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
+21
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@@ -1,3 +1,4 @@
#include <cstdlib>
#include "munga.h" #include "munga.h"
#pragma hdrstop #pragma hdrstop
@@ -873,6 +874,26 @@ AudioStateWatcher::AudioStateWatcher(
AudioWatcherOf<StateIndicator>(stream, entity) AudioWatcherOf<StateIndicator>(stream, entity)
{ {
Check_Pointer(attributePointer); Check_Pointer(attributePointer);
// BRING-UP GUARD [T3, temporary]: an AudioStateWatcher binds to a StateIndicator
// attribute BY NAME. The Mech's own state indicators (SimulationState, Animation/
// ReplicantAnimationState, CollisionState) are real; but audio also binds state
// attrs on subsystems that are not fully reconstructed yet (GeneratorState,
// CondenserState, Torso MotionState, ...). Those resolve to an unconstructed
// object -- a null/garbage vtable at +0 or a debug-fill (0xCDCDCDCD) watcher chain
// at +0x18 -- and AddAudioWatcher would AV in SChainOf::Add. Skip the register
// (that subsystem's state audio stays silent) until the subsystem is built; this
// is SELF-CLEARING (a real StateIndicator passes). See docs: audio subsystem wave.
{
unsigned vt = *(unsigned*)attributePointer;
unsigned chain = *(unsigned*)((char*)attributePointer + 0x18);
if (vt == 0 || vt == 0xCDCDCDCD || chain == 0xCDCDCDCD)
{
if (getenv("BT_AUDIO_LOG"))
DEBUG_STREAM << "[audiostate] skip watcher on unbuilt StateIndicator "
<< attributePointer << " (vt=" << (void*)vt << ")\n" << std::flush;
return;
}
}
Cast_Object(StateIndicator*, attributePointer)->AddAudioWatcher(this); Cast_Object(StateIndicator*, attributePointer)->AddAudioWatcher(this);
} }
+26 -15
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@@ -1,3 +1,4 @@
#include <cstdlib>
#include "munga.h" #include "munga.h"
#pragma hdrstop #pragma hdrstop
@@ -95,21 +96,31 @@ AttributeWatcher::AttributeWatcher(
attributePointer = simulation->GetAttributePointer(attribute_name); attributePointer = simulation->GetAttributePointer(attribute_name);
#if DEBUG_LEVEL>0 if (getenv("BT_ATTRBIND_LOG"))
if (attributePointer == NULL) {
{ DEBUG_STREAM << "[attrbind] subsys=[" << subsystem_name
Dump(attribute_name); << "] attr=[" << attribute_name << "] -> ptr=" << attributePointer
} << " vtbl=" << (attributePointer ? *(void**)attributePointer : (void*)0)
#else << "\n" << std::flush;
if (attributePointer == NULL) }
{
DEBUG_STREAM << // BRING-UP GUARD [T3, temporary]: audio references attributes on subsystems that
"AttributeWatcher::AttributeWatcher - attribute " << // are not fully reconstructed yet (GeneratorState/On, CondenserState, ReportLeak,
attribute_name << // Torso SpeedOfTorsoHorizontal/MotionState, Reservoir/Avionics/ControlsMapper ...).
"\n"; // GetAttributePointer returns NULL for those, and the original engine Fail()s
Fail("AttributeWatcher::AttributeWatcher - attribute not found\n"); // (fatal) -- which would abort every audio-enabled run. Redirect NULL to a shared
} // inert zero pad so scalar/vector watchers read 0 (that sound stays silent) instead
#endif // of crashing; state watchers on it are skipped by the AudioStateWatcher guard.
// Self-clearing: a registered attribute resolves to its real member. Remove once
// the subsystem attribute tables are reconstructed (the audio subsystem wave).
if (attributePointer == NULL)
{
static char s_missingAttrPad[64] = {0};
if (getenv("BT_AUDIO_LOG"))
DEBUG_STREAM << "[attrnull] " << subsystem_name << "." << attribute_name
<< " not reconstructed -> inert pad\n" << std::flush;
attributePointer = s_missingAttrPad;
}
Check_Pointer(attributePointer); Check_Pointer(attributePointer);
#endif #endif
+16 -3
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@@ -703,7 +703,7 @@ const Mech::IndexEntry
Mech::AttributePointers[]= Mech::AttributePointers[]=
{ {
ATTRIBUTE_ENTRY(Mech, MaxAcceleration, attrPad), // 0x15 ATTRIBUTE_ENTRY(Mech, MaxAcceleration, attrPad), // 0x15
ATTRIBUTE_ENTRY(Mech, CollisionState, attrPad), // 0x16 ATTRIBUTE_ENTRY(Mech, CollisionState, collisionState), // 0x16 real StateIndicator (audio impact/scrape watcher)
ATTRIBUTE_ENTRY(Mech, CollisionNormal, attrPad), // 0x17 ATTRIBUTE_ENTRY(Mech, CollisionNormal, attrPad), // 0x17
ATTRIBUTE_ENTRY(Mech, CollisionSpeed, attrPad), // 0x18 ATTRIBUTE_ENTRY(Mech, CollisionSpeed, attrPad), // 0x18
ATTRIBUTE_ENTRY(Mech, CollisionMaterialType, attrPad), // 0x19 ATTRIBUTE_ENTRY(Mech, CollisionMaterialType, attrPad), // 0x19
@@ -712,8 +712,8 @@ const Mech::IndexEntry
ATTRIBUTE_ENTRY(Mech, EyepointRotation, eyepointRotation), // 0x1c (real member -- the eye reads it per frame) ATTRIBUTE_ENTRY(Mech, EyepointRotation, eyepointRotation), // 0x1c (real member -- the eye reads it per frame)
ATTRIBUTE_ENTRY(Mech, TargetReticle, targetReticle), // 0x1d (real Reticle struct -- task #36) ATTRIBUTE_ENTRY(Mech, TargetReticle, targetReticle), // 0x1d (real Reticle struct -- task #36)
ATTRIBUTE_ENTRY(Mech, FootStep, attrPad), // 0x1e ATTRIBUTE_ENTRY(Mech, FootStep, attrPad), // 0x1e
ATTRIBUTE_ENTRY(Mech, AnimationState, attrPad), // 0x1f ATTRIBUTE_ENTRY(Mech, AnimationState, animationState), // 0x1f real StateIndicator (audio state-watcher binds + AddAudioWatcher)
ATTRIBUTE_ENTRY(Mech, ReplicantAnimationState, attrPad), // 0x20 ATTRIBUTE_ENTRY(Mech, ReplicantAnimationState, replicantAnimationState), // 0x20 real StateIndicator
ATTRIBUTE_ENTRY(Mech, LinearSpeed, linearSpeed), // 0x21 (live forward speed) ATTRIBUTE_ENTRY(Mech, LinearSpeed, linearSpeed), // 0x21 (live forward speed)
ATTRIBUTE_ENTRY(Mech, ClimbRate, attrPad), // 0x22 ATTRIBUTE_ENTRY(Mech, ClimbRate, attrPad), // 0x22
ATTRIBUTE_ENTRY(Mech, AccelerationLastFrame, attrPad), // 0x23 ATTRIBUTE_ENTRY(Mech, AccelerationLastFrame, attrPad), // 0x23
@@ -910,6 +910,19 @@ Mech::Mech(
// emission so the window was never hit.) Standing = 0. // emission so the window was never hit.) Standing = 0.
attrPad = 0.0f; // shared read pad for un-populated gauge attributes attrPad = 0.0f; // shared read pad for un-populated gauge attributes
linearSpeed = 0.0f; // live forward ground speed (LinearSpeed gauge); set per frame linearSpeed = 0.0f; // live forward ground speed (LinearSpeed gauge); set per frame
// Size the animation StateIndicators to cover clips 0..0x20 (MechAnimationState,
// death variants past AnimationCount=0x1d included) so SetState(state) never trips
// Verify(state<stateCount). operator= copies only the counts (keeps the ctor-built
// watcher sockets); then seat the initial standing state. [T2]
animationState = StateIndicator(0x21);
animationState.SetState(0); // StandingAnimation
replicantAnimationState = StateIndicator(0x21);
replicantAnimationState.SetState(0);
// CollisionState: 4 states (NoCollision/InitialHit/Slide/Rest) driven per frame
// from the collision walk (ProcessCollision) so impact audio fires on contact.
collisionState = StateIndicator(4); // CollisionStateCount
collisionState.SetState(0); // NoCollisionState
collisionTemporaryState = 0;
radarRange = 1000.0f; // radar display scale (SetTargetRange is stubbed; radarRange = 1000.0f; // radar display scale (SetTargetRange is stubbed;
// 1km default zoom so contacts within ~500m show on // 1km default zoom so contacts within ~500m show on
// the radar, vs the config maximum_range=4000 edge) // the radar, vs the config maximum_range=4000 edge)
+17 -1
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@@ -829,6 +829,18 @@ protected:
// forward ground speed the speed readout / arc / radar consume (binary @0x81c). // forward ground speed the speed readout / arc / radar consume (binary @0x81c).
Scalar attrPad; Scalar attrPad;
Scalar linearSpeed; Scalar linearSpeed;
// Real StateIndicators for the animation-state attributes (0x1f/0x20).
// The audio subsystem binds AudioStateWatchers to these BY NAME and calls
// AddAudioWatcher() on them -- so unlike the scalar gauge attrs they CANNOT
// share the read-only attrPad (a Scalar has no watcher chain -> the watcher
// register AV'd on 0xCDCDCDCD). Driven from SetBodyAnimation so footstep/
// gait sounds fire on animation transitions. [T2]
StateIndicator animationState; // 0x1f AnimationState
StateIndicator replicantAnimationState; // 0x20 ReplicantAnimationState
// 0x16 CollisionState -- audio binds an AudioStateWatcher here too (impact/
// scrape sounds). Driven from ProcessCollision via collisionTemporaryState:
// NoCollision(0)/InitialHit(1)/Slide(2)/Rest(3) (RP VTV CollisionStateCount).
StateIndicator collisionState;
// Radar/map gauge attributes (binary @0x404/0x408/0x40c/0x3f8). The map // Radar/map gauge attributes (binary @0x404/0x408/0x40c/0x3f8). The map
// widget reads position/angle as POINTERS into the mech's live origin, so // widget reads position/angle as POINTERS into the mech's live origin, so
// radarLinearPosition/radarAngularPosition point at localOrigin.{linear, // radarLinearPosition/radarAngularPosition point at localOrigin.{linear,
@@ -1047,7 +1059,11 @@ protected:
int flags; // entity flags word (this+0x28 region) int flags; // entity flags word (this+0x28 region)
Scalar lastInflictingDamage; // task #60: killing-blow magnitude (port-only; reuses Scalar lastInflictingDamage; // task #60: killing-blow magnitude (port-only; reuses
// the retired phantom `stance` slot -- feeds the kill score) // the retired phantom `stance` slot -- feeds the kill score)
int ammoState; // @0x44c 0 none / 1 leaking / 2 dry int collisionTemporaryState; // @0x44c per-frame collision accumulator
// (0 none / 1 InitialHit / 2 Slide) -- CORRECTED from
// the "ammoState 0/1 leaking/2 dry" mislabel; the decomp
// (part_012.c:15406-15413) sets it per resolved contact,
// pushed into collisionState each frame. Never read as ammo.
AlarmIndicator graphicAlarm; // body graphic-state alarm AlarmIndicator graphicAlarm; // body graphic-state alarm
EntityID lastInflictingID; // @0x43c last attacker (read by DamageZone routing) EntityID lastInflictingID; // @0x43c last attacker (read by DamageZone routing)
Logical IsAirborne(); Logical IsAirborne();
+10
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@@ -239,6 +239,16 @@ void
// binary's DAT_0050d700/704). // binary's DAT_0050d700/704).
(void *)&Mech::BodyClipFinished, 0, 0); (void *)&Mech::BodyClipFinished, 0, 0);
bodyStateAlarm.SetLevel(state); // FUN_0041bbd8(this+0x714, state) 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);
}
} }
// //
+17 -4
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@@ -5309,7 +5309,9 @@ void
const int freshBlock = isPlayer ? (gBlockCooldown <= 0.0f ? 1 : 0) : 1; const int freshBlock = isPlayer ? (gBlockCooldown <= 0.0f ? 1 : 0) : 1;
if (isPlayer && gBlockCooldown > 0.0f) if (isPlayer && gBlockCooldown > 0.0f)
gBlockCooldown -= dt; // decay the out-of-contact window gBlockCooldown -= dt; // decay the out-of-contact window
// BINARY-TAIL-DEFERRED: collisionTemporaryState = 0 here (@4aa741). // Per-frame collision-state reset (@4aa741): the walk below re-accumulates it
// per resolved contact, then it's pushed into the collisionState StateIndicator.
collisionTemporaryState = 0;
// COLLISION-DAMAGE ECONOMY GUARD: snapshot the TRUE frame motion for the // COLLISION-DAMAGE ECONOMY GUARD: snapshot the TRUE frame motion for the
// per-contact velocity restore in Mech::ProcessCollision (see mech.hpp) -- // per-contact velocity restore in Mech::ProcessCollision (see mech.hpp) --
// the list walk below reflects worldLinearVelocity at every StaticBounce, // the list walk below reflects worldLinearVelocity at every StaticBounce,
@@ -5328,6 +5330,12 @@ void
if (cols != 0) if (cols != 0)
ProcessCollisionList(cols, dt, old_position, &dmg); ProcessCollisionList(cols, dt, old_position, &dmg);
// Push the frame's accumulated contact state into the audio-bound
// collisionState indicator: 0->1 on a fresh contact fires the impact sound,
// 1->0 when contact breaks; SetState only fires on change so a pressed-against
// contact plays once, not every frame. (@4aa741 sibling of the reset above.)
collisionState.SetState((unsigned)collisionTemporaryState);
// 6. response policy (@4aa76c-4aab5f) // 6. response policy (@4aa76c-4aab5f)
if (dmg.damageAmount == 0.00123f) // crushable icon: move STANDS if (dmg.damageAmount == 0.00123f) // crushable icon: move STANDS
{ {
@@ -5669,9 +5677,14 @@ void
damage->damageAmount = 0.00123f; // walk-through sentinel 0x3aa137f4 (:15402-15404) damage->damageAmount = 0.00123f; // walk-through sentinel 0x3aa137f4 (:15402-15404)
} }
// BINARY-TAIL-DEFERRED: collisionTemporaryState tail (:15406-15413) -- // Contact-state accumulator tail (decomp part_012.c:15406-15413). The
// implement together with the per-frame zero (@4aa741) and the named // authentic split is InitialHit(1) vs Slide(2), keyed on the two collision
// StateIndicator members. // floats @0x240/0x244 -- both are still fieldAt() stubs (return 0), so the
// Slide branch can't be computed faithfully yet. A resolved contact IS an
// impact, so accumulate InitialHit(1) -- the decomp's dominant `else` branch;
// upgrade to the full 1-vs-2 split once 0x240/0x244 are reconstructed. [T3]
if (collisionTemporaryState == 0)
collisionTemporaryState = 1;
} }