- Created docs/TESTING_PHASE5.md with test scenarios and metrics - Includes pre-testing checklist - 5 test scenarios from quiet exploration to swarm enemies - Glitch rating scale and configuration tuning guide - Test report template for iteration
5.8 KiB
5.8 KiB
Phase 5: Testing & Iteration Guide
Overview
This phase documents the testing protocol for validating audio mod fixes and improvements.
Note: Actual testing must be performed by playing the game. This document provides the testing workflow and evaluation criteria.
Pre-Testing Checklist
1. BepInEx Installation
- BepInEx installed in game directory
winhttp.dllpresent in game rootBepInEx\LogOutput.loggenerated after first run
2. Plugin Installation
HomuraHimeAudioMod.dllinBepInEx\plugins\- Config file generated at
BepInEx\config\com.homurahime.audiomod.cfg
3. Original Bank Backup
- Original banks backed up to
backup_banks_original\
4. FMOD Banks (Optional)
- Modified banks copied to game directory (if using Phase 3 FMOD changes)
Testing Scenarios
Test 1: Quiet Exploration (Baseline)
Purpose: Verify mod doesn't break normal audio
Steps:
- Launch game with mod enabled
- Start new game or load save
- Move through quiet area (hub, menu, cutscenes)
- Listen for 5+ minutes
Success Criteria:
- No audio distortion or pops
- BGM plays smoothly without cutting out
- UI sounds (menu navigation) work correctly
- No crashes or errors in LogOutput.log
Log Check:
Filter: Look for "HomuraHimeAudio" entries
Expected: "initialized successfully"
Test 2: Combat with 3+ Enemies
Purpose: Test voice limit fixes under moderate load
Steps:
- Find an area with 3+ enemies (early game stages)
- Engage in combat
- Observe audio behavior during:
- Multiple attack impacts
- Enemy death sounds
- Player attack sounds
- Dodge/roll sounds
Success Criteria:
- No audio distortion during impact sounds
- Sounds don't cut out prematurely
- Enemy voices don't override each other harshly
- Can distinguish individual sound sources
Failure Signs:
- Crackling/popping sounds
- Sudden audio cutoff
- "Muffled" audio
- Missing sound effects
Test 3: Boss Fights (Heavy Load)
Purpose: Stress test audio system
Steps:
- Enter boss arena
- Engage boss
- Observe during:
- Boss special attacks
- Phase transitions
- Multiple minions spawning
- Intense combo sequences
Success Criteria:
- No audio glitches during phase transitions
- Music continues playing smoothly
- Voice lines play without cutoff
- Attack sounds remain distinguishable
Challenge: If glitches occur, reduce MaxVoiceCount in config
Test 4: Swarm Enemy Encounters
Purpose: Test rapid sound triggering
Steps:
- Find area with many weak enemies (swarms)
- Use area-of-effect attacks
- Observe:
- Rapid footstep sounds
- Multiple death sounds
- Attack impact sounds overlapping
Success Criteria:
- No stuttering or repeating sounds
- Audio doesn't "stick" or loop
- Clean sound transitions
Test 5: Enemy Behavior State Changes
Purpose: Validate enemy audio indicator improvements
Steps:
- Approach enemies and observe state changes
- Listen for audio cues during:
- Enemy idle (subtle ambient)
- Enemy alert (noticing player)
- Enemy chase (pursuing)
- Enemy attack (warning + strike)
Success Criteria:
| State | Expected Audio |
|---|---|
| Idle | Subtle, low-volume ambient |
| Alert | Distinct warning/notice sound |
| Chase | Intensified pursuit audio |
| Attack | Clear attack indicator + impact |
Rating Scale:
- 1: Cannot hear/identify
- 2: Barely audible
- 3: Audible but unclear
- 4: Clear and distinguishable
- 5: Very distinct and helpful
Metrics Tracking
Audio Glitch Rating
| Rating | Description |
|---|---|
| 0 | No glitches ever |
| 1 | Rare glitches (<1 per minute) |
| 2 | Occasional glitches (1-5 per minute) |
| 3 | Frequent glitches (>5 per minute) |
| 4 | Constant glitches |
Target: Rating 0-1 for all scenarios
Configuration Tuning
If Distortion/Pops Occur
[VoiceManager]
MaxVoiceCount = 64 ; Reduce from 128
[Ducking]
DuckFadeTime = 0.08 ; Increase for smoother transitions
If Sounds Cut Out
[VoiceManager]
MaxVoiceCount = 256 ; Increase if hardware supports
EnableVoiceLimitFix = true
If Enemy Cues Unclear
[EnemyAudio]
EnemyIndicatorBoost = 1.5
AlertSoundBoost = 1.6
AttackSoundBoost = 1.4
Iteration Loop
Test Scenario
│
▼
┌─────────────┐
│ Glitch? │
└─────────────┘
│
┌──┴──┐
Yes No
│ │
▼ ▼
Adjust Next
Config Test
│
▼
Rebuild & Redeploy
│
▼
Retest
Log Analysis
Enable Debug Logging
[General]
EnableDebugLogging = true
Check Log During Gameplay
BepInEx\LogOutput.log
Key Log Entries
| Entry | Meaning |
|---|---|
HomuraHime Audio Mod initialized |
Plugin loaded OK |
Voice count X exceeds limit Y |
Voice limiting active |
DuckVolume adjusted |
Ducking patch working |
Enemy voice event: X |
Enemy audio hook active |
Test Report Template
## Test Report - [Date]
### Environment
- Game Version: [Check in game]
- Mod Version: 1.0.0
- Config: [Default/Custom]
### Results
| Scenario | Glitch Rating | Notes |
|----------|---------------|-------|
| Quiet Exploration | [0-4] | |
| 3+ Enemy Combat | [0-4] | |
| Boss Fight | [0-4] | |
| Swarm Enemies | [0-4] | |
| Enemy State Cues | [1-5] | |
### Configuration Changes Made
```ini
[Section]
Setting = Value
Overall Assessment
[ ] Ready for distribution [ ] Needs iteration
Next Steps
---
## Next: Phase 6
Once testing yields satisfactory results (glitch rating 0-1, cue clarity 4-5):
- Proceed to Phase 6: Distribution
- Package mod for sharing
- Write installation instructions