wreck smoke dies WITH the wreck; the audio/effect clock is calibrated to the byte-proven 28
USER REPORT: "when you destroy a mech, it continues to smoke for a very long
time after the mech disappears... up to 30secs to a minute."
MEASURED (new [pfx] timed census with per-def particle attribution): the
death plume (psfx 1 DDTHSMK) was re-armed on a 10s cadence as a WORLD effect
(ownerTag=0) -- so neither the burial transition nor the respawn cleanup
(StopAllEntityEffects) could touch it. The last-armed window kept emitting
over the empty spot for up to 10s after the hulk vanished, plus 6+-2s authored
particle lives, and back-to-back windows stretched the visible tail to the
reported range. The re-arm itself is a marked PORT ADDITION [T3]; the binary
fired DDTHSMK once -- its 10s window + particle lives ended right around the
~17s hulk sink. The authored design: the smoke dies WITH the burial.
FIX: the plume is spawned ATTACHED (BTStartPfxAttached, tagged to the dying
entity -- it also rides the sinking hulk now), and the burial transition calls
BTStopEntityPfx alongside the respawn cleanup that already did. Verified over
a 175s run containing FOUR wreck events (the enemy kill + three player bay-
fire deaths): every plume's emission ends at its wreck's burial or respawn,
particles fade within ~8-11s, no orphan emitters remain.
THE COUPLING (user relay of Oracle: "prolonged smoke and explosion INCLUDING
SOUND... same lever?") -- CONFIRMED as a family: the binary's audio layer
times in FRAME COUNTS converted by the engine frame-rate global:
AudioTime::Seconds_To_Frames == fmul [0x52140c]=28.0; fadd 0.5; round
(@0x42c611, @0x42dd86 -- the 0x42xxxx cluster of the ~90 global consumers)
Our engine's DefaultRendererRate said 30: every audio duration, sequence
delay and compression window ran ~7% fast. Calibrated to 28 [T1]. NOT yet
explained by this: a truly SUSTAINED/looping explosion sound (7% is not
"prolonged") -- the effect stop-path trace stays open on #114/#51.
Tooling: BTPfxParticle carries defIndex; [pfx] census (BT_PFX_LOG, 2s) prints
emitters + particles PER EFFECT SLOT with a timestamp; wrecksmoke.sh.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5
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@@ -13,7 +13,12 @@
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//############################ Renderer #################################
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//#############################################################################
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const RendererRate DefaultRendererRate = 30.0f;
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// 2026-08-02 (#96 clock trace): the DOS binary's audio/effect frame clock runs
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// at the ENGINE FRAME RATE GLOBAL DAT_0052140c = 28.0f (0x401ace), not 30 --
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// AudioTime::Seconds_To_Frames in the image is `fmul [0x52140c]; fadd 0.5`
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// (e.g. @0x42c611), and every authored frame-count duration assumes 28.
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// 30 here ran ALL audio timing ~7% fast. [T1]
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const RendererRate DefaultRendererRate = 28.0f;
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const RendererComplexity MaxRendererComplexity = 3.0f;
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const RendererComplexity MinRendererComplexity = 0.0f;
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const RendererFrameBudget DefaultRendererFrameBudget = 0.14f; //0.12f; // 0.16f;
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