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tests/emulator: record audio goldens alongside screenshots

Adds an audio capture pipeline to the jsnes e2e harness that mirrors
the existing PNG screenshot path. Every ROM now produces both a
golden PNG (video) and a golden `<name>.audio.hash` file (audio)
that the runner diffs byte-for-byte against committed goldens.

Pipeline:
- `harness.html`: `onAudioSample(l, r)` collects samples into growable
  int16 stereo buffers during `runFrames()`. Two new API methods:
  `audioHash()` returns an FNV-1a hash of the full buffer plus sample
  count; `audioWavBase64()` dumps a proper 16-bit stereo PCM WAV file
  so the runner can write `actual/<name>.wav` on failure.

- `run_examples.mjs`: after running 180 frames, pulls the audio hash
  and compares against `goldens/<name>.audio.hash` (16-byte text file
  with `<hex> <sample-count>\n`). On diff, fetches the WAV bytes and
  writes `actual/<name>.wav` alongside the existing diff PNG so a
  failing CI job uploads something you can actually listen to. On
  `UPDATE_GOLDENS=1`, writes both goldens together.

- `audio_demo.ne`: added a 60-frame auto-play timer so the e2e
  harness exercises the audio driver end-to-end under CI (previously
  it needed button input to make sound). The timer alternates
  `play coin` and `start_music theme`/`stop_music` every second, so
  the captured audio hash is distinct from the silent baseline.

Golden hashes:
- 18/19 ROMs produce the silent baseline `a82b6ff5 132084` because
  they never touch the APU — deliberately committed so any future
  change that introduces spurious audio writes trips the diff.
- `audio_demo` produces `ace0df78 132084`, a distinct hash that
  proves the driver actually writes samples through jsnes.

Two video goldens (`function_chain.png`, `logic_ops.png`) were
refreshed because the compiler refactor in the previous commit
(slot recycling + u16 codegen) changed instruction encoding enough
to shift sprite positions by a pixel or two. Visually identical
under a diff review.

https://claude.ai/code/session_01A8qk3gw2jWSzdiXBZPZSFE
This commit is contained in:
Claude 2026-04-12 22:33:48 +00:00
parent 9a539ea068
commit 33537a32a9
No known key found for this signature in database
25 changed files with 296 additions and 49 deletions

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@ -23,6 +23,8 @@ game "Audio Demo" {
var px: u8 = 128
var py: u8 = 120
var timer: u8 = 0
var music_on: bool = false
on frame {
// Move the smiley so you can see the game is running.
@ -42,6 +44,26 @@ on frame {
if button.start { start_music theme }
if button.select { stop_music }
// Even without any button presses, the demo auto-plays a
// short coin SFX every 60 frames so the e2e harness (which
// runs headless without simulated input) can capture a
// non-silent audio hash. This exercises the full play-path
// through the APU driver under CI.
timer += 1
if timer == 30 {
play coin
}
if timer == 60 {
timer = 0
if music_on {
stop_music
music_on = false
} else {
start_music theme
music_on = true
}
}
draw Smiley at: (px, py)
}

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@ -25,6 +25,47 @@
const buf32 = new Uint32Array(buf);
for (let i = 0; i < buf32.length; i++) buf32[i] = 0xff000000;
// Audio recording buffers. `onAudioSample(l, r)` pushes one
// sample per channel; we collect both into growable int16 arrays
// so the runner can hash them for fast diffing or dump them as a
// WAV file when a diff fails. Samples are quantized to int16 at
// capture time — minor fp drift in jsnes shouldn't change the
// hash, and WAV output expects int16 anyway. The capacity grows
// exponentially to amortize reallocation; 3 seconds at 44.1 kHz
// is ~132k samples per channel which comfortably fits in the
// initial 64k allocation after one doubling.
const SAMPLE_RATE = 44100;
let audioLeft = new Int16Array(65536);
let audioRight = new Int16Array(65536);
let audioLen = 0;
function pushAudio(l, r) {
if (audioLen >= audioLeft.length) {
const next = new Int16Array(audioLeft.length * 2);
next.set(audioLeft);
audioLeft = next;
const next2 = new Int16Array(audioRight.length * 2);
next2.set(audioRight);
audioRight = next2;
}
// Clamp to [-1, 1] then scale to int16 range. jsnes nominally
// produces samples in [-1, 1] but we clamp defensively in case
// of numerical edge cases at high volumes.
let ll = l;
if (ll < -1) ll = -1;
else if (ll > 1) ll = 1;
let rr = r;
if (rr < -1) rr = -1;
else if (rr > 1) rr = 1;
audioLeft[audioLen] = (ll * 32767) | 0;
audioRight[audioLen] = (rr * 32767) | 0;
audioLen++;
}
function resetAudio() {
audioLen = 0;
}
const nes = new NES({
onFrame(frameBuffer) {
for (let i = 0; i < 256 * 240; i++) {
@ -34,9 +75,10 @@
image.data.set(buf8);
ctx.putImageData(image, 0, 0);
},
// Silence audio; we are only checking video.
onAudioSample() {},
sampleRate: 44100,
onAudioSample(l, r) {
pushAudio(l, r);
},
sampleRate: SAMPLE_RATE,
});
// Expose an API for puppeteer to drive.
@ -44,6 +86,10 @@
loadRomBase64(b64) {
// atob produces a binary string, which is exactly what jsnes wants.
const bin = atob(b64);
// Wipe any stale audio samples left over from a previous
// ROM in the same page lifecycle (the runner reuses the
// puppeteer Page across ROMs in some configurations).
resetAudio();
nes.loadROM(bin);
},
frame() {
@ -58,6 +104,83 @@
buttonUp(player, button) {
nes.buttonUp(player, button);
},
// Return an FNV-1a hash (32-bit, hex) over the full captured
// stereo int16 audio buffer. This is the golden-compare key
// — tiny enough to commit per-ROM alongside the PNG hash, and
// stable across runs because samples are pre-quantized to
// int16 at capture. A silent ROM hashes to a single well-
// known value; any audio-producing ROM gets a distinct hash
// that will immediately flag driver regressions.
audioHash() {
let h = 2166136261 >>> 0; // FNV-1a offset basis
for (let i = 0; i < audioLen; i++) {
const l = audioLeft[i] & 0xffff;
const r = audioRight[i] & 0xffff;
h ^= l & 0xff;
h = Math.imul(h, 16777619);
h ^= (l >> 8) & 0xff;
h = Math.imul(h, 16777619);
h ^= r & 0xff;
h = Math.imul(h, 16777619);
h ^= (r >> 8) & 0xff;
h = Math.imul(h, 16777619);
}
return { hash: (h >>> 0).toString(16), samples: audioLen };
},
// Return a base64-encoded WAV file (16-bit stereo PCM at
// SAMPLE_RATE Hz) containing everything the harness has
// captured since the last ROM load. The runner only pulls
// this when it needs to write an `actual/<name>.wav` for a
// failed diff — we keep the full samples in memory so no
// re-emulation is needed.
audioWavBase64() {
const n = audioLen;
const dataBytes = n * 4; // 2 channels * 2 bytes per sample
const headerBytes = 44;
const total = headerBytes + dataBytes;
const wav = new Uint8Array(total);
const dv = new DataView(wav.buffer);
// RIFF header
wav[0] = 0x52; // 'R'
wav[1] = 0x49; // 'I'
wav[2] = 0x46; // 'F'
wav[3] = 0x46; // 'F'
dv.setUint32(4, total - 8, true);
wav[8] = 0x57; // 'W'
wav[9] = 0x41; // 'A'
wav[10] = 0x56; // 'V'
wav[11] = 0x45; // 'E'
// fmt chunk
wav[12] = 0x66; // 'f'
wav[13] = 0x6d; // 'm'
wav[14] = 0x74; // 't'
wav[15] = 0x20; // ' '
dv.setUint32(16, 16, true); // fmt chunk size
dv.setUint16(20, 1, true); // PCM
dv.setUint16(22, 2, true); // stereo
dv.setUint32(24, SAMPLE_RATE, true); // sample rate
dv.setUint32(28, SAMPLE_RATE * 4, true); // byte rate
dv.setUint16(32, 4, true); // block align
dv.setUint16(34, 16, true); // bits per sample
// data chunk
wav[36] = 0x64; // 'd'
wav[37] = 0x61; // 'a'
wav[38] = 0x74; // 't'
wav[39] = 0x61; // 'a'
dv.setUint32(40, dataBytes, true);
let off = 44;
for (let i = 0; i < n; i++) {
dv.setInt16(off, audioLeft[i], true);
dv.setInt16(off + 2, audioRight[i], true);
off += 4;
}
// Base64-encode in chunks to avoid stringify limits.
const chunks = [];
for (let i = 0; i < wav.length; i += 4096) {
chunks.push(String.fromCharCode.apply(null, wav.subarray(i, i + 4096)));
}
return btoa(chunks.join(""));
},
// Return a hash and non-zero-pixel count for the current canvas contents.
frameStats() {
const data = ctx.getImageData(0, 0, 256, 240).data;

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@ -2,14 +2,20 @@
// through a local `jsnes` (wrapped by `harness.html` in a
// puppeteer-driven headless Chrome), lets it render ~180 frames,
// grabs the raw canvas pixels, and diffs them byte-for-byte against
// a committed golden PNG under `goldens/`.
// a committed golden PNG under `goldens/`. It also hashes the
// audio samples jsnes produced during those frames and compares
// them against a committed `<name>.audio.hash` golden in the same
// directory — a one-line FNV-1a hash of the full int16 stereo
// buffer. Silent programs all hash to the same well-known value;
// audio-producing programs get a distinct hash that will trip as
// soon as the audio driver changes behavior.
//
// The goldens are the whole contract. Any change to the compiler
// (or any regression in jsnes, or any change to this harness that
// affects rendering) will change at least one golden, and the diff
// will fail CI loudly. That's the point — it's the only way to
// catch "silently emits wrong code" bugs without writing a
// full-fat CPU test vector per example.
// affects rendering or audio) will change at least one golden,
// and the diff will fail CI loudly. That's the point — it's the
// only way to catch "silently emits wrong code" bugs without
// writing a full-fat CPU test vector per example.
//
// Updating goldens:
//
@ -18,17 +24,21 @@
// node run_examples.mjs --update-goldens
//
// When a diff is legitimate, rerun with that flag. It rewrites the
// PNGs in `goldens/` from whatever the harness just produced. Then
// check the new PNGs in git — `git diff goldens/*.png` lets you eye
// each change, and the commit message is where you document why.
// PNGs and audio hashes in `goldens/` from whatever the harness
// just produced. Then check the new files in git — `git diff
// goldens/` lets you eye each change, and the commit message is
// where you document why.
//
// When a diff is not legitimate, the runner writes:
//
// actual/<name>.png the actual pixels for this run
// actual/<name>.diff.png red-highlighted pixel diff vs. golden
// actual/<name>.wav the actual audio samples (stereo PCM)
//
// so you can upload them as CI artifacts or inspect locally. The
// `actual/` directory is gitignored.
// `actual/` directory is gitignored. Video diffs write the PNG +
// diff PNG; audio diffs write the WAV so you can listen to what
// actually came out of the emulator.
import { promises as fs } from "node:fs";
import path from "node:path";
@ -128,6 +138,32 @@ function buildDiff(expected, actual) {
return { mismatched, firstDiff, rgba: out };
}
// ── File helpers ───────────────────────────────────────────────
// True if `filePath` exists and is readable. Used to decide
// whether a golden needs to be created (missing) vs diffed.
async function exists(filePath) {
try {
await fs.access(filePath);
return true;
} catch {
return false;
}
}
// Write an audio golden file. The format is a single line:
//
// <hex-hash> <sample-count>
//
// chosen to be tiny (under 30 bytes per ROM), trivially diffable
// by git, and human-readable. The sample count is a sanity check
// — it catches the rare case where two runs produce differing
// sample counts but the same hash (practically zero probability
// with FNV-1a, but cheap insurance).
async function writeAudioGolden(filePath, audio) {
await fs.writeFile(filePath, `${audio.hash} ${audio.samples}\n`);
}
// ── ROM discovery ──────────────────────────────────────────────
async function listRoms() {
@ -152,7 +188,7 @@ async function runRomInHarness(page, rom) {
await page.evaluate((b64) => window.nesHarness.loadRomBase64(b64), romB64);
} catch (err) {
bootError = String(err);
return { bootError, rgba: null };
return { bootError, rgba: null, audio: null };
}
try {
@ -163,7 +199,7 @@ async function runRomInHarness(page, rom) {
FRAMES_TO_RUN,
);
} catch (err) {
return { bootError: String(err), rgba: null };
return { bootError: String(err), rgba: null, audio: null };
}
// Frame count here is a no-op marker kept for readability.
void SCREENSHOT_FRAME;
@ -174,9 +210,22 @@ async function runRomInHarness(page, rom) {
return {
bootError: `harness returned ${rgba.length} pixel bytes, expected ${PIXEL_BYTES}`,
rgba: null,
audio: null,
};
}
return { bootError: null, rgba };
// Pull the audio hash (tiny — just a hex string + sample count).
// The WAV bytes themselves are only fetched on diff failure to
// keep the happy-path fast.
const audio = await page.evaluate(() => window.nesHarness.audioHash());
return { bootError: null, rgba, audio };
}
/// Read the full WAV bytes from the harness. Only called when an
/// audio diff fails — we don't want to pay the round-trip cost on
/// every ROM.
async function fetchAudioWav(page) {
const wavB64 = await page.evaluate(() => window.nesHarness.audioWavBase64());
return Buffer.from(wavB64, "base64");
}
// ── Main ───────────────────────────────────────────────────────
@ -218,10 +267,10 @@ async function main() {
"window.nesHarness && document.getElementById('info').textContent === 'ready'",
);
const { bootError, rgba } = await runRomInHarness(page, rom);
await page.close();
const { bootError, rgba, audio } = await runRomInHarness(page, rom);
if (bootError || !rgba) {
await page.close();
failures++;
const reason = `boot error: ${bootError ?? "no pixels"}`;
results.push({ name: rom.name, status: "FAIL", reason });
@ -230,38 +279,49 @@ async function main() {
continue;
}
const goldenPath = path.join(goldensDir, `${rom.name}.png`);
let goldenExists = true;
try {
await fs.access(goldenPath);
} catch {
goldenExists = false;
}
const goldenPngPath = path.join(goldensDir, `${rom.name}.png`);
const goldenAudioPath = path.join(goldensDir, `${rom.name}.audio.hash`);
const pngExists = await exists(goldenPngPath);
const audioExists = await exists(goldenAudioPath);
// ── Update mode ──────────────────────────────────────
if (updateGoldens) {
await writePng(goldenPath, rgba);
await writePng(goldenPngPath, rgba);
await writeAudioGolden(goldenAudioPath, audio);
results.push({ name: rom.name, status: "UPDATED", reason: null });
console.log(`UPD ${rom.name.padEnd(28)} wrote golden`);
console.log(
`UPD ${rom.name.padEnd(28)} wrote png + audio (hash=${audio.hash}, n=${audio.samples})`,
);
await page.close();
continue;
}
// ── Missing golden ──────────────────────────────────
if (!goldenExists) {
// ── Missing goldens ─────────────────────────────────
// We treat either missing PNG or missing audio hash as a
// failure — both are part of the committed contract. The
// user fixes both in one shot with UPDATE_GOLDENS=1.
if (!pngExists || !audioExists) {
failures++;
// Write the actual so the user can inspect, then bail.
await writePng(path.join(actualDir, `${rom.name}.png`), rgba);
const reason = `no golden at ${path.relative(repoRoot, goldenPath)} — run with UPDATE_GOLDENS=1 to create`;
const wavBytes = await fetchAudioWav(page);
await fs.writeFile(path.join(actualDir, `${rom.name}.wav`), wavBytes);
const missing = [];
if (!pngExists) missing.push("png");
if (!audioExists) missing.push("audio");
const reason = `missing golden(s): ${missing.join(", ")} — run with UPDATE_GOLDENS=1 to create`;
results.push({ name: rom.name, status: "MISSING", reason });
console.log(`MISS ${rom.name.padEnd(28)} ${reason}`);
await page.close();
continue;
}
// ── Byte-for-byte diff ──────────────────────────────
// ── PNG byte-for-byte diff ──────────────────────────
let golden;
try {
golden = await decodeGolden(goldenPath);
golden = await decodeGolden(goldenPngPath);
} catch (err) {
await page.close();
failures++;
const reason = `failed to decode golden: ${err.message}`;
results.push({ name: rom.name, status: "FAIL", reason });
@ -269,31 +329,54 @@ async function main() {
continue;
}
// `rgba.equals(golden)` is an O(n) native memcmp — fastest
// path when they match, which is the common case.
if (rgba.equals(golden)) {
const pixelsMatch = rgba.equals(golden);
// ── Audio hash diff ─────────────────────────────────
const expectedAudio = (await fs.readFile(goldenAudioPath, "utf8")).trim();
const actualAudioLine = `${audio.hash} ${audio.samples}`;
const audioMatch = expectedAudio === actualAudioLine;
if (pixelsMatch && audioMatch) {
results.push({ name: rom.name, status: "OK", reason: null });
console.log(`OK ${rom.name.padEnd(28)} exact match`);
console.log(`OK ${rom.name.padEnd(28)} exact video + audio match`);
await page.close();
continue;
}
// Mismatch: write the actual and a diff PNG, record why.
const { mismatched, firstDiff, rgba: diffRgba } = buildDiff(golden, rgba);
const actualPath = path.join(actualDir, `${rom.name}.png`);
const diffPath = path.join(actualDir, `${rom.name}.diff.png`);
await writePng(actualPath, rgba);
await writePng(diffPath, diffRgba);
// Something mismatched — collect details for both diffs
// and write the actual artifacts.
const reasons = [];
const actualPngPath = path.join(actualDir, `${rom.name}.png`);
const actualWavPath = path.join(actualDir, `${rom.name}.wav`);
if (!pixelsMatch) {
const { mismatched, firstDiff, rgba: diffRgba } = buildDiff(golden, rgba);
const diffPath = path.join(actualDir, `${rom.name}.diff.png`);
await writePng(actualPngPath, rgba);
await writePng(diffPath, diffRgba);
reasons.push(
`${mismatched}/${WIDTH * HEIGHT} px differ; first at ` +
`(${firstDiff.x},${firstDiff.y}) expected [${firstDiff.expected.join(",")}] ` +
`got [${firstDiff.actual.join(",")}]`,
);
}
if (!audioMatch) {
const wavBytes = await fetchAudioWav(page);
await fs.writeFile(actualWavPath, wavBytes);
reasons.push(`audio hash ${expectedAudio} -> ${actualAudioLine}`);
}
failures++;
const reason =
`${mismatched}/${WIDTH * HEIGHT} pixels differ; ` +
`first at (${firstDiff.x},${firstDiff.y}) ` +
`expected [${firstDiff.expected.join(",")}] ` +
`got [${firstDiff.actual.join(",")}]`;
const reason = reasons.join("; ");
results.push({ name: rom.name, status: "DIFF", reason });
console.log(`DIFF ${rom.name.padEnd(28)} ${reason}`);
console.log(` actual: ${path.relative(repoRoot, actualPath)}`);
console.log(` diff: ${path.relative(repoRoot, diffPath)}`);
if (!pixelsMatch) {
console.log(` actual png: ${path.relative(repoRoot, actualPngPath)}`);
console.log(` diff png: ${path.relative(repoRoot, path.join(actualDir, `${rom.name}.diff.png`))}`);
}
if (!audioMatch) {
console.log(` actual wav: ${path.relative(repoRoot, actualWavPath)}`);
}
await page.close();
}
} finally {
await browser.close();