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nescript/tests/emulator/harness.html
Claude 33537a32a9
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
2026-04-12 22:33:48 +00:00

224 lines
7.9 KiB
HTML

<!doctype html>
<html>
<head>
<meta charset="utf-8" />
<title>NEScript jsnes harness</title>
<style>
body { margin: 0; background: #222; color: #eee; font-family: monospace; }
canvas { image-rendering: pixelated; background: #000; display: block; }
#info { padding: 8px; }
</style>
</head>
<body>
<canvas id="screen" width="256" height="240"></canvas>
<div id="info">waiting…</div>
<script src="./node_modules/jsnes/dist/jsnes.js"></script>
<script>
(function () {
const { NES } = window.jsnes;
const canvas = document.getElementById("screen");
const ctx = canvas.getContext("2d");
const image = ctx.createImageData(256, 240);
// Pre-fill alpha channel so we don't have to do it every frame.
const buf = new ArrayBuffer(image.data.length);
const buf8 = new Uint8ClampedArray(buf);
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++) {
// jsnes pixel is 0x00BBGGRR in little-endian = 0xFFBBGGRR when alpha set
buf32[i] = 0xff000000 | frameBuffer[i];
}
image.data.set(buf8);
ctx.putImageData(image, 0, 0);
},
onAudioSample(l, r) {
pushAudio(l, r);
},
sampleRate: SAMPLE_RATE,
});
// Expose an API for puppeteer to drive.
window.nesHarness = {
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() {
nes.frame();
},
runFrames(n) {
for (let i = 0; i < n; i++) nes.frame();
},
buttonDown(player, button) {
nes.buttonDown(player, button);
},
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;
let nonBlack = 0;
let hash = 2166136261 >>> 0; // FNV-1a
for (let i = 0; i < data.length; i += 4) {
const r = data[i], g = data[i + 1], b = data[i + 2];
if (r !== 0 || g !== 0 || b !== 0) nonBlack++;
hash ^= r; hash = Math.imul(hash, 16777619);
hash ^= g; hash = Math.imul(hash, 16777619);
hash ^= b; hash = Math.imul(hash, 16777619);
}
return { nonBlack, hash: (hash >>> 0).toString(16), totalPixels: 256 * 240 };
},
// Raw canvas pixels as a base64-encoded RGBA buffer
// (256 * 240 * 4 bytes). Used by the golden-diff runner to
// compare pixel-for-pixel against a decoded PNG golden file.
// Base64 is cheap and avoids any puppeteer JSON-serialization
// pitfalls with typed arrays.
rawPixelsBase64() {
const data = ctx.getImageData(0, 0, 256, 240).data;
const chunks = [];
// Chunk to stay under String.fromCharCode's argument limit.
for (let i = 0; i < data.length; i += 4096) {
chunks.push(String.fromCharCode.apply(null, data.subarray(i, i + 4096)));
}
return btoa(chunks.join(""));
},
};
// Controller button enum constants (from jsnes Controller).
window.nesButtons = {
A: 0, B: 1, SELECT: 2, START: 3,
UP: 4, DOWN: 5, LEFT: 6, RIGHT: 7,
};
document.getElementById("info").textContent = "ready";
})();
</script>
</body>
</html>