Files
ark-stronghold-protocol/test/ui/audio.test.js
T
sganggs ddf8c39ed0 feedback7 R22-VOICES: the Japanese voice dub as a second tree beside the Chinese one — audio.voiceJp (the same slots and file names from ArknightsAssets2 voice/: 2674 files, 89.4 MB, for the 191 voiced operators), 设置 → 语音语言 中文 / 日本語 (default 中文, not tied to the interface language), a JP line the manifest or the host lacks plays the Chinese one; the full zip ships both dubs (one switch, tools/package.mjs FULL_ZIP_JP_VOICE), the lite zip stays art-free (the owner's request of 2026-10-08 「全套的日配语音」); golden: unchanged
- tools/assets/plan.mjs: one voiceTree() per dub — audio.voice (--voice-lang, cn by default) and audio.voiceJp
  (VOICE_JP_LANG, always the JP dub, audio/voice/jp/<charId>/cn_nnn.mp3); fetch-assets plans and downloads both
  (stats.voiceJpChars), so setup (checkAssets walks every listed URL) fetches both too.
- data/assets.json regenerated with the project's tool (node tools/fetch-assets.mjs --add-only, raw.githubusercontent.com,
  107 s): the only change is audio.voiceJp + stats (+2674 files, +89,388,041 bytes, voiceJpChars 191) + hash — the rest
  is byte-identical; the JP tree is the Chinese one with the folder swapped (191 × 14 files, every file a valid MP3).
  The audio files are not committed (public/assets/ is git-ignored).
- public/js/audio.js voiceLine(): 'jp' draws from voiceJp and falls back to the Chinese line per slot (a JP entry the
  manifest lacks) and per line at play time (the Chinese file of the same name when the host lacks the JP one —
  same token, same gate); operators without voice (stand-ins, 盟约·辅助干员, summons) stay silent. setVoiceLang().
- settings: voiceLang 'cn' | 'jp' (VOICE_LANGS, sanitizeSettings), the 语音语言 row under 干员语音 (each dub named in
  its own language, like the language switch), 语音语言 in the en / ja / ko / zh-TW packs.
- tools/package.mjs FULL_ZIP_JP_VOICE (true): false holds the JP files out of the full zip (and its update zip) —
  not missing, not orphans, never in an update's `removed`; setup then downloads them.
- Sizes measured: art download 548 MiB (was 463), full zip ≈ 505 MB (0.2.1: 428 MiB + 76 MiB of zipped JP voice),
  unzipped 711 MB (package --dry-run); lite zip unchanged. README, DEPLOY, ASSETS, setup's fallback size updated;
  PLAYING voice paragraph; §21.30 "Changed in 0.2.2" note.
Tests: test/feedback7-voices.test.js (new: plan, manifest, settings, package switch), test/ui/audio.test.js (voiceLine,
the manager's dub choice and fallback), test/ui/gameLogic.test.js, test/docs-consistency.test.js — all fail on the parent.
2026-10-08 19:09:52 +08:00

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// 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 ${r} plays 骑士之日`);
assert.equal(COMBAT_TRACK_SWITCH_ROUND, 7, 'the switch sits between round 7 and 8');
// the boss rounds (14 最终攻势 / 15 隐秘核心) have their own tracks and never ask for combat:<i>
assert.equal(bgmKeyFor('game', { phase: PHASE.FINAL_ASSAULT, round: 14 }, combatTrackFor(14)), 'boss');
// an unknown round falls back to the manifest's plain combat track (older manifest / no round yet)
for (const bad of [null, undefined, 0, -1, NaN, 'x']) assert.equal(combatTrackFor(bad), null, `${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:<i> → 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');
assert.equal(g.request('place', 'u1', 300), 'drop', 'the battle lines keep the gap');
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();
// 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\(s\.voiceLang\)/);
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; }
}
});
});
// 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(); }
});
});
// =====================================================================================================================
// 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(); }
});
});