Audio source-pool census + fix the unbuilt jam-log literal
Field report (playtest night + operator): audio cutting in and out
toward the end of the match -- the classic shape of source-pool
pressure (sources release only at entity teardown; long matches
accumulate looping occupants like wreck burn/smoke until transients
lose the voice fight; OpenAL mixing capacity is finite). L4AUDRND now
tracks live/deleted/failed sources: a 30s '[audio] source census' line
plus an ALWAYS-logged line on every acquisition failure (the smoking
gun). Soak test next to confirm the leak/occupation slope.
Also: the ffa3933 jam-entry log had a raw newline in a string literal
(committed unbuilt -- process violation, caught by this build).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
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cbebb0f1c1
@@ -714,8 +714,7 @@ void
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DEBUG_STREAM << "[weap] " << GetName() << " JAMMED (T="
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<< currentTemperature << "/" << failureTemperature
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<< " heatAlarm=" << (int)heatAlarm.GetLevel()
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<< ") -- permanent until mission end
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" << std::flush;
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<< ") -- permanent until mission end\n" << std::flush;
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weaponAlarm.SetLevel(JammedState); // @4bbf34 -> 5
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}
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else
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