Audio: in-game TRIGGERING works -- real StateIndicator attrs + audio-watcher databinding (task #50)
Enabling audio unlocked L4AudioRenderer::CreateEntityAudioObjects, which binds AudioStateWatchers to entity/subsystem state attrs BY NAME (attribute-pointer databinding) and calls AddAudioWatcher on them. The reconstruction pointed the Mech's state attrs at the scalar read-pad `attrPad` (fine for gauges that READ a value, fatal for a state watcher that calls a METHOD) -> AV in SChainOf::Add on 0xCDCDCDCD. Root-caused via cdb + a BT_ATTRBIND_LOG trace in AttributeWatcher. Mech-level state audio now REAL + driven (verified: walking fires SetupPatch + PlayNote/alSourcePlay, patches 78/80/116): - AnimationState (0x1f) / ReplicantAnimationState (0x20): real StateIndicators (0x21 states covering MechAnimationState 0..0x20), driven from SetBodyAnimation so footstep/gait/transition sounds fire on animation change. - CollisionState (0x16): real 4-state StateIndicator driven from ProcessCollision via collisionTemporaryState (the deferred @4aa741 per-frame zero + the part_012.c:15406-15413 contact tail, InitialHit accumulation; the 1-vs-2 Slide split awaits the 0x240/0x244 floats still stubbed by fieldAt()). - @0x44c CORRECTED: "ammoState (0/1 leaking/2 dry)" was a mislabel -> it is collisionTemporaryState (never read as ammo). Bring-up guards [T3, temporary, self-clearing] so audio-on is STABLE while the subsystem state models are still stubs (Generators/Condensers/Myomers/Torso/ Avionics/Reservoir/ControlsMapper -- ~15 subsystems, ~40 attrs: GeneratorState, CondenserState, ReportLeak, ...): a NULL subsystem attr redirects to an inert pad (was a fatal Fail); an AudioStateWatcher on an unconstructed StateIndicator (null/ 0xCDCDCDCD) skips instead of AV. Both pass automatically once the subsystem is reconstructed. Those subsystem sounds stay silent until then (their 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
c75abca857
commit
7b1e469ffa
@@ -703,7 +703,7 @@ const Mech::IndexEntry
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Mech::AttributePointers[]=
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{
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ATTRIBUTE_ENTRY(Mech, MaxAcceleration, attrPad), // 0x15
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ATTRIBUTE_ENTRY(Mech, CollisionState, attrPad), // 0x16
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ATTRIBUTE_ENTRY(Mech, CollisionState, collisionState), // 0x16 real StateIndicator (audio impact/scrape watcher)
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ATTRIBUTE_ENTRY(Mech, CollisionNormal, attrPad), // 0x17
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ATTRIBUTE_ENTRY(Mech, CollisionSpeed, attrPad), // 0x18
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ATTRIBUTE_ENTRY(Mech, CollisionMaterialType, attrPad), // 0x19
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@@ -712,8 +712,8 @@ const Mech::IndexEntry
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ATTRIBUTE_ENTRY(Mech, EyepointRotation, eyepointRotation), // 0x1c (real member -- the eye reads it per frame)
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ATTRIBUTE_ENTRY(Mech, TargetReticle, targetReticle), // 0x1d (real Reticle struct -- task #36)
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ATTRIBUTE_ENTRY(Mech, FootStep, attrPad), // 0x1e
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ATTRIBUTE_ENTRY(Mech, AnimationState, attrPad), // 0x1f
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ATTRIBUTE_ENTRY(Mech, ReplicantAnimationState, attrPad), // 0x20
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ATTRIBUTE_ENTRY(Mech, AnimationState, animationState), // 0x1f real StateIndicator (audio state-watcher binds + AddAudioWatcher)
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ATTRIBUTE_ENTRY(Mech, ReplicantAnimationState, replicantAnimationState), // 0x20 real StateIndicator
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ATTRIBUTE_ENTRY(Mech, LinearSpeed, linearSpeed), // 0x21 (live forward speed)
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ATTRIBUTE_ENTRY(Mech, ClimbRate, attrPad), // 0x22
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ATTRIBUTE_ENTRY(Mech, AccelerationLastFrame, attrPad), // 0x23
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@@ -910,6 +910,19 @@ Mech::Mech(
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// emission so the window was never hit.) Standing = 0.
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attrPad = 0.0f; // shared read pad for un-populated gauge attributes
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linearSpeed = 0.0f; // live forward ground speed (LinearSpeed gauge); set per frame
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// Size the animation StateIndicators to cover clips 0..0x20 (MechAnimationState,
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// death variants past AnimationCount=0x1d included) so SetState(state) never trips
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// Verify(state<stateCount). operator= copies only the counts (keeps the ctor-built
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// watcher sockets); then seat the initial standing state. [T2]
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animationState = StateIndicator(0x21);
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animationState.SetState(0); // StandingAnimation
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replicantAnimationState = StateIndicator(0x21);
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replicantAnimationState.SetState(0);
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// CollisionState: 4 states (NoCollision/InitialHit/Slide/Rest) driven per frame
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// from the collision walk (ProcessCollision) so impact audio fires on contact.
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collisionState = StateIndicator(4); // CollisionStateCount
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collisionState.SetState(0); // NoCollisionState
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collisionTemporaryState = 0;
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radarRange = 1000.0f; // radar display scale (SetTargetRange is stubbed;
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// 1km default zoom so contacts within ~500m show on
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// the radar, vs the config maximum_range=4000 edge)
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@@ -829,6 +829,18 @@ protected:
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// forward ground speed the speed readout / arc / radar consume (binary @0x81c).
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Scalar attrPad;
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Scalar linearSpeed;
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// Real StateIndicators for the animation-state attributes (0x1f/0x20).
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// The audio subsystem binds AudioStateWatchers to these BY NAME and calls
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// AddAudioWatcher() on them -- so unlike the scalar gauge attrs they CANNOT
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// share the read-only attrPad (a Scalar has no watcher chain -> the watcher
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// register AV'd on 0xCDCDCDCD). Driven from SetBodyAnimation so footstep/
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// gait sounds fire on animation transitions. [T2]
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StateIndicator animationState; // 0x1f AnimationState
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StateIndicator replicantAnimationState; // 0x20 ReplicantAnimationState
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// 0x16 CollisionState -- audio binds an AudioStateWatcher here too (impact/
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// scrape sounds). Driven from ProcessCollision via collisionTemporaryState:
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// NoCollision(0)/InitialHit(1)/Slide(2)/Rest(3) (RP VTV CollisionStateCount).
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StateIndicator collisionState;
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// Radar/map gauge attributes (binary @0x404/0x408/0x40c/0x3f8). The map
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// widget reads position/angle as POINTERS into the mech's live origin, so
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// radarLinearPosition/radarAngularPosition point at localOrigin.{linear,
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@@ -1047,7 +1059,11 @@ protected:
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int flags; // entity flags word (this+0x28 region)
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Scalar lastInflictingDamage; // task #60: killing-blow magnitude (port-only; reuses
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// the retired phantom `stance` slot -- feeds the kill score)
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int ammoState; // @0x44c 0 none / 1 leaking / 2 dry
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int collisionTemporaryState; // @0x44c per-frame collision accumulator
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// (0 none / 1 InitialHit / 2 Slide) -- CORRECTED from
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// the "ammoState 0/1 leaking/2 dry" mislabel; the decomp
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// (part_012.c:15406-15413) sets it per resolved contact,
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// pushed into collisionState each frame. Never read as ammo.
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AlarmIndicator graphicAlarm; // body graphic-state alarm
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EntityID lastInflictingID; // @0x43c last attacker (read by DamageZone routing)
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Logical IsAirborne();
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@@ -239,6 +239,16 @@ void
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// binary's DAT_0050d700/704).
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(void *)&Mech::BodyClipFinished, 0, 0);
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bodyStateAlarm.SetLevel(state); // FUN_0041bbd8(this+0x714, state)
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// Drive the AnimationState indicators so the audio subsystem's state-watchers
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// (footstep/gait/transition sounds) fire on every animation change. Guarded to
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// the constructed range (stateCount 0x21) so an out-of-range clip can't trip
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// StateIndicator::SetState's Verify(state<stateCount). [T2]
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if (state >= 0 && state < 0x21)
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{
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animationState.SetState(state);
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replicantAnimationState.SetState(state);
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}
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}
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//
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@@ -5309,7 +5309,9 @@ void
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const int freshBlock = isPlayer ? (gBlockCooldown <= 0.0f ? 1 : 0) : 1;
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if (isPlayer && gBlockCooldown > 0.0f)
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gBlockCooldown -= dt; // decay the out-of-contact window
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// BINARY-TAIL-DEFERRED: collisionTemporaryState = 0 here (@4aa741).
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// Per-frame collision-state reset (@4aa741): the walk below re-accumulates it
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// per resolved contact, then it's pushed into the collisionState StateIndicator.
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collisionTemporaryState = 0;
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// COLLISION-DAMAGE ECONOMY GUARD: snapshot the TRUE frame motion for the
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// per-contact velocity restore in Mech::ProcessCollision (see mech.hpp) --
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// the list walk below reflects worldLinearVelocity at every StaticBounce,
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@@ -5328,6 +5330,12 @@ void
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if (cols != 0)
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ProcessCollisionList(cols, dt, old_position, &dmg);
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// Push the frame's accumulated contact state into the audio-bound
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// collisionState indicator: 0->1 on a fresh contact fires the impact sound,
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// 1->0 when contact breaks; SetState only fires on change so a pressed-against
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// contact plays once, not every frame. (@4aa741 sibling of the reset above.)
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collisionState.SetState((unsigned)collisionTemporaryState);
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// 6. response policy (@4aa76c-4aab5f)
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if (dmg.damageAmount == 0.00123f) // crushable icon: move STANDS
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{
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@@ -5669,9 +5677,14 @@ void
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damage->damageAmount = 0.00123f; // walk-through sentinel 0x3aa137f4 (:15402-15404)
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}
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// BINARY-TAIL-DEFERRED: collisionTemporaryState tail (:15406-15413) --
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// implement together with the per-frame zero (@4aa741) and the named
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// StateIndicator members.
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// Contact-state accumulator tail (decomp part_012.c:15406-15413). The
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// authentic split is InitialHit(1) vs Slide(2), keyed on the two collision
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// floats @0x240/0x244 -- both are still fieldAt() stubs (return 0), so the
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// Slide branch can't be computed faithfully yet. A resolved contact IS an
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// impact, so accumulate InitialHit(1) -- the decomp's dominant `else` branch;
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// upgrade to the full 1-vs-2 split once 0x240/0x244 are reconstructed. [T3]
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if (collisionTemporaryState == 0)
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collisionTemporaryState = 1;
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}
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