0.2.6-dev: PR #416 by Cromemadnd — every landing of a round start is heard: prep landing sounds take a voice of their own pool (LAND_VOICES 3, the oldest fading out over 30 ms) instead of being dropped by the battle limiter, which let only the first two of a chain sound since 192 of 210 operators share the 1.41 s b_char_set (Grok's review); per-piece cooldown, SFX volume and mute kept, the battle sounds' limiting unchanged, the generic files fetched ahead when a match view comes up; DESIGN §31.8; golden: unchanged
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@@ -69,7 +69,7 @@ its board-space position and facing, including on a mirrored boss half. They can
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from this preview. The inspection affordance does not make the preview a combat unit; the battle sim still creates
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the selected variant at battle start (§30.22).
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Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer), a prep piece's landing sound (its battle deploy sound, once per landing, §31.8), per-unit attack/hit SFX (throttled; an impact plays for a hostile attack's phys / arts / true damage only, never an operator's skill-mode file for a normal attack, ≤ 2 copies of one battle sound — §18.4; a skill cue that reaches the client before its unit — the sim emits a deploy-tick cast ahead of the unit's `['spawn']` — is held and sounds once when the unit is tracked, `AudioManager.pendingSkill`, GitHub PR #292 by @LimitlessHPPK; entering a field late hands the sound the buffered `spawn` tuples only, `screens/game/early.js audioEarly`, so no old death, deploy or cast replays), boss music in R14/15. While the music is silent — muted, or the BGM volume at 0 — no BGM is downloaded: the track the screen wants is remembered, a different one still playing stops, and the wanted track is fetched once the music is audible again (`AudioManager.bgmSilent`; about 14 MB a match for a player who turned the music off).
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Audio: autochess BGM per phase, UI SFX (buy/sell/refresh/level/merge/ready/timer), a prep piece's landing sound (its battle deploy sound, once per landing, in landing voices of its own that take over the oldest, §31.8), per-unit attack/hit SFX (throttled; an impact plays for a hostile attack's phys / arts / true damage only, never an operator's skill-mode file for a normal attack, ≤ 2 copies of one battle sound — §18.4; a skill cue that reaches the client before its unit — the sim emits a deploy-tick cast ahead of the unit's `['spawn']` — is held and sounds once when the unit is tracked, `AudioManager.pendingSkill`, GitHub PR #292 by @LimitlessHPPK; entering a field late hands the sound the buffered `spawn` tuples only, `screens/game/early.js audioEarly`, so no old death, deploy or cast replays), boss music in R14/15. While the music is silent — muted, or the BGM volume at 0 — no BGM is downloaded: the track the screen wants is remembered, a different one still playing stops, and the wanted track is fetched once the music is audible again (`AudioManager.bgmSilent`; about 14 MB a match for a player who turned the music off).
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---
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@@ -199,7 +199,10 @@ simplified board uses the same mark with a fixed slot. The title footer links th
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PR #416 by @Cromemadnd. A prep piece that lands plays its Start clip again with its landing sound, once per landing
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(`render/units.js UnitView.land`): the sound its battle deployment makes (`audio.js deployCue` → `deploySfxUrl`, its own
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ON_UNIT_BORN file else b_char_set / b_char_tokenset) through the SFX volume, mute and the battle limiter. A piece whose
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ON_UNIT_BORN file else b_char_set / b_char_tokenset) through the SFX volume and mute, in landing voices of its own
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(`LAND_VOICES` 3 at once [ASSUMED], a 160 ms cooldown per piece, not the battle limiter): a landing over the cap takes the
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oldest one's voice (a 30 ms fade) instead of being dropped, so every landing of a round start is heard though most share
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the 1.41 s b_char_set; the field view fetches the generic files ahead (`warmLandings`). A piece whose
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Start still plays (on its model, owed to a model still loading, or cued less than a clip ago) keeps it and sounds nothing
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more. Only an idle prep piece lands, never a battle unit or one attacking, dying, dragged or in another clip, and nothing
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lands in a hidden tab. Battle deploys keep the silent `onDeploy`; audio.handleBattleEvents sounds them.
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+20
-8
@@ -137,8 +137,16 @@ has loaded) was fixed in 0.2.3 (§28.22: the late model continues Start at the e
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- `UnitView.land()` (render/units.js) plays the piece's Start clip again through `onDeploy` (its fade-in and the late-model
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continuation) and asks `audio.deployCue` for the landing sound: the piece's battle deploy sound (`deploySfxUrl`: its own
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ON_UNIT_BORN file at its bank gain, else b_char_set / b_char_tokenset at 0.5) through the SFX channel's volume and mute
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and the battle limiter (≤ 2 copies of one sound, a 160 ms cooldown per piece). One landing makes one sound: a piece
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ON_UNIT_BORN file at its bank gain, else b_char_set / b_char_tokenset at 0.5) through the SFX channel's volume and mute,
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in landing voices of their own (`AudioManager._playLanding`: `LAND_VOICES` 3 at once, a 160 ms cooldown per piece; the
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battle limiter is not used). A landing over the cap takes the oldest landing's voice, whose copy fades out over 30 ms,
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instead of being dropped: 192 of the 210 operators land with the same 1.41 s b_char_set and the round start lands one
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every 50 ms, so the battle rule (≤ 2 copies of a file, the rest dropped) left all but the first two landings of a chain
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silent (Grok's review of this port). With 3 voices every copy rings 150 ms before it is taken over — b_char_set's
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attack, its loudest part, lies in its first 100 ms, and b_char_tokenset has 95 % of its energy in 150 ms — while the
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summed level stays one copy above the battle's two. The field view asks for the two generic files when a match screen
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comes up (`warmLandings`; kept until the first gesture or until the SFX are audible), so a round start's first landings
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never wait for a download. One landing makes one sound: a piece
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whose Start still plays keeps it and sounds nothing more, whether the clip runs on its model, is owed to a model still
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loading, or was cued less than a clip length ago. That covers a purchase followed by a move, and the round start's replay
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reaching a piece just put down. Only an idle prep piece lands. A battle unit never does: the sim's `deploy` events keep
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@@ -167,16 +175,20 @@ has loaded) was fixed in 0.2.3 (§28.22: the late model continues Start at the e
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which fired on every confirm, a turn in place included. The deploy flash (`fx.deploy`) is unchanged.
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**[ASSUMED]** The purchase and board triggers (the PR author's account). The 50 ms gap (`DEPLOY_REPLAY_MS`, the PR's
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value; no source gives the official one). Summon pieces taking part in the replay after the operators, as in the battle's
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value; no source gives the official one). The 3 landing voices taken over oldest first (the official born bank allows any
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number of copies; three keep every landing's attack within a bounded level). Summon pieces taking part in the replay after the operators, as in the battle's
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deployment. The clip length a landing counts as playing when the model's own is unknown (`START_CLIP_FALLBACK` 1 s; the
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operators' Start clips run 0.77–1.2 s). A page reloaded during 回合开始 replays once in the new page.
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**Tests.** `test/render/deploy-replay.test.js` (the clip, one sound, a second trigger, a late model, the refusals, a hidden
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tab; the app.js wiring), `test/ui/deploy-replay.test.js` (`deployOrder`, `roundStartReplay`, the screen wiring; `deployCue`:
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the files, the limiter keys, volume and mute), `test/render/playtest6-promote.test.js` (the elite's cue), and the browser
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check `test/ui/deploy-replay.e2e.test.js` (`SP_E2E=1`, mock harness: SETTLE → 回合开始 replays the board in deployment order
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about 50 ms apart with one sound each, once per round and again the next round; in the 休整期 a purchase lands, a move
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within its Start sounds nothing more, a later move lands, a turn in place does not). Golden: unchanged (client only).
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tab; the app.js wiring), `test/ui/deploy-replay.test.js` (`deployOrder`, `roundStartReplay`, the screen wiring; `deployCue`
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on the real AudioManager, SfxLimiter and buffer cache with a fake Web Audio context: 8 b_char_set landings 50 ms apart start
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8 times, at most 3 at once, the oldest taken over each time; a 36-piece board within the cap; the per-piece cooldown; a
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landing taken over while it downloads never starts; the warm-up; volume and mute), `test/render/playtest6-promote.test.js`
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(the elite's cue), and the browser check `test/ui/deploy-replay.e2e.test.js` (`SP_E2E=1`, mock harness: SETTLE → 回合开始
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replays the board in deployment order about 50 ms apart with one sound each that really starts in the page's audio, at
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most 3 landing voices at once, once per round and again the next round; in the 休整期 a purchase lands, a move within its
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Start sounds nothing more, a later move lands, a turn in place does not). Golden: unchanged (client only).
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### 31.9 Optional ammo count (PR #552)
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+112
-3
@@ -64,7 +64,8 @@
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// 香槟炸弹) plays its impact sound instead of a death sound.
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// - A prep piece that plays its Start clip again (render/units.js land(), PR #416: the round start's replay of the own
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// board, a purchase, a move onto or across the board) makes its battle deploy sound once (`deployCue`): the same file
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// and gain, the battle limiter and the SFX channel's volume and mute.
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// and gain through the SFX channel's volume and mute, in its own voices (LAND_VOICES) instead of the battle limiter —
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// a full pool hands the oldest landing's voice to the newest, so every piece of the chain is heard.
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// - Buffers are fetched once and cached (LRU); failed fetch/decode ⇒ silent (logged once as a warning).
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//
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// `bgmKeyFor(route, pub)` picks the track for the current screen/phase (main.js calls `audio.install()`,
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@@ -104,6 +105,19 @@ const IMPACT_TYPES = new Set(['phys', 'arts', 'true']);
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const IMPACT_WINDOW_MS = 2500;
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/** Casts held for a unit that is not tracked yet (`pendingSkill`): a hold per unit of a field, never more than this. */
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const PENDING_SKILL_MAX = 64;
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/**
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* Prep landing sounds (deployCue, PR #416) at once: their own pool, apart from the battle limiter. A landing over the cap
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* takes the oldest landing's voice (it fades out in LAND_STEAL_S) instead of being dropped — 192 of the 210 operators
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* land with the same 1.41 s b_char_set and the round start lands one every 50 ms, so the battle rule (≤ 2 copies of a
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* file, the rest dropped) left all but the first two silent. 3: at the replay's 50 ms rhythm every copy still rings for
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* 150 ms before it is taken over — b_char_set's attack, its loudest part, lies in its first 100 ms, and b_char_tokenset
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* (0.5 s) has 95 % of its energy in 150 ms — while three copies sum at most one more than the battle's two; a fourth would
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* add ~2.5 dB of level to a dense chain and no further attack. [ASSUMED] (no source gives the official cap: its born bank
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* allows any number of copies).
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*/
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export const LAND_VOICES = 3;
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/** Seconds a landing sound taken over by a newer one fades out (a hard stop clicks). */
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const LAND_STEAL_S = 0.03;
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/** Official operator sound files of a skill mode: `…_d` / `…_h` / `…_s` (+ digits) — the normal attack's end in `_n`. */
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const SKILL_MODE_FILE = /_(d|h|s)\d*\.mp3$/i;
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@@ -433,6 +447,18 @@ export class SfxLimiter {
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const n = this.activeByUrl.get(url) || 0;
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if (n <= 1) this.activeByUrl.delete(url); else this.activeByUrl.set(url, n - 1);
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}
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/**
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* Whether `unitKey` is still inside its cooldown at `now` (ms) — read only; a caller that takes a voice by stealing
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* (AudioManager._playLanding) asks first, so a refused key never costs another sound its voice.
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* @param {number} now ms
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* @param {string|number|null} unitKey
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*/
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cooling(now, unitKey) {
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if (unitKey == null) return false;
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const t = this.lastByUnit.get(unitKey);
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return t != null && now - t < this.unitCooldownMs;
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}
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}
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/**
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@@ -531,6 +557,12 @@ export class AudioManager {
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this.bufBytes = new Map(); // url → decoded PCM bytes (the byte budget of the LRU, see _buffer)
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this.warned = new Set();
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this.limiter = new SfxLimiter();
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// prep landings (deployCue): their own voices — a full pool hands the oldest one's voice to the newest (_playLanding);
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// no per-file gap (one landing per piece, the cap bounds the overlap), the per-piece cooldown of the battle sounds
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this.landLimiter = new SfxLimiter({ maxVoices: LAND_VOICES, maxPerUrl: LAND_VOICES, urlGapMs: 0 });
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this.landVoices = []; // the landing sounds holding a voice, oldest first: { url, src, gain, over, release }
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this.landStats = { started: 0, stolen: 0 }; // landing sounds started / taken over since the page opened (dev / tests)
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this.landWarm = false; // the field view asked for the landing sounds ahead while they could not be fetched (warmLandings)
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this.voiceGate = new VoiceGate();
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this.voiceNode = null; // { src, gain, url, token } of the line on air
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this.voiceToken = 0;
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@@ -609,6 +641,7 @@ export class AudioManager {
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} catch { /* ignore */ }
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this._applyVolumes();
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this._primeOutput();
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if (this.landWarm) this.warmLandings();
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if (this.ctx.state === 'running') this._dropUnlock();
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else {
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const p = this.ctx.resume?.();
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@@ -682,6 +715,7 @@ export class AudioManager {
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if (this.volumes.muted || this.volumes.sfx <= 0) this.stopBondCue();
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// the music became audible again: download and start the track the screen wants now (none was fetched meanwhile)
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if (wasSilent && !this.bgmSilent && this.ctx && this.wantBgm) { const k = this.wantBgm; this.wantBgm = null; this.playBgm(k); }
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if (this.landWarm && this.ctx && !this.volumes.muted && this.volumes.sfx > 0) this.warmLandings();
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}
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/** Is the music silent — muted, or the BGM volume at 0? Then no BGM is downloaded (playBgm). */
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@@ -1134,7 +1168,8 @@ export class AudioManager {
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* The landing sound of a prep piece that plays its Start clip again (render/units.js land(), PR #416: the round start's
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* replay of the own board, a purchase, a move onto or across the board): the sound its battle deployment makes
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* (deploySfxUrl — its own ON_UNIT_BORN sound with the bank's mix, else b_char_set / b_char_tokenset) at the same gains,
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* through the SFX channel (volume, mute) and the battle limiter (≤ 2 copies of one sound, a cooldown per piece).
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* through the SFX channel (volume, mute) and the landing voices (_playLanding: at most LAND_VOICES at once, the oldest
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* taken over by the newest, a cooldown per piece) — every landing is heard, one after another.
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* @param {{ def?: string|null, defId?: string|null, kind?: string|null }} info the piece: its model id (the sfx.units
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* key), its chess / token id and its kind ('op' | 'token' — the official sound class, unitSoundClass)
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* @param {string|number} key the piece (its cooldown key)
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@@ -1148,11 +1183,85 @@ export class AudioManager {
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if (!url) return false;
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const own = url === m?.audio?.sfx?.units?.[u.def]?.born;
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const mix = own ? m.audio.sfx.units[u.def].mix?.born : null;
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if (unitSoundPlays(mix, this.random())) this._playUnitUrl(url, `land:${key}`, own ? unitGain(0.8, mix) : 0.5);
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if (unitSoundPlays(mix, this.random())) this._playLanding(url, `land:${key}`, own ? unitGain(0.8, mix) : 0.5);
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return true;
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} catch { return false; }
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}
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/**
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* Play a landing sound in the landing voices: never dropped for want of a voice — over LAND_VOICES (any file) the oldest
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* landing, playing or still loading, gives its voice up (_stealLanding) and the new one starts; only the per-piece
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* cooldown refuses one (the same piece twice within UNIT_COOLDOWN_MS: one landing never sounds twice), checked before
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* anything is taken over. The battle limiter is not touched. Muted or at SFX volume 0, nothing happens.
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* @param {string} url
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* @param {string} unitKey the piece's cooldown key (`land:<view id>`)
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* @param {number} volume gain of this sound under the SFX channel
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*/
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_playLanding(url, unitKey, volume) {
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if (!this.ctx || typeof url !== 'string' || !url || this.volumes.muted || this.volumes.sfx <= 0) return;
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const now = typeof performance !== 'undefined' ? performance.now() : Date.now();
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const pool = this.landLimiter;
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if (pool.cooling(now, unitKey)) return;
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while (!pool.tryAcquire(now, unitKey, url)) {
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if (!this.landVoices.length) return; // (a full pool always holds voices; never loop on a refusal it cannot lift)
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this._stealLanding(this.landVoices[0]);
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}
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const v = { url, src: null, gain: null, over: false, release: null };
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v.release = () => {
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if (v.over) return;
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v.over = true;
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pool.release(url);
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const i = this.landVoices.indexOf(v);
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if (i >= 0) this.landVoices.splice(i, 1);
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};
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this.landVoices.push(v);
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this._buffer(url).then((buf) => {
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if (v.over || !buf || !this.ctx) { v.release(); return; } // taken over while it loaded: it never starts
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try {
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const s = this.ctx.createBufferSource();
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s.buffer = buf;
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const g = this.ctx.createGain();
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g.gain.value = Math.max(0, Math.min(1.5, volume));
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s.connect(g); g.connect(this.sfxGain);
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v.src = s; v.gain = g;
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let done = false;
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const end = () => { if (done) return; done = true; v.release(); try { g.disconnect(); } catch { /* ignore */ } };
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s.onended = end;
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setTimeout(end, (buf.duration || 0) * 1000 + 250); // safety if onended never fires
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s.start();
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this.landStats.started += 1;
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} catch { v.release(); }
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}, v.release);
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}
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/** A landing sound gives its voice to a newer one: the voice is free at once, the sound fades out over LAND_STEAL_S. */
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_stealLanding(v) {
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v.release();
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this.landStats.stolen += 1;
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if (!v.src || !v.gain || !this.ctx) return;
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try {
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const t = this.ctx.currentTime;
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const g = v.gain.gain;
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g.cancelScheduledValues(t);
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g.setValueAtTime(g.value, t);
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g.linearRampToValueAtTime(0, t + LAND_STEAL_S);
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v.src.stop(t + LAND_STEAL_S + 0.005);
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} catch { /* ignore */ }
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}
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/**
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* Fetch the generic landing sounds ahead (b_char_set / b_char_tokenset, ~30 KB together), so the round start's first
|
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* landings never wait for a download (a wait would bunch the chain's first sounds together). The field view asks when a
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* match screen comes up (render/app.js createFieldView); before the first gesture, or while the SFX are silent, the wish
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* is kept (`landWarm`) and _unlock / setVolumes fetch then. An own deploy sound loads with the first landing that uses it.
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*/
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warmLandings() {
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if (!this.ctx || this.volumes.muted || this.volumes.sfx <= 0) { this.landWarm = true; return; }
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this.landWarm = false;
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const b = this.getManifest()?.audio?.sfx?.battle;
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for (const url of [b?.deploy, b?.tokenDeploy]) if (typeof url === 'string') this._buffer(url);
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}
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/**
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* React to `b.ev` tuples (DESIGN §8.2).
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* @param {any[]} ev
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@@ -336,6 +336,9 @@ export async function createFieldView(host, options = {}) {
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loadLevel: () => loadLevel,
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surfaceLayer: (row) => tiles.surfaceLayer(row),
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};
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// the prep landings' generic sounds ahead of the first round start (audio.js warmLandings: a download would bunch the
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// replay's first landings together); a wish kept until the first gesture / audible SFX
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try { ctx.audio?.warmLandings?.(); } catch { /* the sound is optional */ }
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const tiles = new TileField({ ground: layers.ground, overlay: layers.overlay, props: layers.units, anim: layers.anim });
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setupCleanup.push(() => tiles.destroy());
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const fx = new FxSystem({
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@@ -41,8 +41,9 @@
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// One landing, one sound: a piece whose Start still plays (on its model, owed to a model still loading, or cued less than
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// a clip ago) keeps it and sounds nothing more, and only an idle prep piece is ever pulled into it — never a battle unit
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// or one in an attack, skill, death or form clip. The sound is `ctx.audio.deployCue` (public/js/audio.js: the unit's own
|
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// battle deploy sound, through the SFX volume, mute and the battle limiter); `onDeploy` itself — the sim's 'deploy'
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// events — stays silent: audio.handleBattleEvents sounds those.
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// battle deploy sound through the SFX volume and mute, in landing voices of its own that hand the oldest one's voice to
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// the newest instead of dropping it); `onDeploy` itself — the sim's 'deploy' events — stays silent:
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// audio.handleBattleEvents sounds those.
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// Enemy modes (the `form` of a sim fx — shared/protocol.js fxForm — → `setForm(form, fx)`): 掠海漂移体 dropping to 爬行模式
|
||||
// (user playtest #5 item 1) plays its skeleton's 'Change' clip once, then the crawl set (*_02); 暴鸰 flies on without its
|
||||
// bomb (*_2) after the drop (feedback D4); 转译基底's forms, the 逐火 embers, 再生's puppet, the leaders' 重生 and 守墓石像
|
||||
|
||||
@@ -4,8 +4,9 @@
|
||||
//
|
||||
// From a settled battle to 回合开始 of the next round, the real game screen (screens/game.js) and Pixi field view
|
||||
// (render/app.js) replay the own board's pieces one after another in deployment order — operators by column from the
|
||||
// left, top to bottom within a column (sim Battle.start) — each with one landing sound (audio.deployCue, spied); the
|
||||
// same round never again (a re-pushed state, the 休整期 that follows), the next round once more. In the 休整期 a purchase
|
||||
// left, top to bottom within a column (sim Battle.start) — each with one landing sound (audio.deployCue, spied) that
|
||||
// really starts in the page's unlocked audio (audio.landStats), never more than LAND_VOICES at once; the same round never
|
||||
// again (a re-pushed state, the 休整期 that follows), the next round once more. In the 休整期 a purchase
|
||||
// lands the bought operator; a move onto the board while that Start still plays sounds nothing more; a later move to
|
||||
// another tile lands again; turning in place does not. No console / page errors.
|
||||
|
||||
@@ -47,13 +48,23 @@ describe('the round start replays the own board\'s Start clips in deployment ord
|
||||
page.on('pageerror', (e) => problems.push(`pageerror: ${e.message}`));
|
||||
await page.goto(`${base}/dev/game-mock.html?shot=1&render=engine&phase=SETTLE`, { waitUntil: 'networkidle0', timeout: 60000 });
|
||||
await page.waitForFunction(() => globalThis.__SP_VIEW__?.kind === 'engine' && globalThis.__SP_VIEW__.raw.mode === 'battle', { timeout: 20000 });
|
||||
// spy on the landing sound (the view's ctx.audio is this very manager) and stop the mock battle's stream
|
||||
// spy on the landing sound (the view's ctx.audio is this very manager), sample how many landing voices ring, and
|
||||
// unlock the page's audio with a key press (a user gesture; Shift is no shortcut) so the landings really start
|
||||
await page.evaluate(async () => {
|
||||
const { audio } = await import('/js/audio.js');
|
||||
globalThis.__audio = audio;
|
||||
const cues = globalThis.__cues = [];
|
||||
const real = audio.deployCue.bind(audio);
|
||||
audio.deployCue = (info, key) => { cues.push({ key, at: performance.now() }); return real(info, key); };
|
||||
globalThis.__mostVoices = 0;
|
||||
setInterval(() => { globalThis.__mostVoices = Math.max(globalThis.__mostVoices, audio.landVoices.length); }, 4);
|
||||
});
|
||||
await page.keyboard.press('Shift');
|
||||
await page.waitForFunction(() => globalThis.__audio.unlocked, { timeout: 5000 });
|
||||
// the field view asked for the generic landing sounds ahead (audio.warmLandings); the gesture fetched them
|
||||
await page.waitForFunction(() => [...globalThis.__audio.buffers.keys()].some((u) => /b_char_set/.test(u)), { timeout: 5000 });
|
||||
await sleep(300);
|
||||
const stats0 = await page.evaluate(() => ({ ...globalThis.__audio.landStats }));
|
||||
const landings = (why) => page.evaluate((w) => globalThis.__SP_VIEW__.raw.debug.landings.filter((l) => !w || l.why === w).map((l) => ({ ...l })), why);
|
||||
const toPhase = (phase, round) => page.evaluate((ph, r) => globalThis.__MOCK__.mutate((S) => {
|
||||
if (S.battle?.timer) clearInterval(S.battle.timer);
|
||||
@@ -82,6 +93,16 @@ describe('the round start replays the own board\'s Start clips in deployment ord
|
||||
assert.equal(lastPlaying, true, 'the piece is in its Start clip when it lands');
|
||||
const cues7 = await page.evaluate(() => globalThis.__cues.map((c) => c.key));
|
||||
assert.deepEqual(cues7, order.map((uid) => `p:${uid}`), 'one landing sound per piece, in the same order');
|
||||
// every landing's sound really started — most of them share b_char_set — and never more than LAND_VOICES at once
|
||||
await sleep(200);
|
||||
const voices = await page.evaluate(async () => {
|
||||
const { LAND_VOICES } = await import('/js/audio.js');
|
||||
const st = globalThis.__audio.landStats;
|
||||
return { started: st.started, stolen: st.stolen, most: globalThis.__mostVoices, cap: LAND_VOICES };
|
||||
});
|
||||
assert.equal(voices.started - stats0.started, order.length, `all ${order.length} landing sounds started (${JSON.stringify(voices)})`);
|
||||
assert.ok(voices.most <= voices.cap, `at most ${voices.cap} landing voices at once (${voices.most})`);
|
||||
assert.equal(voices.stolen - stats0.stolen, Math.max(0, order.length - voices.cap), 'the oldest gave its voice to each landing over the cap');
|
||||
|
||||
// ---- the same round again: a re-pushed state (a reconnect's resync, a re-render) and the 休整期 that follows replay nothing
|
||||
await page.evaluate(() => { globalThis.__MOCK__.pushPublic(); globalThis.__MOCK__.mutate(() => {}); });
|
||||
|
||||
+212
-46
@@ -1,8 +1,10 @@
|
||||
// test/ui/deploy-replay.test.js — PR #416 by @Cromemadnd, ported in 0.2.6 (DESIGN §31.8): the round start replays the own
|
||||
// board's Start clips in deployment order (ui/gameLogic deployOrder / roundStartReplay — the maintainer's confirmation from
|
||||
// official play, 2026-10-13), and a landing sounds like the piece's battle deployment through the SFX channel
|
||||
// (public/js/audio.js deployCue). The view side is test/render/deploy-replay.test.js, the browser check
|
||||
// test/ui/deploy-replay.e2e.test.js.
|
||||
// (public/js/audio.js deployCue) in its own voices: at most LAND_VOICES at once, a new landing taking the oldest one's
|
||||
// voice instead of being dropped (Grok's review of r37: the battle limiter left 6 of 8 b_char_set landings silent) —
|
||||
// checked with the real AudioManager, SfxLimiter and buffer cache on a fake Web Audio context. The view side is
|
||||
// test/render/deploy-replay.test.js, the browser check test/ui/deploy-replay.e2e.test.js.
|
||||
// Run: node --test test/ui/deploy-replay.test.js
|
||||
|
||||
import { test, describe } from 'node:test';
|
||||
@@ -11,7 +13,8 @@ import { readFileSync } from 'node:fs';
|
||||
import path from 'node:path';
|
||||
import { fileURLToPath } from 'node:url';
|
||||
import { deployOrder, roundStartReplay } from '../../public/js/ui/gameLogic.js';
|
||||
import { AudioManager, deploySfxUrl } from '../../public/js/audio.js';
|
||||
import { AudioManager, SfxLimiter, LAND_VOICES, deploySfxUrl } from '../../public/js/audio.js';
|
||||
import { mediaUrl } from '../../public/js/media.js';
|
||||
import { PHASE } from '../../shared/constants.js';
|
||||
|
||||
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..');
|
||||
@@ -77,54 +80,217 @@ describe('roundStartReplay — once per round, in 回合开始, on the own board
|
||||
});
|
||||
});
|
||||
|
||||
describe('AudioManager.deployCue — the landing sound', () => {
|
||||
const OWN = Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('char_') && typeof manifest.audio.sfx.units[k].born === 'string');
|
||||
const PLAIN = Object.keys(manifest.chars).find((k) => !manifest.audio.sfx.units[k]?.born);
|
||||
const rig = (o = {}) => {
|
||||
const a = new AudioManager({ win: null, getManifest: () => manifest, random: () => 0, ...o });
|
||||
a.ctx = {}; // unlocked
|
||||
const played = [];
|
||||
a._play = (url, opt) => { played.push({ url, ...opt }); };
|
||||
return { a, played };
|
||||
// ---- the landing voices: the real AudioManager (SfxLimiter, _buffer, the nodes) on a fake Web Audio context --------------
|
||||
|
||||
const SET = manifest.audio.sfx.battle.deploy; // b_char_set: 192 of the 210 operators land with it
|
||||
const TOKEN_SET = manifest.audio.sfx.battle.tokenDeploy;
|
||||
const OWN = Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('char_') && typeof manifest.audio.sfx.units[k].born === 'string');
|
||||
const PLAIN = Object.keys(manifest.chars).filter((k) => !manifest.audio.sfx.units[k]?.born);
|
||||
/** Seconds of the files as served (b_char_set 1.41 s, b_char_tokenset 0.50 s — afinfo); 1 s for any other. */
|
||||
const durationOf = (url) => (/b_char_set/.test(url) ? 1.41 : /b_char_tokenset/.test(url) ? 0.5 : 1);
|
||||
|
||||
/**
|
||||
* A fake Web Audio window: every buffer source records when it started and stopped on a clock the test moves (`at(ms)`:
|
||||
* performance.now() and ctx.currentTime follow it, a source that reaches its end fires `onended`); fetch serves every
|
||||
* sound with its real length. `hold(url)` keeps one download open until the returned function is called.
|
||||
*/
|
||||
function landingRig({ settings = { sfx: 0.8, muted: false } } = {}) {
|
||||
const clock = { ms: 0 };
|
||||
const sources = [];
|
||||
const fetched = [];
|
||||
const held = new Map();
|
||||
class Param {
|
||||
constructor() { this.value = 1; this.ramps = []; }
|
||||
setValueAtTime(v) { this.value = v; } linearRampToValueAtTime(v, t) { this.ramps.push([v, t]); } setTargetAtTime(v) { this.value = v; }
|
||||
cancelScheduledValues() {}
|
||||
}
|
||||
class Node { connect() {} disconnect() {} }
|
||||
class Gain extends Node { constructor() { super(); this.gain = new Param(); } }
|
||||
class Src extends Node {
|
||||
constructor() { super(); this.playbackRate = new Param(); this.buffer = null; this.startedAt = null; this.stoppedAt = null; this.stopWhen = null; this.ended = false; sources.push(this); }
|
||||
start() { this.startedAt = clock.ms; }
|
||||
stop(when) { this.stoppedAt = clock.ms; this.stopWhen = when; }
|
||||
get playing() { return this.startedAt != null && this.stoppedAt == null && !this.ended; }
|
||||
}
|
||||
class Ctx {
|
||||
constructor() { this.state = 'running'; this.destination = new Node(); this.sampleRate = 44100; }
|
||||
get currentTime() { return clock.ms / 1000; }
|
||||
createGain() { return new Gain(); }
|
||||
createBufferSource() { return new Src(); }
|
||||
createBuffer() { return { duration: 0 }; }
|
||||
decodeAudioData(ab, ok) { ok({ duration: ab.duration, length: 1, numberOfChannels: 1, url: ab.url }); }
|
||||
resume() { return Promise.resolve(); }
|
||||
suspend() { return Promise.resolve(); }
|
||||
}
|
||||
const listeners = new Map();
|
||||
const win = { AudioContext: Ctx, document: { hidden: false, addEventListener() {} }, addEventListener(t, fn) { listeners.set(t, fn); }, removeEventListener(t) { listeners.delete(t); } };
|
||||
const realFetch = globalThis.fetch;
|
||||
const perf = globalThis.performance;
|
||||
const realNow = perf.now;
|
||||
globalThis.fetch = async (u) => {
|
||||
fetched.push(u);
|
||||
const wait = held.get(u);
|
||||
if (wait) await wait;
|
||||
return { ok: true, headers: { get: () => 'audio/mpeg' }, arrayBuffer: async () => ({ duration: durationOf(u), url: u }) };
|
||||
};
|
||||
perf.now = () => clock.ms;
|
||||
const a = new AudioManager({ win, getManifest: () => manifest, random: () => 0 });
|
||||
a.setVolumes(settings);
|
||||
a.install();
|
||||
a.warmLandings(); // the field view's wish when the match screen comes up, before any gesture (render/app.js)
|
||||
const flush = async () => { for (let i = 0; i < 4; i++) await new Promise((r) => setImmediate(r)); };
|
||||
return {
|
||||
a, sources, fetched,
|
||||
unlock: async () => { listeners.get('pointerdown')?.(); await flush(); },
|
||||
/** Move the clock to `ms`: a playing source whose file ran out ends (onended), as Web Audio does. */
|
||||
at: async (ms) => {
|
||||
clock.ms = ms;
|
||||
for (const s of sources) if (s.playing && s.buffer && ms >= s.startedAt + s.buffer.duration * 1000) { s.ended = true; s.onended?.(); }
|
||||
await flush();
|
||||
},
|
||||
flush,
|
||||
hold: (url) => { let open; held.set(mediaUrl(url), new Promise((r) => { open = r; })); return () => open(); },
|
||||
playing: () => sources.filter((s) => s.playing && s.buffer?.duration > 0),
|
||||
started: () => sources.filter((s) => s.startedAt != null && s.buffer?.duration > 0),
|
||||
restore: () => { globalThis.fetch = realFetch; perf.now = realNow; },
|
||||
};
|
||||
}
|
||||
|
||||
test('the sound of the piece\'s battle deployment: its own ON_UNIT_BORN file, else b_char_set / b_char_tokenset, limited per piece', () => {
|
||||
assert.ok(OWN && PLAIN, 'the manifest has operators with and without an own deploy sound');
|
||||
const { a, played } = rig();
|
||||
assert.equal(a.deployCue({ def: OWN, defId: 'chess_x', kind: 'op' }, 'p:3'), true);
|
||||
assert.equal(a.deployCue({ def: PLAIN, defId: 'chess_y', kind: 'op' }, 'p:4'), true);
|
||||
assert.equal(a.deployCue({ def: 'token_10000_silent_healrb', defId: 'token_10000_silent_healrb', kind: 'token' }, 'p:5'), true);
|
||||
assert.deepEqual(played.map((p) => p.url), [
|
||||
manifest.audio.sfx.units[OWN].born, manifest.audio.sfx.battle.deploy,
|
||||
deploySfxUrl(manifest, { def: 'token_10000_silent_healrb', defId: 'token_10000_silent_healrb', kind: 'token', side: 'ally' }),
|
||||
]);
|
||||
assert.equal(played[2].url, manifest.audio.sfx.units.token_10000_silent_healrb?.born ?? manifest.audio.sfx.battle.tokenDeploy, 'a summon: the token sound');
|
||||
assert.deepEqual(played.map((p) => [p.limited, p.unitKey]), [[true, 'land:p:3'], [true, 'land:p:4'], [true, 'land:p:5']], 'the battle limiter: ≤ 2 copies of one sound, a cooldown per piece');
|
||||
assert.equal(played[1].volume, 0.5, 'the generic file at the battle deploy\'s gain');
|
||||
assert.ok(played[0].volume > 0 && played[0].volume <= 0.8, 'an own file at its bank gain');
|
||||
describe('AudioManager.deployCue — the landing sound in its own voices, taken over instead of dropped', () => {
|
||||
test(`8 operators on b_char_set, 50 ms apart: 8 starts, never more than ${LAND_VOICES} at once, the oldest taken over each time`, async () => {
|
||||
assert.equal(LAND_VOICES, 3);
|
||||
// the battle rule this replaces: ≤ 2 copies of a file at once and the rest dropped — 2 of the 8 would have sounded
|
||||
const battle = new SfxLimiter();
|
||||
assert.equal([...Array(8).keys()].filter((i) => battle.tryAcquire(i * 50, `land:p:${i}`, SET)).length, 2);
|
||||
const r = landingRig();
|
||||
try {
|
||||
await r.unlock();
|
||||
const most = [];
|
||||
for (let i = 0; i < 8; i++) {
|
||||
await r.at(i * 50);
|
||||
assert.equal(r.a.deployCue({ def: PLAIN[i], defId: `chess_${i}`, kind: 'op' }, `p:${i}`), true);
|
||||
await r.flush();
|
||||
most.push(r.playing().length);
|
||||
const started = r.started();
|
||||
assert.equal(started.length, i + 1, `landing #${i} started at once`);
|
||||
assert.equal(started[i].startedAt, i * 50);
|
||||
assert.equal(started[i].buffer.url, mediaUrl(SET), 'b_char_set');
|
||||
if (i >= LAND_VOICES) {
|
||||
const old = started[i - LAND_VOICES];
|
||||
assert.equal(old.stoppedAt, i * 50, `#${i} took the voice of #${i - LAND_VOICES}, the oldest still ringing`);
|
||||
assert.ok(Math.abs(old.stopWhen - (i * 50) / 1000 - 0.035) < 1e-9, 'which fades out over 30 ms instead of clicking');
|
||||
assert.deepEqual(r.a.landVoices.length, LAND_VOICES);
|
||||
}
|
||||
}
|
||||
assert.ok(Math.max(...most) <= LAND_VOICES, `at most ${LAND_VOICES} at once (${most.join(',')})`);
|
||||
assert.deepEqual(most, [1, 2, 3, 3, 3, 3, 3, 3]);
|
||||
assert.deepEqual(r.a.landStats, { started: 8, stolen: 5 });
|
||||
// the newest three ring out; the other battle sounds' limiter was never touched
|
||||
await r.at(350 + 1500);
|
||||
assert.equal(r.playing().length, 0);
|
||||
assert.equal(r.a.landVoices.length, 0, 'every voice returned');
|
||||
assert.equal(r.a.landLimiter.active, 0);
|
||||
assert.equal(r.a.limiter.active, 0);
|
||||
assert.equal(r.a.limiter.lastByUrl.size, 0, 'the battle limiter knows nothing of landings');
|
||||
} finally { r.restore(); }
|
||||
});
|
||||
|
||||
test('a piece without a sound, an enemy model, no manifest: nothing, never a throw', () => {
|
||||
const { a, played } = rig({ getManifest: () => ({ audio: { sfx: { battle: {}, units: {} } } }) });
|
||||
assert.equal(a.deployCue({ def: 'char_x', kind: 'op' }, 1), false);
|
||||
const none = rig({ getManifest: () => null });
|
||||
assert.equal(none.a.deployCue({ def: 'char_x', kind: 'op' }, 1), false);
|
||||
assert.equal(none.a.deployCue(null, 1), false);
|
||||
assert.equal(played.length + none.played.length, 0);
|
||||
test('a full board of 36 pieces — b_char_set, own deploy sounds and summons — lands every one within the cap', async () => {
|
||||
const r = landingRig();
|
||||
try {
|
||||
await r.unlock();
|
||||
let most = 0;
|
||||
for (let i = 0; i < 36; i++) {
|
||||
await r.at(i * 50);
|
||||
const info = i % 6 === 5 ? { def: 'token_10000_silent_healrb', defId: 'token_10000_silent_healrb', kind: 'token' }
|
||||
: i % 9 === 4 ? { def: OWN, defId: `chess_${i}`, kind: 'op' } : { def: PLAIN[i], defId: `chess_${i}`, kind: 'op' };
|
||||
r.a.deployCue(info, `p:${i}`);
|
||||
await r.flush();
|
||||
most = Math.max(most, r.playing().length, r.a.landVoices.length);
|
||||
}
|
||||
assert.equal(r.started().length, 36, 'every landing started');
|
||||
assert.ok(most <= LAND_VOICES, `never more than ${LAND_VOICES} at once (${most})`);
|
||||
assert.equal(r.a.landStats.started, 36);
|
||||
const files = new Set(r.started().map((s) => s.buffer.url));
|
||||
assert.ok(files.has(mediaUrl(SET)) && files.has(mediaUrl(manifest.audio.sfx.units[OWN].born)) && files.size >= 3, 'the generic, an own and a summon sound');
|
||||
await r.at(36 * 50 + 1500);
|
||||
assert.equal(r.a.landVoices.length, 0);
|
||||
assert.equal(r.a.landLimiter.active, 0);
|
||||
} finally { r.restore(); }
|
||||
});
|
||||
|
||||
test('the SFX volume and mute apply: muted or at 0 nothing is even fetched', () => {
|
||||
const a = new AudioManager({ win: null, getManifest: () => manifest, random: () => 0 });
|
||||
a.ctx = {};
|
||||
const fetched = [];
|
||||
a._buffer = (url) => { fetched.push(url); return Promise.resolve(null); };
|
||||
a.setVolumes({ sfx: 0.8, muted: true });
|
||||
a.deployCue({ def: PLAIN, kind: 'op' }, 'p:1');
|
||||
a.setVolumes({ sfx: 0, muted: false });
|
||||
a.deployCue({ def: PLAIN, kind: 'op' }, 'p:2');
|
||||
assert.deepEqual(fetched, []);
|
||||
a.setVolumes({ sfx: 0.8, muted: false });
|
||||
a.deployCue({ def: PLAIN, kind: 'op' }, 'p:3');
|
||||
assert.deepEqual(fetched, [manifest.audio.sfx.battle.deploy]);
|
||||
test('one landing never sounds twice: the same piece within the cooldown takes no voice and stops nothing', async () => {
|
||||
const r = landingRig();
|
||||
try {
|
||||
await r.unlock();
|
||||
for (let i = 0; i < LAND_VOICES; i++) { await r.at(i * 50); r.a.deployCue({ def: PLAIN[i], kind: 'op' }, `p:${i}`); await r.flush(); }
|
||||
await r.at(LAND_VOICES * 50);
|
||||
r.a.deployCue({ def: PLAIN[LAND_VOICES - 1], kind: 'op' }, `p:${LAND_VOICES - 1}`); // 50 ms after its own landing
|
||||
await r.flush();
|
||||
assert.equal(r.started().length, LAND_VOICES, 'no second start');
|
||||
assert.equal(r.started().filter((s) => s.stoppedAt != null).length, 0, 'and nothing taken over for it');
|
||||
await r.at(LAND_VOICES * 50 + 200);
|
||||
r.a.deployCue({ def: PLAIN[0], kind: 'op' }, 'p:0'); // a later landing of the same piece
|
||||
await r.flush();
|
||||
assert.equal(r.started().length, LAND_VOICES + 1);
|
||||
} finally { r.restore(); }
|
||||
});
|
||||
|
||||
test('the sound of the piece\'s battle deployment at its gain: own ON_UNIT_BORN file, else b_char_set / b_char_tokenset', async () => {
|
||||
const r = landingRig();
|
||||
try {
|
||||
await r.unlock();
|
||||
assert.equal(r.a.deployCue({ def: OWN, defId: 'chess_x', kind: 'op' }, 'p:3'), true);
|
||||
assert.equal(r.a.deployCue({ def: PLAIN[0], defId: 'chess_y', kind: 'op' }, 'p:4'), true);
|
||||
assert.equal(r.a.deployCue({ def: 'token_10000_silent_healrb', defId: 'token_10000_silent_healrb', kind: 'token' }, 'p:5'), true);
|
||||
await r.flush();
|
||||
const token = deploySfxUrl(manifest, { def: 'token_10000_silent_healrb', defId: 'token_10000_silent_healrb', kind: 'token', side: 'ally' });
|
||||
assert.deepEqual(r.a.landVoices.map((v) => v.url), [manifest.audio.sfx.units[OWN].born, SET, token]);
|
||||
assert.equal(token, manifest.audio.sfx.units.token_10000_silent_healrb?.born ?? TOKEN_SET, 'a summon: the token sound');
|
||||
assert.equal(r.a.landVoices[1].gain.gain.value, 0.5, 'the generic file at the battle deploy\'s gain');
|
||||
assert.ok(r.a.landVoices[0].gain.gain.value > 0 && r.a.landVoices[0].gain.gain.value <= 0.8, 'an own file at its bank gain');
|
||||
} finally { r.restore(); }
|
||||
});
|
||||
|
||||
test('a landing taken over while its file still downloads never starts; the generic files are fetched ahead', async () => {
|
||||
const r = landingRig();
|
||||
try {
|
||||
assert.equal(r.fetched.length, 0, 'the field view\'s wish waits for the first gesture');
|
||||
await r.unlock();
|
||||
assert.deepEqual(r.fetched, [mediaUrl(SET), mediaUrl(TOKEN_SET)], 'fetched at unlock: a round start never waits for them');
|
||||
const born = manifest.audio.sfx.units[OWN].born;
|
||||
const open = r.hold(born);
|
||||
r.a.deployCue({ def: OWN, kind: 'op' }, 'p:1'); // still downloading …
|
||||
for (let i = 0; i < LAND_VOICES; i++) { await r.at(50 + i * 50); r.a.deployCue({ def: PLAIN[i], kind: 'op' }, `p:${10 + i}`); await r.flush(); }
|
||||
assert.equal(r.a.landStats.stolen, 1, '… when the pool filled up it gave its voice');
|
||||
open();
|
||||
await r.flush();
|
||||
assert.equal(r.started().filter((s) => s.buffer.url === mediaUrl(born)).length, 0, 'and it never starts');
|
||||
assert.equal(r.started().length, LAND_VOICES);
|
||||
} finally { r.restore(); }
|
||||
});
|
||||
|
||||
test('the SFX volume and mute apply: muted or at 0 nothing is fetched, started or taken over; a manifest without the sound: nothing', async () => {
|
||||
const r = landingRig({ settings: { sfx: 0.8, muted: true } });
|
||||
try {
|
||||
await r.unlock();
|
||||
assert.equal(r.fetched.length, 0, 'no warm-up while muted');
|
||||
r.a.deployCue({ def: PLAIN[0], kind: 'op' }, 'p:1');
|
||||
r.a.setVolumes({ sfx: 0, muted: false });
|
||||
r.a.deployCue({ def: PLAIN[1], kind: 'op' }, 'p:2');
|
||||
await r.flush();
|
||||
assert.deepEqual([r.fetched.length, r.started().length, r.a.landVoices.length], [0, 0, 0]);
|
||||
r.a.setVolumes({ sfx: 0.8, muted: false });
|
||||
await r.flush();
|
||||
assert.deepEqual(r.fetched, [mediaUrl(SET), mediaUrl(TOKEN_SET)], 'audible again: the kept wish fetches them now');
|
||||
r.a.deployCue({ def: PLAIN[2], kind: 'op' }, 'p:3');
|
||||
await r.flush();
|
||||
assert.equal(r.started().length, 1);
|
||||
} finally { r.restore(); }
|
||||
const bare = new AudioManager({ win: null, getManifest: () => ({ audio: { sfx: { battle: {}, units: {} } } }) });
|
||||
assert.equal(bare.deployCue({ def: 'char_x', kind: 'op' }, 1), false);
|
||||
const none = new AudioManager({ win: null, getManifest: () => null });
|
||||
assert.equal(none.deployCue({ def: 'char_x', kind: 'op' }, 1), false);
|
||||
assert.equal(none.deployCue(null, 1), false);
|
||||
});
|
||||
});
|
||||
Reference in new issue
Block a user