feat(timer): playing sound on time end

This commit is contained in:
Carlos Valente
2024-10-07 20:31:04 +02:00
committed by Carlos Valente
parent 265b167600
commit 4c08ca2908
10 changed files with 216 additions and 0 deletions
@@ -0,0 +1,34 @@
import { TimerPhase } from 'ontime-types';
import { shouldPlayEndSound } from '../timer.utils';
describe('shouldPlayEndSound()', () => {
test.each([TimerPhase.Default, TimerPhase.Warning, TimerPhase.Danger])(
'sounds when a running timer goes into overtime from %s',
(previousPhase) => {
expect(shouldPlayEndSound(previousPhase, TimerPhase.Overtime)).toBe(true);
},
);
it('stays silent on the first phase we see, a client could be joining mid-overtime', () => {
expect(shouldPlayEndSound(null, TimerPhase.Overtime)).toBe(false);
});
it('stays silent when the phase was reset, a reload during overtime starts from none', () => {
expect(shouldPlayEndSound(TimerPhase.None, TimerPhase.Overtime)).toBe(false);
});
it('stays silent for a roll timer waiting to start', () => {
expect(shouldPlayEndSound(TimerPhase.Pending, TimerPhase.Overtime)).toBe(false);
});
it('sounds once, not on every update while in overtime', () => {
expect(shouldPlayEndSound(TimerPhase.Overtime, TimerPhase.Overtime)).toBe(false);
});
it('stays silent on phases which are not the end of the timer', () => {
expect(shouldPlayEndSound(TimerPhase.Default, TimerPhase.Warning)).toBe(false);
expect(shouldPlayEndSound(TimerPhase.Warning, TimerPhase.Danger)).toBe(false);
expect(shouldPlayEndSound(TimerPhase.Overtime, TimerPhase.None)).toBe(false);
});
});