Files
HomuraHime-Mods/docs/TESTING_PHASE5.md
Ed_ 2f874a89e4 Phase 5: Add testing documentation
- 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
2026-03-22 13:46:19 -04:00

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.dll present in game root
  • BepInEx\LogOutput.log generated after first run

2. Plugin Installation

  • HomuraHimeAudioMod.dll in BepInEx\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:

  1. Launch game with mod enabled
  2. Start new game or load save
  3. Move through quiet area (hub, menu, cutscenes)
  4. 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:

  1. Find an area with 3+ enemies (early game stages)
  2. Engage in combat
  3. 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:

  1. Enter boss arena
  2. Engage boss
  3. 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:

  1. Find area with many weak enemies (swarms)
  2. Use area-of-effect attacks
  3. 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:

  1. Approach enemies and observe state changes
  2. 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