184121c59770c8b59c1529df7e1fa4237c656fa1
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Commits
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d39227ef39 |
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>
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a0cec48e3f |
Death-crash FIXED: 25-voice explosion preset overflowed the 5-slot audio SourceSet (Gitea #12)
The weekend's crash family root-caused under cdb: SourceSet.sources[5] receives the AllExplosion death preset's 25 streamed voices -- RequestAudioChannels wrote 20 OpenAL source ids past the array, smashing the neighbouring heap object (Release: a vtable overwritten with a source id -> delayed silent AV at AudioControlEvent::Send; Debug: CRT heap- corruption abort in the death Explosion's audio teardown). Explains all three #12 crash flavors (solo enemy kill -- stack-confirmed; MP self- death; MP peer PEER_DOWN cascade -- same generic teardown). Fix: sources[] sized to AUDIO_SOURCESET_CAPACITY=25, static_assert lockstep with MAX_PRESET_SAMPLES, + defence-in-depth clamps at the ctor and acquisition sites. Soak: 26+ deaths across glass AND pod builds under cdb, zero faults, full wreck lifecycle every time. Gotchas S21: the fixed-array-vs-streamed-count overflow class + sweep note. Awaiting human verification: the MP death-and-survive session. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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0ca7d269d2 |
Audio Phase 3 (AUDIO_FIDELITY F9/F11/F12): EFX lowpass + reverb split + cockpit placement
New L4AUDEFX bridge (OpenAL Soft ALC_EXT_EFX): one EAXReverb aux slot at the authentic AUDIO.INI global_reverb_scale (0.3) + a scratch AL_FILTER_LOWPASS (params copied at attach). F9 filters (was: computed then thrown away -- everything full-bright at all distances): Dynamic3D ExecuteModel drives GAINHF from highFreqCutoffScale x brightnessScale x maxMIDIFilterCutoff, UNGATED (decomp part_008.c:7496, 7589-7604 -- every moving 3D sound dulls with distance per the AUDIO.INI knee-60/exp-2.0 model); Static3D from brightness x max (:7831-7884); Direct inside its existing gated NRPN-rate block. AWE 100-8000 Hz curve -> EFX 5 kHz-reference gainhf via a 2-pole approximation [T3 curve, endpoints exact]. F11 reverb (was: bone-dry everywhere): 3D patch sources attach an aux send at Start, exactly where the original sent CC91 = global_reverb_scale (part_008.c:7278-7394); Direct cockpit sources keep CC91=0 -- dry. The wet-exterior vs dry-cockpit contrast is back. F12 placement (was: every cockpit sound dead-center): DirectPatchSource Start places sources by the authored 6-value position enum (front/rear card + pan CC10, decomp @00463848/@004638a8) as listener-relative directions, composed with the zone L/C/R pan. New PatchResource GetBankID/GetPatchID pass-throughs (the LOD accessor is protected). Regression (35s drive+fire): EFX READY, stable, deliveries unregressed, no AL errors. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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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> |
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847b9b85cd |
Audio: target the step-intensity send at FOOTSTEP sources only (task #50)
The output-filtered broadcast still fed EVERY volume/brightness mixer -- the
always-on ambience pulse's own volume mixer got cranked to step intensity on
every stride ('a stuck button', 3/s, loud). The send now identifies footstep
sources by authored patch (FootFallInt/Ext: bank2 37-39, bank1 106/107) through
mixer->GetTargetComponent() -> AudioSource -> PatchResource LOD bank/patch
(new accessors: GetTargetComponent, GetBankID/GetPatchID,
AudioResource::PeekAudioLevelOfDetail).
Also: step intensity curve raised (speed/25, floor 0.55 -- a mech stomp is
never subtle; it was firing at ~0.4 gain and masked under 0.9-gain layers,
heard as an unrecognizable 'orchestral hit').
Verified: FootFallInt at 0.78 gain in the live tape; the ambience pulse back
to its brief authored form (absent from 1/s snapshots).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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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> |
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7b7d465e5e |
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
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>
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