// 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, VoiceGate, resultSpeaker, resultVoiceSlot, VOICE_PRIORITY, VOICE_COOLDOWN_MS, voiceLine } from '../../public/js/audio.js'; import { mediaUrl } from '../../public/js/media.js'; import { PHASE } from '../../shared/constants.js'; import { makeBattle, chessRec } from '../helpers/battleHarness.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'); }); }); // ---- operator battle voice (manifest audio.voice; official priorities, audio_data.json battleVoice) --------- describe('operator battle voice', () => { test('resultVoiceSlot: 完美作战 / 高难 / 漏怪 / 全灭', () => { assert.equal(resultVoiceSlot({ perfect: true }), 'resultThree'); assert.equal(resultVoiceSlot({ perfect: true, hard: true }), 'resultFour', '绝境 / 终极 报 完成高难行动'); assert.equal(resultVoiceSlot({ perfect: false, leaked: 2, killed: 10, total: 12 }), 'resultTwo'); assert.equal(resultVoiceSlot({ perfect: false, leaked: 0, killed: 0, total: 12 }), 'resultLose'); assert.equal(resultVoiceSlot({ perfect: false, leaked: 0, killed: 5, total: 5 }), 'resultThree', 'no leak ⇒ the 完美 line'); assert.equal(resultVoiceSlot(), 'resultThree'); }); test('resultSpeaker: the operators of THAT battle (survivors first), never the field on screen', () => { // `mine.unitsEnd` of the finished own battle: operators (char_*) and the board's summon pieces (token_*, no voice) const mine = { unitsEnd: [ { defId: 'char_fallen', alive: false }, { defId: 'token_1001', alive: true }, { defId: 'char_a', alive: true }, { defId: 'char_b', alive: true }, ] }; assert.equal(resultSpeaker(mine, () => 0), 'char_a'); assert.equal(resultSpeaker(mine, () => 0.999), 'char_b', 'a drawn operator, still only the ones standing'); assert.equal(resultSpeaker(mine, () => 0.4), 'char_a'); const drawn = new Set([0, 0.2, 0.4, 0.6, 0.8, 1].map((r) => resultSpeaker(mine, () => r))); assert.deepEqual([...drawn].sort(), ['char_a', 'char_b'], 'a fallen operator or a summon never speaks'); // the whole squad fell: only then does a fallen operator report the result const wiped = { unitsEnd: [{ defId: 'char_fallen', alive: false }, { defId: 'char_also', alive: false }] }; assert.equal(resultSpeaker(wiped, () => 0), 'char_fallen'); assert.equal(resultSpeaker(wiped, () => 0.999), 'char_also'); // no operator on that field at all — summons only, an empty list, or a payload without `unitsEnd` (an older // server): no line. There is deliberately NO fallback to the operators currently tracked for the field on screen — // that fallback is what made a watched team-mate's operator say the viewer's line (review on #73). assert.equal(resultSpeaker({ unitsEnd: [{ defId: 'token_1', alive: true }] }, () => 0), null); assert.equal(resultSpeaker({ unitsEnd: [] }), null); assert.equal(resultSpeaker({}), null); assert.equal(resultSpeaker(null), null); assert.equal(resultSpeaker(undefined), null); assert.equal(resultSpeaker({ unitsEnd: [{ alive: true }] }, () => 0), null, 'a unit without a defId'); assert.equal(resultSpeaker({ unitsEnd: [{ defId: 'enemy_1007_slime', alive: true }] }, () => 0), null, 'an enemy'); }); test('resultSpeaker on a real battle result: unitsEnd names the chess, the chess record gives the speaking operator', () => { // the sim reports each unit by its chess id (sim/Battle.js unitsEnd defId = the chess record's id), so the line needs // the chess → charId step the game screen passes (data.lookup('chess', id).charId); without it no battle ever spoke const chessTable = JSON.parse(readFileSync(path.join(ROOT, 'data', 'chess.json'), 'utf8')); const id = 'chess_char_1_01_a'; assert.equal(chessTable[id]?.charId, 'char_498_inside'); const h = makeBattle({ defs: { chess: { [id]: chessRec({ id }) } }, units: [{ chessId: id, row: 10, col: 4 }], content: 'none' }); const mine = Object.values(h.runToEnd(30).perPlayer)[0]; assert.equal(mine.unitsEnd[0].defId, id, 'the result carries the chess id, not the charId'); assert.equal(resultSpeaker(mine, () => 0), null, 'no chess → charId step: silent (the 0.1.4 bug)'); assert.equal(resultSpeaker(mine, () => 0, (defId) => chessTable[defId]?.charId ?? null), 'char_498_inside'); }); test('VoiceGate: one line at a time, a global gap, per-unit cooldowns, higher priority takes over', () => { assert.ok(VOICE_PRIORITY.start > VOICE_PRIORITY.skill1 && VOICE_PRIORITY.skill1 > VOICE_PRIORITY.place, 'the official order'); assert.ok(VOICE_PRIORITY.resultThree > VOICE_PRIORITY.skill1 && VOICE_PRIORITY.resultThree < VOICE_PRIORITY.faceEnemy); assert.equal(VOICE_COOLDOWN_MS.skill1, 10000, 'official SKILL_ACTIVE 10 s'); const g = new VoiceGate({ gapMs: 1000 }); assert.equal(g.request('start', 1, 0), 'play'); g.start('start', 1, 0); assert.equal(g.request('skill1', 2, 500), 'drop', 'one voice at a time (a lower priority waits)'); assert.equal(g.request('start', 3, 500), 'drop', 'the same priority does not interrupt'); assert.equal(g.request('faceEnemy', 3, 500), 'drop', '90 < 100 + margin'); g.release(); assert.equal(g.request('place', 1, 900), 'drop', 'the global gap is not over'); assert.equal(g.request('place', 1, 1000), 'play'); g.release(); const g2 = new VoiceGate({ gapMs: 0 }); assert.equal(g2.request('skill1', 'u1', 0), 'play'); g2.start('skill1', 'u1', 0); g2.release(); assert.equal(g2.request('skill1', 'u1', 5000), 'drop', 'the unit cooldown'); assert.equal(g2.request('skill1', 'u2', 5000), 'play', 'another unit is unaffected'); g2.release(); assert.equal(g2.request('skill1', 'u1', 10000), 'play', 'cooldown over'); g2.release(); g2.reset(); assert.equal(g2.request('skill1', 'u1', 10001), 'play', 'a new battle inherits no cooldown'); }); test('选中干员 on every tap (0.2.2; official FOCUS_CHAR: priority 10, cooldown 0): the prep speaks too, an idle channel always answers, a newer tap replaces it, a higher line is never interrupted', async () => { // the owner's request of 2026-10-08 「添加一下干员点击上去的语气一样的语音」: the game screen lets the detail panel speak // in every phase — a tap on a piece in the field / hand, a shop card — not only while a battle runs const game = readFileSync(path.join(ROOT, 'public/js/screens/game.js'), 'utf8'); assert.match(game, /<\$\{DetailPanel\}[^`]*?voice=\$\{true\}/, 'the detail panel speaks outside battle too'); assert.doesNotMatch(game, /voice=\$\{combat\}/); assert.equal(VOICE_PRIORITY.select, 10, 'official FOCUS_CHAR priority'); assert.equal(VOICE_COOLDOWN_MS.select, 0, 'official FOCUS_CHAR cooldown 0'); const g = new VoiceGate(); // the real 1.2 s global gap assert.equal(g.request('select', null, 0), 'play'); g.start('select', null, 0); g.release(); // tap A, its line ended assert.equal(g.request('select', null, 300), 'play', 'an idle channel: the global gap never drops a tap'); g.start('select', 'u1', 300); g.release(); assert.equal(g.request('select', 'u1', 400), 'play', 'no cooldown either, keyed or not'); g.start('select', null, 400); assert.equal(g.request('select', null, 600), 'preempt', 'a newer tap replaces the 选中 line on air (overlapIfSamePriority)'); g.start('select', null, 600); assert.equal(g.request('place', 'u2', 700), 'preempt', '部署 (20) still takes the channel from 选中 (10)'); g.start('place', 'u2', 700); assert.equal(g.request('select', null, 800), 'drop', 'a tap never interrupts a higher-priority line'); g.reset(); g.start('skill1', 'u3', 0); assert.equal(g.request('select', null, 100), 'drop', '… nor a 作战中 line'); g.reset(); // a tap starts no gap of its own (review of fb7-voices): a 部署 at 0 holds the battle lines until 1200; a tap at 500 // answers, its short line ends at 944, and a 作战中 the battle asks for once at 1300 still plays (it was dropped: the // tap had moved the gap's start to 500) g.start('place', 'u4', 0); g.release(); assert.equal(g.request('select', null, 500), 'play'); g.start('select', null, 500); g.release(); assert.equal(g.request('skill1', 'u5', 1100), 'drop', 'inside the 部署 gap a battle line still waits'); assert.equal(g.request('skill1', 'u5', 1300), 'play', 'the gap ends where the 部署 put it: the tap did not restart it'); g.reset(); g.start('select', null, 0); g.release(); assert.equal(g.request('place', 'u6', 100), 'play', 'a battle line right after a tap: no gap behind a 选中 line'); g.reset(); // the manager: two taps 0.3 s apart in the prep (no battle, the real gate) both speak, the second replacing the first const fw = fakeWindow(); const origFetch = globalThis.fetch; globalThis.fetch = async () => ({ ok: true, arrayBuffer: async () => new ArrayBuffer(8) }); try { const vm = { audio: { sfx: { ui: {}, battle: {}, units: {} }, voice: { char_a: { select: '/v/a_sel.mp3' }, char_b: { select: '/v/b_sel.mp3' } } } }; const a = new AudioManager({ win: fw.win, getManifest: () => vm }); a.install(); fw.fire('pointerdown'); await new Promise((r) => setTimeout(r, 10)); assert.equal(a.voice('char_a', 'select'), true, 'tap A'); await new Promise((r) => setTimeout(r, 10)); assert.equal(a.voiceNode?.url, '/v/a_sel.mp3'); assert.equal(a.voice('char_b', 'select'), true, 'tap B while A still speaks'); await new Promise((r) => setTimeout(r, 10)); assert.equal(a.voiceNode?.url, '/v/b_sel.mp3', 'B replaced A'); a._stopVoice(); // B ended assert.equal(a.voice('char_a', 'select'), true, 'tap A again right after: no gap'); } finally { globalThis.fetch = origFetch; } }); test('语音语言 (0.2.2): 日本語 plays audio.voiceJp — the same slots and file names — and falls back to the Chinese line per slot and per line', async () => { const audioM = { voice: { char_a: { select: ['/a/voice/cn/char_a/cn_021.mp3', '/a/voice/cn/char_a/cn_022.mp3'], place: '/a/voice/cn/char_a/cn_023.mp3', start: '/a/voice/cn/char_a/cn_019.mp3' } }, voiceJp: { char_a: { select: ['/a/voice/jp/char_a/cn_021.mp3', '/a/voice/jp/char_a/cn_022.mp3'], place: '/a/voice/jp/char_a/cn_023.mp3' } }, }; assert.deepEqual(voiceLine(audioM, 'char_a', 'place'), { url: '/a/voice/cn/char_a/cn_023.mp3', fallback: null }, '中文 by default'); assert.deepEqual(voiceLine(audioM, 'char_a', 'place', 'cn'), { url: '/a/voice/cn/char_a/cn_023.mp3', fallback: null }); assert.deepEqual(voiceLine(audioM, 'char_a', 'place', 'jp'), { url: '/a/voice/jp/char_a/cn_023.mp3', fallback: '/a/voice/cn/char_a/cn_023.mp3' }); // a drawn line keeps its Chinese twin as the fallback (选中干员2 ⇒ 选中干员2) assert.deepEqual(voiceLine(audioM, 'char_a', 'select', 'jp', () => 0.99), { url: '/a/voice/jp/char_a/cn_022.mp3', fallback: '/a/voice/cn/char_a/cn_022.mp3' }); assert.deepEqual(voiceLine(audioM, 'char_a', 'select', 'jp', () => 0), { url: '/a/voice/jp/char_a/cn_021.mp3', fallback: '/a/voice/cn/char_a/cn_021.mp3' }); assert.deepEqual(voiceLine(audioM, 'char_a', 'start', 'jp'), { url: '/a/voice/cn/char_a/cn_019.mp3', fallback: null }, 'a slot the JP tree lacks: the Chinese line'); assert.equal(voiceLine(audioM, 'char_zz', 'select', 'jp'), null, 'an operator no dub voices (stand-ins, 盟约·辅助干员, summons) stays silent'); assert.equal(voiceLine({ voice: {} }, 'char_a', 'select', 'jp'), null); assert.equal(voiceLine(null, 'char_a', 'select', 'jp'), null); assert.deepEqual(voiceLine({ voice: audioM.voice }, 'char_a', 'place', 'jp'), { url: '/a/voice/cn/char_a/cn_023.mp3', fallback: null }, 'a manifest without voiceJp'); // the real manifest: every operator with a Chinese line has its Japanese twin const real = voiceLine(manifest.audio, 'char_263_skadi', 'select', 'jp', () => 0); assert.match(real.url, /^\/assets\/audio\/voice\/jp\/char_263_skadi\/cn_021\.mp3$/); assert.equal(real.fallback, '/assets/audio/voice/cn/char_263_skadi/cn_021.mp3'); // the manager: the setting picks the tree; a JP file the host lacks (404) plays the Chinese one, holding the channel const fw = fakeWindow(); const origFetch = globalThis.fetch; const urls = []; const missing = new Set(['/a/voice/jp/char_a/cn_023.mp3', mediaUrl('/a/voice/jp/char_a/cn_023.mp3')]); globalThis.fetch = async (u) => { urls.push(u); return missing.has(u) ? { ok: false, status: 404 } : { ok: true, arrayBuffer: async () => new ArrayBuffer(8) }; }; const tick = () => new Promise((r) => setTimeout(r, 10)); try { const a = new AudioManager({ win: fw.win, getManifest: () => ({ audio: { sfx: { ui: {}, battle: {}, units: {} }, ...audioM } }) }); a.voiceGate = new VoiceGate({ gapMs: 0 }); // the gap itself is covered above a.install(); fw.fire('pointerdown'); await tick(); assert.equal(a.voiceLang, 'cn'); a.setVoiceLang('jp'); assert.equal(a.voiceLang, 'jp'); assert.equal(a.voice('char_a', 'select'), true); await tick(); assert.match(a.voiceNode?.url ?? '', /^\/a\/voice\/jp\/char_a\/cn_02[12]\.mp3$/, '日本語: the JP line'); a._stopVoice(); assert.equal(a.voice('char_a', 'place', { unitKey: 1 }), true); await tick(); await tick(); assert.ok(asked(urls, '/a/voice/jp/char_a/cn_023.mp3'), 'the JP file was asked for first'); assert.equal(a.voiceNode?.url, '/a/voice/cn/char_a/cn_023.mp3', 'the host lacks it: the Chinese line of the same name plays'); assert.equal(a.voice('char_a', 'place', { unitKey: 2 }), false, 'the fallback holds the channel like any line'); a._stopVoice(); a.setVoiceLang('cn'); assert.equal(a.voice('char_a', 'select'), true); await tick(); assert.match(a.voiceNode?.url ?? '', /^\/a\/voice\/cn\/char_a\/cn_02[12]\.mp3$/, '中文 again'); a._stopVoice(); a.setVoiceLang('kr'); assert.equal(a.voiceLang, 'cn', 'no other dub: anything but jp is 中文'); // the settings store hands the choice over (installAudio and ui/settings.js) const settings = readFileSync(path.join(ROOT, 'public/js/ui/settings.js'), 'utf8'); assert.match(settings, /audio\.setVoiceLang\(s\.voiceLang, s\.voiceOverrides\)/); assert.match(settings, /t\('语音语言'\)/); } finally { globalThis.fetch = origFetch; } }); test('AudioManager.voice: manifest slots (a drawn array), the gate, and the battle events that drive them', 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 vm = { audio: { sfx: { ui: {}, battle: {}, units: {} }, voice: { char_a: { start: '/v/a_start.mp3', place: ['/v/a_p1.mp3', '/v/a_p2.mp3'], skill3: '/v/a_s3.mp3', faceEnemy: '/v/a_face.mp3' }, char_b: { place: '/v/b_p1.mp3', skill1: '/v/b_s1.mp3' }, } } }; const a = new AudioManager({ win: fw.win, getManifest: () => vm }); a.voiceGate = new VoiceGate({ gapMs: 0 }); // the gap itself is covered above a.install(); assert.equal(a.voice('char_a', 'place'), false, 'locked: nothing is requested'); assert.equal(urls.length, 0); fw.fire('pointerdown'); await new Promise((r) => setTimeout(r, 10)); assert.equal(a.voice('char_a', 'start', { unitKey: 1 }), true); await new Promise((r) => setTimeout(r, 10)); assert.ok(asked(urls, '/v/a_start.mp3')); assert.equal(a.voice('char_b', 'place', { unitKey: 2 }), false, '部署 cannot interrupt 行动出发'); assert.equal(a.voice('char_a', 'faceEnemy', { unitKey: 3 }), false, '接敌 cannot either'); a._stopVoice(); assert.equal(a.voice('char_a', 'place', { unitKey: 1 }), true, 'the channel is free again'); await new Promise((r) => setTimeout(r, 10)); assert.ok(asked(urls, '/v/a_p1.mp3') || asked(urls, '/v/a_p2.mp3'), 'a drawn 部署 line'); assert.equal(a.voice('char_a', 'nope', { unitKey: 1 }), false, 'unknown slot'); assert.equal(a.voice('char_zz', 'place', { unitKey: 1 }), false, 'unknown operator'); a._stopVoice(); a.voiceGate.reset(); // the battle events drive the lines: 行动出发 (the first deploy), 部署 (the rest), 行动开始, 作战中N a.setFieldUnits([{ id: 11, side: 'ally', spine: 'char_a', kind: 'op', skillIndex: 2 }, { id: 12, side: 'ally', spine: 'char_b', kind: 'op' }]); a.handleBattleEvents([['deploy', 11]]); await new Promise((r) => setTimeout(r, 10)); assert.equal(a.voiceNode?.url, '/v/a_start.mp3', 'the first operator deployed says 行动出发'); a.handleBattleEvents([['deploy', 12]]); await new Promise((r) => setTimeout(r, 10)); assert.equal(a.voiceNode?.url, '/v/a_start.mp3', 'a 部署 line never interrupts it (lower priority)'); a._stopVoice(); a.voiceGate.reset(); a.handleBattleEvents([['engage', 11], ['skill', 12, 1]]); await new Promise((r) => setTimeout(r, 10)); assert.equal(a.voiceNode?.url, '/v/a_face.mp3', '首次接敌 ⇒ 行动开始 (a 作战中 line never interrupts it)'); a._stopVoice(); a.voiceGate.reset(); a.handleBattleEvents([['skill', 11, 1]]); await new Promise((r) => setTimeout(r, 10)); assert.equal(a.voiceNode?.url, '/v/a_s3.mp3', '作战中N follows the unit skillIndex (2 ⇒ 作战中3)'); a._stopVoice(); a.voiceGate.reset(); a.handleBattleEvents([['skill', 12, 1]]); await new Promise((r) => setTimeout(r, 10)); assert.equal(a.voiceNode?.url, '/v/b_s1.mp3', 'a unit without skillIndex falls back to 作战中1'); a._stopVoice(); a.voiceGate.reset(); a.setFieldUnits([{ id: 21, side: 'ally', spine: 'char_a', kind: 'op' }]); a.handleBattleEvents([['deploy', 21]]); await new Promise((r) => setTimeout(r, 10)); assert.equal(a.voiceNode?.url, '/v/a_start.mp3', 'a new battle starts with 行动出发 again'); } finally { globalThis.fetch = origFetch; } }); test('voice: a stale callback never frees the channel the newest line holds (review on #73)', async () => { const fw = fakeWindow(); const origFetch = globalThis.fetch; // holds named URLs open: the first request for one waits on the promise in `held`, later ones (the manager caches a // decoded URL) do not. `fail` answers 404, i.e. `_buffer` resolves null. const held = new Map(); const fail = new Set(); globalThis.fetch = async (u) => { if (fail.has(u)) return { ok: false, status: 404 }; const h = held.get(u); if (h) { held.delete(u); await h; } // the manager caches per URL, so only the first call waits return { ok: true, arrayBuffer: async () => new ArrayBuffer(8) }; }; const tick = () => new Promise((r) => setTimeout(r, 10)); try { const vm = { audio: { sfx: { ui: {}, battle: {}, units: {} }, voice: { char_a: { place: '/v/a_p1.mp3', start: '/v/a_start.mp3', faceEnemy: '/v/a_face.mp3', select: '/v/a_sel.mp3' }, } } }; const a = new AudioManager({ win: fw.win, getManifest: () => vm }); a.voiceGate = new VoiceGate({ gapMs: 0 }); // the gap itself is covered above a.install(); fw.fire('pointerdown'); await tick(); // 部署 (20) starts with its LOAD HELD OPEN, so 行动出发 (100) takes the channel over while it is still loading let openA; held.set('/v/a_p1.mp3', new Promise((r) => { openA = r; })); assert.equal(a.voice('char_a', 'place', { unitKey: 1 }), true); assert.equal(a.voice('char_a', 'start', { unitKey: 2 }), true, 'a higher priority line takes the channel over'); await tick(); assert.equal(a.voiceNode?.url, '/v/a_start.mp3', 'the replacement is on air'); openA(); // the preempted line's load finally finishes await tick(); assert.equal(a.voiceNode?.url, '/v/a_start.mp3', 'a stale callback never starts its own line'); assert.equal(a.voice('char_a', 'place', { unitKey: 3 }), false, 'and never freed the channel it lost'); // the safety timer / onended of a line that was STOPPED must not free the line that replaced it either const ringing = a.voiceNode; // 行动出发 on air a._stopVoice(); // the stop path releases the gate itself and moves the token on assert.equal(a.voice('char_a', 'place', { unitKey: 4 }), true, 'the channel is free again'); await tick(); const now = a.voiceNode; assert.equal(now?.url, '/v/a_p1.mp3'); ringing.src.onended?.(); // the stopped line's own end lands late (or its safety timer fires) ringing.src.onended?.(); // …and a second time, like timer + onended both firing await tick(); assert.equal(a.voiceNode, now, 'the line on air is untouched'); assert.equal(a.voice('char_a', 'place', { unitKey: 5 }), false, 'and its channel is still held'); // a load that FAILS after the takeover (404 ⇒ null buffer): same rule fail.add('/v/a_sel.mp3'); a._stopVoice(); assert.equal(a.voice('char_a', 'select', { unitKey: 6 }), true); assert.equal(a.voice('char_a', 'place', { unitKey: 7 }), true, 'a higher priority line takes over while it loads'); await tick(); assert.equal(a.voiceNode?.url, '/v/a_p1.mp3'); await tick(); assert.equal(a.voice('char_a', 'place', { unitKey: 8 }), false, 'the failed load kept out of the newest line\'s way'); } finally { globalThis.fetch = origFetch; } }); }); // ---- 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, voice: 0.8, 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; } } }); // 「技能音效有时候不触发」 (PR #292 by @LimitlessHPPK): the sim emits the cast of a deployment that fires inside its own first // tick (`initSp` already at `spCost`, 宴's deploy-timed skill, 银灰 S3 真银斩 …) before the unit's `['spawn', unitInfo]` — the // same batch, or the next — so `handleBattleEvents` used to skip the cue for good: that first cast was silent and every // later one played. The cue is held and answered once, when the unit is tracked (`_track`); it never outlives its field. test('a cast that arrives before its unit is known is held and plays once when the unit is tracked', () => { const vm = { audio: { sfx: { ui: {}, battle: {}, units: { char_a: { skill: '/s/a_skill.mp3' } } }, voice: { char_a: { skill3: '/v/a_s3.mp3' } } } }; const a = new AudioManager({ win: null, getManifest: () => vm }); a.ctx = {}; // unlocked: every path below is the real one const played = [], voiced = []; a._play = (url) => { played.push(url); }; // the cue itself, and the 作战中 line that goes with it a.voice = (charId, slot, o) => { voiced.push([charId, slot, o.unitKey]); return true; }; /** UnitInfo of the operator `char_a` (spine = the sfx.units key; skillIndex picks its 作战中N slot). */ const info = (id, skillIndex) => ({ id, side: 'ally', spine: 'char_a', kind: 'op', skillIndex }); // (1) the sim's order inside one batch: the cast, then the unit's spawn — the cast waits, then sounds once a.handleBattleEvents([['skill', 8, 1]]); assert.deepEqual(played, [], 'nothing to play yet: the unit is unknown'); a.handleBattleEvents([['spawn', info(8, 2)]]); assert.deepEqual(played, ['/s/a_skill.mp3'], 'the held cast plays as soon as the unit is tracked'); assert.deepEqual(voiced, [['char_a', 'skill3', 8]], 'with the 作战中N line its skillIndex picks'); a.handleBattleEvents([['skill', 7, 1], ['atk', 7, 8, 'none'], ['spawn', info(7, 0)]]); assert.equal(played.length, 2, 'the same batch: the cast waits for the spawn of its own batch'); assert.deepEqual(voiced.at(-1), ['char_a', 'skill1', 7]); // (2) once: a unit that is told about again (a repeated spawn) never replays it; a later cast plays directly a.handleBattleEvents([['spawn', info(8, 2)], ['spawn', info(7, 0)]]); assert.equal(played.length, 2, 'no second cue for the held cast'); a.handleBattleEvents([['skill', 8, 1]]); assert.equal(played.length, 3, 'a later cast of a known unit plays through'); assert.deepEqual(voiced.at(-1), ['char_a', 'skill3', 8], 'and sounds the same as the replayed one'); // (3) skill off (`['skill', id, 0]`) is no cast: nothing is held for it a.handleBattleEvents([['skill', 9, 0]]); a.handleBattleEvents([['spawn', info(9, 0)]]); assert.equal(played.length, 3, 'the off event holds nothing'); assert.equal(a.pendingSkill.size, 0); }); test('a held cast does not outlive its field: a unit of the next field that shares its id does not sound it', () => { const vm = { audio: { sfx: { ui: {}, battle: {}, units: { char_a: { skill: '/s/a_skill.mp3' } } }, voice: {} } }; const a = new AudioManager({ win: null, getManifest: () => vm }); a.ctx = {}; const played = []; a._play = (url) => { played.push(url); }; a.voice = () => true; const info = (id) => ({ id, side: 'ally', spine: 'char_a', kind: 'op' }); a.handleBattleEvents([['skill', 9, 1]]); // a cast whose unit never appeared on this field assert.equal(a.pendingSkill.size, 1); a.setFieldUnits([info(9)]); // another battle: unit ids are per battle, 9 is a different unit assert.equal(a.pendingSkill.size, 0, 'the field change drops the hold'); a.handleBattleEvents([['spawn', info(9)]]); assert.deepEqual(played, [], 'the old field\'s cast never sounds in the new one'); // the hold is bounded: casts of units that never appear cannot pile up for (let id = 100; id < 400; id++) a.handleBattleEvents([['skill', id, 1]]); assert.ok(a.pendingSkill.size <= 64, `${a.pendingSkill.size} holds`); assert.ok(a.pendingSkill.has(399) && !a.pendingSkill.has(100), 'the oldest holds go first'); }); test('a real battle: the deploy-tick cast of a deployment-activated skill is heard, once', () => { // The reported shape in 0.2.0's own sim: 宴's kit activates its skill on deployment (activateOnDeploy, PR #109), and // `sim/battle/deploy.js` runs `skill.reset()` (→ `activate` → `['skill', id, 1]`) BEFORE it emits // `['spawn', unitInfo]` — three events earlier in 宴's case (a status and an fx come between). Fed to the audio as // the socket delivers it, that cast used to be dropped for good. const chessId = 'chess_char_1_18_a'; // 宴 (char_337_utage): a deploy-timed skill with a skill sound const h = makeBattle({ seed: 7, autoFinish: false, timeLimit: 5, units: [{ chessId, row: 9, col: 5 }] }); h.step(3); const ev = h.events; const iCast = ev.findIndex((e) => e[0] === 'skill' && e[2]); const iSpawn = ev.findIndex((e) => e[0] === 'spawn'); assert.ok(iCast >= 0 && iSpawn > iCast, `the sim emits the deploy-tick cast before the unit info (${iCast} < ${iSpawn})`); // the cast's sound, resolved as `unit()` does (the equipped skill's own ON_SKILL_START file, else its `skill`) const info = ev[iSpawn][1]; const rec = manifest.audio.sfx.units[info.spine]; const url = (Number.isInteger(info.skillIndex) && rec?.skills ? rec.skills[info.skillIndex] : null) ?? rec?.skill; assert.ok(typeof url === 'string', `前提:${info.spine} 有技能音效`); const played = []; const a = new AudioManager({ win: null, getManifest: () => manifest }); a.ctx = {}; a._play = (u) => { played.push(u); }; a.voice = () => true; a.handleBattleEvents(ev); assert.equal(played.filter((u) => u === url).length, 1, 'the cast of the deployment is heard, exactly once'); }); }); // 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(); } }); }); // 司霆惊蛰's S3 attack had no sound: she is 解放者 (she only attacks while a skill runs) and the official client has no // normal-mode bank of hers at all — every attack of hers is a skill mode's (`attacks`, tools/assets/audio.mjs // pickModeAttacks). 赤刃明霄陈's S3 slashes are the other half of the same idea: the mode's IMPACT differs too (`hits`, // pickModeHits) — without it her S3 still landed with p_imp_hljdswd_n, i.e. it sounded like her normal attack. Both // tables play only while that skill is active (the ['skill', id, 1] / 0 events). describe('the running skill\'s own attack / impact sound (sfx.units[id].attacks / hits)', () => { const LEIZI2 = 'char_1043_leizi2'; const CHEN3 = 'char_1050_chen3'; const enemyId = () => Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('enemy_') && manifest.audio.sfx.units[k].attack); 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; } }; } const clear = (a) => { a.limiter.lastByUnit.clear(); a.limiter.lastByUrl.clear(); }; // …and forget the decoded buffers too: these assertions count REQUESTS, and a sound the manager already holds is // played from the cache without a second fetch (a real battle hears it either way). const fresh = (a) => { clear(a); a.buffers.clear(); }; /** One attack plus the impact that belongs to it (the dmg inside IMPACT_WINDOW_MS). */ const swingAndHit = (a) => a.handleBattleEvents([['atk', 1, 2, 'none'], ['dmg', 2, 120, 'phys']]); test('司霆惊蛰 S3: her attack rings the S3 mode\'s file while the skill runs, and only then', async () => { const u = manifest.audio.sfx.units[LEIZI2]; assert.equal(u.attack, undefined, '前提:她没有普通形态的攻击音(这正是那次「没有音效」)'); assert.ok(u.attacks['2'] && /_s\.mp3$/.test(u.attacks['2']), '前提:清单带 S3 形态的攻击音'); const { a, urls, settle, restore } = await rig([ { id: 1, side: 'ally', kind: 'chess', spine: LEIZI2, skillIndex: 2 }, { id: 2, side: 'enemy', kind: 'enemy', spine: enemyId() }, ]); try { // 技能没开(解放者本就不攻击,模拟里也不会发 atk;真发了也仍然是静的) a.handleBattleEvents([['atk', 1, 2, 'none']]); await settle(); assert.equal(askedCount(urls, u.attacks['2']), 0, '没有技能就没有她的攻击音'); // S3 开启 → ['skill', id, 1] a.handleBattleEvents([['skill', 1, 1]]); await settle(); const before = askedCount(urls, u.attacks['2']); a.handleBattleEvents([['atk', 1, 2, 'none']]); await settle(); assert.equal(askedCount(urls, u.attacks['2']), before + 1, 'S3 期间她的攻击响 S3 的形态音'); assert.ok(!asked(urls, u.skill), '技能发动音是另一条事件(这次没发),别混进攻击音'); // 重复的 atk 会被同键冷却挡(既有口径,这里确认它没被新分支绕过) a.handleBattleEvents([['atk', 1, 2, 'none']]); await settle(); assert.equal(askedCount(urls, u.attacks['2']), before + 1, '同一单位 160 ms 内只响一次'); // S3 结束 → ['skill', id, 0] clear(a); a.handleBattleEvents([['skill', 1, 0]]); a.handleBattleEvents([['atk', 1, 2, 'none']]); await settle(); assert.equal(askedCount(urls, u.attacks['2']), before + 1, '技能结束后又静音'); } finally { restore(); } }); test('a unit with both banks: the mode file inside the skill, its normal attack outside it', async () => { const id = Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('char_') && manifest.audio.sfx.units[k].attack && manifest.audio.sfx.units[k].attacks?.['2']); const u = manifest.audio.sfx.units[id]; const { a, urls, settle, restore } = await rig([ { id: 1, side: 'ally', kind: 'chess', spine: id, skillIndex: 2 }, { id: 2, side: 'enemy', kind: 'enemy', spine: enemyId() }, ]); try { a.handleBattleEvents([['atk', 1, 2, 'none']]); await settle(); assert.equal(askedCount(urls, u.attack), 1, `${id}: 技能外是普通攻击音`); assert.equal(askedCount(urls, u.attacks['2']), 0, `${id}: 技能外不响形态音`); clear(a); a.handleBattleEvents([['skill', 1, 1]]); a.handleBattleEvents([['atk', 1, 2, 'none']]); await settle(); assert.equal(askedCount(urls, u.attacks['2']), 1, `${id}: 技能期间响形态音`); assert.equal(askedCount(urls, u.attack), 1, `${id}: 形态音取代、而不是叠加普通攻击音`); } finally { restore(); } }); test('a unit whose manifest has no attacks table for that slot keeps its normal bank (and no crash)', async () => { const id = Object.keys(manifest.audio.sfx.units).find((k) => k.startsWith('char_') && manifest.audio.sfx.units[k].attack && !manifest.audio.sfx.units[k].attacks?.['2']); const u = manifest.audio.sfx.units[id]; const { a, urls, settle, restore } = await rig([ { id: 1, side: 'ally', kind: 'chess', spine: id, skillIndex: 2 }, { id: 2, side: 'enemy', kind: 'enemy', spine: enemyId() }, ]); try { a.handleBattleEvents([['skill', 1, 1]]); a.handleBattleEvents([['atk', 1, 2, 'none']]); await settle(); assert.equal(askedCount(urls, u.attack), 1, `${id}: 没有形态音就用普通攻击音`); } finally { restore(); } }); test('赤刃明霄陈 S3: 挥砍与斩击都用 S3 的 `_s` 对,技能外回到普通 `_n` 对', async () => { const u = manifest.audio.sfx.units[CHEN3]; assert.ok(u.attacks['2'] && u.hits['2'] && /_s\.mp3$/.test(u.attacks['2']) && /_s\.mp3$/.test(u.hits['2']), '前提:清单带 S3 的挥砍与斩击'); const { a, urls, settle, restore } = await rig([ { id: 1, side: 'ally', kind: 'chess', spine: CHEN3, skillIndex: 2 }, { id: 2, side: 'enemy', kind: 'enemy', spine: enemyId() }, ]); try { fresh(a); swingAndHit(a); await settle(); assert.equal(askedCount(urls, u.attack), 1, '技能外:普通挥砍'); assert.equal(askedCount(urls, u.hit), 1, '技能外:普通命中'); fresh(a); a.handleBattleEvents([['skill', 1, 1]]); // S3 开启 swingAndHit(a); await settle(); assert.equal(askedCount(urls, u.attacks['2']), 1, 'S3:挥砍换成 S3 的'); assert.equal(askedCount(urls, u.hits['2']), 1, 'S3:斩击(命中)也换成 S3 的'); assert.equal(askedCount(urls, u.attack), 1, 'S3:没有叠加普通挥砍'); assert.equal(askedCount(urls, u.hit), 1, 'S3:没有叠加普通命中'); fresh(a); a.handleBattleEvents([['skill', 1, 0]]); // S3 结束 swingAndHit(a); await settle(); assert.equal(askedCount(urls, u.attack), 2, '技能结束:普通挥砍回来了'); assert.equal(askedCount(urls, u.hit), 2, '技能结束:普通命中回来了'); assert.equal(askedCount(urls, u.hits['2']), 1, '技能结束:不再用 S3 的斩击'); } finally { restore(); } }); test('a mode without a hits entry keeps the unit\'s normal impact while the skill runs', async () => { const u = manifest.audio.sfx.units[LEIZI2]; assert.ok(u.attacks['2'] && !u.hits?.['2'], '前提:她的 S3 有挥砍、没有命中 bank(官方就没有)'); const { a, urls, settle, restore } = await rig([ { id: 1, side: 'ally', kind: 'chess', spine: LEIZI2, skillIndex: 2 }, { id: 2, side: 'enemy', kind: 'enemy', spine: enemyId() }, ]); try { a.handleBattleEvents([['skill', 1, 1]]); swingAndHit(a); await settle(); assert.equal(askedCount(urls, u.attacks['2']), 1, 'S3 的挥砍'); assert.equal(askedCount(urls, u.hit), 1, '命中仍是普通的那条'); } finally { restore(); } }); }); // ===================================================================================================================== // 漏怪 sound (user request "接下来加漏怪的音效", then "应该是原版明日方舟关卡中的怪进蓝门的音效"). The sim emits // `['leak', id]` when an enemy reaches its goal (Battle.leak) — NOT a `die` — so until now an escape was completely // silent, for the player's own field and for a 联防 the helpers could not hold alike. // // The cue is the ORIGINAL Arknights stage alarm an enemy entering the exit plays in any normal stage: the manifest's // `sfx.battle.leak`, bank `battle.ON_ENEMY_REACHED_EXIT`, file `Battle/b_ui/b_ui_alarmenter`. (The autochess banks // have nothing named for an escape — all 13,948 SFX banks searched — but the stage itself does.) The official bank is // a one-shot: `maxSoundAllowed: 1` with `popOldest: true` on the `Battle_UI_Important` mixer. describe('漏怪 sound', () => { async function rig() { 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'); const settle = () => new Promise((r) => setTimeout(r, 10)); return { a, fw, urls, settle, restore: () => { globalThis.fetch = origFetch; } }; } test('an escaped enemy plays the original stage exit alarm — and no death sound (a leak is not a `die`)', async () => { const { a, urls, settle, restore } = await rig(); try { const url = manifest.audio.sfx.battle.leak; assert.ok(url, '前提:清单里有 sfx.battle.leak'); assert.match(url, /b_ui_alarmenter\.mp3$/, '就是原版关卡里怪进蓝门那一声'); a.handleBattleEvents([['leak', 7]]); await settle(); assert.ok(asked(urls, url), `漏怪 plays ${url}`); assert.equal(askedCount(urls, manifest.audio.sfx.battle.enemyDie), 0, 'a leak is not a death — no death sound'); } finally { restore(); } }); test('leaks of one disaster are ONE alarm (the cue is 1.44 s long), a later one rings again', async () => { const { a, fw, urls, settle, restore } = await rig(); try { const url = manifest.audio.sfx.battle.leak; a.handleBattleEvents([['leak', 1]]); await settle(); assert.equal(askedCount(urls, url), 1, 'the first escape rings'); // the plays themselves, not the fetches: the buffer is cached after the first one const before = fw.made.started; // six more at once — a wiped board, or a 联防 the helpers could not hold a.handleBattleEvents([['leak', 2], ['leak', 3], ['leak', 4], ['leak', 5], ['leak', 6], ['leak', 7]]); await settle(); assert.equal(fw.made.started - before, 0, 'one disaster never stacks alarms (the official bank allows 1)'); // a genuine later leak is a new disaster and rings again, once the cue (1.44 s) has finished await new Promise((r) => setTimeout(r, 1600)); a.handleBattleEvents([['leak', 8]]); await settle(); assert.equal(fw.made.started - before, 1, 'a later leak rings again'); assert.ok(a.limiter.active <= a.limiter.maxVoices); } finally { restore(); } }); });