Audio: ENABLE sound -- real OpenAL + in-tree WAV loader; both backend DLLs were no-op STUBS (task #50)
Root cause of "no sound, ever": the two audio backend DLLs shipped in the repo are fakes. libsndfile-1.dll exports 15 funcs BY ORDINAL ONLY (no names) and sf_open() always returns NULL; OpenAL32.dll (72KB) imports only KERNEL32 -- no dsound/wasapi/winmm -- so it is a pure no-op that returns fake handles (ctx=0x00000001, alGenSources->0) and never touches the hardware. The whole render->device->buffer->source->play chain ran clean and silent. Fixes: - OpenAL32.dll: replace the stub with the real OpenAL Soft 1.25.2 Win32 build (imports AVRT/ole32/WINMM, real WASAPI backend). The exe imports the 25 AL funcs by NAME so it is a drop-in; alGenSources now yields a live source and alSourcePlay reaches AL_PLAYING. - libsndfile: DROPPED entirely. It is replaced by LoadWavPCM() in L4AUDRES -- a tiny RIFF/WAVE fmt+data reader that loads our soundbank WAVs (16-bit PCM) straight into the AL buffer. Removed the .lib/.dll from the link + copy and git-rm'd the stub. (This also kills the "ordinal 50 could not be located in libsndfile-1.dll" load-failure popup: adding an sf_strerror import bound to an ordinal the 2..16-only stub could not satisfy.) - Soundbank: 241 samples cracked from AUDIO1/2.RES (SF2 v1.0) by tools/sf2extract.py into content/AUDIO/*.wav + the allPresets[2][128] table (audiopresets.cpp), replacing the zero-init btstubs stub. All 241 now load (alErr=0). BT_AUDIO_TEST plays buffer0 as proof-of-life; BT_AUDIO_LOG traces the chain. Remaining: in-game triggering (AudioEntities on fire/step/engine/explosion) so PlayNote fires during play -- next audio wave. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
52440e13b0
commit
5b46655b82
+4
-3
@@ -281,6 +281,7 @@ add_library(bt410_l4 STATIC
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"game/reconstructed/thermalsight.cpp"
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"game/reconstructed/torso.cpp"
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"game/reconstructed/btstubs.cpp"
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"game/reconstructed/audiopresets.cpp"
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"game/reconstructed/dpl2d.cpp"
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"game/original/BT/BTMSSN.CPP"
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"game/original/BT/BTREG.CPP"
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@@ -319,7 +320,6 @@ target_link_libraries(btl4 PRIVATE
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bt410_l4
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munga_engine
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"${CMAKE_SOURCE_DIR}/engine/lib/OpenAL32.lib"
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"${CMAKE_SOURCE_DIR}/engine/lib/libsndfile-1.lib"
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"${DXSDK}/Lib/x86/d3d9.lib"
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"${DXSDK}/Lib/x86/d3dx9.lib"
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"${DXSDK}/Lib/x86/dinput8.lib"
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@@ -331,9 +331,10 @@ target_link_libraries(btl4 PRIVATE
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# UNRESOLVED tolerates the dead offline-tool factory in mech3.cpp. See docs.
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target_link_options(btl4 PRIVATE /FORCE)
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# Copy the third-party runtime DLLs next to the built exe.
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# Copy the OpenAL runtime DLL next to the built exe. (libsndfile is gone: its
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# repo DLL was a no-op STUB -- L4AUDRES now loads the soundbank WAVs with an
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# in-tree RIFF/PCM reader, no external dependency.)
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add_custom_command(TARGET btl4 POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${CMAKE_SOURCE_DIR}/engine/lib/OpenAL32.dll"
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"${CMAKE_SOURCE_DIR}/engine/lib/libsndfile-1.dll"
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"$<TARGET_FILE_DIR:btl4>")
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