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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@@ -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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