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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Claude Opus 4.8
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c75abca857
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7b1e469ffa
@@ -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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