// Audio manager (public/js/audio.js): BGM selection, manifest resolution, SFX limiter, and the manager's // never-throw behaviour with a fake Web Audio implementation. import { test, describe } from 'node:test'; import assert from 'node:assert/strict'; import { readFileSync } from 'node:fs'; import path from 'node:path'; import { fileURLToPath } from 'node:url'; import { bgmKeyFor, resolveBgm, SfxLimiter, AudioManager, normalAttackSfx, installAudio, audio, combatTrackFor, COMBAT_TRACK_SWITCH_ROUND } 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)), '../..'); const manifest = JSON.parse(readFileSync(path.join(ROOT, 'data', 'assets.json'), 'utf8')); // audio.js 取音频时**先请求无扩展名的 /media/…**(正是为了躲开下载管理器对 .mp3 后缀的嗅探), // 只有那样 404 了才回退到 manifest 里的原始地址。所以「某个音效响了没有」不能拿原始地址去比对—— // 那样断言的是一个客户端永远不会请求的 URL。下面两个助手把比对放到同一条换算上。 /** 这个 manifest 地址被请求过吗(/media/ 形式或 404 后的原始形式)。 */ const asked = (urls, raw) => urls.includes(mediaUrl(raw)) || urls.includes(raw); /** 这个 manifest 地址被请求了几次。 */ const askedCount = (urls, raw) => urls.filter((u) => u === mediaUrl(raw) || u === raw).length; describe('bgm selection', () => { test('route and phase → key', () => { assert.equal(bgmKeyFor('title', null), 'lobby'); assert.equal(bgmKeyFor('room', null), 'lobby'); assert.equal(bgmKeyFor('game', null), 'lobby'); assert.equal(bgmKeyFor('game', { phase: PHASE.INFO_CHECK }), 'lobby'); assert.equal(bgmKeyFor('game', { phase: PHASE.PREP }), 'prep'); assert.equal(bgmKeyFor('game', { phase: PHASE.SP_DRAFT }), 'prep'); assert.equal(bgmKeyFor('game', { phase: PHASE.COMBAT }), 'combat'); // 联防 has its own track: the official escaped_single / escaped_multi levels declare bgmEvent = corrosion assert.equal(bgmKeyFor('game', { phase: PHASE.UNITE }), 'unite'); // 开战 BGM: the round's own track (combatTrackFor) indexes the manifest's `bgm.combatAlts` assert.equal(bgmKeyFor('game', { phase: PHASE.COMBAT }, 0), 'combat:0'); assert.equal(bgmKeyFor('game', { phase: PHASE.COMBAT }, 1), 'combat:1'); assert.equal(bgmKeyFor('game', { phase: PHASE.UNITE }, 1), 'unite', '联防 keeps its own track, not the round index'); assert.equal(bgmKeyFor('game', { phase: PHASE.PREP }, 1), 'prep'); assert.equal(bgmKeyFor('game', { phase: PHASE.FINAL_ASSAULT, bossId: 'boss_4' }, 1), 'boss:boss_4'); assert.equal(bgmKeyFor('game', { phase: PHASE.FINAL_ASSAULT, bossId: 'boss_4' }), 'boss:boss_4'); assert.equal(bgmKeyFor('game', { phase: PHASE.FINAL_ASSAULT }), 'boss'); assert.equal(bgmKeyFor('game', { phase: PHASE.HIDDEN_CORE, bossId: 'boss_1', hiddenBossId: 'boss_9' }, 1), 'boss:boss_9'); assert.equal(bgmKeyFor('game', { phase: PHASE.RESULT }), 'lobby'); assert.equal(bgmKeyFor('weird', null), null); }); test('开战 BGM: the track is fixed per round, not drawn (无畏者 1–7, 骑士之日 8–13)', () => { // The mode does not draw its battle theme: the official schedule plays 无畏者 through the early rounds and // 骑士之日 from round 8 on (reviewer note — review had this as a per-match 0.5 draw before). for (const r of [1, 2, 3, 4, 5, 6, 7]) assert.equal(combatTrackFor(r), 1, `round ${r} plays 无畏者`); for (const r of [8, 9, 10, 11, 12, 13]) assert.equal(combatTrackFor(r), 0, `round ${r} plays 骑士之日`); assert.equal(COMBAT_TRACK_SWITCH_ROUND, 7, 'the switch sits between round 7 and 8'); // the boss rounds (14 最终攻势 / 15 隐秘核心) have their own tracks and never ask for combat: assert.equal(bgmKeyFor('game', { phase: PHASE.FINAL_ASSAULT, round: 14 }, combatTrackFor(14)), 'boss'); // an unknown round falls back to the manifest's plain combat track (older manifest / no round yet) for (const bad of [null, undefined, 0, -1, NaN, 'x']) assert.equal(combatTrackFor(bad), null, `${bad} ⇒ no index`); assert.equal(bgmKeyFor('game', { phase: PHASE.COMBAT, round: 3 }, combatTrackFor(null)), 'combat'); // both ends of a real run: a solo 标准 match is 9 rounds, so it hears 无畏者 and then 骑士之日 assert.equal(bgmKeyFor('game', { phase: PHASE.COMBAT, round: 7 }, combatTrackFor(7)), 'combat:1'); assert.equal(bgmKeyFor('game', { phase: PHASE.COMBAT, round: 8 }, combatTrackFor(8)), 'combat:0'); // the index↔track mapping this table assumes, from docs/ASSETS.md: combatAlts[0] = m_bat_kazimierz2_1 骑士之日, // combatAlts[1] = m_bat_kazimierz2_2 无畏者 (a reordering upstream breaks this test, not the players' ears) const alt = manifest.audio.bgm.combatAlts; assert.ok(alt[0].loop.includes('m_bat_kazimierz2_1'), `combatAlts[0] is 骑士之日: ${alt[0].loop}`); assert.ok(alt[1].loop.includes('m_bat_kazimierz2_2'), `combatAlts[1] is 无畏者: ${alt[1].loop}`); }); test('resolveBgm uses the manifest (boss fallback, intro optional)', () => { const lobby = resolveBgm(manifest, 'lobby'); assert.ok(lobby && typeof lobby.loop === 'string'); const b4 = resolveBgm(manifest, 'boss:boss_4'); assert.equal(b4.loop, manifest.audio.bossBgm.boss_4.loop); assert.equal(resolveBgm(manifest, 'boss:nope').loop, manifest.audio.bgm.boss.loop); // 开战 BGM: combat: → bgm.combatAlts[i], and back to the default combat track when the index (or the whole // array, e.g. an older manifest) is missing const alts = manifest.audio.bgm.combatAlts; assert.ok(Array.isArray(alts) && alts.length >= 2, 'manifest carries the mode’s own battle tracks'); assert.equal(resolveBgm(manifest, 'combat:0').loop, alts[0].loop); assert.equal(resolveBgm(manifest, 'combat:1').loop, alts[1].loop); assert.notEqual(alts[0].loop, manifest.audio.bgm.combat.loop, 'a real battle track, not the shop loop'); assert.equal(resolveBgm(manifest, 'combat:9').loop, manifest.audio.bgm.combat.loop); assert.equal(resolveBgm({ audio: { bgm: { combat: { loop: '/shop.mp3' } } } }, 'combat:0').loop, '/shop.mp3'); assert.equal(resolveBgm(manifest, 'prep').intro, manifest.audio.bgm.prep.intro ?? null); // 联防's own track (bgm.unite = corrosion, the official escaped levels' bgmEvent), and the fallback for an older // manifest that has no `unite` entry (the music must not go silent) const unite = manifest.audio.bgm.unite; assert.ok(unite && typeof unite.loop === 'string', 'the manifest carries 联防’s own track'); assert.equal(resolveBgm(manifest, 'unite').loop, unite.loop); assert.equal(resolveBgm(manifest, 'unite').intro, unite.intro ?? null); assert.notEqual(unite.loop, manifest.audio.bgm.combat.loop, 'not the shop / default combat loop'); assert.equal(resolveBgm({ audio: { bgm: { combat: { loop: '/shop.mp3' } } } }, 'unite').loop, '/shop.mp3'); assert.equal(resolveBgm(null, 'lobby'), null); assert.equal(resolveBgm(manifest, null), null); assert.equal(resolveBgm(manifest, 'nope'), null); }); test('installAudio: the round\'s own 开战 track, fixed per round and the same on every client', () => { const calls = []; const origPlay = audio.playBgm; audio.playBgm = (k) => { calls.push(k); }; try { const pub = (o) => ({ phase: PHASE.PREP, round: 1, stageId: 'st1', players: [{ playerId: 'p1' }], ...o }); const state = { route: 'game', match: { public: pub({}) } }; let fire = null; /** One client: its own store subscription (the expected keys below are what its own round yields — the point of * the test is that the track follows the round, never moves inside a battle and never differs between clients). */ const wire = () => installAudio({ getManifest: () => manifest, getState: () => state, selectRoute: (s) => s.route, subscribe: (fn) => { fire = fn; return () => {}; }, }); wire(); assert.equal(calls.at(-1), 'prep', 'the prep keeps the shop track'); // round 1 ⇒ 无畏者 (combatAlts[1]) state.match.public = pub({ phase: PHASE.COMBAT }); fire(state, {}); assert.equal(calls.at(-1), 'combat:1'); // a re-render / teammate view inside the same battle never moves fire(state, {}); assert.equal(calls.at(-1), 'combat:1'); // 联防 has its OWN track (#110, the official escaped levels' `bgmEvent = corrosion`) — it does not inherit the // round's 开战 track state.match.public = pub({ phase: PHASE.UNITE }); fire(state, {}); assert.equal(calls.at(-1), 'unite'); // …and back to the round's own track in the 作战 state.match.public = pub({ phase: PHASE.COMBAT }); fire(state, {}); assert.equal(calls.at(-1), 'combat:1', "back to the round's own track"); // a second client of the same room hears the same track (its own installAudio, same round) calls.length = 0; wire(); assert.deepEqual(calls, ['combat:1'], 'every client of the match hears the same track'); // round 7 is the last on 无畏者, round 8 switches to 骑士之日 (combatAlts[0]) — whoever sits in seat 1 state.match.public = pub({ round: 7, phase: PHASE.COMBAT }); fire(state, {}); assert.equal(calls.at(-1), 'combat:1'); state.match.public = pub({ round: 8, phase: PHASE.COMBAT }); fire(state, {}); assert.equal(calls.at(-1), 'combat:0'); state.match.public = pub({ round: 8, phase: PHASE.COMBAT, players: [{ playerId: 'p2' }] }); fire(state, {}); assert.equal(calls.at(-1), 'combat:0', 'the track does not depend on the seats'); // the boss rounds keep their own tracks state.match.public = pub({ phase: PHASE.FINAL_ASSAULT, bossId: 'boss_4' }); fire(state, {}); assert.equal(calls.at(-1), 'boss:boss_4'); } finally { audio.playBgm = origPlay; } }); }); describe('SfxLimiter', () => { test('caps concurrent voices', () => { const l = new SfxLimiter({ maxVoices: 3, unitCooldownMs: 0, urlGapMs: 0 }); assert.ok(l.tryAcquire(0, 1, 'a')); assert.ok(l.tryAcquire(0, 2, 'b')); assert.ok(l.tryAcquire(0, 3, 'c')); assert.equal(l.tryAcquire(0, 4, 'd'), false); l.release(); assert.ok(l.tryAcquire(0, 4, 'd')); l.release(); l.release(); l.release(); l.release(); l.release(); assert.equal(l.active, 0, 'never negative'); }); test('per-unit cooldown and per-url gap', () => { const l = new SfxLimiter({ maxVoices: 99, unitCooldownMs: 100, urlGapMs: 30 }); assert.ok(l.tryAcquire(0, 'u1', 'x')); assert.equal(l.tryAcquire(50, 'u1', 'y'), false, 'same unit too soon'); assert.equal(l.tryAcquire(10, 'u2', 'x'), false, 'same url too soon'); assert.ok(l.tryAcquire(40, 'u2', 'x')); assert.ok(l.tryAcquire(120, 'u1', 'z')); assert.ok(l.tryAcquire(121, null, 'w'), 'no unit key ⇒ only url gap'); }); test('at most 2 overlapping copies of one sound (official banks: maxSoundAllowed 2)', () => { const l = new SfxLimiter({ maxVoices: 99, unitCooldownMs: 0, urlGapMs: 0 }); assert.equal(l.maxPerUrl, 2); assert.ok(l.tryAcquire(0, 'a', 'heal')); assert.ok(l.tryAcquire(1, 'b', 'heal')); assert.equal(l.tryAcquire(2, 'c', 'heal'), false, 'a third copy waits'); assert.ok(l.tryAcquire(2, 'c', 'other'), 'other sounds are not affected'); l.release('heal'); assert.ok(l.tryAcquire(3, 'c', 'heal'), 'one ended: room again'); }); }); // ---- fake Web Audio ------------------------------------------------------------------------------------- function fakeWindow() { const listeners = new Map(); const made = { sources: 0, started: 0 }; class Param { constructor() { this.value = 1; } setValueAtTime(v) { this.value = v; } linearRampToValueAtTime(v) { this.value = v; } 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(); made.sources++; } start() { made.started++; } stop() {} } class Ctx { constructor() { this.currentTime = 0; this.state = 'running'; this.destination = new Node(); } createGain() { return new Gain(); } createBufferSource() { return new Src(); } decodeAudioData(ab, ok) { ok({ duration: 1.5 }); } resume() { return Promise.resolve(); } suspend() { return Promise.resolve(); } } return { made, win: { AudioContext: Ctx, document: { hidden: false, addEventListener() {} }, addEventListener(t, fn) { listeners.set(t, fn); }, removeEventListener(t) { listeners.delete(t); }, }, fire(t) { listeners.get(t)?.(); }, }; } describe('AudioManager', () => { test('no AudioContext / no manifest: every call is a silent no-op', () => { const a = new AudioManager({ win: null, getManifest: () => null }); a.install(); a.playBgm('prep'); a.sfx('buy'); a.battle('enemyDie'); assert.equal(a.unit('char_x', 'attack', 1), false); a.handleBattleEvents([['atk', 1, 2, 'arrow'], 'junk', null]); a.setVolumes({ bgm: 5, sfx: -1, muted: true }); assert.deepEqual(a.volumes, { bgm: 1, sfx: 0, muted: true }); assert.equal(a.unlocked, false); }); test('unlocks on the first gesture, then plays BGM and SFX from the manifest', async () => { const fw = fakeWindow(); const origFetch = globalThis.fetch; const urls = []; globalThis.fetch = async (u) => { urls.push(u); return { ok: true, arrayBuffer: async () => new ArrayBuffer(8) }; }; try { const a = new AudioManager({ win: fw.win, getManifest: () => manifest }); a.install(); a.playBgm('prep'); // remembered while locked assert.equal(urls.length, 0); fw.fire('pointerdown'); assert.equal(a.unlocked, true); await new Promise((r) => setTimeout(r, 10)); assert.ok(asked(urls, manifest.audio.bgm.prep.loop), 'BGM fetched after unlock'); a.sfx('buy'); a.sfx('nonexistent'); await new Promise((r) => setTimeout(r, 10)); assert.ok(asked(urls, manifest.audio.sfx.ui.buy)); // same loop URL ⇒ no restart const before = fw.made.started; a.playBgm('combat'); await new Promise((r) => setTimeout(r, 10)); assert.equal(fw.made.started, before, 'prep → combat shares the loop'); // battle events map to unit sounds (UnitInfo.spine = char id) const charId = Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('char_') && normalAttackSfx(k, manifest.audio.sfx.units[k].attack)); a.setFieldUnits([{ id: 1, side: 'ally', spine: charId }, { id: 2, side: 'enemy', spine: 'enemy_nope' }]); a.handleBattleEvents([['atk', 1, 2, 'arrow'], ['dmg', 2, 100, 'phys'], ['die', 2], ['spawn', { id: 3, side: 'enemy', spine: 'x' }], ['bounty', 'p', 1]]); await new Promise((r) => setTimeout(r, 10)); assert.ok(asked(urls, manifest.audio.sfx.units[charId].attack)); assert.ok(asked(urls, manifest.audio.sfx.battle.enemyDie), 'fallback death sound'); assert.ok(a.limiter.active <= a.limiter.maxVoices); a.setVolumes({ muted: true }); const n = urls.length; a.sfx('refresh'); assert.equal(urls.length, n, 'muted ⇒ nothing requested'); } finally { globalThis.fetch = origFetch; } }); test('fetch failures are swallowed', async () => { const fw = fakeWindow(); const origFetch = globalThis.fetch; globalThis.fetch = async () => { throw new Error('offline'); }; const origWarn = console.warn; let warns = 0; console.warn = () => { warns++; }; try { const a = new AudioManager({ win: fw.win, getManifest: () => manifest }); a.install(); fw.fire('keydown'); a.playBgm('lobby'); a.sfx('buy'); a.sfx('buy'); await new Promise((r) => setTimeout(r, 20)); assert.ok(warns >= 1); } finally { globalThis.fetch = origFetch; console.warn = origWarn; } }); test('音频先走无扩展名的 /media/ 路由;只有它 404 才回退到带扩展名的原地址', async () => { const raw = manifest.audio.bgm.prep.loop; const media = mediaUrl(raw); assert.notEqual(media, raw, '前提:manifest 地址确实会被换算成 /media/ 路径'); // 第一发 404:必须看到 /media/ 在前、原地址在后,两者都请求过 { const fw = fakeWindow(); const urls = []; const origFetch = globalThis.fetch; globalThis.fetch = async (u) => { urls.push(u); return u === media ? { ok: false, status: 404 } : { ok: true, arrayBuffer: async () => new ArrayBuffer(8) }; }; try { const a = new AudioManager({ win: fw.win, getManifest: () => manifest }); a.install(); fw.fire('pointerdown'); a.playBgm('prep'); await new Promise((r) => setTimeout(r, 25)); const first = urls.indexOf(media); const fallback = urls.indexOf(raw); assert.ok(first !== -1, '先试无扩展名路径'); assert.ok(fallback !== -1, '404 后回退到原地址'); assert.ok(first < fallback, '顺序必须是先 /media/ 再原地址'); } finally { globalThis.fetch = origFetch; } } // 第一发 200:不该再去碰带扩展名的地址(否则白白多一次请求,也正是 IDM 会拦的那个 URL) { const fw = fakeWindow(); const urls = []; const origFetch = globalThis.fetch; globalThis.fetch = async (u) => { urls.push(u); return { ok: true, arrayBuffer: async () => new ArrayBuffer(8) }; }; try { const a = new AudioManager({ win: fw.win, getManifest: () => manifest }); a.install(); fw.fire('pointerdown'); a.playBgm('prep'); await new Promise((r) => setTimeout(r, 25)); assert.ok(urls.includes(media), '走了 /media/'); assert.ok(!urls.includes(raw), '/media/ 成功就不该再请求 .mp3 地址'); } finally { globalThis.fetch = origFetch; } } // 第一发 200 但内容不是音频:有些静态托管对不存在的路径回 200 + index.html,解码会静默失败,也要回退。 { const fw = fakeWindow(); const urls = []; let cancelled = 0; const origFetch = globalThis.fetch; globalThis.fetch = async (u) => { urls.push(u); if (u !== media) return { ok: true, arrayBuffer: async () => new ArrayBuffer(8) }; return { ok: true, status: 200, headers: { get: (n) => (n.toLowerCase() === 'content-type' ? 'text/html; charset=utf-8' : null) }, body: { cancel: async () => { cancelled += 1; } }, arrayBuffer: async () => new ArrayBuffer(8), }; }; try { const a = new AudioManager({ win: fw.win, getManifest: () => manifest }); a.install(); fw.fire('pointerdown'); a.playBgm('prep'); await new Promise((r) => setTimeout(r, 25)); assert.ok(urls.includes(raw), '内容不是音频时回退到原地址'); assert.equal(cancelled, 1, '丢掉那个用不上的响应,别把连接挂着'); } finally { globalThis.fetch = origFetch; } } // /media/ 直接给出 audio/*(服务端真实行为):不回退,也不去 cancel 一个能用的响应 { const fw = fakeWindow(); const urls = []; let cancelled = 0; const origFetch = globalThis.fetch; globalThis.fetch = async (u) => { urls.push(u); return { ok: true, status: 200, headers: { get: (n) => (n.toLowerCase() === 'content-type' ? 'audio/mpeg' : null) }, body: { cancel: async () => { cancelled += 1; } }, arrayBuffer: async () => new ArrayBuffer(8), }; }; try { const a = new AudioManager({ win: fw.win, getManifest: () => manifest }); a.install(); fw.fire('pointerdown'); a.playBgm('prep'); await new Promise((r) => setTimeout(r, 25)); assert.ok(urls.includes(media)); assert.ok(!urls.includes(raw), 'audio/* 就是成功,不该再回退'); assert.equal(cancelled, 0); } finally { globalThis.fetch = origFetch; } } }); }); // user playtest #4 item 6: 纯烬艾雅法拉's skill sound rang outside her skill — her manifest `hit` is her S3 impact // (p_imp_gtshpbrnch_s, the audio bank ON_ABILITY_HIT.attack.2) and every damage on an ally she had just healed was // attributed to her ('atk' healer → ally), so ordinary enemy hits on healed allies played it. describe('impact sounds (user playtest #4 item 6)', () => { const AGOAT2 = 'char_1016_agoat2'; async function rig(units) { const fw = fakeWindow(); const urls = []; const origFetch = globalThis.fetch; globalThis.fetch = async (u) => { urls.push(u); return { ok: true, arrayBuffer: async () => new ArrayBuffer(8) }; }; const a = new AudioManager({ win: fw.win, getManifest: () => manifest }); a.install(); fw.fire('pointerdown'); a.setFieldUnits(units); const settle = () => new Promise((r) => setTimeout(r, 5)); return { a, urls, settle, restore: () => { globalThis.fetch = origFetch; } }; } test('an operator never plays a skill-mode file (_d / _h / _s) as its normal attack or impact; enemies keep their _h', () => { const u = manifest.audio.sfx.units; // her impact: the S3 file (built before tools/assets/audio.mjs preferred normal-mode banks) is refused, the normal // one (projectile_chr_agoat2: p_imp_gtshpbrnch_n) plays assert.equal(normalAttackSfx(AGOAT2, '/assets/audio/sfx/player/p_imp/p_imp_gtshpbrnch_s.mp3'), false); assert.equal(normalAttackSfx(AGOAT2, '/assets/audio/sfx/player/p_imp/p_imp_gtshpbrnch_n.mp3'), true); if (u[AGOAT2].hit) assert.equal(normalAttackSfx(AGOAT2, u[AGOAT2].hit), !/_s\.mp3$/.test(u[AGOAT2].hit)); assert.equal(normalAttackSfx(AGOAT2, u[AGOAT2].attack), true, 'p_atk_gtshpbrnch_n'); assert.equal(normalAttackSfx('char_1014_nearl2', '/x/p_atk_goldspear_s.mp3'), false); assert.equal(normalAttackSfx('char_1028_texas2', '/x/p_imp_reticentsword_h.mp3'), false); assert.equal(normalAttackSfx('char_1045_svash2', '/x/p_atk_snwlprdg_n1.mp3'), true); assert.equal(normalAttackSfx('enemy_1045_hammer', '/x/e_atk_bigaxe_h.mp3'), true, 'enemy _h = heavy weapon'); assert.equal(normalAttackSfx('char_x', null), false); }); test('a heal never makes the healer the author of the next damage on the healed ally', async () => { const enemyId = Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('enemy_') && manifest.audio.sfx.units[k].hit); const { a, urls, settle, restore } = await rig([ { id: 1, side: 'ally', kind: 'chess', spine: AGOAT2 }, { id: 2, side: 'ally', kind: 'chess', spine: 'char_x' }, { id: 3, side: 'enemy', kind: 'enemy', spine: enemyId }, ]); try { // 她的技能形态(_s)文件:这条断言要盯住它们一个都没响,所以先确认音效表里真的有 _s —— // 否则集合为空,断言会永远成立、形同虚设。 const ownSkill = Object.values(manifest.audio.sfx.units[AGOAT2]).filter((x) => typeof x === 'string' && /_s\.mp3$/.test(x)); assert.ok(ownSkill.length > 0, '前提:她的音效表里确实有 _s(技能形态)文件'); a.handleBattleEvents([['atk', 1, 2, 'orb'], ['heal', 2, 300], ['dmg', 2, 120, 'phys'], ['dmg', 2, 80, 'arts']]); await settle(); assert.ok(asked(urls, manifest.audio.sfx.units[AGOAT2].attack), 'her cast sound'); assert.ok(!asked(urls, manifest.audio.sfx.units[AGOAT2].hit), 'no impact sound of hers on the ally'); assert.ok(!ownSkill.some((p) => asked(urls, p)), 'nothing of her S3'); // a hostile attack still authors its impact — once, and only for a real hit (not an element gauge fill) a.handleBattleEvents([['atk', 3, 2, 'none'], ['dmg', 2, 900, 'burn']]); await settle(); assert.ok(!asked(urls, manifest.audio.sfx.units[enemyId].hit), 'a gauge fill is no impact'); a.handleBattleEvents([['dmg', 2, 200, 'phys']]); await settle(); assert.equal(askedCount(urls, manifest.audio.sfx.units[enemyId].hit), 1, 'the impact'); a.limiter.lastByUnit.clear(); a.limiter.lastByUrl.clear(); a.handleBattleEvents([['dmg', 2, 50, 'phys']]); await settle(); assert.equal(askedCount(urls, manifest.audio.sfx.units[enemyId].hit), 1, 'a later tick is not the same attack\'s impact'); } finally { restore(); } }); test('a chain bounce plays no attack sound of the previous target; a stale attack is no impact', async () => { const enemyId = Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('enemy_') && manifest.audio.sfx.units[k].attack && manifest.audio.sfx.units[k].hit); const charId = Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('char_') && normalAttackSfx(k, manifest.audio.sfx.units[k].hit) && manifest.audio.sfx.units[k].hit); const { a, urls, settle, restore } = await rig([ { id: 1, side: 'ally', kind: 'chess', spine: charId }, { id: 5, side: 'enemy', kind: 'enemy', spine: enemyId }, { id: 6, side: 'enemy', kind: 'enemy', spine: enemyId }, ]); const perf = globalThis.performance; let fakeNow = 1000; globalThis.performance = { now: () => fakeNow }; try { a.handleBattleEvents([['atk', 5, 6, 'chain']]); await settle(); assert.ok(!asked(urls, manifest.audio.sfx.units[enemyId].attack), 'the bounce is not an enemy attack'); a.handleBattleEvents([['atk', 1, 5, 'arrow']]); fakeNow += 4000; a.handleBattleEvents([['dmg', 5, 100, 'phys']]); await settle(); assert.ok(!asked(urls, manifest.audio.sfx.units[charId].hit), '4 s later: not that attack\'s impact'); } finally { globalThis.performance = perf; restore(); } }); });