Files
security-game/src/test/tests/test_audio_feedback.gd
T
zwitschi 294ac17333
Full build / Import + headless tests (push) Successful in 45s
Full build / Full desktop build + optional release (push) Failing after 3m53s
Add procedural crowd ambience and radio crackle
- AudioFeedback.start_crowd_bed() builds a 4 s looping AudioStreamWAV at runtime
  (one-pole filtered noise plus a 68/103 Hz drone, seeded) and set_crowd_level()
  maps crowd mood 0..1 to -34..-12 dB, so the street gets louder as it gets
  agitated or panics. The bed starts with the shift and stops at shift end.
- play_radio_open()/play_radio_close() push short filtered-noise bursts; wired to
  opening the radio panel, submitting a report, cancelling, and closing the panel.
- Still asset-free and headless-safe: with a dummy audio server the calls no-op.
  _free_player() returns null before _ready and callers handle it.

Tests/docs
- Headless suite 127 -> 134 (test_audio_feedback.gd).
- New smoke_audio.gd: bed playing, level follows mood events, radio crackles once
  per open/close, bed stops at shift end. Verified windowed (real audio server).
- README, TODO section moved to DONE, MEMORY. Version 0.2.8.
2026-10-31 21:08:36 +01:00

79 lines
3.5 KiB
GDScript

extends RefCounted
## Audio feedback: a looping crowd bed that follows the crowd mood, and radio
## crackle on open/close. All procedural, no audio assets, headless-safe.
const AudioFeedback := preload("res://src/game/audio_feedback.gd")
const CrowdSystem := preload("res://src/core/crowd_system.gd")
func test_bed_volume_follows_mood() -> bool:
var quiet: float = AudioFeedback._level_to_db(0.0)
var loud: float = AudioFeedback._level_to_db(1.0)
var mid: float = AudioFeedback._level_to_db(0.5)
var a := TestUtils.check(quiet < -30.0, "a calm street keeps the bed quiet")
var b := TestUtils.check(loud > quiet, "panic raises the bed")
var c := TestUtils.check(mid > quiet and mid < loud, "the rise is gradual")
return a and b and c
func test_crowd_level_is_clamped() -> bool:
var audio: Node = AudioFeedback.new()
audio.set_crowd_level(-1.0)
var a := TestUtils.check_eq(audio.crowd_level, 0.0, "negative mood clamps to 0")
audio.set_crowd_level(3.0)
var b := TestUtils.check_eq(audio.crowd_level, 1.0, "over-unity mood clamps to 1")
audio.free()
return a and b
func test_crowd_stream_loops() -> bool:
var audio: Node = AudioFeedback.new()
var stream: AudioStreamWAV = audio._build_crowd_stream()
var a := TestUtils.check(stream != null, "a crowd stream is generated")
var b := TestUtils.check_eq(stream.loop_mode, AudioStreamWAV.LOOP_FORWARD, "the bed loops")
var c := TestUtils.check(stream.data.size() > 1000, "the bed has audio data")
var d := TestUtils.check(stream.data.size() == stream.loop_end * 2, "loop covers the whole buffer")
audio.free()
return a and b and c and d
func test_crowd_bed_is_headless_safe() -> bool:
# No tree, no audio server: none of these may crash.
var audio: Node = AudioFeedback.new()
audio.start_crowd_bed()
var a := TestUtils.check(audio.bed_playing, "start marks the bed as playing")
audio.set_crowd_level(0.78)
var b := TestUtils.check(is_equal_approx(audio.crowd_level, 0.78), "level is stored")
audio.stop_crowd_bed()
var c := TestUtils.check(not audio.bed_playing, "stop clears the playing flag")
audio.free()
return a and b and c
func test_radio_crackle_methods() -> bool:
var audio: Node = AudioFeedback.new()
audio.play_radio_open()
audio.play_radio_close()
var a := TestUtils.check_eq(audio.radio_crackles, 2, "open and close each count a crackle")
var b := TestUtils.check(audio._free_player() == null, "no players exist before _ready, and that is safe")
audio.free()
return a and b
func test_game_manager_wires_audio() -> bool:
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
var a := TestUtils.check(src.contains("audio.start_crowd_bed()"), "the bed starts with the shift")
var b := TestUtils.check(src.contains("audio.set_crowd_level(float(payload.get("),
"crowd events drive the bed")
var c := TestUtils.check(src.contains("audio.stop_crowd_bed()"), "the bed stops at shift end")
var d := TestUtils.check(src.contains("audio.play_radio_open()"), "opening the radio crackles")
var e := TestUtils.check(src.contains("audio.play_radio_close()"), "closing the radio crackles")
return a and b and c and d and e
func test_mood_events_reach_the_bed() -> bool:
## The bed level is fed from the same payload the crowd reactions use.
var crowd := CrowdSystem.new()
var seen: Array = []
crowd.changed.connect(func(_p): pass)
crowd.apply_event("aggressive_behavior")
seen.append(crowd.mood)
crowd.apply_event("emergency_responder")
seen.append(crowd.mood)
var a := TestUtils.check(seen[1] > seen[0], "mood rises with a responder arrival")
crowd = null
return a