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
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c75abca857
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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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