7 TDD tasks: MusicLevel, MusicController+MusicBackend, Room music field, GameIO seams + loop/app wiring, Settings music level + SettingsMenu->GameIO refactor, OggMusicBackend + deps + SwingIO wiring + docs, backlog note. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
31 KiB
GUI Background Music Implementation Plan
For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (
- [ ]) syntax for tracking.
Goal: Add per-room background music in the GUI — OGG tracks streamed from an external music/ folder, fading on room change, with an Off/Low/Med/High Settings control. Console stays silent.
Architecture: A testable MusicController holds the track/level decision logic (idempotent same-track, null→silence, OFF disables) and delegates raw operations to a MusicBackend. OggMusicBackend (the only audio/thread code, manually verified) decodes OGG via vorbisspi/jorbis and streams PCM through a SourceDataLine with gain fades. GameIO.setMusic/setMusicLevel are console no-ops; SwingIO owns the controller. Game.publishHud pushes the current room's track each turn; Settings carries a persisted MusicLevel.
Tech Stack: Java 25, Maven, vorbisspi+jorbis (OGG), Jackson (YAML), JUnit 5 + AssertJ, Lombok.
File Structure
Create: io/MusicLevel.java, io/MusicBackend.java, io/MusicController.java, io/OggMusicBackend.java; tests MusicLevelTest, MusicControllerTest; docs/music.md.
Modify: io/GameIO.java (seams), io/SwingIO.java (wire controller), io/ConsoleIO.java (none — inherits no-op), game/Game.java (publishHud), App.java (setMusic(null) + settings apply), model/Room.java + loader/dto/RoomDto.java + loader/RoomFactory.java (music field), save/Settings.java + save/SettingsStore-tests + menu/SettingsMenu.java + test/.../menu/MenuTest.java, src/main/resources/world/rooms.yaml, pom.xml, .gitignore, docs/enhancement-ideas.md.
Task 1: MusicLevel enum
Files: Create src/main/java/thb/jeanluc/adventure/io/MusicLevel.java; Test src/test/java/thb/jeanluc/adventure/io/MusicLevelTest.java
- Step 1: Write the failing test
src/test/java/thb/jeanluc/adventure/io/MusicLevelTest.java:
package thb.jeanluc.adventure.io;
import org.junit.jupiter.api.Test;
import static org.assertj.core.api.Assertions.assertThat;
class MusicLevelTest {
@Test
void gainIncreasesWithLevel() {
assertThat(MusicLevel.LOW.gainDb()).isLessThan(MusicLevel.MEDIUM.gainDb());
assertThat(MusicLevel.MEDIUM.gainDb()).isLessThan(MusicLevel.HIGH.gainDb());
}
@Test
void isOnOnlyWhenNotOff() {
assertThat(MusicLevel.OFF.isOn()).isFalse();
assertThat(MusicLevel.LOW.isOn()).isTrue();
assertThat(MusicLevel.HIGH.isOn()).isTrue();
}
@Test
void nextCyclesThroughAllAndWraps() {
assertThat(MusicLevel.OFF.next()).isEqualTo(MusicLevel.LOW);
assertThat(MusicLevel.LOW.next()).isEqualTo(MusicLevel.MEDIUM);
assertThat(MusicLevel.MEDIUM.next()).isEqualTo(MusicLevel.HIGH);
assertThat(MusicLevel.HIGH.next()).isEqualTo(MusicLevel.OFF);
}
}
-
Step 2: Run — expect FAIL (
mvn -q test -Dtest=MusicLevelTest→ MusicLevel missing). -
Step 3: Create
MusicLevel
src/main/java/thb/jeanluc/adventure/io/MusicLevel.java:
package thb.jeanluc.adventure.io;
/** Background-music volume level, cycled in the Settings menu. */
public enum MusicLevel {
OFF, LOW, MEDIUM, HIGH;
/** Target MASTER_GAIN in decibels. Irrelevant for {@link #OFF} (playback disabled). */
public float gainDb() {
return switch (this) {
case OFF -> Float.NEGATIVE_INFINITY;
case LOW -> -20f;
case MEDIUM -> -10f;
case HIGH -> 0f;
};
}
/** @return true when music should play. */
public boolean isOn() {
return this != OFF;
}
/** Next level in the cycle (wraps HIGH → OFF). */
public MusicLevel next() {
return values()[(ordinal() + 1) % values().length];
}
}
- Step 4: Run — PASS (
mvn -q test -Dtest=MusicLevelTest). - Step 5: Commit —
git addthe two files;git commit -m "feat(io): MusicLevel enum (Off/Low/Med/High)".
Task 2: MusicBackend + MusicController
Files: Create io/MusicBackend.java, io/MusicController.java; Test io/MusicControllerTest.java
- Step 1: Write the failing test
src/test/java/thb/jeanluc/adventure/io/MusicControllerTest.java:
package thb.jeanluc.adventure.io;
import org.junit.jupiter.api.Test;
import java.util.ArrayList;
import java.util.List;
import static org.assertj.core.api.Assertions.assertThat;
class MusicControllerTest {
/** Records backend calls for assertions. */
private static final class FakeBackend implements MusicBackend {
final List<String> calls = new ArrayList<>();
public void fadeTo(String track, float gainDb) { calls.add("fadeTo:" + track); }
public void fadeOut() { calls.add("fadeOut"); }
public void setGainDb(float gainDb) { calls.add("setGain:" + gainDb); }
public void shutdown() { calls.add("shutdown"); }
}
@Test
void firstRoomWithTrackPlaysAtDefaultLevel() {
FakeBackend b = new FakeBackend();
new MusicController(b).room("a");
assertThat(b.calls).containsExactly("fadeTo:a");
}
@Test
void sameTrackDoesNotRestart() {
FakeBackend b = new FakeBackend();
MusicController c = new MusicController(b);
c.room("a");
b.calls.clear();
c.room("a");
assertThat(b.calls).isEmpty();
}
@Test
void differentTrackSwitches() {
FakeBackend b = new FakeBackend();
MusicController c = new MusicController(b);
c.room("a");
c.room("b");
assertThat(b.calls).containsExactly("fadeTo:a", "fadeTo:b");
}
@Test
void nullOrBlankRoomFadesToSilence() {
FakeBackend b = new FakeBackend();
MusicController c = new MusicController(b);
c.room("a");
c.room(null);
c.room(" ");
assertThat(b.calls).containsExactly("fadeTo:a", "fadeOut");
}
@Test
void offStopsAndIgnoresRooms() {
FakeBackend b = new FakeBackend();
MusicController c = new MusicController(b);
c.room("a");
c.level(MusicLevel.OFF);
b.calls.clear();
c.room("b");
assertThat(b.calls).isEmpty();
}
@Test
void levelChangeSetsGain() {
FakeBackend b = new FakeBackend();
MusicController c = new MusicController(b); // default MEDIUM
c.level(MusicLevel.HIGH);
assertThat(b.calls).containsExactly("setGain:" + MusicLevel.HIGH.gainDb());
}
@Test
void turningOffThenOnReplaysOnNextRoom() {
FakeBackend b = new FakeBackend();
MusicController c = new MusicController(b);
c.room("a");
c.level(MusicLevel.OFF); // fadeOut
c.level(MusicLevel.MEDIUM); // setGain
b.calls.clear();
c.room("a"); // current was reset → plays again
assertThat(b.calls).containsExactly("fadeTo:a");
}
}
-
Step 2: Run — expect FAIL.
-
Step 3: Create
MusicBackend
src/main/java/thb/jeanluc/adventure/io/MusicBackend.java:
package thb.jeanluc.adventure.io;
/** Raw audio operations — the only part that touches sound hardware. */
public interface MusicBackend {
/** Fade the current track out, then start {@code track} (looping) and fade in to {@code gainDb}. */
void fadeTo(String track, float gainDb);
/** Fade the current track out and stop. */
void fadeOut();
/** Set the playback volume immediately. */
void setGainDb(float gainDb);
/** Stop playback and release resources. */
void shutdown();
}
- Step 4: Create
MusicController
src/main/java/thb/jeanluc/adventure/io/MusicController.java:
package thb.jeanluc.adventure.io;
import java.util.Objects;
/**
* Frontend-agnostic music decision logic. Idempotent per track (never restarts
* the same track), fades to silence on a null/blank track, and honours the
* {@link MusicLevel} (OFF disables playback). Delegates raw operations to a
* {@link MusicBackend}.
*/
public final class MusicController {
private final MusicBackend backend;
private MusicLevel level = MusicLevel.MEDIUM;
private String current; // currently selected track, or null = silence
public MusicController(MusicBackend backend) {
this.backend = backend;
}
/** Called per turn with the current room's music field (may be null/blank). */
public void room(String track) {
if (!level.isOn()) {
return;
}
String next = (track == null || track.isBlank()) ? null : track;
if (Objects.equals(next, current)) {
return;
}
current = next;
if (next == null) {
backend.fadeOut();
} else {
backend.fadeTo(next, level.gainDb());
}
}
/** Applies a new music level (volume / off). */
public void level(MusicLevel newLevel) {
this.level = newLevel;
if (!newLevel.isOn()) {
backend.fadeOut();
current = null; // turning back on replays on the next room() call
} else {
backend.setGainDb(newLevel.gainDb());
}
}
public void shutdown() {
backend.shutdown();
}
}
- Step 5: Run — PASS (
mvn -q test -Dtest=MusicControllerTest, 7 tests). - Step 6: Commit —
git commit -m "feat(io): MusicController + MusicBackend (testable music logic)".
Task 3: Room.music field + loader
Files: Modify model/Room.java, loader/dto/RoomDto.java, loader/RoomFactory.java, src/main/resources/world/rooms.yaml; Test loader/RoomMusicTest.java
- Step 1: Write the failing test
src/test/java/thb/jeanluc/adventure/loader/RoomMusicTest.java:
package thb.jeanluc.adventure.loader;
import org.junit.jupiter.api.Test;
import thb.jeanluc.adventure.loader.dto.RoomDto;
import thb.jeanluc.adventure.model.Room;
import java.util.List;
import java.util.Map;
import static org.assertj.core.api.Assertions.assertThat;
class RoomMusicTest {
@Test
void musicFieldIsCarriedOntoRoom() {
RoomDto dto = new RoomDto("r", "Room", "d",
Map.of(), List.of(), List.of(), null, null, null, "theme.ogg");
Room room = RoomFactory.shellFromDto(dto);
assertThat(room.getMusic()).isEqualTo("theme.ogg");
}
@Test
void absentMusicIsNull() {
RoomDto dto = new RoomDto("r", "Room", "d", Map.of(), List.of(), List.of());
Room room = RoomFactory.shellFromDto(dto);
assertThat(room.getMusic()).isNull();
}
}
-
Step 2: Run — expect FAIL (no
getMusic, RoomDto has no music arg). -
Step 3: Add
musictoRoom
In src/main/java/thb/jeanluc/adventure/model/Room.java, after the dark field (which uses @Setter), add:
/** Optional GUI background-music track filename for this room; null = none. */
@Setter
private String music;
(@Getter on the class provides getMusic(); @Setter provides setMusic(String), mirroring dark.)
- Step 4: Add
musictoRoomDto
In src/main/java/thb/jeanluc/adventure/loader/dto/RoomDto.java, add String music as the final record component and update the backward-compatible constructor:
public record RoomDto(
String id,
String name,
String description,
Map<String, String> exits,
List<String> items,
List<String> npcs,
List<ExitLockDto> exitLocks,
List<DescriptionStateDto> descriptionStates,
Boolean dark,
String music
) {
/** Backward-compatible constructor without the optional state fields. */
public RoomDto(String id, String name, String description,
Map<String, String> exits, List<String> items, List<String> npcs) {
this(id, name, description, exits, items, npcs, null, null, null, null);
}
}
- Step 5: Carry it in
RoomFactory
In src/main/java/thb/jeanluc/adventure/loader/RoomFactory.java, in shellFromDto, after room.setDark(...):
room.setMusic(dto.music());
- Step 6: Add demo
music:fields
In src/main/resources/world/rooms.yaml, add a music: line to two rooms (files supplied externally; absent → silent). For the kitchen room add music: manor-theme.ogg and for the dungeon room add music: dungeon-drone.ogg (place the line among the room's other top-level keys, e.g. after its description).
-
Step 7: Run — PASS (
mvn -q test -Dtest=RoomMusicTest), thenmvn -q clean test(full suite green; WorldLoaderTest uses its own fixture base, unaffected by the production rooms.yamlmusic:additions). -
Step 8: Commit —
git commit -m "feat(loader): per-room music field + demo rooms.yaml entries".
Task 4: GameIO music seams + game-loop / app wiring
Files: Modify io/GameIO.java, game/Game.java, App.java; Test io/MusicSeamDefaultTest.java
- Step 1: Write the failing test
src/test/java/thb/jeanluc/adventure/io/MusicSeamDefaultTest.java:
package thb.jeanluc.adventure.io;
import org.junit.jupiter.api.Test;
import static org.assertj.core.api.Assertions.assertThat;
class MusicSeamDefaultTest {
@Test
void defaultMusicSeamsAreSilentNoOps() {
TestIO io = new TestIO();
io.setMusic("anything.ogg");
io.setMusic(null);
io.setMusicLevel(MusicLevel.HIGH);
assertThat(io.outputs()).isEmpty();
}
}
-
Step 2: Run — expect FAIL (no
setMusic/setMusicLevel). -
Step 3: Add the default seams to
GameIO
In src/main/java/thb/jeanluc/adventure/io/GameIO.java, add (MusicLevel is in the same package — no import needed):
/** Per-turn current-room music track; null/blank = silence. Console no-op; GUI plays. */
default void setMusic(String track) {
// no audio in text mode
}
/** Applies the music volume/level. Console no-op; GUI sets it. */
default void setMusicLevel(MusicLevel level) {
// no audio in text mode
}
- Step 4: Push the current track each turn in
Game
In src/main/java/thb/jeanluc/adventure/game/Game.java, at the END of publishHud() (after setQuests(...)):
ctx.getIo().setMusic(ctx.getPlayer().getCurrentRoom().getMusic());
- Step 5: Silence music on return to menu in
App
In src/main/java/thb/jeanluc/adventure/App.java, in play(...), immediately after game.run();:
io.setMusic(null); // fade music out when returning to the menu
-
Step 6: Run — PASS (
mvn -q test -Dtest=MusicSeamDefaultTest), thenmvn -q clean test(full suite green; console/loop tests unaffected — seams are no-ops). -
Step 7: Commit —
git commit -m "feat(io): GameIO music seams; push room track per turn, silence at menu".
Task 5: Settings MusicLevel + SettingsMenu refactor to GameIO
Files: Modify save/Settings.java, menu/SettingsMenu.java, App.java, test/.../menu/MenuTest.java, test/.../save/SettingsStoreTest.java
- Step 1: Write the failing tests
Add to src/test/java/thb/jeanluc/adventure/save/SettingsStoreTest.java (keep existing tests; add imports thb.jeanluc.adventure.io.MusicLevel):
@Test
void musicLevelRoundTrips(@TempDir Path dir) {
SettingsStore store = new SettingsStore(dir.resolve("settings.json"));
store.save(new Settings(ConsoleIO.ColorMode.AUTO, ConsoleIO.GlyphMode.UNICODE, MusicLevel.HIGH));
assertThat(store.load().musicLevel()).isEqualTo(MusicLevel.HIGH);
}
@Test
void oldSettingsWithoutMusicDefaultToMedium(@TempDir Path dir) throws Exception {
Path file = dir.resolve("settings.json");
Files.writeString(file, "{\"colorMode\":\"ON\",\"glyphMode\":\"ASCII\"}");
assertThat(new SettingsStore(file).load().musicLevel()).isEqualTo(MusicLevel.MEDIUM);
}
(Add import java.nio.file.Files; / Path / @TempDir if not already present — the existing tests already use @TempDir.)
Update the music-toggle expectation in src/test/java/thb/jeanluc/adventure/menu/MenuTest.java — the existing settingsMenuTogglesGlyphAndPersists test calls SettingsMenu.show(io, Settings.defaults(), store, new ConsoleIO()). Change it to the new signature and account for the new "Music" row (options become Colour=1, Glyphs=2, Music=3, Back=4):
@Test
void settingsMenuTogglesGlyphAndPersists(@TempDir Path dir) {
SettingsStore store = new SettingsStore(dir.resolve("settings.json"));
TestIO io = new TestIO().enqueue("2").enqueue("4"); // toggle Glyphs, then Back
Settings result = SettingsMenu.show(io, Settings.defaults(), store);
assertThat(result.glyphMode()).isEqualTo(ConsoleIO.GlyphMode.ASCII);
assertThat(store.load().glyphMode()).isEqualTo(ConsoleIO.GlyphMode.ASCII);
}
Add a music-cycle test:
@Test
void settingsMenuCyclesMusicLevelAndPersists(@TempDir Path dir) {
SettingsStore store = new SettingsStore(dir.resolve("settings.json"));
TestIO io = new TestIO().enqueue("3").enqueue("4"); // cycle Music once, then Back
Settings result = SettingsMenu.show(io, Settings.defaults(), store);
assertThat(result.musicLevel()).isEqualTo(MusicLevel.MEDIUM.next()); // HIGH
assertThat(store.load().musicLevel()).isEqualTo(MusicLevel.MEDIUM.next());
}
(Add import thb.jeanluc.adventure.io.MusicLevel; to MenuTest.)
-
Step 2: Run — expect FAIL (Settings has no musicLevel; show signature differs).
-
Step 3: Extend
Settings
Replace src/main/java/thb/jeanluc/adventure/save/Settings.java:
package thb.jeanluc.adventure.save;
import thb.jeanluc.adventure.io.ConsoleIO;
import thb.jeanluc.adventure.io.MusicLevel;
/** Persisted user preferences (colour + glyph fidelity + music level). */
public record Settings(ConsoleIO.ColorMode colorMode, ConsoleIO.GlyphMode glyphMode, MusicLevel musicLevel) {
public Settings {
if (musicLevel == null) {
musicLevel = MusicLevel.MEDIUM; // backward-compat: old saves lack this field
}
}
/** Backward-compatible constructor for callers that don't set music. */
public Settings(ConsoleIO.ColorMode colorMode, ConsoleIO.GlyphMode glyphMode) {
this(colorMode, glyphMode, MusicLevel.MEDIUM);
}
public static Settings defaults() {
return new Settings(ConsoleIO.ColorMode.AUTO, ConsoleIO.GlyphMode.UNICODE, MusicLevel.MEDIUM);
}
}
- Step 4: Refactor
SettingsMenutoGameIO+ add the Music row
Replace src/main/java/thb/jeanluc/adventure/menu/SettingsMenu.java:
package thb.jeanluc.adventure.menu;
import thb.jeanluc.adventure.io.ConsoleIO;
import thb.jeanluc.adventure.io.GameIO;
import thb.jeanluc.adventure.io.MusicLevel;
import thb.jeanluc.adventure.save.Settings;
import thb.jeanluc.adventure.save.SettingsStore;
import java.util.List;
/** Settings screen: cycle colour, glyph, and music level; persists + applies. */
public final class SettingsMenu {
private SettingsMenu() {
}
/** Loops the settings screen until "Back", persisting + applying each change. */
public static Settings show(GameIO io, Settings current, SettingsStore store) {
Settings s = current;
while (true) {
int i = io.choose("SETTINGS", List.of(
"Colour: " + s.colorMode(),
"Glyphs: " + s.glyphMode(),
"Music: " + s.musicLevel(),
"Back"));
if (i == 0) {
s = new Settings(nextColor(s.colorMode()), s.glyphMode(), s.musicLevel());
} else if (i == 1) {
s = new Settings(s.colorMode(), nextGlyph(s.glyphMode()), s.musicLevel());
} else if (i == 2) {
s = new Settings(s.colorMode(), s.glyphMode(), s.musicLevel().next());
} else {
return s;
}
store.save(s);
apply(s, io);
}
}
/** Applies settings to the IO: music level always; colour/glyph only on the console. */
public static void apply(Settings s, GameIO io) {
io.setMusicLevel(s.musicLevel());
if (io instanceof ConsoleIO c) {
c.setColorMode(s.colorMode());
c.setGlyphMode(s.glyphMode());
}
}
private static ConsoleIO.ColorMode nextColor(ConsoleIO.ColorMode m) {
return switch (m) {
case AUTO -> ConsoleIO.ColorMode.ON;
case ON -> ConsoleIO.ColorMode.OFF;
case OFF -> ConsoleIO.ColorMode.AUTO;
};
}
private static ConsoleIO.GlyphMode nextGlyph(ConsoleIO.GlyphMode m) {
return switch (m) {
case UNICODE -> ConsoleIO.GlyphMode.ASCII;
case ASCII -> ConsoleIO.GlyphMode.GLYPH;
case GLYPH -> ConsoleIO.GlyphMode.UNICODE;
};
}
}
- Step 5: Update
Appcall sites
In src/main/java/thb/jeanluc/adventure/App.java, in run():
- Remove the now-unused
ConsoleIO consoleIo = io instanceof ConsoleIO c ? c : null;line (if it becomes unused after the changes below). - Change the startup apply to
SettingsMenu.apply(settings, io);. - Change the SETTINGS case to
case SETTINGS -> settings = SettingsMenu.show(io, settings, settingsStore);.
(If ConsoleIO import becomes unused in App.java, remove it. io is the GameIO.)
-
Step 6: Run — PASS (
mvn -q test -Dtest=SettingsStoreTest,MenuTest,ConsoleIORenderTest), thenmvn -q clean test(full suite green). -
Step 7: Commit —
git commit -m "feat(settings): persisted Music level; SettingsMenu applies via GameIO".
Task 6: OGG dependency + OggMusicBackend + SwingIO wiring
Files: Modify pom.xml, io/SwingIO.java, .gitignore; Create io/OggMusicBackend.java, docs/music.md. (No unit test — audio is manually verified per the no-GUI-test convention.)
- Step 1: Add the OGG dependencies to
pom.xml
In the <dependencies> block:
<!-- OGG Vorbis decoding (GUI background music) -->
<dependency>
<groupId>com.googlecode.soundlibs</groupId>
<artifactId>vorbisspi</artifactId>
<version>1.0.3.3</version>
</dependency>
<dependency>
<groupId>com.googlecode.soundlibs</groupId>
<artifactId>jorbis</artifactId>
<version>0.0.17.4</version>
</dependency>
Run mvn -q -DskipTests compile to confirm the dependencies resolve.
- Step 2: Create
OggMusicBackend
src/main/java/thb/jeanluc/adventure/io/OggMusicBackend.java:
package thb.jeanluc.adventure.io;
import lombok.extern.slf4j.Slf4j;
import javax.sound.sampled.AudioFormat;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.FloatControl;
import javax.sound.sampled.SourceDataLine;
import java.nio.file.Files;
import java.nio.file.Path;
/**
* Streams OGG Vorbis tracks from the external {@code music/} folder through a
* {@link SourceDataLine}, looping, with ~400 ms gain fades. Decoding uses the
* vorbisspi/jorbis {@code javax.sound} SPI. All playback runs on a daemon
* thread; missing/undecodable files are logged and stay silent. GUI-only —
* verified manually.
*/
@Slf4j
public final class OggMusicBackend implements MusicBackend {
private static final String MUSIC_DIR = "music";
private static final int FADE_MS = 400;
private static final int FADE_STEPS = 20;
private static final int BUFFER = 4096;
private static final float FLOOR_DB = -40f; // near-silence for fades
private volatile Thread playThread;
private volatile boolean stopping;
private volatile SourceDataLine line;
private volatile float targetGainDb = MusicLevel.MEDIUM.gainDb();
@Override
public synchronized void fadeTo(String track, float gainDb) {
stopCurrent();
targetGainDb = gainDb;
Path file = Path.of(MUSIC_DIR, track);
if (!Files.isReadable(file)) {
log.warn("Music file not found, staying silent: {}", file);
return;
}
stopping = false;
playThread = new Thread(() -> playLoop(file, gainDb), "music");
playThread.setDaemon(true);
playThread.start();
}
@Override
public synchronized void fadeOut() {
stopCurrent();
}
@Override
public synchronized void setGainDb(float gainDb) {
targetGainDb = gainDb;
SourceDataLine l = line;
if (l != null) {
applyGain(l, gainDb);
}
}
@Override
public synchronized void shutdown() {
stopCurrent();
}
/** Signals the play thread to stop and waits for its fade-out + cleanup. */
private void stopCurrent() {
Thread t = playThread;
if (t == null) {
return;
}
stopping = true;
try {
t.join(FADE_MS + 600L);
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
}
playThread = null;
}
private void playLoop(Path file, float gainDb) {
SourceDataLine l = null;
try {
while (!stopping) {
try (AudioInputStream in = AudioSystem.getAudioInputStream(file.toFile())) {
AudioFormat base = in.getFormat();
AudioFormat pcm = new AudioFormat(AudioFormat.Encoding.PCM_SIGNED,
base.getSampleRate(), 16, base.getChannels(),
base.getChannels() * 2, base.getSampleRate(), false);
try (AudioInputStream din = AudioSystem.getAudioInputStream(pcm, in)) {
if (l == null) {
l = AudioSystem.getSourceDataLine(pcm);
l.open(pcm);
l.start();
line = l;
ramp(l, FLOOR_DB, gainDb); // fade in once
}
byte[] buf = new byte[BUFFER];
int n;
while (!stopping && (n = din.read(buf, 0, buf.length)) != -1) {
l.write(buf, 0, n);
}
}
}
}
} catch (Exception e) {
log.warn("Music playback failed for {}: {}", file, e.getMessage());
} finally {
if (l != null) {
try {
ramp(l, currentGain(l), FLOOR_DB); // fade out
} catch (RuntimeException ignored) {
// best-effort fade
}
l.stop();
l.close();
}
line = null;
}
}
private void ramp(SourceDataLine l, float fromDb, float toDb) {
for (int i = 0; i <= FADE_STEPS; i++) {
applyGain(l, fromDb + (toDb - fromDb) * i / FADE_STEPS);
sleep(FADE_MS / FADE_STEPS);
}
}
private float currentGain(SourceDataLine l) {
try {
return ((FloatControl) l.getControl(FloatControl.Type.MASTER_GAIN)).getValue();
} catch (IllegalArgumentException e) {
return targetGainDb;
}
}
private void applyGain(SourceDataLine l, float db) {
try {
FloatControl gain = (FloatControl) l.getControl(FloatControl.Type.MASTER_GAIN);
gain.setValue(Math.max(gain.getMinimum(), Math.min(gain.getMaximum(), db)));
} catch (IllegalArgumentException ignored) {
// line has no master-gain control on this platform
}
}
private void sleep(long ms) {
try {
Thread.sleep(ms);
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
}
}
}
If any call doesn't compile against the installed vorbisspi/javax.sound API, adjust minimally to compile while preserving the behaviour (decode OGG→PCM, stream with looping, MASTER_GAIN fades, graceful on missing file). This class is manually verified.
- Step 3: Wire the controller into
SwingIO
In src/main/java/thb/jeanluc/adventure/io/SwingIO.java:
- Add a field (with the other final fields):
private final MusicController music = new MusicController(new OggMusicBackend()); - Add the overrides (near
setMap):
@Override
public void setMusic(String track) {
music.room(track);
}
@Override
public void setMusicLevel(MusicLevel level) {
music.level(level);
}
(MusicController/MusicLevel/OggMusicBackend are in the same io package — no imports needed.)
- Step 4: Ignore the music folder
Append to .gitignore:
# External background-music files (not bundled)
music/
- Step 5: Document the music folder
Create docs/music.md:
# Background music (GUI)
Background music plays only in the Swing GUI. It is **data-driven and external**:
- Put `.ogg` (OGG Vorbis) files in a `music/` folder next to where you run the game.
This folder is git-ignored and never bundled in the JAR.
- A room plays a track via an optional `music:` field in `rooms.yaml`, e.g.
`music: manor-theme.ogg`. Entering a room with a different track cross-fades to it;
a room with no `music:` field fades to silence; the same track keeps playing
seamlessly across rooms.
- Volume is the **Music** setting (Off / Low / Medium / High) in the Settings menu,
persisted to `saves/settings.json`. Off disables playback.
- Missing files are ignored (silent) — the game never crashes over absent audio.
- The console version is always silent.
Decoding uses the `vorbisspi` + `jorbis` libraries via the `javax.sound` SPI.
- Step 6: Build + full suite + manual check
Run: mvn -q clean test → BUILD SUCCESS (all prior + new tests; the audio backend has no unit test).
Manual (optional, needs audio): drop an .ogg as music/manor-theme.ogg, launch the GUI, New Game → the kitchen should play it; move to the dungeon → it cross-fades to dungeon-drone.ogg (or silence if absent); Settings → Music cycles volume/off.
- Step 7: Commit —
git addpom.xml, OggMusicBackend, SwingIO, .gitignore, docs/music.md;git commit -m "feat(io): OggMusicBackend + SwingIO wiring; music/ folder + docs".
Task 7: Backlog doc
Files: Modify docs/enhancement-ideas.md
-
Step 1: Under section 8. Musik (GUI), add a
> ✅ umgesetzt (Branch feature/music)note mirroring the existing ✅ style: OGG Vorbis (vorbisspi/jorbis), per-roommusic:in rooms.yaml, external gitignoredmusic/folder, idempotent track switch with ~400 ms fades, fade-to-silence in unscored rooms, Music level Off/Low/Med/High in Settings (default Medium), console silent; testableMusicControllerover an isolatedOggMusicBackend. -
Step 2: Commit —
git commit -m "docs: mark GUI background music implemented".
Final Verification
mvn -q clean test— all tests pass (211 prior + MusicLevel/MusicController/RoomMusic/MusicSeam + extended Settings/Menu suites).- OGG dependencies resolve; project compiles.
- Manual GUI smoke (optional, with an
.ogg): room music plays/fades; Settings Music Off silences it; console run is silent. - Load a saved game from before this feature → defaults to Medium, no crash.
git statusclean (nomusic/tracked).