3 Commits
Author SHA1 Message Date
arcattackandClaude Opus 4.8 691e88569a Audio Phase 2 (AUDIO_FIDELITY F1/F2/F13/F14): full-zone soundbank -- key-splits,
layers, baked tuning, loop regions, release fades

Extractor rewrite (tools/sf2extract.py): every sample-bearing instrument zone
becomes a SAMPLEINFO slot -- 603 zones / 241 presets (68/115 + 94/126 multi-
zone, matching the audit exactly).  Per zone: keyRange(43), sampleModes(54),
SBK samplePitch(55) + rootKey(58) + coarse/fineTune(51/52), attenuation(48,
INVERTED SBK scale, 0.375 dB/step [T3], baked into the PCM), releaseVolEnv(38),
pan(17), shdr loop region.

F2 pitch (algebraically exact): WAV rate = round(44100 * 2^(((6000 -
rootCents) + tune)/1200)) -- EMU8000 v1 base 44100.  Cross-checks: FootFall
17300 Hz (the audit's +4.2 st), MissileLoaded low zone 88200 (-24 st),
Warnings01 8-way klaxon split w/ 3 looped zones, Death01 162 Hz extremes.

F1 zone selection: SetupPatch/PlayNote take the authored note;
attach/play only zones whose [keyLo,keyHi] contains it (detach the rest so a
rewound source can't replay a stale buffer).  Live-verified: LaserLoaded/
MissileLoaded note 36 -> low clunk zone, note 84 -> high blip zone (pitch 4);
LaserCFire plays all 3 authored layers incl the looping sustain.  Stereo-pair
zones pan via listener-relative AL_POSITION (distance model is AL_NONE).
MAX_PRESET_SAMPLES=25 (AllExplosion); fixed PRESET_isImplemented's >=5 bound.

F13 loops + releases: authored [loopStart,loopEnd] applied via
AL_SOFT_loop_points at buffer load (0 rejections; kills the latent boom-loop
on MechExplosion's 1.5% sustain slice + the ~2.4 Hz LaserBSustain wrap tick);
StopNote now honors the authored releaseVolEnv (1.1-3.9 s on ~20 looping
presets) with a dB-linear fade serviced from AudioHead::Execute; restarts
reclaim fading sources.  One-shots keep the instant stop (faithful).

Regression (40s drive+fire): stable, loop points accepted, key-splits + layers
verified in the delivery trace, chirp still dead, footfalls fire.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 11:04:34 -05:00
arcattackandClaude Opus 4.8 41c8ac120d Audio: fix runaway loops -- read SF2 sampleModes, not loop-point presence (task #50)
Weapon fire (and ~all one-shots) played FOREVER: sf2extract flagged a sample as
looping whenever the SF2 shdr had loop points -- but almost every SoundFont sample
has loop points; whether to actually loop is the instrument's sampleModes generator
(igen oper 54): 0/2 = one-shot, 1 = loop, 3 = loop-until-release.  The old heuristic
looped 239/241 samples, so SetupPatch set AL_LOOPING=1 on fire/explosion/step sounds.

Read sampleModes at the same igen zone as sampleID and loop only on 1/3.  Now
166 one-shot / 75 loop: LaserAFire/BigExplosion/BasicClick -> ForceStatic (one-shot),
EnginePower/EngineMotor/coolant -> LoopAtWill (correctly sustained).  Regenerated
audiopresets.cpp; the WAV PCM is unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 21:56:38 -05:00
arcattackandClaude Opus 4.8 5b46655b82 Audio: ENABLE sound -- real OpenAL + in-tree WAV loader; both backend DLLs were no-op STUBS (task #50)
Root cause of "no sound, ever": the two audio backend DLLs shipped in the repo
are fakes. libsndfile-1.dll exports 15 funcs BY ORDINAL ONLY (no names) and
sf_open() always returns NULL; OpenAL32.dll (72KB) imports only KERNEL32 -- no
dsound/wasapi/winmm -- so it is a pure no-op that returns fake handles
(ctx=0x00000001, alGenSources->0) and never touches the hardware. The whole
render->device->buffer->source->play chain ran clean and silent.

Fixes:
- OpenAL32.dll: replace the stub with the real OpenAL Soft 1.25.2 Win32 build
  (imports AVRT/ole32/WINMM, real WASAPI backend). The exe imports the 25 AL
  funcs by NAME so it is a drop-in; alGenSources now yields a live source and
  alSourcePlay reaches AL_PLAYING.
- libsndfile: DROPPED entirely. It is replaced by LoadWavPCM() in L4AUDRES --
  a tiny RIFF/WAVE fmt+data reader that loads our soundbank WAVs (16-bit PCM)
  straight into the AL buffer. Removed the .lib/.dll from the link + copy and
  git-rm'd the stub. (This also kills the "ordinal 50 could not be located in
  libsndfile-1.dll" load-failure popup: adding an sf_strerror import bound to
  an ordinal the 2..16-only stub could not satisfy.)
- Soundbank: 241 samples cracked from AUDIO1/2.RES (SF2 v1.0) by
  tools/sf2extract.py into content/AUDIO/*.wav + the allPresets[2][128] table
  (audiopresets.cpp), replacing the zero-init btstubs stub. All 241 now load
  (alErr=0). BT_AUDIO_TEST plays buffer0 as proof-of-life; BT_AUDIO_LOG traces
  the chain.

Remaining: in-game triggering (AudioEntities on fire/step/engine/explosion)
so PlayNote fires during play -- next audio wave.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 18:55:33 -05:00