsset('sound', 'Sound');
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expect(asset).toMatchObject({ type: 'sound', file: '' });
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expect(volumeOf(asset.props)).toBe(1);
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expect(loopsOf(asset.props)).toBe(false);
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expect(schemaFor('sound').map((def) => def.key)).toEqual([
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VOLUME_KEY,
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LOOP_KEY,
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START_KEY,
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END_KEY,
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FADE_KEY,
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]);
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expect(cutOf(asset.props)).toEqual({ start: 0, end: 0, fade: 0.01 });
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});
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it('refuses a file name the server could not have produced', () => {
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const fixture = makeProject();
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expect(() => fixture.stack.execute(new CreateSoundCommand('Bad', 'jump.wav'))).toThrow(
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'is not a stored sound file',
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);
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expect(fixture.project.assets).toHaveLength(0);
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});
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it('survives a round trip and drops a file name it cannot trust', () => {
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const s = makeSound();
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expect(roundTrip(s.project)).toEqual(s.project);
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const repaired = deserializeProject({
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name: 'P',
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assets: [
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{ id: 's1', type: 'sound', name: 'Local', file: '../../etc/passwd' },
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{ id: 's2', type: 'sound', name: 'Gone' },
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],
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});
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expect(repaired.assets.map((a) => (a as SoundAsset).file)).toEqual(['', '']);
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});
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it('resolves to a file, and to none when the id is unset, dangling or of another type', () => {
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const s = makeSound();
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expect(soundFileOf(s.project, s.sound.id)).toBe(FILE);
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expect(soundFileOf(s.project, '')).toBe('');
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expect(soundFileOf(s.project, 'no-such-asset')).toBe('');
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const text = new CreateAssetCommand('text', 'Title');
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s.stack.execute(text);
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expect(soundFileOf(s.project, text.asset.id)).toBe('');
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});
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it('is what a sound picker offers, and nothing else is', () => {
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const s = makeSound();
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s.stack.execute(new CreateAssetCommand('text', 'Title'));
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expect(assetRefChoices(s.project, ['sound']).map((a) => a.id)).toEqual([s.sound.id]);
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});
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});
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describe('the cut of a sound (#343)', () => {
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it('is no cut at all over the whole file, and a name of its own otherwise', () => {
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const whole = { start: 0, end: 0, fade: 0.01 };
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expect(cutName(FILE, whole)).toBe(FILE);
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expect(cutName('', { ...whole, start: 1 })).toBe('');
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const name = cutName(FILE, { start: 0.25, end: 1.5, fade: 0.01 });
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expect(name).toBe(`${FILE}#0.25~1.5~0.01`);
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expect(parseCutName(name)).toEqual({ file: FILE, cut: { start: 0.25, end: 1.5, fade: 0.01 } });
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expect(parseCutName(FILE)).toEqual({ file: FILE, cut: null });
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expect(parseCutName(`${FILE}#x~-2`)).toEqual({ file: FILE, cut: { start: 0, end: 0, fade: 0 } });
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});
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it('keeps at least a sample inside the file, and ramps only the edges inside it', () => {
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// 10 samples at 10 Hz: one sample per tenth of a second.
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expect(cutRange(10, 10, { start: 0.2, end: 0.8, fade: 0.2 })).toEqual({
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from: 2,
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to: 8,
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fadeIn: 2,
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fadeOut: 2,
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});
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expect(cutRange(10, 10, { start: 0, end: 0.5, fade: 0.2 })).toMatchObject({ fadeIn: 0, fadeOut: 2 });
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expect(cutRange(10, 10, { start: 0.5, end: 0, fade: 0.2 })).toMatchObject({
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to: 10,
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fadeIn: 2,
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fadeOut: 0,
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});
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// Past the end, an end before the start, and a fade longer than half of what is kept.
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expect(cutRange(10, 10, { start: 5, end: 0, fade: 0 })).toMatchObject({ from: 9, to: 10 });
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expect(cutRange(10, 10, { start: 0.6, end: 0.3, fade: 0 })).toMatchObject({ from: 6, to: 7 });
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expect(cutRange(10, 10, { start: 0.2, end: 0.6, fade: 1 })).toMatchObject({ fadeIn: 2, fadeOut: 2 });
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});
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it('cuts every channel alike, rising from silence and falling to it at an inner edge', () => {
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const left = new Float32Array(10).fill(1);
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const right = new Float32Array(10).fill(-0.5);
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const [l, r] = cutChannels([left, right], { from: 2, to: 8, fadeIn: 2, fadeOut: 2 });
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expect(Array.from(l!)).toEqual([0, 0.5, 1, 1, 0.5, 0]);
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expect(Array.from(r!)).toEqual([-0, -0.25, -0.5, -0.5, -0.25, -0]);
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expect(Array.from(left)).toEqual(new Array(10).fill(1));
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});
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it('is what every way of playing the asset is given, its fade in milliseconds on the asset', () => {
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const f = playingScene();
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expect(playedSoundOf(f.project, f.sound)).toBe(FILE);
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f.stack.execute(new SetAssetPropertyCommand(f.sound.id, START_KEY, 0.5));
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f.stack.execute(new SetAssetPropertyCommand(f.sound.id, FADE_KEY, 25));
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const name = `${FILE}#0.5~0~0.025`;
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expect(playedSoundOf(f.project, f.sound)).toBe(name);
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expect(playedSoundById(f.project, f.sound.id)).toBe(name);
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expect(playedSoundById(f.project, '')).toBe('');
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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expect(audio.played).toMatchObject([{ file: name }]);
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});
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});
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describe('Play sound', () => {
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it('plays the asset as the project describes it', () => {
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const f = playingScene();
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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expect(audio.played).toMatchObject([{ file: FILE, volume: 1, loop: false }]);
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});
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it('scales the asset volume rather than replacing it, and clamps the product', () => {
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const f = playingScene({ volume: 0.5 });
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f.stack.execute(new SetAssetPropertyCommand(f.sound.id, VOLUME_KEY, 0.4));
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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expect(audio.played[0]?.volume).toBeCloseTo(0.2);
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const loud = playingScene({ volume: 10 });
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const loudAudio = fakeAudio();
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startWorld(loud, { behaviors: true, audio: loudAudio }).frame();
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expect(loudAudio.played[0]?.volume).toBe(1);
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});
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it('loops as the asset says while the node says nothing', () => {
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const asset = playingScene();
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asset.stack.execute(new SetAssetPropertyCommand(asset.sound.id, LOOP_KEY, true));
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const assetAudio = fakeAudio();
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startWorld(asset, { behaviors: true, audio: assetAudio }).frame();
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expect(assetAudio.played[0]?.loop).toBe(true);
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const node = playingScene({ loop: 'true' });
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const nodeAudio = fakeAudio();
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startWorld(node, { behaviors: true, audio: nodeAudio }).frame();
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expect(nodeAudio.played[0]?.loop).toBe(true);
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});
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/** The reason the node asks for three answers rather than a checkbox: music played as a one-shot. */
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it('plays a looping asset once when the node says off', () => {
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const f = playingScene({ loop: 'false' });
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f.stack.execute(new SetAssetPropertyCommand(f.sound.id, LOOP_KEY, true));
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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expect(audio.played[0]?.loop).toBe(false);
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});
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it('takes a boolean arriving over an edge literally', () => {
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const on = playingScene();
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const onEdit = graphEditor(on, on.behavior);
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onEdit.connect(onEdit.addNode('Boolean', { value: true }), 'value', on.play, 'loop');
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const onAudio = fakeAudio();
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startWorld(on, { behaviors: true, audio: onAudio }).frame();
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expect(onAudio.played[0]?.loop).toBe(true);
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const off = playingScene();
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off.stack.execute(new SetAssetPropertyCommand(off.sound.id, LOOP_KEY, true));
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const offEdit = graphEditor(off, off.behavior);
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offEdit.connect(offEdit.addNode('Boolean', { value: false }), 'value', off.play, 'loop');
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const offAudio = fakeAudio();
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startWorld(off, { behaviors: true, audio: offAudio }).frame();
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expect(offAudio.played[0]?.loop).toBe(false);
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});
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it('plays nothing for an id that resolves to no sound, and does not stop the flow', () => {
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const f = playingScene();
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const edit = graphEditor(f, f.behavior);
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const log = edit.addNode('Log', { message: 'after' });
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edit.connect(f.play, 'exec', log, 'exec');
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f.play.params.sound = 'no-such-asset';
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const audio = fakeAudio();
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const { world, frame } = startWorld(f, { behaviors: true, audio });
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frame();
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expect(audio.played).toEqual([]);
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expect(world.log).toEqual(['after']);
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});
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});
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/**
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* A sound is something a thing in the world is *doing*, so it ends when that thing does – the
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* `Stop sound` you would otherwise have to remember in every `On destroy`.
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*/
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describe('a voice belongs to the behavior that started it', () => {
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it('names that behavior as its owner, and nobody when the node is detached', () => {
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const owned = playingScene();
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const ownedAudio = fakeAudio();
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const run = startWorld(owned, { behaviors: true, audio: ownedAudio });
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run.frame();
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const logic = run.world.entities.find((e) => e.name === 'Logic')!;
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expect(ownedAudio.played[0]?.owner).toBe(logic.id);
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const free = playingScene({ detached: true });
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const freeAudio = fakeAudio();
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startWorld(free, { behaviors: true, audio: freeAudio }).frame();
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expect(freeAudio.played[0]?.owner).toBe('');
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});
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it('is silenced when the behavior is destroyed, after On destroy has had its say', () => {
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const f = playingScene();
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const edit = graphEditor(f, f.behavior);
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const key = edit.addNode('OnKeyDown', { key: 'x' });
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const owner = edit.addNode('Owner');
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const destroy = edit.addNode('Destroy');
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edit.wire([
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[key, 'exec', destroy, 'exec'],
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[owner, 'object', destroy, 'object'],
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]);
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const audio = fakeAudio();
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const { world, input, frame } = startWorld(f, { behaviors: true, audio });
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frame();
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const logic = world.entities.find((e) => e.name === 'Logic')!;
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expect(audio.stoppedOwners).toEqual([]);
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input.press('x');
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frame();
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expect(audio.stoppedOwners).toEqual([logic.id]);
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});
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});
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describe('Stop sound', () => {
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it('silences one sound by its file, and everything when it names none', () => {
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const f = playingScene();
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const edit = graphEditor(f, f.behavior);
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const stop = edit.addNode('StopSound', { sound: f.sound.id });
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const all = edit.addNode('StopSound', { sound: '' });
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edit.connect(f.play, 'exec', stop, 'exec');
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edit.connect(stop, 'exec', all, 'exec');
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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expect(audio.stopped).toEqual([FILE, '']);
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});
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it('silences nothing at all for an id that resolves to no sound', () => {
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const f = playingScene();
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const edit = graphEditor(f, f.behavior);
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const stop = edit.addNode('StopSound', { sound: 'no-such-asset' });
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edit.connect(f.play, 'exec', stop, 'exec');
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const audio = fakeAudio();
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startWorld(f, { behaviors: true, audio }).frame();
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// Not `['']`: a dangling reference must not turn into "stop everything".
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expect(audio.stopped).toEqual([]);
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});
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});
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