Audio: FOOTSTEPS WORK -- reconstruct the lost game-side step-intensity broadcast (task #50)
The final link: the footstep source's volume + brightness mix from two AudioControlMixer inputs (ctl 100 walk / 101 run) behind an entity-registered AudioControlSplitter. The object stream only ZERO-initializes those inputs (AudioControlSend one-shot initializers; mixer ctor inits 0.0) -- the runtime feed was BT game code (lost with the source), using the engine's game-facing Entity::AudioSocketIterator broadcast (the only path to those anonymous components; the splitter registers via entity->AddAudioComponent). Reconstruction [T3]: on each foot plant (the SetBodyAnimation locomotion-clip pulse), broadcast the step intensity (live ground speed on the authored 0..40 -> 0..1 velocity-curve family, floored at 0.35 to clear the 0.3 transient-drop gate) on the gait-appropriate input (run-family clips 0x0a..0x0f -> 101, walk family -> 100; the other input zeroed so gait changes don't stack). Patch-source components (VDATA 1001/1002/1005) are skipped -- AudioSource::ReceiveControl Fail()s on input-range ids. VERIFIED: FootFallInt01.wav (bank2 patch39) delivers + plays per stride; mixer sums nonzero (vol=1 at run speed); 30s drive+fire regression clean -- weapon charge/fire/sustain cycles, ready dings, buttons, engine loops, state audio (0 skips), gait advancing normally, no crashes, no stuck loops. Also this session: [seqcfg] sequence config dump (decoded the authored event streams: ctl 8=note/6=attack-vol/1=start/2=stop patterns), BT_AUDIO_NODROP diagnostic (force low-volume transient delivery at a 0.7 floor). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
f4b2a7f87f
commit
90f99fe4b5
@@ -208,6 +208,18 @@ void
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// Then return
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//--------------------------------------------------------------------------
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//
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// DIAG (BT_AUDIO_NODROP): deliver low-volume transient starts anyway (at a
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// floor volume) to isolate volume-feed problems from the rest of the chain.
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if (getenv("BT_AUDIO_NODROP") &&
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message->controlID == StartAudioControlID &&
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audio_source->GetAudioRenderType() == TransientAudioRenderType &&
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audio_source_volume_scale < LowAudioVolumeThreshold)
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{
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DEBUG_STREAM << "[spatial] NODROP forcing start src=" << (void*)audio_source
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<< " vol=" << audio_source_volume_scale << "\n" << std::flush;
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audio_source->ReceiveControl(VolumeAudioControlID, 0.7f);
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audio_source_volume_scale = 0.7f;
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}
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if (
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message->controlID == StartAudioControlID &&
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audio_source->GetAudioRenderType() == TransientAudioRenderType &&
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@@ -193,6 +193,16 @@ AudioControlSequence::AudioControlSequence(
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audioControlEventSocket.Add(audio_control_event);
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}
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if (getenv("BT_ATTRBIND_LOG")) { static int s_sq=0; if (s_sq++<60) {
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DEBUG_STREAM << "[seqcfg] seq=" << (void*)this << " tgt=" << (void*)audio_component
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<< " looped=" << (int)is_looped << " div=" << (int)divisions_per_beat
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<< " tempo=" << (int)tempo << " events=" << (int)number_of_control_events << " ";
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{ SChainIteratorOf<AudioControlEvent*> it(&audioControlEventSocket);
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AudioControlEvent *e; int n=0;
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while ((e = it.ReadAndNext()) != NULL && n++ < 24)
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DEBUG_STREAM << *e; }
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DEBUG_STREAM << "\n" << std::flush; } }
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AudioControlSequenceX(
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audio_component,
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entity,
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@@ -90,6 +90,7 @@
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//
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#include <bt.hpp>
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#include <AUDCMP.hpp> // AudioComponent -- the foot-plant step-intensity broadcast
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#pragma hdrstop
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#if !defined(MECH_HPP)
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@@ -263,7 +264,45 @@ void
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footStep = 1;
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footStepDecay = 150; // ms: ~1.5 poll periods ON, OFF well before the next stride
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if (getenv("BT_AUDIO_LOG")) { static int s_fs=0; if (s_fs++<40)
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DEBUG_STREAM << "[audio] footstep pulse (clip " << state << ") leftover=" << footStepDecay << "\n" << std::flush; }
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DEBUG_STREAM << "[audio] footstep pulse (clip " << state << ")\n" << std::flush; }
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// STEP-INTENSITY SEND [T3]: the authored footstep audio graph mixes its
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// volume + brightness from two mixer inputs (ctl 100 walk / 101 run,
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// reached through an entity-registered AudioControlSplitter) that the
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// object stream only ZERO-initializes -- the runtime feed was BT game
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// code (lost), using the engine's Entity::AudioSocketIterator broadcast
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// (the only game-facing path to those anonymous components). Reconstruct
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// it: on each plant, broadcast the step intensity from the live ground
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// speed (the same 0..40 -> 0..1 curve family the authored velocity scales
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// use), on the walking input for walk-family clips and the running input
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// for run-family clips. Mixer slots are stateful; the other input is
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// zeroed so gait changes don't stack. Components with matching input
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// ids elsewhere (velocity-fed multiplier slots) are re-driven every frame
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// by their own scales, so the broadcast cannot durably disturb them.
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{
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Scalar speed = localVelocity.linearMotion.Length();
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Scalar intensity = speed * (1.0f / 40.0f);
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if (intensity > 1.0f) intensity = 1.0f;
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if (intensity < 0.35f) intensity = 0.35f; // audible floor (> the 0.3 transient drop gate)
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int runFamily = (state >= 0x0a && state <= 0x0f); // wrr/wrl/rrr/rrl/rwr/rwl
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Entity::AudioSocketIterator it(this);
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Component *c;
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while ((c = it.ReadAndNext()) != NULL)
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{
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// Only the control-graph components (mixers/multipliers/splitters)
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// accept the 100+ input-range ids; an AudioSource's ReceiveControl
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// Fail()s on unknown ids, so skip the patch-source classes
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// (Direct/Dynamic3D/Static3D -- VDATA L4 ids 1001/1002/1005).
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{
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int cid = (int)c->GetClassID();
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if (cid == 1001 || cid == 1002 || cid == 1005)
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continue;
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}
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AudioComponent *ac = (AudioComponent *)c;
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ac->ReceiveControl((AudioControlID)(runFamily ? 101 : 100), intensity);
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ac->ReceiveControl((AudioControlID)(runFamily ? 100 : 101), 0.0f);
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}
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}
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}
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}
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