Audio: ENABLE the engine (relax dead AWE-card gate) + diagnose the real silence (task #50)
User reported never hearing any audio. Root-caused: the KB "Audio: DONE" was wrong. The OpenAL playback chain IS fully implemented (device/buffers/sources; PlayNote really calls alSourcePlay), but three gaps kept it silent: 1. GATED OFF (the "no sound" root cause): BTL4Application::MakeAudioRenderer returned NULL unless the pod's AWE_FRONT/AWE_REAR AWE32-card env vars were set -- authentic 1995 pod behavior, dead on modern hardware, so the renderer was NEVER created. FIXED: default audio ON (BT_NO_AUDIO=1 restores silence; AWE vars still force-on). Verified: the OpenAL device now opens with no env vars ([audio] device OPENED). 2. Soundbank STUB: allPresets[2][100] (btstubs.cpp) is zero-init -> PRESET_isImplemented false -> 0 buffers load. Sample data exists (AUDIO1/2.RES: EnginePower/LaserAFire/...) but the event->sample map is gone (not in the decomp). STILL OPEN. 3. No triggering: the reconstructed game never creates AudioEntities on events. STILL OPEN. So the device opens but nothing loads/plays yet -- enabling real sound needs the soundbank reconstructed + the game triggers wired (a proper audio wave). Added a BT_AUDIO_LOG trace harness across L4AUDRND/L4AUDRES/L4AUDLVL. KB corrected. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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d624b9b783
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52440e13b0
@@ -1,3 +1,4 @@
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#include <cstdlib>
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#include "mungal4.h"
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#pragma hdrstop
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@@ -558,6 +559,7 @@ void
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alGetError();
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g_buffers = new ALuint[g_numBuffers];
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alGenBuffers(g_numBuffers,g_buffers);
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if (getenv("BT_AUDIO_LOG")) DEBUG_STREAM << "[audio] alGenBuffers count=" << g_numBuffers << "\n" << std::flush;
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ALenum error;
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if ((error = alGetError()) != AL_NO_ERROR)
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{
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