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>
This commit is contained in:
arcattack
2026-07-15 19:40:08 -05:00
co-authored by Claude Opus 4.8
parent c75abca857
commit 7b1e469ffa
6 changed files with 107 additions and 23 deletions
+10
View File
@@ -239,6 +239,16 @@ void
// binary's DAT_0050d700/704).
(void *)&Mech::BodyClipFinished, 0, 0);
bodyStateAlarm.SetLevel(state); // FUN_0041bbd8(this+0x714, state)
// Drive the AnimationState indicators so the audio subsystem's state-watchers
// (footstep/gait/transition sounds) fire on every animation change. Guarded to
// the constructed range (stateCount 0x21) so an out-of-range clip can't trip
// StateIndicator::SetState's Verify(state<stateCount). [T2]
if (state >= 0 && state < 0x21)
{
animationState.SetState(state);
replicantAnimationState.SetState(state);
}
}
//