@funpixel/tools 0.0.0-stage → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2414) 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 +2917 -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 +589 -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 +55 -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 +330 -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
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  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
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  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
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  355. package/dist/plan/actions.js +18 -0
  356. package/dist/plan/notes.js +15 -0
  357. package/dist/play/clock.js +40 -0
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  363. package/dist/play/server.js +274 -0
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  388. package/dist/playtest/report.js +209 -0
  389. package/dist/playtest/route.js +139 -0
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  394. package/dist/production/contract.js +61 -0
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  396. package/dist/production/tier.js +66 -0
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  404. package/dist/publish/funpixel.js +96 -0
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  2305. package/templates/common/src/world.ts +91 -0
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  2312. package/templates/pixi/src/character.ts +63 -0
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  2314. package/templates/pixi/src/world-hud.ts +16 -0
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  2319. package/templates/spec/common/src/tune.ts +93 -0
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@@ -0,0 +1,41 @@
1
+ # Packing and wiring accepted art
2
+
3
+ Detail for step 9 of [2d-assets](2d-assets.md): once an asset is accepted, how it reaches the running
4
+ game at the size its role needs, and how the stand-ins it replaces leave.
5
+
6
+ ## Pack related sprites
7
+
8
+ When a set shares a scene and benefits from one load, `npx @funpixel/tools optimize pack-atlas
9
+ <sprites…> --write` packs it; add the cycles as a named `animations` map and load
10
+ `assets/atlas.json` once. The path stays relative, so a game hosted in a subfolder (a preview, a
11
+ published version) still finds it. Frame keys are the original filenames. Backdrops stay out of the
12
+ atlas: they are big, opaque and loaded once.
13
+
14
+ ## Wire by role
15
+
16
+ - Readability and collision bounds follow the genre and camera: decide them at phone size and
17
+ measure them in play (`capture --viewport phone`, `audit-screens`). A 1024 px coin drawn at raw
18
+ texture size fills the view.
19
+ - `setupGameResize` from `@funpixel/sdk`, with a stored `baseScale` that animation multiplies:
20
+ compounding a squash onto the current scale drifts.
21
+ - Compress textures to the resolution the supported displays need
22
+ (`optimize compress <image> --max-size <px> --write`).
23
+ - `npx @funpixel/tools smoke` warns on a shapes-only game and on stand-ins; read each warning
24
+ against the medium the game chose (authored shapes can be the look).
25
+
26
+ ```ts
27
+ import { AnimatedSprite, Assets } from 'pixi.js';
28
+ import { setupGameResize } from '@funpixel/sdk';
29
+
30
+ const sheet = await Assets.load('assets/atlas.json');
31
+ const hero = new AnimatedSprite(sheet.animations['hero-run']);
32
+ hero.anchor.set(0.5, 1);
33
+ let baseScale = 1;
34
+ setupGameResize((w, h) => { baseScale = (h * 0.16) / hero.texture.height; hero.scale.set(baseScale); });
35
+ ```
36
+
37
+ ## Finish the integration
38
+
39
+ Load the assets this task introduced and remove the stand-ins they replace: stand-ins left in
40
+ because the logic passed are how a promised look never reached the game. Keep unrelated existing
41
+ files; name unused candidates and remaining stand-ins in the hand-back, so the person decides.
@@ -0,0 +1,92 @@
1
+ ---
2
+ name: funpixel-audio
3
+ description: Use when a game needs sound effects or music, or its sound is being wired, mixed or found missing (too quiet, nothing beeps when you win). Covers a cue or silence per juice row, one music identity, adaptive music, loudness, gapless loops and the SDK AudioEngine. In Unity (a silent TestFlight build, the AudioListener, 48 kHz), follow references/unity.md.
4
+ ---
5
+
6
+ # Sound and music for a Funpixel game
7
+
8
+ Sound is half of how a game feels. Study the hits: Hades plays its music in stems and drops the
9
+ drums when a fight ends; Mini Metro's score is played by the trains themselves. A game with one
10
+ sound identity, a voice for its core verb and music that follows play is remembered. This skill
11
+ briefs, levels, wires (`@funpixel/sdk/audio`) and proves it. The trap: a silent game passes every screenshot and bot, and four of ours reached testers silent.
12
+
13
+ ## Tools
14
+
15
+ - `generate_sound` makes one effect per call (0.5–30 s; `loop` for a steady hum). About 2 credits.
16
+ - `generate_music` makes a loop or a theme (`length` clip, about 30 s, or full). Set `instrumental`
17
+ to true for anything under gameplay. About 8 credits a clip, 16 a full track.
18
+ - `get_job` collects them by id; `npx @funpixel/tools job <id> --wait --out <file>` saves one.
19
+ Start them together and write code meanwhile.
20
+ - Local: `npx @funpixel/tools verify` checks the game and listens for sound (step 7);
21
+ `npx @funpixel/tools gen sound|music "…"` generates with a paid key. Web Audio synthesis is a style
22
+ of its own (chiptune, sfxr-style blips); name a synthesized placeholder as one.
23
+
24
+ ## The procedure
25
+
26
+ 1. **A sound for each action the design gives one, from the juice list.** Each juice row whose
27
+ sound column names a cue (skill `funpixel-game-feel`), and each event the design gives a feel
28
+ ("the lid clacks shut"), gets its own effect briefed from that line; count those rows against
29
+ files. Intentional silence needs no file. The core verb and its answer carry the most; a payoff
30
+ that is the loudest, longest sound in the game reads as the payoff.
31
+ 2. **Brief an effect: source, material, action, space.** Add the intensity and length, and end
32
+ with "one event, no music, no voice". Use the world's own nouns: "small brass bell struck once
33
+ with a felt mallet, dry close room, soft, short tail" rather than "ding"; "wet canvas sack
34
+ dropped on a wooden deck, close, heavy" rather than "whoosh". One event per clip; clips are at
35
+ least 0.5 s, so ask 0.5 for a tick and check its onset.
36
+ 3. **One music identity, briefed as a loop.** Write the game's sound in one line first (lead
37
+ instruments, what it never uses, a key) and repeat it in every track; only tempo and energy
38
+ move between title, play and the ending (our robot game: "brass and xylophone, no synths").
39
+ Each brief: genre, mood, instruments,
40
+ tempo in bpm, key, then "steady tempo, no intro swell, no ending, seamless loop". Pass
41
+ `instrumental` as true: it defaults to false, and "no vocals" in prose is unreliable. A clip
42
+ suits loops; a full track is often past the size cap.
43
+ 4. **Refusals.** Retry a refused music prompt once as written, then with plainer nouns (drop
44
+ battle or blood). A dropped connection is not a refusal: collect the job by id.
45
+ 5. **Pick without listening, and say so.** For the core verb and the win, two takes are cheap;
46
+ keep the one that starts within about 50 ms, does not clip, and is nearest the length asked
47
+ for. Snippet and thresholds: [references/measure.md](references/measure.md). Tell the person
48
+ which files to listen to.
49
+ 6. **Levels and files.** Targets by class: one-shots −16 LUFS, loops −22, music −18, peaks at
50
+ or below −1 dBFS. Each file 1 MiB or less, `.mp3` or `.m4a`: Safari will not play Ogg. The
51
+ tools master to these; a loop ships as `.mp3` with its LAME header, gapless in every
52
+ browser. Mixing your own files: loops about 6 dB under one-shots, music about 2 dB under; a short duck
53
+ under the payoff lets it own the moment.
54
+ 7. **Wire through the engine.** One `AudioEngine` per game, `{ iosPatch: false }` so the iPhone
55
+ ringer switch mutes it (`true` for games where sound is the point); every source through
56
+ `audio.master`, which the mute drives. Unlock on `click`, `pointerup` or `keydown`: WebKit may
57
+ not resume on `pointerdown` alone. Decode each file at load; a clip first decoded on its first
58
+ play is silent that time. Put a mute on the first screen and in the HUD, kept across reloads. The module, with voice caps, a per-contact cooldown and a music duck,
59
+ and why each piece is there: [references/engine.md](references/engine.md).
60
+ 8. **Prove it is not silent.** Set `window.__FPX_AUDIO__ = { sfx: [...], music: true }` and verify
61
+ fails a run in which no sound starts at all. Mark each sounding mechanic's check
62
+ `"sound": true`: it fails when its drive starts none, and its `sound_cues` count each cue, so
63
+ `buffer#1 x4` is one hit playing four times. Then press the real start control and read the
64
+ `audio` block's context state as `running`.
65
+ 9. **Music that follows the game, when the design wants it.** Takes of one identity that differ
66
+ in energy (calm, tense, wonder), layered when their lengths match or switched on the bar line,
67
+ with a stinger on the payoff and a low-pass for danger. The mixer, briefs, a measured run and
68
+ `funtools sim`'s follows-play check: [references/adaptive-music.md](references/adaptive-music.md).
69
+
70
+ ## Worked example
71
+
72
+ A tide-pool matching game; its juice list: a shell flips, a match chimes, a mismatch clunks, the
73
+ pool clears. Briefs: "cockle shell flipped over on wet sand, close, light, short" and "three
74
+ small glass wind chimes brushed once, open beach air, one event, no music, no voice". Music: "gentle marimba and nylon guitar, soft shaker, 92 bpm, D major, steady tempo, no
75
+ intro swell, no ending, seamless loop", a clip, `instrumental` true. Six jobs start together
76
+ (about 18 credits) while the board code is written.
77
+
78
+ Two takes of the flip: A starts 180 ms late, B at 12 ms; B is kept. The check `{ "mechanic": "flipping makes a sound", "verb": "flip", "field": "sounds",
79
+ "expect": "increases" }` passes; one match reads `sounds` rising by 4 (the chime fired on every
80
+ frame of the match flash); a 50 ms cooldown makes it 1. Front door: after pressing Play,
81
+ `audio` reads `running`. Hand-back: "Listen to the flip and the chime; the flip is a pick by onset,
82
+ not by ear."
83
+
84
+ ## Common mistakes
85
+
86
+ - `new Audio(...)` or a source on `ctx.destination`: the mute misses it, and an `<audio loop>`
87
+ gaps at every seam. Loop a `BufferSource` instead.
88
+ - "No vocals" in the prompt instead of the flag: a singer under the gameplay.
89
+ - A passing verify as proof of sound: until it reports audio, it measured none.
90
+
91
+ Where this comes from: the brief grammar and pick-by-onset from scenario-labs/skills (MIT; see
92
+ THIRD_PARTY_NOTICES.md); levels, loops, the engine and the checks from our own games.
@@ -0,0 +1,204 @@
1
+ # Music that follows the game
2
+
3
+ Adaptive music the way the hits do it, sized for generated takes. The `Music` class below ran in a
4
+ scratch scaffold against the real Web Audio graph (`@funpixel/sdk/audio` 0.6.0, Chrome): a threat
5
+ at 1.0 took the tense layer from 0 to 1.00 and the calm one to 0.05 within 1.5 s; when it left,
6
+ calm was back to 0.99 about 7 s later; `muffle(0)` closed the low-pass to 621 Hz in 0.6 s; a
7
+ stinger ducked the bus from 0.80 to 0.40 and it returned to 0.80 after the stinger.
8
+
9
+ ## What the hits do
10
+
11
+ - **Hades** (Darren Korb): stems of one track; drums and bass enter when enemies are in the room
12
+ and drop out on the last kill; a boss brings every stem in; a short tag closes the fight.
13
+ - **Mini Metro** (Disasterpeace): the city writes the score; each line and train is a voice.
14
+ - **Celeste, Hollow Knight**: an area has a theme; a set piece swaps to a variation of it; a
15
+ safe place has its own quiet music, so arrival is heard.
16
+ - Common thread: one musical identity, several intensities of it, changes on musical boundaries,
17
+ and silence or a thin texture where tension should build.
18
+
19
+ ## What `generate_music` can make
20
+
21
+ - One call = one take. `length: "clip"` is a ~30 s Lyria clip (about 8 credits); `"full"` is a
22
+ longer pro track (about 16) that often needs trimming to fit 1 MiB. No stems: layers come from
23
+ separate takes briefed to fit together.
24
+ - Mastering cuts music to whole 4/4 bars at the tempo **named in the brief** ("… 96 bpm …") and
25
+ says so in the result: "cut to N bars at 96 BPM to loop seamlessly". Read that line: it is the
26
+ loop length you will mix against. Without a bpm in the brief the tempo is estimated.
27
+ - Nothing makes two takes match: the brief asks for a key and tempo, the model is free, and the
28
+ mastering picks the bar count per take. Compare the "cut to N bars" lines and the durations
29
+ before choosing how to combine them (the table below).
30
+ - `instrumental: true` for anything under play.
31
+
32
+ ## Briefing takes that layer
33
+
34
+ Write one identity line and repeat it in every take; change only the energy words:
35
+
36
+ ```text
37
+ calm: "Warm dusk folk: nylon guitar, soft felt piano, low cello drone, 84 bpm, D minor, sparse, no drums, steady tempo, no intro swell, no ending, seamless loop"
38
+ tense: "Warm dusk folk: nylon guitar, soft felt piano, low cello drone, 84 bpm, D minor, driving frame drum and pulsing low strings, urgent, steady tempo, no intro swell, no ending, seamless loop"
39
+ wonder: "Warm dusk folk: nylon guitar, soft felt piano, low cello drone, 84 bpm, D major, rising choir pad and bells, open and bright, steady tempo, no intro swell, no ending, seamless loop"
40
+ ```
41
+
42
+ Stingers: a two-to-four second `generate_sound` ("bright bell swell rising into a single held
43
+ chord, one event, no music, no voice") or a short cut from a `wonder` take's first bar.
44
+
45
+ ## Two ways to put takes together
46
+
47
+ | Takes | How | Why |
48
+ |---|---|---|
49
+ | Same bar count at the same tempo (durations match to a few ms) | `start()` all of them at one instant, `mix()` or `intensity()` their gains | layers stay locked; a fight fades drums in without a seam |
50
+ | Different lengths | `switchOnBar()`: the new take starts from its top on the next bar line while the old fades over one bar | a change on the beat reads as intended; a mid-bar cut reads as a glitch |
51
+
52
+ ## The class
53
+
54
+ ```ts
55
+ // Adaptive music over generate_music takes: layers that share a tempo play together and are mixed by
56
+ // game state; takes that do not share a length are switched on the bar instead. A danger low-pass,
57
+ // stingers with a duck, and an intensity that eases so the score does not flap.
58
+ import type { AudioEngine } from '@funpixel/sdk/audio';
59
+
60
+ export interface Take { id: string; buffer: AudioBuffer }
61
+
62
+ export class Music {
63
+ readonly bus: GainNode;
64
+ readonly lowpass: BiquadFilterNode;
65
+ private layers = new Map<string, { src: AudioBufferSourceNode; gain: GainNode }>();
66
+ private t0 = 0;
67
+ private level = 0; // the eased intensity, 0..1
68
+ constructor(private audio: AudioEngine, readonly bpm: number, private volume = 0.8) {
69
+ const ctx = audio.ctx;
70
+ this.lowpass = ctx.createBiquadFilter();
71
+ this.lowpass.type = 'lowpass'; this.lowpass.frequency.value = 20000;
72
+ this.bus = ctx.createGain(); this.bus.gain.value = volume;
73
+ this.lowpass.connect(this.bus).connect(audio.master);
74
+ }
75
+ /** Seconds in one 4/4 bar at the brief's tempo. */
76
+ get bar() { return 240 / this.bpm; }
77
+ /** The next bar line after now (plus a small lead so the start is scheduled, not late). */
78
+ nextBar(lead = 0.05) {
79
+ const ctx = this.audio.ctx, since = ctx.currentTime + lead - this.t0;
80
+ return this.t0 + Math.ceil(since / this.bar) * this.bar;
81
+ }
82
+ /** Start every layer at one instant so layers of equal length stay locked; only `on` is heard. */
83
+ start(takes: Take[], on: string) {
84
+ const ctx = this.audio.ctx;
85
+ this.t0 = ctx.currentTime + 0.1;
86
+ for (const t of takes) {
87
+ const src = ctx.createBufferSource(), gain = ctx.createGain();
88
+ src.buffer = t.buffer; src.loop = true;
89
+ gain.gain.value = t.id === on ? 1 : 0;
90
+ src.connect(gain).connect(this.lowpass);
91
+ src.start(this.t0);
92
+ this.layers.set(t.id, { src, gain });
93
+ }
94
+ }
95
+ /** Mix the layers toward target gains over `seconds` (equal-power-ish: setTargetAtTime). */
96
+ mix(target: Record<string, number>, seconds = 2) {
97
+ const now = this.audio.ctx.currentTime;
98
+ for (const [id, l] of this.layers) {
99
+ l.gain.gain.cancelScheduledValues(now);
100
+ l.gain.gain.setTargetAtTime(target[id] ?? 0, now, seconds / 3);
101
+ }
102
+ }
103
+ /** For takes of different lengths: fade the old out over one bar and start `id` from its top on the next bar line. */
104
+ switchOnBar(take: Take) {
105
+ const ctx = this.audio.ctx, at = this.nextBar();
106
+ for (const l of this.layers.values()) { l.gain.gain.setTargetAtTime(0, at, this.bar / 3); l.src.stop(at + this.bar * 2); }
107
+ this.layers.clear();
108
+ const src = ctx.createBufferSource(), gain = ctx.createGain();
109
+ src.buffer = take.buffer; src.loop = true; gain.gain.value = 0;
110
+ gain.gain.setTargetAtTime(1, at, 0.05);
111
+ src.connect(gain).connect(this.lowpass); src.start(at);
112
+ this.layers.set(take.id, { src, gain });
113
+ }
114
+ /**
115
+ * Call every frame with the raw threat 0..1. It rises fast and falls slow (a fight does not end
116
+ * the instant the last enemy blinks), then drives the calm/tense mix and the danger low-pass.
117
+ */
118
+ intensity(raw: number, dt: number, calm = 'calm', tense = 'tense') {
119
+ const k = raw > this.level ? 1 - Math.exp(-dt / 0.4) : 1 - Math.exp(-dt / 3);
120
+ this.level += (raw - this.level) * k;
121
+ const now = this.audio.ctx.currentTime, c = this.layers.get(calm), t = this.layers.get(tense);
122
+ if (c) c.gain.gain.setTargetAtTime(Math.cos(this.level * Math.PI / 2), now, 0.1);
123
+ if (t) t.gain.gain.setTargetAtTime(Math.sin(this.level * Math.PI / 2), now, 0.1);
124
+ return this.level;
125
+ }
126
+ /** Muffle the score (underwater, stunned, low health): 1 = open, 0 = about 400 Hz. */
127
+ muffle(open: number, seconds = 0.4) {
128
+ const hz = 400 * Math.pow(50, Math.max(0, Math.min(1, open)));
129
+ this.lowpass.frequency.setTargetAtTime(hz, this.audio.ctx.currentTime, seconds / 3);
130
+ }
131
+ /** A stinger on a payoff: the score ducks under it, then returns. `onBar` waits for the bar line. */
132
+ sting(buffer: AudioBuffer, { gain = 1, duck = 0.35, onBar = false } = {}) {
133
+ const ctx = this.audio.ctx, at = onBar ? this.nextBar() : ctx.currentTime;
134
+ const src = ctx.createBufferSource(), g = ctx.createGain();
135
+ src.buffer = buffer; g.gain.value = gain; src.connect(g).connect(this.audio.master); src.start(at);
136
+ this.bus.gain.setTargetAtTime(this.volume * (1 - duck), at, 0.03);
137
+ this.bus.gain.setTargetAtTime(this.volume, at + buffer.duration * 0.8, 0.25);
138
+ return at;
139
+ }
140
+ }
141
+ ```
142
+
143
+ Wiring it:
144
+
145
+ ```ts
146
+ const audio = new AudioEngine({ iosPatch: false });
147
+ const music = new Music(audio, 84);
148
+ const [calm, tense] = await Promise.all(['calm', 'tense'].map(async (id) => ({ id, buffer: await audio.ctx.decodeAudioData(await (await fetch(`assets/music/${id}.mp3`)).arrayBuffer()) })));
149
+ // Start after the first gesture (the title's Begin): audio.unlock() first.
150
+ music.start([calm, tense], 'calm');
151
+ // Each frame: the threat from the game, 0 (safe) to 1 (a boss in reach).
152
+ music.intensity(Math.min(1, enemiesNear / 4), dt);
153
+ // The payoff:
154
+ music.sting(chimeBuffer, { duck: 0.35, onBar: true });
155
+ // Underwater, stunned, or the moment before a reveal:
156
+ music.muffle(0.2);
157
+ ```
158
+
159
+ ## Prove it follows play (free, before anyone listens)
160
+
161
+ A mix driven by a timer reads as a playlist; one that never moves is a single loop with extra
162
+ files. Keep the decision pure and beside the rules, as one game's `src/mix.ts` does:
163
+ `musicMix(run, screen, lift) → { calm, swarm, lift }`, where `swarm` rises with the bugs on the
164
+ field and sniffling ones count more. The `Music` class sets gains from it each frame, and a probe
165
+ can chart the same function while a bot plays, with no browser and no audio device:
166
+
167
+ ```ts
168
+ // test/probes.ts (the funtools scaffold's probe kit, skill funpixel-game-logic references/probes.md)
169
+ const rows = timeline(game, skilled, 7, 60, 0.5, (run) => ({ threats: run.bugs.length, ...musicMix(run, 'playing', 0) }));
170
+ timelines: [{ name: 'wave 3', follow: [{ layer: 'swarm', driver: 'threats' }], rows }]
171
+ ```
172
+
173
+ `npx @funpixel/tools sim` then says, per layer: it never moved (warn), it moved but not with what
174
+ it follows (note, with the correlation), or it follows (r and the sample count). That game's
175
+ `music-timeline.ts` printed the same chart as bars per half second with the chain and bloom
176
+ marks beside them, which is how its creator saw the lift arrive on the payoff. The numbers
177
+ cannot say it sounds good; listen once the chart says it moves.
178
+
179
+ ## Tying music to the story
180
+
181
+ - A place has a theme; a chapter has a variation (the same brief, a changed energy line).
182
+ - Arrival at a safe place: let the tense layer fall away and the calm one open; the silence
183
+ between them is part of the music.
184
+ - The set piece: `muffle()` down for a beat before it, `sting()` on the reveal, then
185
+ `switchOnBar()` to the `wonder` take, and leave it on while the player looks.
186
+ - A score built on the game's own sound. A horror game (29 Sep 2026) built its music
187
+ on one sustained note that bends as an enemy nears and gains layers with the threat, per-room ambience
188
+ beds under it, stingers on reveals, and real silence between phrases; the silence is what
189
+ makes the next phrase land. Its radio voices were band-limited and driven like a small speaker
190
+ with line noise, so a recording sounds like a recording.
191
+ - Expose the music state in `__FPX_STATE__` (`music: 'calm' | 'tense' | 'wonder'`, the eased
192
+ intensity) so a check can assert that the fight actually turns the score, and mark the sound
193
+ check `"sound": true` (skill `funpixel-verify`).
194
+
195
+ ## Play on the beat (beat maps)
196
+
197
+ `npx @funpixel/tools beats` reads each music track the game ships (WAV directly, other formats through
198
+ the local ffmpeg) and writes `<track>.beats.json` beside it: tempo, the first beat, the downbeat, every
199
+ beat time and how clear the pulse is. A bed with no clear pulse says so and gets no invented tempo:
200
+ sync it to events instead. In the game, `src/beat.ts` reads the map (`loadBeats(url)`) and answers
201
+ against the music's own clock (`musicTime()` in `src/sound.ts`, never the frame clock):
202
+ `beatAt(map, t)` for the beat, bar and phase (a light that pulses), `nearestBeat(map, t).offMs` to
203
+ judge a press (rhythm games: within about ±80 ms is "on"), `nextBeat(map, t, true)` to start a wave on
204
+ the next bar. Brief music for a game that syncs with a steady tempo named in bpm, so the map is clean.
@@ -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), one game 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 (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. One game (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 +1,74 @@
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
+ Not shipped by the kit: 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
+ - A sound class of your own: 8 pooled one-shot sources with a pitch jitter of about 0.06, one looping music source at volume 0.45, an `AudioListener` added when none exists, and the player's Sound and Music toggles.
11
+ - Before every upload, read `ProjectSettings/AudioManager.asset` yourself: `grep "m_DisableAudio: 1"` must find nothing.
12
+ - `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.
13
+ - Music length: an Edit Mode test that compares each clip's `AudioClip.samples` with its reference length.
14
+ - Route every sound, duck and haptic through one class of your own (an effect tap) so an audit runs headless.
15
+ - Import rules in an `AssetPostprocessor` (`OnPreprocessAudio`) in `Assets/Editor/`.
16
+ - ffprobe finds frame gaps in a recording.
17
+
18
+ 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.
19
+
20
+ ## Procedure
21
+
22
+ 1. Make exactly one AudioListener and assert it at startup. A scene generated by code gets none by default; have the sound class add one when none exists.
23
+ 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.
24
+ 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.
25
+
26
+ | Kind | Format | Load | Note |
27
+ |---|---|---|---|
28
+ | SFX | mono, ADPCM or Vorbis | decompress on load | normalize off |
29
+ | Loops | PCM or exact-length OGG | not in the report | ADPCM pads to 64-sample blocks and clicks; MP3 gaps |
30
+ | Music | Vorbis | streaming | |
31
+
32
+ 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.
33
+ 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.
34
+ 6. Check each loop seam: the sample jump across the seam is under 0.005.
35
+ 7. Measure levels. The report has no shared target; these are the per-game figures to start from.
36
+
37
+ | Game | Figure |
38
+ |---|---|
39
+ | A 3D platformer | music −18.5 LUFS, peaks at most −1 dBFS |
40
+ | A casual game | SFX mean −18 to −28 dB; music volume 0.45, about 7 dB under SFX |
41
+ | An idle game | crowd bed −30 LUFS |
42
+
43
+ 8. Mix in code. No game uses an AudioMixer asset. One port carries over 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.
44
+ 9. In a port, route every sound through one tap so an audit runs headless. One port: 468 events, 0 mismatches against the web.
45
+ 10. Re-render procedural web audio offline in C# instead of synthesising live. One game's 70 clips (17.7 s) warm in 64 ms at boot; another's 41 cues and 3 loops match Chromium sample for sample (138 tests).
46
+ 11. Handle interruptions: an Ambient audio session (it respects the silent switch and other apps), sound held on pause, resumed after backgrounding, calls or Siri. `OnApplicationPause(true)` also fires on resign-active (Control Center, Siri, call banners, Face ID).
47
+ 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).
48
+ 13. Before sharing or uploading any video, run `recording_check`: 0 frame gaps over 34 ms and audio at 44.1 kHz or higher.
49
+ 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.
50
+
51
+ Music that follows play: one sports game's crowd volume swells near goals; another game crossfades and ducks on stingers. No game has layered adaptive music.
52
+
53
+ ## Worked example
54
+
55
+ A 2D port from Pixi, music loops and SFX levels:
56
+
57
+ 1. The MP3 loops decoded 1,245–1,997 samples long, so loops gapped.
58
+ 2. The loops were rebuilt as OGG from the web's `.m4a` at exact sample counts. Background music went 96 → 10 MB.
59
+ 3. A music check asserts decoded sample count equals the reference length per clip.
60
+ 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.
61
+ 5. Still required after the numbers: a person's listen.
62
+
63
+ ## Common mistakes
64
+
65
+ - 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.
66
+ - A cloned ProjectSettings: one game inherited `m_DisableAudio: 1`; the studio's upload pre-flight (proposed for the kit) caught it.
67
+ - No 48 kHz setting: one game mixed at 24 kHz and sounded muffled.
68
+ - MP3 or ADPCM for loops: gaps or clicks.
69
+ - Uncommitted reimports: two review builds carried 190 reimported `.wav.meta` files, so main no longer matched what Apple reviewed.
70
+ - Showing a recording before measuring it: a `simctl recordVideo` capture of one game had 19 frame gaps up to 0.85 s and 24 kHz audio, cost about 1 h and was cancelled.
71
+ - Generated audio nobody heard: one game's 70 sounds, as of 29 Sep.
72
+ - Many relaunches wedge the Simulator's CoreAudio (crash at audio init); a Simulator build with audio off for that build only, restored after, avoids it for capture runs, and the upload pre-flight refuses any build with audio off.
73
+ - `git commit -a` after a headless run: every run rewrites AudioManager.
74
+ - The silent switch mutes Unity's Ambient session; accepted for casual games.