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>
This commit is contained in:
arcattack
2026-07-23 10:59:39 -05:00
co-authored by Claude Opus 4.8
parent cc6639d952
commit cbebb0f1c1
2 changed files with 34 additions and 2 deletions
+1 -2
View File
@@ -714,8 +714,7 @@ void
DEBUG_STREAM << "[weap] " << GetName() << " JAMMED (T="
<< currentTemperature << "/" << failureTemperature
<< " heatAlarm=" << (int)heatAlarm.GetLevel()
<< ") -- permanent until mission end
" << std::flush;
<< ") -- permanent until mission end\n" << std::flush;
weaponAlarm.SetLevel(JammedState); // @4bbf34 -> 5
}
else