Audio Phase 4c (AUDIO_FIDELITY F17/F19): impact scaling + the authored footstep feed
F17 CollisionSpeed (binary id 24 @0x4B4): real member captured as |worldLinearVelocity| when the contact accumulator arms (0->1) -- the authored AttackVolume [0.9,1] / Brightness [0.7,1] scales over impact speed [0,25] now make harder hits sound louder and brighter. ReduceButton (id 46 @0x340): real watchable member (the keyboard rig never presses it). UnstablePercentage stays deferred: its sway/overspeed model @0x3F0 is the known gyro-ledger gap (live writer unexported); binding without the model would be a stand-in. F19 footstep feed (the invention is dead, long live the authored chain): new [motionscalecfg/motiontrigcfg] traces recovered the authored configs -- EVERY motion watcher extracts |linearMotion| (motionValue=3); the footstep volume mixer is fed by LocalAcceleration [0,10] -> ctl100 (per-stride kick) + LocalVelocity [0,0.6] -> ctl101 (0.4 base while moving). The port never wrote Mover::localAcceleration, so ctl100 read 0 and the old mech2.cpp step-intensity broadcast (patch-sniffing, invented curve) fought the live authored scale. Now: localAcceleration.linear = d(published velocity)/dt -- EXACTLY the binary's derivation ((avgVel - prev)/avgDt into +0x1e4, part_012.c:15186-15195) -- and the broadcast is REMOVED. Regression (30s, walk throttle): stable; footfalls deliver through the wholly-authored chain with per-stride VARYING gains (0.61/0.72/0.62 -- real step dynamics, impossible under the old constant-curve invention). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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21378ec132
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9dcb4752de
@@ -269,73 +269,16 @@ void
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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 << ")\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 / 25.0f); // full stomp by run speed (~25 u/s)
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if (intensity > 1.0f) intensity = 1.0f;
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if (intensity < 0.55f) intensity = 0.55f; // a mech step is never subtle; floor well over the 0.3 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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// Feed ONLY the volume/brightness mix stages WHOSE TARGET IS A
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// FOOTSTEP SOURCE. Two earlier bugs shaped this filter: a blind
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// broadcast Start-fired sounds through Start-outputting mixers, and
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// an output-only filter still cranked OTHER sounds' volume mixers
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// (the always-on ambience pulsed to full step intensity -- the
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// 'stuck button'). Identify footstep sources by their authored
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// patch: FootFallInt/Ext live at bank2 patches 37/38/39 and bank1
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// 106/107 (audiopresets.cpp, from the AUDIO1/2.RES soundfonts).
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int cid = (int)c->GetClassID();
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AudioComponent *tgt;
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AudioControlID out;
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if (cid == (int)RegisteredClass::AudioControlMixerClassID)
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{
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out = ((AudioControlMixer *)c)->GetOutputControlID();
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tgt = ((AudioControlMixer *)c)->GetTargetComponent();
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}
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else if (cid == (int)RegisteredClass::AudioControlMultiplierClassID)
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{
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out = ((AudioControlMultiplier *)c)->GetOutputControlID();
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tgt = ((AudioControlMultiplier *)c)->GetTargetComponent();
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}
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else
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continue;
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if (out != VolumeAudioControlID && out != BrightnessAudioControlID)
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continue;
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if (tgt == 0)
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continue;
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int tcid = (int)tgt->GetClassID();
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if (tcid != 1001 && tcid != 1002 && tcid != 1005) // Direct/Dyn3D/Static3D patch sources
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continue;
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PatchLevelOfDetail *lod = Cast_Object(PatchLevelOfDetail*,
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((AudioSource *)tgt)->GetAudioResource()->PeekAudioLevelOfDetail());
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if (lod == 0)
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continue;
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int b = lod->GetBankID(), pp = lod->GetPatchID();
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Logical isFootfall =
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(b == 2 && pp >= 37 && pp <= 39) || (b == 1 && (pp == 106 || pp == 107));
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if (!isFootfall)
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continue;
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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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// (AUDIO_FIDELITY F19) the old STEP-INTENSITY SEND is GONE. Its
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// premise ("the mixer feed was lost game code") was wrong: the feed is
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// WHOLLY AUTHORED -- LocalAcceleration |linear| [0,10] -> ctl100 and
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// LocalVelocity |linear| [0,0.6] -> ctl101 scale watchers drive the
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// footstep volume mixer (0.4 base while moving + the per-stride
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// acceleration kick). The port's gap was never publishing
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// localAcceleration; mech4.cpp now derives it exactly as the binary
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// does (d(averaged velocity)/dt, part_012.c:15186-15195), and the
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// invented broadcast fought that live chain (it zeroed the sibling
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// input the authored scale had just written).
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}
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}
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