35 lines
1.2 KiB
GDScript
35 lines
1.2 KiB
GDScript
extends SceneTree
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var failures := 0
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func _initialize() -> void:
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call_deferred("_run")
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func _check(ok: bool, detail: String) -> void:
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if not ok:
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failures += 1
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printerr("FAIL: " + detail)
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func _run() -> void:
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_check(AssetRoot.pack_ready(), "40250 pack unavailable")
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var driver: Node = preload("res://audio_driver.gd").new()
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root.add_child(driver)
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var sound := "sound/ambience/waterfall.wav"
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var path: String = driver._find_sound(sound)
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_check(path == "pack://" + sound, "sound must resolve through 40250 pack")
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var stream: AudioStream = driver._load_stream(path)
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_check(stream != null, "packed WAV must decode")
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if stream != null:
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driver.set_sound_volume(0.5)
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driver.play_sound_2d(sound, 0.5)
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var player: AudioStreamPlayer = driver._ui_pool[0]
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_check(absf(player.volume_db - linear_to_db(0.5)) < 0.01,
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"sound volume was applied more than once")
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driver.play_sound_3d(sound, Vector3.ZERO, 0.5)
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_check(driver._all_3d.size() == 1, "3D sound not tracked")
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driver.stop_all_sound_3d()
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_check(driver._all_3d.is_empty(), "StopAllSound3D left a player running")
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driver.free()
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print("PASS: audio_driver_test" if failures == 0 else "FAIL: audio_driver_test")
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quit(0 if failures == 0 else 1)
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