back the audio cap off to opt-in: 7-23 already fixed the complaint, and the cap is a governor
Correcting my own framing in7e57816. The dropout players actually reported was fixed on 2026-07-23 bya999e5c, and nobody has complained since. I read the leftover ACQUIRE FAILED lines in the night-5 logs as the same live bug and raised the ceiling by default. They are not the same bug. What is still in the logs is transient exhaustion, not a leak: the census sits at 45-60 live, spikes during a firefight, and drains straight back (226 -> 42), which is the priority steal loop working. A voice dropped in that window is competing with ~256 already sounding, so it is very likely sub-perceptual -- which is consistent with the thing nobody is reporting. And raising the cap is not free. The 256 ceiling doubles as a governor: the steal loop only steals when the incoming source outranks a running one, so a higher cap means many more voices mixing simultaneously, and with EFX reverb and the lowpass chains live that is real CPU -- spent precisely during heavy combat, when the frame budget is already tightest. I verified the ceiling moves. I never measured frame time under a real firefight, and a solo bench cannot produce one. Shipping that to testers tonight would be gambling their framerate against a complaint nobody is making. So the knob stays and the default does not move. BT_AUDIO_SOURCES=<n> raises it with no rebuild if dropouts are ever reported again -- measure frame time while you do. Unset reports `granted mono=255 stereo=1`, exactly what testers have been running. Keeping the diagnostic read-back either way, since it earned its keep: asking for 64 grants 240, because OpenAL Soft has a floor of its own, which is also why the NULL default lands on 256. A request is not a promise. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -16,21 +16,25 @@ on top of it. Full detail: `docs/PROGRESS_LOG.md §5b, §8`.
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## What WinTesla already did (do NOT rebuild)
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- **Renderer bypass: DONE** — `MUNGA_L4/L4D3D.cpp` + `DXUtils` replace libDPL / the IG board with
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Direct3D9. No `libdpl.lib` in the tree. (The early from-scratch D3D9 viewer was retired and removed.) [T1]
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- **Audio SOURCE BUDGET — dropouts in heavy combat, FIXED 2026-07-28** [T2]. Field report "audio
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cutting in and out toward the end of the match"; night-5 logs carried **2017 `ACQUIRE FAILED` lines in
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a single match, every one at `live=256`**. It is **NOT a leak** — the census sits at a healthy 45-60
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live, spikes during firefights, and drains straight back, so the engine's priority steal loop
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- **Audio SOURCE BUDGET — the dropout complaint was fixed 2026-07-23; the leftover is NOT the same
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bug** [T2, 2026-07-28]. **The reported bug is closed**: `a999e5c` (per-source delete instead of the
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spec-atomic bulk `alDeleteSources`) stopped the pool leaking, and there have been **no field
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complaints since**. Night-5 logs still show 2017 `ACQUIRE FAILED` lines in a match, all at
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`live=256` — but that is **transient exhaustion, not a leak**: the census sits at 45-60 live, spikes
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during firefights, and drains straight back (226→42), i.e. the engine's priority steal loop
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(`AudioSourceStop`/`SuspendMaintenance` → `ReleaseChannels` → `ReleaseSourceSet` →
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`alDeleteSources`) works. The cause: `L4AudioRenderer` called `alcCreateContext(device, NULL)` with
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**no attribute list**, so OpenAL Soft applied its DEFAULT budget of 256 mono sources — an OpenAL
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default, unrelated to the 1995 audio hardware. A busy match logs ~7200 explosions × 3
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`DPLIndependantEffect` voices each; while the pool is pinned every acquire fails and that sound is
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dropped outright. FIX: pass `ALC_MONO_SOURCES` (default **1024**, `BT_AUDIO_SOURCES` overrides) and
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**read back what was granted** — a request is not a promise. Measured: 1024→1024, 2048→2048, and
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64→**240** (OpenAL Soft's own floor, which is why the NULL default landed at 256). Observed bursts
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peaked at 226 against the old 256 cap, i.e. they were clipping the ceiling. Note the earlier
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2026-07-23 fix (`a999e5c`, per-source delete instead of the spec-atomic bulk `alDeleteSources`) was
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real and is still needed — it is what makes the pool drain; it just was not the ceiling problem.
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`alDeleteSources`) is working. A dropped voice there competes with ~256 already sounding, so it is
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very likely sub-perceptual — treat the log noise as a symptom to watch, **not** as the old bug.
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Mechanism if it ever does matter: `alcCreateContext(device, NULL)` passes no attribute list, so
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OpenAL Soft applies its DEFAULT 256 mono sources (an OpenAL default, unrelated to the 1995 audio
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hardware), while a busy match logs ~7200 explosions × 3 `DPLIndependantEffect` voices.
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⚠ **Raising the cap is deliberately OPT-IN (`BT_AUDIO_SOURCES=<n>`, no rebuild needed)** — the 256
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ceiling doubles as a **governor**. The steal loop only steals when the incoming source outranks a
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running one, so a higher cap means far more voices mixing at once, and with EFX reverb + lowpass
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chains live that is real CPU spent exactly during heavy combat. **Measure frame time before making
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it default.** Granted values measured: 1024→1024, 2048→2048, 64→**240** (OpenAL Soft's own floor,
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which is also why the NULL default lands on 256) — always read back what was granted, a request is
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not a promise.
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- **Audio: BACKEND now REAL + soundbank loaded; only game-triggering remains** [T2, updated
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2026-07-15]. OpenAL replaces the HMI "SOS" engine and the renderer→device→buffer→source→play chain
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IS all implemented (`L4AUDRND`/`L4AUDRES`/`L4AUDLVL`; `PatchLevelOfDetail::PlayNote` really calls
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