The whole pitch system existed but was discarded: NoteAudioHandler captured the
MIDI note, ExecuteModel computed relativePitch from the control-chain cents --
and NOTHING ever called alSourcef(AL_PITCH). Every sample played at root.
Consequences fixed:
- The load-time 'chirping' ambience: an authored looped sequence (div=120
tempo=160, note 51 events on bank1:83) plays a rhythmic tick pitched ~9
semitones DOWN; at root it was a high click ('chirp'). Identified live via
the new BT_AUDIO_DUMP playing-source tape + user ear-match at cadence.
- Engine now revs: EngineMotor pitch rides the throttle (measured 1.0 -> 1.12).
- All sequence-authored patterns (alarms/klaxons/ambience) regain their pitch.
Implementation: BTNotePitchFactor(note) = 2^((note-60)/12); applied at all 3
patch-source StartImplementations (fresh attach) and all 3 ExecuteModels
(combined with the control-chain relativePitch, clamped 0.5..2.0 as before).
Uses the existing AudioSource::GetCurrentNoteValue().
Also: [seqcfg] sequence-config dump, g_bufferNames + BT_AUDIO_DUMP live tape
(1/s: every playing AL source with sample name/gain/pitch/loop),
tools/soundboard.py updated mapping.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User: "when I start moving all the sounds fade away, no footsteps." Diagnosis
chain (all empirical, BT_AUDIO_SPATIAL/BT_ATTRBIND_LOG traces):
- The audio head DOES track the mech (listener-relative positioning verified
while driving) -- not a spatial bug.
- The idle sounds correctly STOP on leaving the standing state; the MOVING
sounds never started because every POLLED audio watcher was dead:
the reconstructed Mech::PerformAndWatch replaced the engine performance but
dropped the ExecuteWatchers() step from the engine tail (Simulation::
PerformAndWatch = Perform -> ExecuteWatchers -> WriteSimulationUpdate).
Only PUSHED StateIndicator watchers (SetState->Execute) ever fired -- which
is exactly why state sounds worked but footsteps/motion-scaled audio didn't.
FIX: poll ExecuteWatchers() (AreWatchersDelayed-gated) before the update
write. Immediately unlocks the polled family: MissileLoaded01/LaserLoaded01
ready dings, ProgramButton01, motion scales (PlayNote 15 -> 30 per run).
- FootStep (0x1e) backed REAL: was the inert attrPad (an AudioLogicalTrigger
polls it -- threshold-crossing pulse per foot plant). New footStep member,
pulsed by SetBodyAnimation on entering any locomotion clip 1..0x17 (runtime
stride alternation MEASURED as body states 12<->13 -- the enum-name numbering
does not match runtime clip ids), decayed by IntegrateMotion (~1/3 s).
- Footstep volume is speed-scaled (AudioMotionScale on LocalVelocity): at
standstill the transient start computes volume 0 and the renderer drops it
(LowAudioVolumeThreshold) -- so footfalls are audible at real walking speed.
Diagnostics kept (BT_AUDIO_SPATIAL): spatial dist/vol per source, CLIPPED/DROP/
START at the request gate, vol=0 factor breakdown, scale->0 sends, trigger
notifications, watcher poll-rate probe.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>