Gitea #51 ROOT CAUSE: LoopAtWill was mapped to "loop forever", arming 224 of 603 samples as endless OpenAL sources

SAURON's "coolant flush sound glitched and perma" is one instance of a systemic
defect.  SetupPatch (L4AUDLVL.cpp) decided looping from the SAMPLE flag alone:

    AL_LOOPING = (info.loop != ForceStatic)

That armed every non-ForceStatic sample -- 224 of the 603 authored zones,
including unmistakable one-shots -- as an OpenAL source that never ends on its
own.  Any such sound whose note-off never arrives plays forever.  Measured 1946
LoopAtWill x Transient arming events in one short session.

The sample flag expresses PERMISSION; the SOURCE decides.  Three facts [T1]:

  * the enum's own comments (L4AUDLVL.h:14-19) -- LoopAtWill = "will play once
    OR LOOP AS DESIRED", ForceStatic = "plays only once EVEN IF LOOPED" (a
    veto), LoopAlways = "ramp up and then down";
  * LoopAtWill is enum value 0, i.e. the DEFAULT an unauthored sample receives
    (WTPresets.cpp:37) -- it cannot mean "loop forever";
  * LoopAlways, the real always-loop, is used by ZERO shipped samples.

"As desired" is the source's authored AudioRenderType (Transient=one-shot vs
Sustained=held), streamed from AUDIO*.RES (AUDLVL.cpp:28) and already consulted
by the renderer (L4AUDRND.cpp:567, AUDREND.cpp:184).  SetupPatch now takes it,
threaded from all three L4AudioSource call sites (Direct/Dynamic3D/Static3D).
New rule: LoopAlways->1, ForceStatic->0, LoopAtWill->the source's render type.

MEASURED before changing behaviour (BT_LOOP_AUDIT=1, scratchpad/loopaudit.py):

    LoopAtWill  x Transient -> loop=0  (was 1)   1946 events
    LoopAtWill  x Sustained -> loop=1  unchanged    65 events
    ForceStatic x Transient -> loop=0  unchanged   292 events

The engine loops (EngineAccel07_z0..z2, EngineMotor01, EnginePower01) are all
LoopAtWill/Sustained and PRESERVED -- no regression there.  All 24 reclassified
samples are genuine one-shots: laser charge/fire/explosion/loaded, missile
loading, engine shift, coolant pressure inc/dec.

A/B PROOF (scratchpad/loopab.py, same session both arms, only BT_LOOP_LEGACY
differs), asking the engine's own BT_AUDIO_DUMP what is still playing with
loop=1 long after every release:

    [legacy] EnginePower01, CoolantPresInc03_z2, CoolantPresDcr03_z2
    [fixed]  EnginePower01

The two stuck coolant sources are the reported symptom.  They were eventually
reclaimed when a later trigger reused the source, which is why the bug was
intermittent -- the "perma" case is when nothing else retriggers it.  The fix
removes the mechanism.

BT_LOOP_LEGACY=1 restores the old rule for a field A/B without a rebuild.  The
layers to listen to are the beam sustains: LaserA/CSustain* are authored
LoopAtWill on a TRANSIENT source, so they now end with the sample instead of
looping until note-off.  The render type is T1 authored data; the interpretation
that LoopAtWill defers to it is a strong reading of the enum + defaults rather
than a disassembled statement, and is flagged as such in the KB.

Plausibly bears on #32 (audio cutting in/out late in a match): a stuck looping
source holds its pool slot for the rest of the round.

Rigs: scratchpad/flushsnd.py (flush start/stop pairing), flushsnd2.py (stuck-
source hunt), loopaudit.py (the classification matrix), loopab.py (the A/B).
KB: context/wintesla-port.md audio section, context/decomp-reference.md env
table (BT_LOOP_AUDIT / BT_LOOP_LEGACY / BT_AUDIO_DUMP / BT_AUD_TAIL),
docs/AUDIO_FIDELITY.md F38.  checkctx.py CLEAN.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-25 13:20:19 -05:00
co-authored by Claude Opus 5
parent f3bdb3b85a
commit d39227ef39
10 changed files with 622 additions and 15 deletions
+9 -3
View File
@@ -963,7 +963,9 @@ void
patch_resource = Cast_Object(PatchResource*, GetAudioResource());
Check(patch_resource);
patch_resource->SetDistance(GetDistanceToSource());
patch_resource->SetupPatch(channelSet, (int)GetCurrentNoteValue());
patch_resource->SetupPatch(channelSet, (int)GetCurrentNoteValue(),
// (Gitea #51) a LoopAtWill sample loops only for a SUSTAINED source
(GetAudioRenderType() == SustainedAudioRenderType) ? True : False);
{ // apply the requested note's pitch to the freshly attached sources
float note_pitch = BTNotePitchFactor((int)GetCurrentNoteValue());
@@ -1309,7 +1311,9 @@ void
patch_resource = Cast_Object(PatchResource*, GetAudioResource());
Check(patch_resource);
patch_resource->SetDistance(GetDistanceToSource());
patch_resource->SetupPatch(channelSet, (int)GetCurrentNoteValue());
patch_resource->SetupPatch(channelSet, (int)GetCurrentNoteValue(),
// (Gitea #51) a LoopAtWill sample loops only for a SUSTAINED source
(GetAudioRenderType() == SustainedAudioRenderType) ? True : False);
{ // apply the requested note's pitch to the freshly attached sources
float note_pitch = BTNotePitchFactor((int)GetCurrentNoteValue());
@@ -1868,7 +1872,9 @@ void
patch_resource = Cast_Object(PatchResource*, GetAudioResource());
Check(patch_resource);
patch_resource->SetDistance(GetDistanceToSource());
patch_resource->SetupPatch(channelSet, (int)GetCurrentNoteValue());
patch_resource->SetupPatch(channelSet, (int)GetCurrentNoteValue(),
// (Gitea #51) a LoopAtWill sample loops only for a SUSTAINED source
(GetAudioRenderType() == SustainedAudioRenderType) ? True : False);
{ // apply the requested note's pitch to the freshly attached sources
float note_pitch = BTNotePitchFactor((int)GetCurrentNoteValue());
+54 -10
View File
@@ -237,7 +237,7 @@ Logical
//#############################################################################
//
void
PatchLevelOfDetail::SetupPatch(SourceSet sourceSet, int note)
PatchLevelOfDetail::SetupPatch(SourceSet sourceSet, int note, Logical sustained)
{
// Check(this);
//// Check(channel);
@@ -287,13 +287,57 @@ void
alSource3f(sourceSet.sources[i],AL_POSITION,pan_x,0,0);
alSource3f(sourceSet.sources[i],AL_VELOCITY,0,0,0);
if (info.loop == ForceStatic)
{
alSourcei(sourceSet.sources[i],AL_LOOPING,0);
} else
{
alSourcei(sourceSet.sources[i],AL_LOOPING,1);
}
//
// (Gitea #51) THE LOOP DECISION. The old rule was
// `ForceStatic ? 0 : 1`, which turned every non-ForceStatic
// sample into an OpenAL source that NEVER ends -- 224 of the
// 603 authored samples, including obvious one-shots. Any such
// sound whose note-off never arrives plays forever: SAURON's
// "coolant flush sound glitched and perma".
//
// The enum's own comments (L4AUDLVL.h:14-19) say the sample
// flag is not the decision:
// LoopAtWill "Will play once OR LOOP AS DESIRED" <- defers
// ForceStatic "Plays only once EVEN IF LOOPED" <- veto
// LoopAlways "Ramp up and then down" <- always
// and LoopAtWill is enum value 0, i.e. the DEFAULT an
// unauthored sample gets (WTPresets.cpp:37) -- so it cannot
// mean "loop forever". LoopAlways, the real always-loop, is
// used by ZERO shipped samples.
//
// "As desired" is the SOURCE's authored AudioRenderType,
// streamed from AUDIO*.RES (AUDLVL.cpp:28): a sustained source
// (engine, wind, coolant leak) holds its note and loops; a
// transient one is a one-shot and must not.
//
// BT_LOOP_LEGACY=1 restores the old always-loop rule, so a
// field A/B can settle any "that sound got cut short" report
// without a rebuild (the BT_NO_PILOTLIST precedent). The
// beam-sustain layers are the ones to listen to: LaserA/CSustain
// are authored LoopAtWill on a TRANSIENT source, so they now end
// with the sample instead of looping until the note-off.
static int s_legacy = -1;
if (s_legacy < 0) s_legacy = (getenv("BT_LOOP_LEGACY") != 0) ? 1 : 0;
Logical wants_loop = s_legacy
? ((info.loop != ForceStatic) ? True : False) // old rule
: ((info.loop == LoopAlways) ? True :
(info.loop == ForceStatic) ? False :
sustained); // LoopAtWill -> the source decides
alSourcei(sourceSet.sources[i],AL_LOOPING, wants_loop ? 1 : 0);
// #51 measurement: tabulate what each sound is authored as, so
// the reclassification can be audited rather than assumed.
if (getenv("BT_LOOP_AUDIT"))
DEBUG_STREAM << "[loop-audit] bank=" << (int)bankID
<< " patch=" << (int)patchID
<< " file=" << (info.file ? info.file : "?")
<< " sample=" << (info.loop == ForceStatic ? "ForceStatic" :
info.loop == LoopAlways ? "LoopAlways" : "LoopAtWill")
<< " source=" << (sustained ? "Sustained" : "Transient")
<< " -> loop=" << (wants_loop ? 1 : 0)
<< (( info.loop != ForceStatic && !sustained) ? " [WAS 1, NOW 0]" : "")
<< "\n" << std::flush;
}
}
}
@@ -439,7 +483,7 @@ Logical
//#############################################################################
//
void
PatchResource::SetupPatch(SourceSet sourceSet, int note)
PatchResource::SetupPatch(SourceSet sourceSet, int note, Logical sustained)
{
Check(this);
// Check(channel);
@@ -448,7 +492,7 @@ void
Cast_Object(PatchLevelOfDetail*, GetAudioLevelOfDetail());
Check(patch_level_of_detail);
patch_level_of_detail->SetupPatch(sourceSet, note);
patch_level_of_detail->SetupPatch(sourceSet, note, sustained);
}
void PatchResource::PlayNote(SourceSet sourceSet, int note)
+12 -2
View File
@@ -115,8 +115,13 @@ public:
// Accessors
//-----------------------------------------------------------------------
//
// (Gitea #51) `sustained` carries the SOURCE's authored AudioRenderType
// (SustainedAudioRenderType vs TransientAudioRenderType, streamed from
// AUDIO*.RES). A LoopAtWill sample means "play once OR loop as desired"
// -- it is the SOURCE, not the sample, that decides. Default False keeps
// any unconverted caller on the safe one-shot behaviour.
void
SetupPatch(SourceSet sourceSet, int note);
SetupPatch(SourceSet sourceSet, int note, Logical sustained = False);
MIDINRPNValue
GetMaxMIDIFilterCutoff()
@@ -188,8 +193,13 @@ public:
// Accessors
//-----------------------------------------------------------------------
//
// (Gitea #51) `sustained` carries the SOURCE's authored AudioRenderType
// (SustainedAudioRenderType vs TransientAudioRenderType, streamed from
// AUDIO*.RES). A LoopAtWill sample means "play once OR loop as desired"
// -- it is the SOURCE, not the sample, that decides. Default False keeps
// any unconverted caller on the safe one-shot behaviour.
void
SetupPatch(SourceSet sourceSet, int note);
SetupPatch(SourceSet sourceSet, int note, Logical sustained = False);
MIDINRPNValue
GetMaxMIDIFilterCutoff();