Files
OpenFrontIO/tests/client/sound
Cameron Clark 18da7134c8 Implement FX sound effects (#3394)
## Description:
Adds sound effects for approved events from the [sound asset
pack](https://drive.google.com/drive/folders/1KpGYJkmLxipy8XmTeyHf40XDC4P--Ck8?usp=sharing).
15 new sound effects triggered from `FxLayer`, `EventsDisplay`, and
`RadialMenu`. Sounds play even when visual FX are off, so disabling
explosions doesn't kill audio. Unapproved sounds are included as assets
but not wired up yet.

### SoundManager architecture

Reworked `SoundManager` per [maintainer
feedback](https://github.com/openfrontio/OpenFrontIO/issues/1893#issuecomment-4184649434)
and [follow-up
review](https://github.com/openfrontio/OpenFrontIO/pull/3394):

- No more singleton. `SoundManager` is instantiated in
`createClientGame()` with `EventBus` and `UserSettings`
- Layers emit events (`PlaySoundEffectEvent`,
`SetBackgroundMusicVolumeEvent`, `SetSoundEffectsVolumeEvent`) via
EventBus instead of holding a `SoundManager` reference
- `SoundManager` subscribes to these events in its constructor
- `SoundEffect` is a type union (not an enum), per project convention
- All sound configuration (type, URL mapping, events) lives in
`Sounds.ts`
- Sound effects are lazy-loaded on first play
- Channel limit of 8 concurrent sounds. New sounds always play; when at
the limit, the oldest active sound gets stopped
- `SoundManager` bootstraps volume from `UserSettings` in its
constructor
- All Howler calls are wrapped in try/catch with error logging, so sound
failures never crash the game
- `dispose()` method unsubscribes from EventBus and unloads all Howl
instances on game shutdown
- Sound code stays entirely in `src/client/`, nothing in `core/` touches
it

## Sound approval status (per
[spreadsheet](https://drive.google.com/drive/folders/1KpGYJkmLxipy8XmTeyHf40XDC4P--Ck8?usp=sharing))

### Approved, wired up in this PR

| Event | Sound file | Trigger location |
|-------|-----------|-----------------|
| Message sent/received | `message.mp3` | EventsDisplay |
| Menu open/select | `click.mp3` | RadialMenu |
| Atom bomb launch | `atom-launch.mp3` | FxLayer (unit created) |
| Atom bomb / MIRV hit | `atom-hit.mp3` | FxLayer (reached target) |
| Hydrogen launch | `hydrogen-launch.mp3` | FxLayer (unit created) |
| Hydrogen hit | `hydrogen-hit.mp3` | FxLayer (reached target) |
| MIRV launch | `mirv-launch.mp3` | FxLayer (unit created) |
| Alliance suggested | `alliance-suggested.mp3` | EventsDisplay |
| Alliance broken | `alliance-broken.mp3` | EventsDisplay |
| Port built | `build-port.mp3` | FxLayer (construction complete) |
| City built | `build-city.mp3` | FxLayer (construction complete) |
| Defense post built | `build-defense-post.mp3` | FxLayer (construction
complete) |
| Warship built | `build-warship.mp3` | FxLayer (unit created) |
| SAM built | `sam-built.mp3` | FxLayer (construction complete) |

### Waiting for approval, sound files included but NOT wired up

| Event | Sound file | Notes |
|-------|-----------|-------|
| Missile Silo built | `silo-built.mp3` | Waiting for Approval |
| SAM shoot | `sam-shoot.mp3` | Waiting for Approval |
| SAM hit | - | Waiting for Approval, no sound file assigned |
| Warship sunk | - | Waiting for Approval, no sound file assigned |
| Warship shoot | - | Waiting for Approval, no sound file assigned |

### Not done, no sound files exist yet

| Event | Notes |
|-------|-------|
| Looted player | "Not sure if needed" |
| Invaded | - |
| Ship invasion incoming | - |
| Ship sent | - |
| Menu theme song | - |
| Ambience | "Not sure if needed" |

## Test plan
- [x] Start a private game and launch atom/hydrogen/MIRV nukes, verify
launch and detonation sounds
- [x] Build structures (city, port, defense post, SAM), verify build
completion sounds
- [x] Build a warship, verify warship built sound
- [x] Receive an alliance request, verify alliance suggested sound
- [x] Break an alliance, verify alliance broken sound
- [ ] Receive a chat message, verify message sound
- [x] Open the radial menu and click items, verify click sound
- [x] Disable visual FX in settings, verify sounds still play
- [x] Adjust SFX volume slider, verify it affects all new sounds
- [x] Verify no audio issues with rapid/overlapping events
- [x] Verify SoundManager responds to EventBus events and unsubscribes
cleanly on dispose
- [x] Verify SoundManager swallows Howler errors without crashing the
game
- [x] Verify channel limit of 8, oldest sound stopped when at cap

## Checklist
- [x] I have added screenshots for all UI updates
- [x] I process any text displayed to the user through translateText()
and I've added it to the en.json file
- [x] I have added relevant tests to the test directory
- [x] I confirm I have thoroughly tested these changes and take full
responsibility for any bugs introduced

Resolves #1893

## Please put your Discord username so you can be contacted if a bug or
regression is found:
cool_clarky
2026-04-06 21:01:23 -07:00
..