@funpixel/tools 0.0.0-stage → 0.1.0

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Files changed (2420) hide show
  1. package/LICENSE +115 -0
  2. package/NOTICE +28 -0
  3. package/README.md +110 -2
  4. package/bench/LICENSE +674 -0
  5. package/bench/README.md +10 -0
  6. package/bench/entrypoint.py +94 -0
  7. package/bench/handlers/__init__.py +53 -0
  8. package/bench/handlers/apply_skin.py +192 -0
  9. package/bench/handlers/apply_texture.py +195 -0
  10. package/bench/handlers/audit_clips.py +351 -0
  11. package/bench/handlers/author_clips.py +297 -0
  12. package/bench/handlers/author_motion.py +298 -0
  13. package/bench/handlers/bake_emissive.py +136 -0
  14. package/bench/handlers/build_level.py +395 -0
  15. package/bench/handlers/decimate.py +220 -0
  16. package/bench/handlers/fit_rig.py +273 -0
  17. package/bench/handlers/fracture.py +233 -0
  18. package/bench/handlers/humanoid.py +119 -0
  19. package/bench/handlers/inspect.py +212 -0
  20. package/bench/handlers/level_check.py +68 -0
  21. package/bench/handlers/level_geo.py +150 -0
  22. package/bench/handlers/level_proof.py +117 -0
  23. package/bench/handlers/level_props.py +135 -0
  24. package/bench/handlers/lod.py +83 -0
  25. package/bench/handlers/merge_clips.py +122 -0
  26. package/bench/handlers/mirror_limb.py +336 -0
  27. package/bench/handlers/motion_specs.json +11 -0
  28. package/bench/handlers/normalize_materials.py +182 -0
  29. package/bench/handlers/normalize_transform.py +174 -0
  30. package/bench/handlers/prune_clips.py +141 -0
  31. package/bench/handlers/raster.py +98 -0
  32. package/bench/handlers/render.py +239 -0
  33. package/bench/handlers/render_views.py +101 -0
  34. package/bench/handlers/retarget_clips.py +185 -0
  35. package/bench/handlers/scene.py +311 -0
  36. package/bench/handlers/sheet.py +118 -0
  37. package/bench/handlers/texels.py +176 -0
  38. package/bench/handlers/views.py +232 -0
  39. package/dist/api/generated/openapi.js +1 -0
  40. package/dist/api/http.js +71 -0
  41. package/dist/api/jobs.js +94 -0
  42. package/dist/assets/bakeoff.js +61 -0
  43. package/dist/assets/counts.js +60 -0
  44. package/dist/assets/gen.js +230 -0
  45. package/dist/assets/lock.js +77 -0
  46. package/dist/assets/manifest.js +236 -0
  47. package/dist/assets/palette-fit.js +99 -0
  48. package/dist/assets/pixelart.js +192 -0
  49. package/dist/assets/pixels.js +131 -0
  50. package/dist/assets/plan.js +169 -0
  51. package/dist/assets/process.js +209 -0
  52. package/dist/assets/script.js +194 -0
  53. package/dist/assets/steps.js +294 -0
  54. package/dist/bin.js +8 -0
  55. package/dist/board/board.js +99 -0
  56. package/dist/cast/library.js +102 -0
  57. package/dist/cast/measure.js +222 -0
  58. package/dist/cli.js +2918 -0
  59. package/dist/clip/clip.js +83 -0
  60. package/dist/commands/account.js +158 -0
  61. package/dist/commands/assets-pixels.js +106 -0
  62. package/dist/commands/assets.js +473 -0
  63. package/dist/commands/beats.js +77 -0
  64. package/dist/commands/board.js +162 -0
  65. package/dist/commands/boxes.js +89 -0
  66. package/dist/commands/capture-all.js +92 -0
  67. package/dist/commands/cast.js +84 -0
  68. package/dist/commands/character.js +58 -0
  69. package/dist/commands/check.js +404 -0
  70. package/dist/commands/clip.js +112 -0
  71. package/dist/commands/compare-takes.js +204 -0
  72. package/dist/commands/compare-target.js +149 -0
  73. package/dist/commands/compare.js +117 -0
  74. package/dist/commands/compose-variations.js +202 -0
  75. package/dist/commands/compose.js +163 -0
  76. package/dist/commands/cut.js +13 -0
  77. package/dist/commands/decide.js +90 -0
  78. package/dist/commands/depth.js +171 -0
  79. package/dist/commands/dev.js +138 -0
  80. package/dist/commands/directions.js +106 -0
  81. package/dist/commands/doctor.js +281 -0
  82. package/dist/commands/export.js +88 -0
  83. package/dist/commands/feedback.js +496 -0
  84. package/dist/commands/feel.js +144 -0
  85. package/dist/commands/fidelity.js +95 -0
  86. package/dist/commands/find.js +116 -0
  87. package/dist/commands/firstlook.js +138 -0
  88. package/dist/commands/flow.js +600 -0
  89. package/dist/commands/framing.js +53 -0
  90. package/dist/commands/gdd.js +227 -0
  91. package/dist/commands/gen.js +512 -0
  92. package/dist/commands/greenlight.js +148 -0
  93. package/dist/commands/hook.js +171 -0
  94. package/dist/commands/init.js +234 -0
  95. package/dist/commands/inspect.js +161 -0
  96. package/dist/commands/job.js +41 -0
  97. package/dist/commands/jobs.js +87 -0
  98. package/dist/commands/journal.js +58 -0
  99. package/dist/commands/journey.js +228 -0
  100. package/dist/commands/judge.js +191 -0
  101. package/dist/commands/lanes.js +571 -0
  102. package/dist/commands/lessons.js +74 -0
  103. package/dist/commands/life.js +134 -0
  104. package/dist/commands/login.js +134 -0
  105. package/dist/commands/look-3d.js +105 -0
  106. package/dist/commands/look-fit.js +116 -0
  107. package/dist/commands/look-hud.js +180 -0
  108. package/dist/commands/look-read.js +162 -0
  109. package/dist/commands/look-sheet.js +152 -0
  110. package/dist/commands/look-theme.js +136 -0
  111. package/dist/commands/look.js +373 -0
  112. package/dist/commands/loop.js +112 -0
  113. package/dist/commands/loudness.js +69 -0
  114. package/dist/commands/mobile-qa.js +119 -0
  115. package/dist/commands/model.js +256 -0
  116. package/dist/commands/models.js +93 -0
  117. package/dist/commands/motion.js +305 -0
  118. package/dist/commands/next.js +72 -0
  119. package/dist/commands/note.js +294 -0
  120. package/dist/commands/optimize.js +212 -0
  121. package/dist/commands/owner.js +109 -0
  122. package/dist/commands/pack.js +66 -0
  123. package/dist/commands/parts.js +635 -0
  124. package/dist/commands/phone.js +398 -0
  125. package/dist/commands/pick.js +146 -0
  126. package/dist/commands/pitch.js +205 -0
  127. package/dist/commands/places.js +89 -0
  128. package/dist/commands/play.js +368 -0
  129. package/dist/commands/playable.js +51 -0
  130. package/dist/commands/playtest.js +262 -0
  131. package/dist/commands/profile.js +292 -0
  132. package/dist/commands/progress.js +537 -0
  133. package/dist/commands/publish.js +165 -0
  134. package/dist/commands/reach.js +72 -0
  135. package/dist/commands/reel.js +177 -0
  136. package/dist/commands/review.js +112 -0
  137. package/dist/commands/rooms.js +180 -0
  138. package/dist/commands/schema.js +29 -0
  139. package/dist/commands/score.js +326 -0
  140. package/dist/commands/serve.js +67 -0
  141. package/dist/commands/setup.js +254 -0
  142. package/dist/commands/sim.js +179 -0
  143. package/dist/commands/simulator.js +154 -0
  144. package/dist/commands/smoke-build.js +305 -0
  145. package/dist/commands/smoke.js +37 -0
  146. package/dist/commands/spec.js +114 -0
  147. package/dist/commands/store.js +154 -0
  148. package/dist/commands/test.js +104 -0
  149. package/dist/commands/trailer.js +255 -0
  150. package/dist/commands/unity-editor.js +322 -0
  151. package/dist/commands/unity-player.js +672 -0
  152. package/dist/commands/unity.js +198 -0
  153. package/dist/commands/upgrade.js +186 -0
  154. package/dist/commands/variety.js +108 -0
  155. package/dist/commands/verify.js +293 -0
  156. package/dist/commands/walk.js +449 -0
  157. package/dist/commands/widen.js +133 -0
  158. package/dist/commands/world.js +175 -0
  159. package/dist/commands/wow.js +143 -0
  160. package/dist/commands/zero.js +71 -0
  161. package/dist/compose/adsheet.js +61 -0
  162. package/dist/compose/contract.js +248 -0
  163. package/dist/compose/facts.js +81 -0
  164. package/dist/compose/hyperframes.js +102 -0
  165. package/dist/compose/page.js +216 -0
  166. package/dist/compose/probe.js +160 -0
  167. package/dist/compose/run.js +170 -0
  168. package/dist/compose/sheet.js +92 -0
  169. package/dist/compose/starters.js +247 -0
  170. package/dist/compose/variations.js +203 -0
  171. package/dist/criteria.js +35 -0
  172. package/dist/depth/experience.js +61 -0
  173. package/dist/depth/fill.js +102 -0
  174. package/dist/depth/inventory.js +161 -0
  175. package/dist/depth/pacing.js +173 -0
  176. package/dist/depth/story.js +97 -0
  177. package/dist/dev/devtools.js +119 -0
  178. package/dist/dev/hold.js +46 -0
  179. package/dist/dev/lan.js +15 -0
  180. package/dist/dev/open.js +30 -0
  181. package/dist/dev/qr.js +124 -0
  182. package/dist/devtools/LICENSES/pixi.js.LICENSE +21 -0
  183. package/dist/devtools/LICENSES/preact.LICENSE +21 -0
  184. package/dist/devtools/LICENSES/source-map-js.LICENSE +28 -0
  185. package/dist/devtools/LICENSES/three.LICENSE +21 -0
  186. package/dist/devtools/inspector/funpixel-inspector.pixi.min.js +1 -0
  187. package/dist/devtools/inspector/funpixel-inspector.threejs.min.js +1 -0
  188. package/dist/devtools/inspector/hooked-engines/pixi.min.js +8 -0
  189. package/dist/devtools/inspector/hooked-engines/preact.min.js +1 -0
  190. package/dist/devtools/inspector/hooked-engines/threejs.min.js +12 -0
  191. package/dist/devtools/kapture/funpixel-kapture.min.js +1 -0
  192. package/dist/devtools/profiler/funpixel-profiler.pixi.min.js +1 -0
  193. package/dist/devtools/profiler/funpixel-profiler.threejs.min.js +1 -0
  194. package/dist/direct/moves.js +234 -0
  195. package/dist/direct/read.js +59 -0
  196. package/dist/direct/round.js +80 -0
  197. package/dist/doctor/host.js +245 -0
  198. package/dist/doctor/unity-checks.js +380 -0
  199. package/dist/doctor/unity-history.js +605 -0
  200. package/dist/doctor/unity-host.js +160 -0
  201. package/dist/doctor/unity-import-rules.js +874 -0
  202. package/dist/doctor/unity-meta.js +225 -0
  203. package/dist/doctor/unity-project.js +297 -0
  204. package/dist/doctor/unity.js +171 -0
  205. package/dist/export/export.js +165 -0
  206. package/dist/export/metadata.js +25 -0
  207. package/dist/export/runtime.js +119 -0
  208. package/dist/export/scan.js +78 -0
  209. package/dist/export/select.js +193 -0
  210. package/dist/export/strip.js +42 -0
  211. package/dist/feedback/ab.js +95 -0
  212. package/dist/feedback/auto.js +44 -0
  213. package/dist/feedback/learn.js +255 -0
  214. package/dist/feedback/measure.js +49 -0
  215. package/dist/feedback/page.js +66 -0
  216. package/dist/feel/feedback.js +85 -0
  217. package/dist/feel/judge.js +420 -0
  218. package/dist/feel/run.js +185 -0
  219. package/dist/feel/spec.js +124 -0
  220. package/dist/feel/sweep.js +156 -0
  221. package/dist/fidelity/consistency.js +205 -0
  222. package/dist/fidelity/match.js +675 -0
  223. package/dist/fidelity/run.js +107 -0
  224. package/dist/find/keywords.js +97 -0
  225. package/dist/find/names.js +45 -0
  226. package/dist/find/route.js +59 -0
  227. package/dist/firstlook/quality.js +261 -0
  228. package/dist/firstlook/render.js +111 -0
  229. package/dist/firstlook/set.js +218 -0
  230. package/dist/flow/flow.js +455 -0
  231. package/dist/flow/look.js +139 -0
  232. package/dist/frame/behaviour.js +53 -0
  233. package/dist/frame/clock.js +117 -0
  234. package/dist/frame/contract.js +111 -0
  235. package/dist/frame/genre.js +65 -0
  236. package/dist/frame/idle.js +58 -0
  237. package/dist/frame/opening.js +171 -0
  238. package/dist/frames/loop.js +52 -0
  239. package/dist/frames/sheet.js +69 -0
  240. package/dist/gdd/book.js +483 -0
  241. package/dist/gdd/chapters.js +71 -0
  242. package/dist/gdd/design.js +135 -0
  243. package/dist/gdd/doc.js +32 -0
  244. package/dist/gdd/levelmap.js +428 -0
  245. package/dist/gdd/measures.js +477 -0
  246. package/dist/gdd/page.js +111 -0
  247. package/dist/gdd/rubric.js +250 -0
  248. package/dist/gdd/size.js +83 -0
  249. package/dist/gdd/tiers.js +148 -0
  250. package/dist/gdd/world.js +98 -0
  251. package/dist/gdd/worth.js +507 -0
  252. package/dist/gen/kinds.js +451 -0
  253. package/dist/gen/local/doctor.js +25 -0
  254. package/dist/gen/local/index.js +3 -0
  255. package/dist/gen/local/kokoro.js +334 -0
  256. package/dist/gen/local/master.js +248 -0
  257. package/dist/gen/local/provider.js +65 -0
  258. package/dist/gen/local/voice-rules.js +156 -0
  259. package/dist/gen/models.generated.js +469 -0
  260. package/dist/gen/models.js +53 -0
  261. package/dist/gen/prompt-lint.js +35 -0
  262. package/dist/gen/record.js +73 -0
  263. package/dist/gen/save.js +101 -0
  264. package/dist/gen/title.js +55 -0
  265. package/dist/gen/unity.js +334 -0
  266. package/dist/goals/goals.js +204 -0
  267. package/dist/goals/run.js +90 -0
  268. package/dist/greenlight/ambition.js +42 -0
  269. package/dist/greenlight/bible.js +138 -0
  270. package/dist/greenlight/lock.js +48 -0
  271. package/dist/greenlight/match.js +19 -0
  272. package/dist/greenlight/md.js +82 -0
  273. package/dist/greenlight/page.js +100 -0
  274. package/dist/greenlight/pitches.js +66 -0
  275. package/dist/greenlight/worth.js +90 -0
  276. package/dist/guidance.js +24 -0
  277. package/dist/init/bare.js +114 -0
  278. package/dist/init/git.js +56 -0
  279. package/dist/init/starter.js +166 -0
  280. package/dist/init/starters.js +179 -0
  281. package/dist/inspect/describe.js +125 -0
  282. package/dist/inspect/devserver.js +40 -0
  283. package/dist/journey/diff.js +74 -0
  284. package/dist/journey/from-round.js +44 -0
  285. package/dist/journey/record.js +76 -0
  286. package/dist/journey/run.js +139 -0
  287. package/dist/journey/script.js +223 -0
  288. package/dist/judge/common.js +60 -0
  289. package/dist/judge/identity.js +68 -0
  290. package/dist/judge/sources.js +37 -0
  291. package/dist/judge/structure.js +59 -0
  292. package/dist/keys/device.js +145 -0
  293. package/dist/keys/store.js +167 -0
  294. package/dist/lanes/fence.js +108 -0
  295. package/dist/lanes/gate.js +123 -0
  296. package/dist/lanes/lanes.js +355 -0
  297. package/dist/lanes/union.js +62 -0
  298. package/dist/lanes/where.js +49 -0
  299. package/dist/lessons/motifs.js +97 -0
  300. package/dist/lessons/store.js +56 -0
  301. package/dist/look/anim.js +206 -0
  302. package/dist/look/boxes.js +209 -0
  303. package/dist/look/dressing.js +24 -0
  304. package/dist/look/feedback.js +50 -0
  305. package/dist/look/fit.js +123 -0
  306. package/dist/look/held.js +92 -0
  307. package/dist/look/hook.js +169 -0
  308. package/dist/look/hud.js +189 -0
  309. package/dist/look/image-io.js +50 -0
  310. package/dist/look/life.js +96 -0
  311. package/dist/look/light.js +42 -0
  312. package/dist/look/look.js +85 -0
  313. package/dist/look/loops.js +108 -0
  314. package/dist/look/made-of.js +242 -0
  315. package/dist/look/moments.js +32 -0
  316. package/dist/look/motion.js +44 -0
  317. package/dist/look/phone-play.js +142 -0
  318. package/dist/look/player.js +32 -0
  319. package/dist/look/png.js +117 -0
  320. package/dist/look/readability.js +100 -0
  321. package/dist/look/roles.js +109 -0
  322. package/dist/look/sheet.js +104 -0
  323. package/dist/look/theme.js +278 -0
  324. package/dist/look/touch.js +129 -0
  325. package/dist/look/ui-style.js +102 -0
  326. package/dist/machine/procs.js +117 -0
  327. package/dist/managed.js +15 -0
  328. package/dist/mcp/hosted.js +174 -0
  329. package/dist/mcp/models.generated.js +538 -0
  330. package/dist/mcp/models.js +35 -0
  331. package/dist/mcp/server.js +329 -0
  332. package/dist/memory/decisions.js +138 -0
  333. package/dist/memory/journal.js +108 -0
  334. package/dist/model/bench.js +83 -0
  335. package/dist/model/blender.js +106 -0
  336. package/dist/model/clips.js +34 -0
  337. package/dist/model/finalize.js +33 -0
  338. package/dist/motion/checks.js +173 -0
  339. package/dist/motion/contract.js +177 -0
  340. package/dist/motion/encode.js +37 -0
  341. package/dist/motion/render.js +167 -0
  342. package/dist/motion/starter.js +54 -0
  343. package/dist/optimize/check.js +29 -0
  344. package/dist/optimize/helper.js +80 -0
  345. package/dist/owner/bar.js +285 -0
  346. package/dist/owner/match.js +105 -0
  347. package/dist/pack/build.js +97 -0
  348. package/dist/pack/deps.js +28 -0
  349. package/dist/pack/leaks.js +77 -0
  350. package/dist/pack/limits.js +51 -0
  351. package/dist/pack/report.js +35 -0
  352. package/dist/phone/baguette.js +139 -0
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  354. package/dist/pipeline/pipeline.js +929 -0
  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
  358. package/dist/play/condition.js +45 -0
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  360. package/dist/play/input.js +118 -0
  361. package/dist/play/pointer.js +21 -0
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  363. package/dist/play/server.js +274 -0
  364. package/dist/play/session.js +231 -0
  365. package/dist/play/steps.js +192 -0
  366. package/dist/playable/build.js +90 -0
  367. package/dist/playable/cta.js +88 -0
  368. package/dist/playable/networks.js +33 -0
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  370. package/dist/playtest/after-round.js +60 -0
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  376. package/dist/playtest/history.js +115 -0
  377. package/dist/playtest/hits.js +48 -0
  378. package/dist/playtest/hosted.js +98 -0
  379. package/dist/playtest/keep.js +110 -0
  380. package/dist/playtest/ledger.js +77 -0
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  382. package/dist/playtest/measure.js +181 -0
  383. package/dist/playtest/mobile-qa.js +391 -0
  384. package/dist/playtest/mockups.js +198 -0
  385. package/dist/playtest/moments.js +28 -0
  386. package/dist/playtest/prepare.js +162 -0
  387. package/dist/playtest/rank.js +184 -0
  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
  390. package/dist/playtest/seats.js +128 -0
  391. package/dist/playtest/sheet.js +38 -0
  392. package/dist/playtest/stop.js +54 -0
  393. package/dist/playtest/stuck.js +47 -0
  394. package/dist/production/contract.js +61 -0
  395. package/dist/production/mirror.js +96 -0
  396. package/dist/production/tier.js +66 -0
  397. package/dist/profile/compare.js +171 -0
  398. package/dist/progress/answers.js +35 -0
  399. package/dist/progress/holds.js +106 -0
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  402. package/dist/publish/build.js +54 -0
  403. package/dist/publish/folder.js +106 -0
  404. package/dist/publish/funpixel.js +96 -0
  405. package/dist/publish/hosts.js +48 -0
  406. package/dist/reach/envelope.js +111 -0
  407. package/dist/reach/load.js +84 -0
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  411. package/dist/reel/encode.js +34 -0
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  415. package/dist/relay/local.js +82 -0
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  417. package/dist/review/audio.js +72 -0
  418. package/dist/review/ledger.js +60 -0
  419. package/dist/review/media.js +114 -0
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@@ -0,0 +1,78 @@
1
+ # Wiring sound through the SDK's AudioEngine
2
+
3
+ Detail for step 7 of `funpixel-audio`: a small module that plays every effect and loop through one
4
+ `AudioEngine`, with class buses, a mute that survives a reload, voice caps and a music duck. Each
5
+ line below answers a failure our games shipped with.
6
+
7
+ ## Why each piece is there
8
+
9
+ - **One engine, `{ iosPatch: false }`.** The iPhone ringer switch then mutes the game, as players
10
+ expect; `true` plays through the switch, for games where sound is the point (rhythm, music). An
11
+ existing game keeps its choice: every rebuild pins the current SDK, so flipping the default would
12
+ change old games.
13
+ - **Everything through `audio.master`.** A source connected to `ctx.destination`, or a
14
+ `new Audio(...)`, escapes the mute; an `<audio loop>` also gaps at every seam.
15
+ - **Unlock on `click`, `pointerup` or `keydown`.** WebKit may not resume the context on
16
+ `pointerdown` alone, and `unlock()` latches on its first call, so a failed first unlock stays
17
+ failed. While `audio.ctx.state` is not `running`, resume on the next gesture. A synthetic
18
+ `pointerdown` is not a user gesture at all (research 08: audio never unlocked).
19
+ - **Decode at load.** A clip first decoded on its first play is silent that time.
20
+ - **A fresh `BufferSource` per hit, about 8 voices per sound, a short cooldown per contact.** One
21
+ sound per overlapping frame turns one hit into four (the tide-pool chime in the skill's worked
22
+ example read `sounds` +4 per match until a 50 ms cooldown made it 1). ±6% pitch jitter keeps a
23
+ repeated sound from reading as a loop. For the sounds a player hears most (footsteps, the core
24
+ hit), Held Note generated 2–4 takes and picked one at random per play with ±4% pitch and ±2 dB,
25
+ which hid the repeat better than jitter on one take.
26
+ - **Voices over everything else.** Duck music and beds under a voice line, and let a sound
27
+ behind a wall go through a low-pass (Held Note's occlusion), so the voice and the room stay
28
+ legible.
29
+ - **Mute where the player looks first.** Players who want silence look on the first screen and in
30
+ the HUD; a mute that resets on reload, or lives only in a settings menu, sends them away.
31
+ - **Duck under the payoff** by about 30% for about 400 ms, so the payoff owns its moment.
32
+
33
+ ## The module
34
+
35
+ ```ts
36
+ import { AudioEngine } from '@funpixel/sdk/audio';
37
+
38
+ export const audio = new AudioEngine({ iosPatch: false }); // the ringer switch mutes the game
39
+ const sfx = audio.ctx.createGain(); sfx.connect(audio.master);
40
+ const music = audio.ctx.createGain(); music.gain.value = 0.8; music.connect(audio.master);
41
+ let muted = false;
42
+ try { muted = localStorage.getItem('tidepool:muted') === '1'; } catch {}
43
+ audio.master.gain.value = muted ? 0 : 1;
44
+ export function setMuted(m: boolean) {
45
+ muted = m; audio.master.gain.value = m ? 0 : 1;
46
+ try { localStorage.setItem('tidepool:muted', m ? '1' : '0'); } catch {}
47
+ }
48
+ const wake = () => { void audio.unlock(); if (audio.ctx.state !== 'running') void audio.ctx.resume(); };
49
+ for (const t of ['click', 'pointerup', 'keydown']) addEventListener(t, wake);
50
+
51
+ const bufs = new Map<string, AudioBuffer>(), live = new Map<string, number>(), last = new Map<string, number>();
52
+ export let sounds = 0; // read by __FPX_STATE__
53
+ export async function load(id: string, url: string) {
54
+ bufs.set(id, await audio.ctx.decodeAudioData(await (await fetch(url)).arrayBuffer()));
55
+ }
56
+ export function play(id: string, gain = 1) {
57
+ const buf = bufs.get(id), now = audio.ctx.currentTime;
58
+ if (!buf || (live.get(id) ?? 0) >= 8 || now - (last.get(id) ?? -1) < 0.05) return;
59
+ const src = audio.ctx.createBufferSource(), g = audio.ctx.createGain();
60
+ src.buffer = buf; src.playbackRate.value = 1 + (Math.random() * 2 - 1) * 0.06; g.gain.value = gain;
61
+ src.connect(g).connect(sfx);
62
+ live.set(id, (live.get(id) ?? 0) + 1); last.set(id, now); sounds++;
63
+ src.onended = () => live.set(id, (live.get(id) ?? 1) - 1);
64
+ src.start();
65
+ }
66
+ export function loopMusic(id: string) {
67
+ const src = audio.ctx.createBufferSource();
68
+ src.buffer = bufs.get(id)!; src.loop = true; src.connect(music); src.start();
69
+ return src;
70
+ }
71
+ export function duck(depth = 0.3, ms = 400) { // under the payoff: the music steps back, then returns
72
+ const g = music.gain, t = audio.ctx.currentTime;
73
+ g.cancelScheduledValues(t); g.setTargetAtTime(0.8 * (1 - depth), t, 0.02); g.setTargetAtTime(0.8, t + ms / 1000, 0.1);
74
+ }
75
+ ```
76
+
77
+ Music that follows play (layers, a stinger, a low-pass for danger) builds on the `music` bus here:
78
+ [adaptive-music.md](adaptive-music.md).
@@ -0,0 +1,101 @@
1
+ # Measuring a sound you cannot hear
2
+
3
+ Detail for steps 5 and 6 of `funpixel-audio`. The numbers pick between takes, catch duds and set
4
+ levels. Taste stays with the person: they listen to the picks you name.
5
+
6
+ ## In the page
7
+
8
+ Paste into the running game's page (`npx @funpixel/tools dev`, then your browser tool's evaluate
9
+ step or the devtools console). It decodes the file with Web Audio and changes nothing.
10
+
11
+ ```js
12
+ async function measureSound(url, { bpm } = {}) {
13
+ const ctx = new OfflineAudioContext(1, 1, 44100);
14
+ const buf = await ctx.decodeAudioData(await (await fetch(url)).arrayBuffer());
15
+ const ch = buf.getChannelData(0), sr = buf.sampleRate, db = (v) => 20 * Math.log10(Math.max(v, 1e-9));
16
+ let peak = 0, onset = -1;
17
+ const floor = 10 ** (-50 / 20); // −50 dBFS counts as silence
18
+ for (let i = 0; i < ch.length; i++) {
19
+ const a = Math.abs(ch[i]);
20
+ if (a > peak) peak = a;
21
+ if (onset < 0 && a > floor) onset = i;
22
+ }
23
+ const rms = (from, to) => {
24
+ let s = 0; for (let i = from; i < to; i++) s += ch[i] * ch[i];
25
+ return Math.sqrt(s / Math.max(1, to - from));
26
+ };
27
+ let loud = 0; const w = Math.floor(0.3 * sr); // loudest 300 ms window
28
+ for (let i = 0; i + w <= ch.length; i += Math.floor(w / 4)) loud = Math.max(loud, rms(i, i + w));
29
+ const edge = Math.floor(0.05 * sr); // first and last 50 ms, for loops
30
+ const bars = bpm ? buf.duration / ((60 / bpm) * 4) : null;
31
+ return {
32
+ seconds: +buf.duration.toFixed(2),
33
+ onsetMs: onset < 0 ? null : Math.round((onset / sr) * 1000),
34
+ peakDb: +db(peak).toFixed(1),
35
+ loudestRmsDb: +db(loud).toFixed(1),
36
+ loopJumpDb: +(db(rms(ch.length - edge, ch.length)) - db(rms(0, edge))).toFixed(1),
37
+ bars: bars && +bars.toFixed(2),
38
+ bytes: +(await (await fetch(url)).blob()).size,
39
+ };
40
+ }
41
+ // await measureSound('assets/sfx/flip-b.mp3')
42
+ // await measureSound('assets/music/pool.mp3', { bpm: 92 })
43
+ ```
44
+
45
+ ## Reading it
46
+
47
+ | Field | Keep | Reject or fix |
48
+ |---|---|---|
49
+ | `onsetMs` on a one-shot | under about 50 | over 150: the hit lands late; take the other take |
50
+ | `peakDb` | −1 or lower | above −1 (clipping risk); lower its gain in code |
51
+ | `loudestRmsDb` | anything above −40 | under −40: a dud, nearly silent; regenerate |
52
+ | `seconds` on a one-shot | near the length you asked for | far longer: a tail or a second event crept in |
53
+ | `loopJumpDb` on a loop or music | within about ±3 | a level step at the seam; try the other take or cut |
54
+ | `bars` on music | close to a whole number | a fraction: the loop point falls mid-bar and the beat stumbles |
55
+ | `bytes` | 1,048,576 or less | re-encode (below) or use a clip instead of a full track |
56
+
57
+ For two takes of one effect, keep the one that passes every row with the earliest onset. Tell the
58
+ person which you kept and why, and which file to listen to.
59
+
60
+ ## Levels in code
61
+
62
+ The loudest-window RMS is a stand-in for loudness. Aim the classes relative to each other, since
63
+ that is what the player hears:
64
+
65
+ | Class | Target | In code, relative to one-shots |
66
+ |---|---|---|
67
+ | One-shot effects | −16 LUFS | 0 dB (gain 1) |
68
+ | Music | −18 LUFS | about −2 dB (gain 0.8) |
69
+ | Loops and ambience | −22 LUFS | about −6 dB (gain 0.5) |
70
+
71
+ When two one-shots of the same class differ by more than about 4 dB in `loudestRmsDb`, give the
72
+ louder one a per-sound gain so they sit together. Never raise a quiet file above gain 1 to match:
73
+ lower the loud ones instead, so nothing clips.
74
+
75
+ ## With ffmpeg on the machine
76
+
77
+ If `ffmpeg` is installed (check with `ffmpeg -version`; never add it to the game), you can master
78
+ the file itself instead of compensating in code. Work on a copy, then replace the file under
79
+ `public/assets/`:
80
+
81
+ ```sh
82
+ # measure integrated loudness and true peak
83
+ ffmpeg -hide_banner -i flip.mp3 -af loudnorm=print_format=summary -f null -
84
+ # one-shot at −16 LUFS, peak −1, with leading silence trimmed
85
+ ffmpeg -i flip.mp3 -af "silenceremove=start_periods=1:start_threshold=-50dB,loudnorm=I=-16:TP=-1" -b:a 128k flip-m.mp3
86
+ # music at −18 LUFS, mono 96 kbps to fit under 1 MiB
87
+ ffmpeg -i pool.mp3 -af loudnorm=I=-18:TP=-1 -ac 1 -b:a 96k pool-m.mp3
88
+ ```
89
+
90
+ `loudnorm` cannot measure a clip under about 0.4 s (its integrated loudness needs longer blocks),
91
+ and on short files it silently changes how it behaves. Held Note (29 Sep 2026) levelled its short
92
+ sounds by their loudest 100 ms instead (the snippet above uses a 300 ms window; shorten `w` for
93
+ clips that short), and kept `loudnorm` for music and loops.
94
+
95
+ Trim silence on one-shots only; a loop trimmed at its start no longer loops. Do not encode to Ogg:
96
+ Safari refuses it.
97
+
98
+ ## When nothing can be measured
99
+
100
+ If the page cannot decode a file, that is a finding, not a skip: a file the browser cannot decode
101
+ never plays. Regenerate it, and say in the hand-back which file failed and what stands in.
@@ -0,0 +1,73 @@
1
+ # Audio that plays, loops and sits at the right level
2
+
3
+ The audio bug these games hit most was no sound at all. Four games went to TestFlight silent, because a camera made in code with `AddComponent<Camera>()` has no AudioListener and Simulator captures carry no audio, so nothing an agent looked at showed the fault. This skill makes silence, gapped loops and wrong levels fail a check, and ends with a person listening.
4
+
5
+ ## Tools
6
+
7
+ The studio's `com.joydle.core` package carries the player side (funpixel-unity-game, `references/studio-packages.md`): `Sfx.Create(musicClip)` makes 8 pooled one-shot sources and one looping music source at volume 0.45 and calls `Sfx.EnsureListener()`, which adds an `AudioListener` when none exists; `Play(clip, volume)` jitters pitch by 0.06; `Settings.Sound` and `Settings.Music` are the player's toggles; `BuildTools.SimulatorMuted` builds a Simulator build with audio off for captures and restores the setting after. Not shipped by the kit or the package: the Unity starter, its checks and the studio scripts (the upload pre-flight, a music length check, a one-funnel effect tap, the audio import rule). Do those with what exists:
8
+
9
+ - Generate into the project: `npx @funpixel/tools gen sound "<cue>" --unity .` (`gen music`, `gen line`; `--loop` for a bed), after `npx @funpixel/tools login`. It lands 48 kHz WAV (ffmpeg trims the MP3's encoder padding) in `Assets/_Game/Generated/Sfx/`, `Loops/`, `Music/` or `Voice/`, and a rule set once per file: effects mono, ADPCM, decompress on load, normalisation off; loops PCM; music Vorbis, streaming. The studio's `gen_sfx.py` and `gen_music.py` call the same providers with `.env` keys: no metering, no cost log.
10
+ - Before every upload, read `ProjectSettings/AudioManager.asset` yourself: `grep "m_DisableAudio: 1"` must find nothing.
11
+ - `npx @funpixel/tools loudness Assets/Audio` reads every cue against its loudness target (ffmpeg EBU R128); ffmpeg's `ebur128`, `volumedetect` and `silencedetect` filters do the same by hand. `npx @funpixel/tools beats Assets/Audio/Music` writes each track's beat map.
12
+ - Music length: an Edit Mode test that compares each clip's `AudioClip.samples` with its reference length.
13
+ - Route every sound, duck and haptic through one class of your own (an effect tap) so an audit runs headless.
14
+ - Import rules in an `AssetPostprocessor` (`OnPreprocessAudio`) in `Assets/Editor/`.
15
+ - ffprobe finds frame gaps in a recording.
16
+
17
+ Checks: `audio_runtime` and `recording_check` are proposed, not built. The studio's scripts make effects and music with hosted generators; confirm the commercial terms of whichever one a game ships with.
18
+
19
+ ## Procedure
20
+
21
+ 1. Make exactly one AudioListener and assert it at startup. A scene generated by code gets none by default; `Sfx.Create` adds it (or call `Sfx.EnsureListener()`).
22
+ 2. Set the project through the setup script, not a copied file: audio on (`m_DisableAudio: 0`) and `m_SampleRate` 48000. A cloned project carried `m_DisableAudio: 1`, and the Simulator mixed at 24 kHz without the rate.
23
+ 3. Write import rules in code and change the rule, never the `.meta`. A size pass that edited 190 SFX metas by hand was silently reverted by the rule on the next import.
24
+
25
+ | Kind | Format | Load | Note |
26
+ |---|---|---|---|
27
+ | SFX | mono, ADPCM or Vorbis | decompress on load | normalize off |
28
+ | Loops | PCM or exact-length OGG | not in the report | ADPCM pads to 64-sample blocks and clicks; MP3 gaps |
29
+ | Music | Vorbis | streaming | |
30
+
31
+ 4. Turn import normalisation off: the `.meta` key is `normalize` (grep it), and through a `SerializedObject` the property is `m_Normalize` (read on 6000.6). Left on, it made quiet SFX about 7 dB too loud and positional sounds about 3 dB too loud. Check: `grep -r "normalize: 1"` under the SFX folder returns 0.
32
+ 5. Build loops as OGG at exact sample counts, from the web build's `.m4a` when porting. MP3 decodes 1,245–1,997 samples long from encoder padding. Check: decoded sample count equals the reference length for every music clip.
33
+ 6. Check each loop seam: the sample jump across the seam is under 0.005.
34
+ 7. Measure levels. The report has no shared target; these are the per-game figures to start from.
35
+
36
+ | Game | Figure |
37
+ |---|---|
38
+ | Pocket Crew | music −18.5 LUFS, peaks at most −1 dBFS |
39
+ | Stitch Pop | SFX mean −18 to −28 dB; music volume 0.45, about 7 dB under SFX |
40
+ | Noodle Nights | crowd bed −30 LUFS |
41
+
42
+ 8. Mix in code. No game uses an AudioMixer asset. Dead Letter ports its web mixer: buses, an 8-voice cap, round-robin variants, cooldowns, ±6% pitch, music crossfade, stinger ducks, and a tension loop that ducks music by 4 dB.
43
+ 9. In a port, route every sound through one tap so an audit runs headless. Pocket Crew: 468 events, 0 mismatches against the web.
44
+ 10. Re-render procedural web audio offline in C# instead of synthesising live. Dawg Ball's 70 clips (17.7 s) warm in 64 ms at boot; The Hot Gates' 41 cues and 3 loops match Chromium sample for sample (138 tests).
45
+ 11. Handle interruptions: an Ambient audio session (it respects the silent switch and other apps), sound held on pause and during the studio splash (`JoydleSplash` pauses the game's audio until it ends; start the title music once `JoydleSplash.Playing` is false), resumed after backgrounding, calls or Siri. `OnApplicationPause(true)` also fires on resign-active (Control Center, Siri, call banners, Face ID).
46
+ 12. Run `audio_runtime` in the player: 1 listener, 48 kHz output, music playing within 3 s (of the splash's end, when one plays).
47
+ 13. Before sharing or uploading any video, run `recording_check`: 0 frame gaps over 34 ms and audio at 44.1 kHz or higher.
48
+ 14. Run the numeric lint (LUFS, peak, seam), then have a person listen. An agent can measure audio but not hear it, so the listen is a required gate on every game's ship-blocker list.
49
+
50
+ Music that follows play: Dawg Ball's crowd volume swells near goals; Dead Letter crossfades and ducks on stingers. No game has layered adaptive music.
51
+
52
+ ## Worked example
53
+
54
+ Scrap Riot (a 2D port from Pixi), music loops and SFX levels:
55
+
56
+ 1. The MP3 loops decoded 1,245–1,997 samples long, so loops gapped.
57
+ 2. The loops were rebuilt as OGG from the web's `.m4a` at exact sample counts. Background music went 96 → 10 MB.
58
+ 3. A music check asserts decoded sample count equals the reference length per clip.
59
+ 4. Import normalisation had made quiet SFX about 7 dB too loud and positional sounds about 3 dB. The fix used the `normalize` key across all SFX metas.
60
+ 5. Still required after the numbers: a person's listen.
61
+
62
+ ## Common mistakes
63
+
64
+ - A code-made camera with no AudioListener: all four first games reached TestFlight silent; it cost one TestFlight round for three of them. `funtools doctor` warns when nothing adds one.
65
+ - A cloned ProjectSettings: Dead Letter inherited `m_DisableAudio: 1`; the studio's upload pre-flight (proposed for the kit) caught it.
66
+ - No 48 kHz setting: The Hot Gates mixed at 24 kHz and sounded muffled.
67
+ - MP3 or ADPCM for loops: gaps (Scrap Riot) or clicks.
68
+ - Uncommitted reimports: two review builds (Dead Letter, Scrap Riot) carried 190 reimported `.wav.meta` files, so main no longer matched what Apple reviewed.
69
+ - Showing a recording before measuring it: a `simctl recordVideo` capture of The Hot Gates had 19 frame gaps up to 0.85 s and 24 kHz audio, cost about 1 h and was cancelled.
70
+ - Generated audio nobody heard: Dawg Ball's 70 sounds, as of 29 Sep.
71
+ - Many relaunches wedge the Simulator's CoreAudio (crash at audio init); `BuildTools.SimulatorMuted` (audio off for that build only, restored after) avoids it for capture runs, and the upload pre-flight refuses any build with audio off.
72
+ - `git commit -a` after a headless run: every run rewrites AudioManager.
73
+ - The silent switch mutes Unity's Ambient session; accepted for casual games.
@@ -0,0 +1,163 @@
1
+ ---
2
+ name: funpixel-brief
3
+ description: "Use when starting, resuming or finishing work on a Funpixel game (a folder with a funpixel.json), before the first edit. The always-on brief: the loop, the silent failures, red flags, spending, hosted and local tools, and which skill covers each job."
4
+ ---
5
+
6
+ <!-- funpixel-gdk:brief -->
7
+ # Game development with the Funpixel toolkit
8
+
9
+ Start with the creator's goal. An asset repair stays an asset repair; a new game gets the path
10
+ below. The creator and host agent own scope, style and workflow. Recipes here and in the
11
+ skills are defaults, not boundaries: keep locked choices, explore open ones, find another way when
12
+ no recipe fits.
13
+
14
+ Assets work in any engine; build, preview and publish target browser games (Pixi 8 or Three.js,
15
+ Preact, the SDK).
16
+
17
+ ## The shelf
18
+
19
+ Skills hold what great looks like, with numbers; each loads in one call (Skill tool or `SKILL.md`):
20
+ - starting, planning or reshaping a game, the GDD: `funpixel-gdd`; code, the SDK, multiplayer:
21
+ `funpixel-game-spine`; rules, levels, balance, depth and replay: `funpixel-game-logic`
22
+ - the look, 2D art, light and effects: `funpixel-art`; 3D models, the bench and levels: `funpixel-3d`
23
+ - feel and payoffs: `funpixel-game-feel`; a place with a story: `funpixel-world-and-story`; sound
24
+ and music: `funpixel-audio`; phone HUD, touch: `funpixel-mobile-ui`
25
+ - proving it plays, the panel and blind player: `funpixel-verify`; dev log: `funpixel-feedback`;
26
+ publish, trailer, store shots, playable ads: `funpixel-publish`; a store: `funpixel-store`;
27
+ Unity: `funpixel-unity-game`
28
+
29
+ The session start names the few this game needs. Local hooks advise (`funpixel.json` `gdk.gate`:
30
+ `"block"` or `"off"`; `FUNPIXEL_GDK_GATE`); no setting changes publishing's own checks.
31
+
32
+ ## The path
33
+
34
+ For a complete game, the path our best games took: you are the person's copilot, not an autopilot.
35
+ A plan made with them is a contract, target frames show what done looks like, and every round
36
+ closes the gap between the two. The locked plan
37
+ is the job; how you build it is yours. Why, tool and signal per step:
38
+ `funpixel-gdd/references/the-path.md`.
39
+
40
+ Start each session from `npx @funpixel/tools flow`: the owner's notes first (they outrank an
41
+ agent's claim), then the one next step. After every step, a short status in the chat with a
42
+ capture of the build: the owner watches and steers.
43
+
44
+ 1. **Brief back, one screen, one question.** A short brief (title, kind, verb, world, length,
45
+ failing, look, platforms), your calls in a line each, then one question: is it right? Decide
46
+ the rest and say it: their ask outranks a standing request.
47
+ 2. **First look, then a first playable.** The key art and the hero's reference sheet, shown in
48
+ the chat for the owner to steer. Then a playable built from them with real assets (the hero,
49
+ the place in the key art's light, title, music, the verb's sounds), sized by the game (short:
50
+ about 1 minute; long: 3 to 5), judged against the key art. They play: potential, or not.
51
+ 3. **Plan the whole game around it** (skill `funpixel-gdd`): the genre's best, pillars, story,
52
+ levels and maps, fun and wow moments, screens and HUD, a numbers contract with named tests,
53
+ the rest of the first look (target frames), the asset list with its price.
54
+ 4. **Lock** (`flow ask`): the owner's "looks good, let's build" (price shown; not a cap). It
55
+ stands until they say otherwise; a new direction is a new GDD version locked again; a
56
+ departure goes in "Where the build moved", with why.
57
+ 5. **Sim first** (`sim`, `test`), then **build with the assets as they land** in `public/assets/`,
58
+ each judged under the game's light. The slice: one verb, a win and a loss, progress, keys and
59
+ touch, `check` exits 0.
60
+ 6. **Each round, the look-dev loop**: capture at the target moments, set each beside its target
61
+ (`compare --target`), fix the biggest difference, then play it (`play`, `playtest`). Repeat
62
+ until each beat is close. Matching the targets is the job, never a style choice: only the owner
63
+ relaxes a target.
64
+ 7. **Extend** chapter by chapter (each to its targets, then the owner's yes); fold a new
65
+ request into the pillars first.
66
+ 8. **Finish when the person plays it and says yes.** Green means stop. When verify passes and the
67
+ goal is met, stop editing. No renames, restyles or polish nobody asked for; they break what
68
+ worked and hide which change did what.
69
+ Hand back what plays now (keys and touch), what is out on purpose, the next two or three steps,
70
+ and every stand-in. File the dev log with `report_feedback` before you finish.
71
+
72
+ ## A funtools scaffold
73
+
74
+ A folder `funtools init` made is a finished frame around a demo round (`init --bare`: none). Replace
75
+ the demo with your game (`rules.ts`, `session.ts`, `game.ts`, `feel.ts`, `hud.tsx`, `screens.tsx`,
76
+ `look.json`, a check per mechanic in `funpixel.json`); keep the frame, host integration and checks.
77
+
78
+ ## Silent failures
79
+
80
+ - dt is in seconds and clamped: `dt = Math.min(dt, 0.1)`. A background tab hands you one huge
81
+ frame and everything tunnels. Pixi: `ticker.deltaMS / 1000`, never `deltaTime`.
82
+ - Resize with `setupGameResize((w, h) => …)` from `@funpixel/sdk`, never a `resize` listener or
83
+ `resizeTo: window`: those miss iframe resizes. It fires once at the call, so create the renderer
84
+ first.
85
+ - Audio: one `new AudioEngine({ iosPatch: false })` from `@funpixel/sdk/audio`; connect every
86
+ source to `audio.master` and call `audio.unlock()` from the first click, pointerup or keydown.
87
+ `iosPatch: false` lets the iPhone ringer switch mute the game; pass `true`
88
+ only when sound is the game (rhythm, music). Keep an existing game's choice.
89
+ - Pointer handlers use `addEventListener`. Assigning `onpointerdown = …` twice kills the first
90
+ control without an error.
91
+ - Three: GLBs need `DRACOLoader`, `KTX2Loader` and the meshopt decoder with same-origin decoder
92
+ paths, an environment map (they render flat grey without one), and `mixer.update(dt)` every frame.
93
+ - Pixi: every display object gets a `.label`; `window.__PIXI_APP__ = app` after `app.init()`.
94
+ - Room codes, share codes and seeds carry `data-funpixel-selectable` (else they cannot be copied).
95
+ - `@funpixel/sdk` is pinned exactly (`"0.6.0"`). Import the root only for `setupGameResize`;
96
+ everything else from a subpath. Multiplayer is `Room.autoJoin(getGameKey(), …)`, never a raw
97
+ WebSocket (skill `funpixel-game-spine`).
98
+ - A performance fix changes how a frame is made (pooling, atlases, instancing), never what it shows.
99
+ - Assets arrive as expiring URLs: `npx @funpixel/tools job <id> --wait --out public/assets/<file>`;
100
+ never base64 in code.
101
+ - Hosts may refuse chains, loops, `sed -i`, heredocs and outside paths: use the edit tool, one
102
+ command per call (`doctor --host`); keep captures in `design/shots/`.
103
+
104
+ ## Red flags: thoughts before broken games
105
+
106
+ - "It compiles, so it works." Verify it; a runtime crash builds green.
107
+ - "I'll cast it to make the error go away." Look the name up (skill `funpixel-game-spine`); `as any` and
108
+ `?.` compile code that does nothing.
109
+ - "The class exists, so the feature exists." Trace it from boot, the loop or an input handler, and
110
+ give it a check.
111
+ - "The shapes will do for now." They won't: make the planned asset. A shape is only a fallback
112
+ until it lands; name every one still in the game at hand-back.
113
+ - "The Play button surely works." Press it (skill `funpixel-verify`, front door).
114
+
115
+ ## Spending
116
+
117
+ Scope, time and spend are the creator's: never shrink an agreed game to save them. The locked plan
118
+ is the go-ahead for its assets: make them (pass `confirm_cost`); before each paid call say the
119
+ route and its cost in one line. No budget unless the owner sets a cap. Out of credits is a pause: say so;
120
+ they top up and you go on. Long jobs return an id: collect
121
+ with `get_job`. Never end a session (headless `-p` too) while a background job, subagent
122
+ or recording runs: a session that ends does not come back. Do the work in the session.
123
+
124
+ ## Hosted and local
125
+
126
+ The Funpixel MCP does the paid and hosted work; `funtools` runs locally and free. When the MCP is
127
+ not connected, use the local column and say which steps you could not do.
128
+
129
+ | Job | MCP tool | Local (`npx @funpixel/tools …`) |
130
+ |---|---|---|
131
+ | New game | `create_game`, only with no local files (`init` mints the id) | `init` |
132
+ | Build and preview | `build`, `preview` | `npm run build`, `dev` |
133
+ | Check it plays | `probe`, `screenshot` (`click` presses Play) | `verify`, `verify --watch`, `verify --front-door` |
134
+ | Look at a state | `capture_view`, `audit_screens`, `inspect_scene` | `capture` (`--all`: every view), `audit-screens`, `scene` |
135
+ | Critic panel, blind player | `review`, `play` | `playtest`: `critic`, `player` agent seats |
136
+ | Images, sprites, sheets | `generate_image`, `generate_sprite`, `edit_image`, `generate_spritesheet` | `gen image\|sprite\|edit\|sheet`, `assets gen` |
137
+ | Sound and music | `generate_sound`, `generate_music` | `gen sound`, `gen music` |
138
+ | 3D models | `generate_3d_model`, then the bench tools (skill `funpixel-3d`) | `gen model3d`, `model …` (`--local` on your Blender) |
139
+ | Publish | `publish_game` | `publish` (needs `funtools login`) |
140
+ | Dev log and feedback | `report_feedback` | lines in `.funtools/devlog.jsonl` |
141
+
142
+ ## In Robin
143
+
144
+ **funtools is a tool here, not a command.** Robin has no shell; the plugin adds funtools as a local server named
145
+ `funtools`, so every `npx @funpixel/tools <command>` in the skills is the `funtools.<command>` tool: `flow` →
146
+ `funtools.flow`, `flow start` → `funtools.flow_start`, `flow ask` / `flow agree` / `flow round` → `funtools.flow_ask` /
147
+ `funtools.flow_agree` / `funtools.flow_round`, `check`, `verify`, `test`, `sim`, `capture`, `compare`, `score`,
148
+ `reel` as named, `compose render` → `funtools.compose_video`, `assets script` / `assets gen` →
149
+ `funtools.assets_script` / `funtools.assets_gen`, `note add` /
150
+ `note verdict` → `funtools.note_add` / `funtools.note_verdict`, `progress card` → `funtools.progress_card`, and any
151
+ other command → `funtools.run` with its words. Every call names the game folder as `dir`, an absolute path.
152
+
153
+ **Robin's own tools where they are better:** the game beside the chat is `funtools.dev` (it returns the address)
154
+ opened with `browser.open` in Robin's browser; a picture into the chat is `funtools.image`; phone play is the
155
+ iOS simulator (`sim.*`). Publishing stays the person's: prepare it, and they run `funtools publish`.
156
+
157
+ **Lanes run at once through `agent.delegate`** (up to 4): `funtools.run` with `["lanes","start","--all"]` prints the
158
+ call, one task per lane, each telling its worker that it has no shell and which checkout every `funtools.*` call names.
159
+ Each lane keeps its own game running (`funtools.dev` in its checkout), so the Games bench shows every part live.
160
+
161
+ Hosted tools, connected under the name Funpixel, are `funpixel.<tool>` (`funpixel.probe`,
162
+ `funpixel.generate_3d_model`); if they are not offered, `kit.load` the `funpixel` kit or call one by name.
163
+ Robin reads a game's AGENTS.md only to its first 6,000 bytes, so load this skill rather than trusting that copy.
@@ -0,0 +1,120 @@
1
+ ---
2
+ name: funpixel-feedback
3
+ description: Use when a step, test, dead end, lesson or decision happens while building a game, when the person changed the game by hand, and before ending a session that changed one. Covers the dev log with costs, the end-of-session report, the kit verdict and the game's memory (journal and decisions).
4
+ ---
5
+
6
+ # The dev log and feedback
7
+
8
+ Funpixel improves from what sessions report: which tool was missing, what the agent rebuilt by
9
+ hand, which trap cost an hour. Our studio's dev log, which a
10
+ Stop hook enforced and a person read, gathered 412 entries in two days (49 dead ends and 44
11
+ lessons, most with a cost). This skill is that log, and the Stop hook reminds you of it until it is
12
+ filed.
13
+
14
+ ## Tools
15
+
16
+ - `report_feedback` files the session's entries, its report and the kit verdict with Funpixel. The
17
+ game is optional: a game the server has never seen is filed without one.
18
+ - Without the MCP, or when the call fails: the same entries, one JSON object per line, in the
19
+ game's `.funtools/devlog.jsonl` (the kit verdict in `.funtools/kit-feedback.jsonl`), written with
20
+ your file tools, or one line per call: `npx @funpixel/tools feedback log "…" --kind lesson`.
21
+ - `npx @funpixel/tools feedback collect <folders…>`: the owner first, what worked ranked by its
22
+ measured change, dead ends by hours burned, A/B records, kit tools; `--propose` drafts kit
23
+ edits, `--html page.html` writes one page.
24
+ - The game's own memory, read at session start: `journal` (what the person changed and why) and
25
+ `decide` (choices against their alternative, `--supersedes` to replace one). Which record
26
+ goes where: [references/memory.md](references/memory.md).
27
+
28
+ ## 1. Log as you go
29
+
30
+ One entry per event, written when it happens, not reconstructed at the end:
31
+
32
+ | kind | When | Example text |
33
+ |---|---|---|
34
+ | `step` | a milestone reached; a progress card writes it (one event, not two) | "first slice passes verify: drag swings the cradle, windows score" |
35
+ | `test` | a check added or a measurement taken | "levels 1-50 solvable; median solver depth 9 rising to 21" |
36
+ | `dead-end` | something tried and abandoned | "keyed the pigeon sprite three times; the white feathers kept the green" |
37
+ | `lesson` | a fact the next session needs | "Pixi deltaTime is frames; use deltaMS / 1000" |
38
+ | `decision` | a choice with an alternative | "platformer card without a jump; the verb is swinging" |
39
+ | `worked` / `didnt` | a change measured to help, or not | "lean AO masks: phone p95 34 -> 25.5 ms" |
40
+ | `owner` | the owner's words or verdict | "the walk is still a cut-out; legs must stride" |
41
+
42
+ Fields: `kind`, `text` (one or two sentences), and where known `cost_usd` (a number), `minutes`,
43
+ `minutes_lost`, `evidence` (a path), `sha`, `test`, and for `worked`/`didnt` `metric`, `before`,
44
+ `after`, `unit`. Unfound evidence reads as unverified. Dead ends carry their time and cost. More:
45
+ [references/memory.md](references/memory.md).
46
+
47
+ ## 2. Report what was missing
48
+
49
+ Before finishing, one report with one category per item:
50
+
51
+ | category | Use when |
52
+ |---|---|
53
+ | `tool_gap` | a Funpixel tool was missing or too narrow |
54
+ | `workaround` | you built something the platform should have done; say where it lives and what it cost |
55
+ | `provider_failure` | a generation was refused, failed or came back wrong; say whether a retry cleared it |
56
+ | `verification_gap` | something you could not prove with verify, probe or review |
57
+ | `knowledge_gap` | a trap a skill would have prevented |
58
+ | `platform_trap` | build or publish behaviour that silently broke the game |
59
+ | `built_custom` | you hand-wrote a system a package or the SDK could have given |
60
+ | `package_gap` | an npm package you wanted and could not use |
61
+ | `prompt_feedback` | an instruction in this kit was wrong, unclear or contradicted another |
62
+ | `quality_note` | anything else about the result's quality |
63
+
64
+ Each item: `category`, `text`, and where they apply `pipeline_step` (plan, assets, code, verify,
65
+ review, publish), `blocking` (true or false), `attempted_first`, `cost`, `evidence_path`, and
66
+ `suggested_home` (`mcp_tool`, `cli`, `skill` or `server`). Nothing was missing is a valid report:
67
+ say so in one `quality_note`, with what went well.
68
+
69
+ ## 3. File it
70
+
71
+ With the MCP: one `report_feedback` call carrying the dev-log entries since the last report and the
72
+ items above.
73
+
74
+ Without it (or when the call fails), write lines to `.funtools/devlog.jsonl` in the game folder
75
+ with the Write or Edit tool; hosts refuse a shell redirect and your home folder. It never ships.
76
+ Each line carries the time, and the report goes in a line with `"kind": "feedback"`, which is what
77
+ the Stop hook looks for:
78
+ ```json
79
+ {"at":"2026-09-26T14:02:11Z","kind":"dead-end","text":"keyed the pigeon sprite three times; the white feathers kept the green","cost_usd":0.39}
80
+ {"at":"2026-09-26T14:40:05Z","kind":"feedback","items":[{"category":"tool_gap","text":"no key for near-white sprites; drew the feathers in code instead","pipeline_step":"assets","blocking":false,"suggested_home":"mcp_tool"}]}
81
+ ```
82
+
83
+ ## 4. The kit verdict
84
+
85
+ At the hand-back of a complete game (the Stop hook asks once; `/fp:playtest` ends with it) say how
86
+ the kit did: the tools, skills, hooks and commands, not the game. Each item adds `kind` (`worked`,
87
+ `hurt` or `missing`) and `tool` (what it is about: `verify`, `capture --all`, `funpixel-art`,
88
+ the Stop hook). Pick the category that fits; one line with `tool` `kit` says whether the kit did
89
+ well or let you down, and why. Honest either way: a tool that cost an hour is worth more to us
90
+ than praise.
91
+ ```json
92
+ {"at":"2026-09-29T18:02:11Z","kind":"kit-verdict","items":[{"category":"verification_gap","kind":"hurt","tool":"audit-screens","text":"flagged below-the-fold scroll content as clipped; paged the list to pass"},{"category":"quality_note","kind":"worked","tool":"kit","text":"Overall: did well; verify caught two real bugs"}]}
93
+ ```
94
+ That line is the fallback in `.funtools/kit-feedback.jsonl`; with the MCP the same items go in the
95
+ `report_feedback` call.
96
+
97
+ ## When a person played it
98
+
99
+ Ask for, or record, four things: in the first five minutes, did they know the goal and the
100
+ controls; where were they confused; what delighted them; their top three changes. Log their words as
101
+ `owner` lines; they outrank any agent's claim.
102
+
103
+ ## Worked example
104
+
105
+ A session added a boss to a shooter. The log gained: `step` "boss fight passes verify", `dead-end`
106
+ "generated the boss as one sheet of 16 frames; frames 13-16 were one pose; regenerated as 4x3"
107
+ (cost 0.26), `lesson` "sheets over 12 frames repeat poses". The report: `workaround` "wrote a
108
+ frame-difference check to find repeated sheet frames" (suggested home `mcp_tool`, blocking false),
109
+ `verification_gap` "verify cannot tell whether the boss's attack telegraph is readable". One
110
+ `report_feedback` call filed both.
111
+
112
+ ## Common mistakes
113
+
114
+ - Writing the log at the end from memory: the dead ends and their costs are gone.
115
+ - "Everything worked" when you rebuilt a platform feature by hand: that is a `workaround`.
116
+ - Costs typed as `$0.26` in a shell command: the shell expands `$0`.
117
+ - Filing feedback about the person's idea; this is about the tools and the kit.
118
+ - A `worked` line with no numbers or evidence: it ranks last and reads as unverified.
119
+
120
+ Where this comes from: our studio's dev log and the kit-verdict loop.
@@ -0,0 +1,99 @@
1
+ # The game's memory: what the person changed, what was decided
2
+
3
+ A diff says what moved. It cannot say that the person slowed the ghosts on purpose because their
4
+ kids kept losing, or that tap-to-jump beat swipe after a bus ride. Without that, the next session
5
+ "fixes" the slow ghosts back to the design number, or re-opens the control question and quietly
6
+ reverses it. Two small files carry the why across sessions; both are private (they never ship,
7
+ and `funtools export` leaves them behind), and both are read at session start.
8
+
9
+ | File | Holds | Written by |
10
+ |---|---|---|
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+ | `.funtools/journal.jsonl` | one line per change a person made: who, what, why, when, files or values | `npx @funpixel/tools journal`, and the hooks when files moved between agent turns |
12
+ | `design/decisions.md` | each choice against its alternative, with the reason, an id (`D3`) and a date | `npx @funpixel/tools decide`, or by hand |
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+
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+ When neither file exists the session start says nothing about them; an empty memory is not a
15
+ problem to fix.
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+
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+ ## The creator's journal
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+
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+ For the person's own changes: a number tuned in the editor, a sprite they redrew, a level they
20
+ reordered, a line of copy they rewrote.
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+
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+ - The person, in a terminal: `npx @funpixel/tools journal "ghost speed 4 → 3.2" --why "my kids lost in 20 s" --values ghostSpeed=3.2 --files src/feel.ts`.
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+ - You, when the person tells you in chat what they changed by hand, may record it for them with
24
+ the same command; the entry says it came through the agent (the host's own shell says so, not
25
+ a guess), with `--by` naming the person if they gave a name.
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+ - Detected entries: the hooks keep what the files looked like when an agent last touched them
27
+ (every Stop, and each file a Write or Edit call wrote). When a session starts, or the person
28
+ sends a message, and shipping files or design notes differ from that, one entry is added,
29
+ marked detected: the files certainly moved, but who moved them and why is unknown (a person, a
30
+ `git pull`, a turn that was interrupted before its Stop). It names no person and invents no
31
+ reason.
32
+
33
+ What the session start shows: the last five entries, then a short line. What to do with them is
34
+ yours to judge; what worked in the studio's games:
35
+ - Read a changed file again before editing it, rather than trusting a copy from earlier in the
36
+ conversation; the person may have moved things since.
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+ - Keep a told change unless the person asks otherwise. If it now fights the design, say so and
38
+ offer both, rather than reverting it.
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+ - A detected change is a fact about bytes, not about intent. When it matters (a tuned number, a
40
+ deleted level), one question settles it; when it is plainly a pull or a formatter, carry on.
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+
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+ ## The decisions log
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+
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+ For choices a later session could plausibly reverse: the control scheme, the camera, the art
45
+ medium, a number a playtest settled, a feature cut on purpose, a pillar bent at the person's
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+ request. Not every small call: if nobody would ever argue it, it is not a decision worth an id.
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+
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+ `npx @funpixel/tools decide "tap anywhere to jump" --over "swipe up" --because "one thumb on a bus; swipes misfired at 60 fps"`
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+ appends `D<n>` to `design/decisions.md`. A decision reads best against what it beat (`--over`);
50
+ one that names no alternative is the one that gets re-argued.
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+
52
+ Changing your mind is normal and creative freedom stays whole: a later decision may replace an
53
+ earlier one with `--supersedes D3`. The old entry stays, marked `Superseded by: D5`, so anyone can
54
+ see the path the design took and why. The session start lists only the live ones; `decide` with
55
+ no text lists both, and `npx @funpixel/tools gdd` shows the live ones beside the GDD's score.
56
+
57
+ Why a file of its own and not a GDD section: the GDD is rewritten whole at each version (v0.1,
58
+ v0.2, as built) and states the design as it is now. The log keeps how it got there and survives
59
+ every rewrite. The GDD's `Decision:` lines can cite an id ("Decision: D4, tap to jump"), so the
60
+ two agree without repeating each other.
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+
62
+ ## Where each record goes
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+
64
+ | Something happened | Where |
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+ |---|---|
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+ | The person changed the game by hand | the journal |
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+ | A design choice with a real alternative was settled | the decisions log (and the GDD's current text) |
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+ | A step, test, dead end or lesson of this session, with its cost | the dev log (`feedback log`) |
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+ | A finding the next game of this genre should start with | `lessons add` |
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+
71
+ One event can belong in two places: a choice settled after a dead end is a `dead-end` in the dev
72
+ log and a decision in the log. The dev log is the session's story for Funpixel; the decisions log
73
+ is the game's own record for whoever works on it next.
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+
75
+ ## Measured outcomes, the owner and what logs itself
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+
77
+ The dev log is also how the kit learns which practices work. `npx @funpixel/tools feedback collect`
78
+ ranks what worked by its measured change, so give a `worked` or `didnt` line its numbers:
79
+
80
+ ```
81
+ npx @funpixel/tools feedback log "lean AO masks and skipping frozen rigs" --kind worked --metric "phone p95" --before 34 --after 25.5 --unit ms --evidence src/view/aoLean.ts
82
+ npx @funpixel/tools feedback log "lighting passes on melted walls" --kind dead-end --minutes-lost 600
83
+ npx @funpixel/tools feedback log "the walk is still a cut-out" --kind owner --verdict reject --screenshot design/shots/walk.png
84
+ ```
85
+
86
+ - Evidence: `--evidence` (a path in the game), `--film`, `--sha` (a commit), `--test` (a test name);
87
+ each is checked to exist, at once and again by `collect`. A line whose evidence is not found reads
88
+ as unverified; words that name no file ("the deaths page") read as unverified too.
89
+ - A lesson that says it fixed something ("…fixed it", "now always recovers") counts as worked, and a
90
+ "34 -> 25.5 ms" in its words is read as its measured change.
91
+ - The owner outranks: owner lines and every game's open pipeline notes (`note add "…" --stage <s>`,
92
+ closed only by evidence, reopened by the owner's `note verdict N reject "…"`) lead the report.
93
+ - What logs itself: `sim` (the naive bot's lost runs, its warnings), `play` (high defects), `hook`
94
+ and `life` (warnings, movers), `profile` (frame p95) and `playtest` (the panel's mean) append a
95
+ `measure` line with the last value as `before` (`FUNTOOLS_NO_AUTOLOG=1` turns it off). A game's
96
+ post-merge hook can run `npx @funpixel/tools feedback merged`: the merge becomes a `worked` line
97
+ with the numbers that moved since its merge base.
98
+ - A/B records: `feedback ab "<game>" --routes gdk,non-gdk --overall 7.0,8.0 --axes "story=7.0/8.7"
99
+ --winner non-gdk --judges "3 blind seats"`; `collect` says where a route keeps losing.