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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

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# 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
```ini
[VoiceManager]
MaxVoiceCount = 64 ; Reduce from 128
[Ducking]
DuckFadeTime = 0.08 ; Increase for smoother transitions
```
### If Sounds Cut Out
```ini
[VoiceManager]
MaxVoiceCount = 256 ; Increase if hardware supports
EnableVoiceLimitFix = true
```
### If Enemy Cues Unclear
```ini
[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
```ini
[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
```markdown
## 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
1.
2.
```
---
## 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