docs/GLASS_COCKPIT.md gains the step-4 ledger (seam/transport/lobby + THE
FAKEIP LESSON); NEW context/steam-networking.md topic (+ router row) and
docs/STEAM_TEST.md (the 2-machine live procedure = the step-4 exit criterion
on user hardware). context/glass-cockpit.md: steps 3+4 status. Final purity
re-check: pod build clean, forced-walk mission runs, ZERO glass/steam tags in
the pod log.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
NEW gated (BT_STEAM) game/glass/btl4lobby: an ISteamMatchmaking room replacing
the arcade Site-Management screen -- host creates (lobby data btl4=1), members
join by filter, pilots publish name/mech/color, the host ENTER mints the
roster and signals GO.
THE FAKEIP LESSON (live-verified, prior-art assumption DISPROVEN): a fresh
process gets a DIFFERENT FakeIP, so menu-time fake addresses go stale by
mission time -- the first cycle timed out connecting to its own stale address.
Redesign: roster addresses are opaque ipv4-shaped TOKENS (169.254.77.N with
ports 1501/1502) minted by the host at GO, mapped to Steam IDENTITIES;
connections ride ConnectP2P(identity, channel) with console=0/game=1 virtual
ports; the map reaches mission processes via env (BT_FE_MYFAKE +
BT_FE_STEAMMAP); the GetMyAddress seam feeds the pod its own token for roster
self-match; CheckSocket reports peers by token. L4STEAMNET reworked (no
FakeIP allocation at all); the marshal gained the Steam-wire branch.
Verified single-machine (ON/ON, live Steam): menu -> HOST STEAM LOBBY ->
room -> GO -> token map minted -> egg roster carries the token -> mission
process up with 1 roster token incl. self -> pod self-matches -> stock
console ladder -> mission RUNS (46 ticks). Remaining: the live 2-account
cross-machine session (docs/STEAM_TEST.md).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
NEW gated (BT_STEAM) TU L4STEAMNET: ISteamNetworkingSockets with FakeIP --
pseudo-SOCKET handles (0x5EA0xxxx) behind the L4NET BTNet* seam; the engine
TCP byte stream rides reliable-NoNagle Steam messages re-assembled into
per-connection rings (nonblocking recv semantics preserved: empty ->
WSAEWOULDBLOCK, peer-closed -> 0); two FakeIP ports mirror the arcade
console/game channel convention; listen sockets + accept queues via the
global status-changed callback; graceful degrade to Winsock at every step.
Seam completions in L4NET.CPP: CheckSocket reports a pseudo-socket peer as
its FAKE ipv4:port (the lobby egg roster matches unchanged); OpenConnection
TCP_OPEN delegates FakeIP targets to BTSteamNet_Connect. WinMain installs
on BT_STEAM_NET=1 (lobby launch path / by hand). CMake: gated SDK include/
lib/dll-copy. Both pumps (SteamAPI_RunCallbacks + sockets RunCallbacks)
drive it -- the FakeIP result rides the GENERAL dispatch (first attempt with
only the sockets pump timed out).
Verified live (ON/ON build, Steam client running): SteamAPI_Init OK,
steam_appid.txt(480) auto-written, FakeIP allocated
(169.254.36.58, console 54464 / game 54465); without BT_STEAM_NET or
without Steam the game stays pure Winsock.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
BTNetSend/Recv/Accept/Close wrap the 9 raw wire sites in L4NET.CPP (send
@x3, recv, accept @x2, closesocket @x2). OFF builds are PURE CODE MOTION
(bodies are the original calls; the statics inline back); under BT_STEAM
each wrapper first offers the op to the Steam transport (BTSteamNet_*,
lands next) -- handles stay SOCKET-typed so L4Host and every call site
above the seam are identical on both wires. Connection-ESTABLISHMENT
delegates (OpenConnection/listener arms) land with the transport. The 3
BT_NET_TRACE blocks stay at call-site level, untouched.
Regression (pod build, 2-node loopback MP + btconsole relay): mesh forms
through BTNetAccept (console + peer accepts logged), both nodes reach the
full 31/31-subsystem running mission, 71/76 ticks -- byte-identical wire
behavior.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The official Valve SDK zip (provided by Cyd), trimmed to what the gated
build consumes: public/ (steam_api.h, ISteamNetworkingSockets,
ISteamMatchmaking, the full public header set) + redistributable_bin/
(steam_api.lib/.dll all platforms) + Readme. glmgr/steamworksexample/
tools dropped. Used ONLY under -DBT_STEAM=ON (step 4); the pod and plain
glass builds never reference it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
NEW gated dir game/glass/: btl4fe (green-on-black GDI catalog menu -- map/
time/weather/length/mech/color/pilot/mode/port/peers; egg writer emitting the
FULL console egg shape, golden-tested vs MP.EGG: identical section sequence
at identical line offsets, the 4 static ordinal pages verbatim, GDI-rendered
128x32/64x16 pilot-name plasma bitmaps in MP.EGG framing) and btl4console
(the marshal: a worker-thread console CLIENT speaking the btconsole.py wire
protocol verbatim -- 1040-byte chunked egg, 20s settle, RunMission x2,
STAY CONNECTED, own the clock, StopMission at expiry; logs marshal.log).
The engine sees a real connected console and runs the 100% stock ladder --
NO engine hooks (less invasive than planned: the L4APP.H setters proved
unnecessary; launches go through real argv on relaunch).
WinMain (one gated block): zero-mission-arg glass launch -> menu -> relaunch
self with the mission argv (per-mission process relaunch; BT_FE_* env arms
the marshal); post-RunMissions BT_FE_LOOP tail returns to the menu. Menu
relaunches CLEAR the BT_FE_* handoff (found live: the inherited env re-armed
a marshal instead of showing the menu).
Verified end-to-end (synthetic menu drive): menu -> frontend.egg -> relaunch
-> marshal feeds self over loopback -> stock console ladder -> mission RUNS
(58+ ticks) -> 60s clock -> StopMission -> clean menu return, no env leak.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
docs/GLASS_COCKPIT.md gains the 2b-2e detail + the full verification matrix
(purity build + seam audit, pod forced-walk, 2-node loopback MP via btconsole
relay on the POD build -- both nodes reach the running mission, PadRIO
authentic-path input, panel-click survival). context/glass-cockpit.md status
updated: step 2 DONE [T2]; steps 3-4 pending.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Per Cyd: the on-screen panel now mirrors vRIO (C:\VWE\vrio -- CockpitLayout.cs
+ PanelCanvas.cs, itself the RIOJoy profile-editor layout from the original
Win32 RIO mockup): five 4x2 MFD clusters (addresses descending), four 1x8
board columns (Throttle/Secondary/Screen/Joystick), the two 4x4 hex keypads
(0x50/0x60 -- cells emit real keypad KeyEvents: internal=pilot unit, external=
operator unit), physical names (Panic/Main/Hat*/Pinky...), vRIO colors: red
lamp cells + yellow Secondary/Screen + neutral-blue keypads, flash half-
periods 500/250/125ms, right-click latch (gold outline). 104 controls.
PlasmaWindow: the gauge renderer writes the 128x32 buffer TOP-DOWN -- the
bottom-up flip rendered the marquee upside down (user-reported); copy straight.
Button-trap guard (the e2c21c4 pattern): the authentic base
ConfigureMappableMessageHandler FAIL trap is abort() under DEBUGOFF -- any
aux/zoom button without its L4 override reconstructed KILLED the game on
press. Default now: loud [FAIL] log + ignore; BT_BUTTON_TRAP=1 restores the
hard trap. Verified live: synthetic click on a Secondary cell -> 2 [FAIL]
lines (press+release through panel->PadRIO->ProcessRIOEvent->streamed
mapping), game survives and keeps ticking.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
NEW gated TUs: L4PADPANEL (GDI top-level window, all-W APIs: the pod button
banks -- upper/lower aux, 12 secondary, specials/hat/handle, 63 buttons --
clickable via PadRIO::SetScreenButton with lamp-lit faces from GetLampState,
10 Hz repaint; created by the PadRIO ctor on BT_PAD_PANEL=1) and L4PLASMAWIN
(PlasmaWindow : Video8BitBuffered -- the gauge renderer draws the 128x32
plasma into its pixelBuffer through the SAME code path as the serial device;
Update() blits orange-on-black at L4PLASMASCALE, default x4). Gated seams:
L4GREND.cpp L4PLASMA=SCREEN branch; btl4main.cpp -platform glass preset
(PAD,KEYBOARD + BT_DEV_GAUGES + SCREEN plasma + panel; env always overrides;
non-glass builds log+fall back to DEV); run.cmd glass token. MFD surfaces
need NO new code: the existing dock-bottom / BT_DEV_GAUGES_WINDOW=1 /
BT_DEV_GAUGES_DOCK=1 modes are the display story.
Verified live: -platform glass boots GLASS profile, panel + plasma windows
up, pad detected, dev gauges awake, mission loop clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
New engine query BTRIODevicePresent() (L4CTRL.cpp, ungated -- pod-correct for
the serial RIO too): device exists AND IsOperational(). Both dev input
bridges -- the mech4.cpp mapper-attr writes and the mechmppr.cpp BT_KEY_BRIDGE
block -- now gate their WRITES on it: BT_KEY_BRIDGE unset = auto (bridge only
when no device), 0 = force off (the documented pod setting, honored), else
force on. The BT_FORCE_THROTTLE headless harness always rides the bridge.
The mapper demand READ (turn = turnDemand) always runs.
Verified live (glass build, PAD): OS-injected LSHIFT hold slews the PadRIO
throttle 0 -> 0.33 -> 1.0 with pre==thr every frame -- the value arrives via
the ENGINE push through the streamed .CTL binding, not the bridge -- and
speedDemand=61.501 comes out of the authentic InterpretControls.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
L4RIO.h splits the abstract cockpit-control surface (RIOBase: enums, the five
analog Scalars, GetNextEvent/SetLamp, no-op serial ops, NEW IsOperational) out
of the serial RIO (RIO : PCSerialPacket, RIOBase -- byte-for-byte behavior kept,
ctor assigns as before); LBE4ControlsManager holds a RIOBase* and gains the
gated L4CONTROLS=PAD factory arm (BT_GLASS; OFF build logs+ignores the token).
NEW gated TUs: L4PADRIO (XInput+keyboard synthesize the surface; 3s hot-plug
re-probe; focus-guarded keys; per-poll AnalogEvent heartbeat; lampState[] +
static SetScreenButton/GetLampState for the panel) and L4PADBINDINGS
(content\bindings.txt profile, self-documenting default written on first run;
deflect/slew/set axis model; addresses validated against ButtonCount).
Verified live (glass build, L4CONTROLS=PAD): bindings written+parsed 44/10/5,
XInput pad detected, 121 streamed mappings install via stock PrimaryRIO path,
2157 frames clean. Pod build (gates OFF) compiles the split with zero
behavioral delta.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The streamed L4 mapping resource carries the binary's positional attribute ids
(stick=3, throttle=4) but MechControlsMapper chained from Subsystem::NextAttributeID
== 2 -- every streamed record resolved ONE MEMBER LATE (attr 4 -> pedalsPosition,
verified via the new permanent BT_CTRLMAP_LOG diagnostic in CreateStreamedMappings).
A latent real-pod bug: the serial RIO throttle would drive the pedals member; the
dev keyboard bridge masked it. Fix per the mechweap/mech attrPad idiom: ids pinned
to the binary numbering, id-2 gap padded, static_assert-locked. Torso + weapon
chains verified already aligned. Regression: BT_FORCE_THROTTLE headless walk clean
(speedDemand=61.501 through authentic InterpretControls, gait cycles, no faults).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reproduced by full-keyboard fuzz (every WM_CHAR + WM_KEYUP posted to the
game window, per-key liveness; delivery proven by the new BT_KEY_LOG
[keych] trace). Two distinct issues:
1) '&' == Shift+7 is the engine's dev-console STOP-MISSION keystroke --
one shifted-key slip while hunting unmapped panel keys (MAP zoom '+'
is Shift+'=') instantly ended the session, indistinguishable from a
crash. Now env-gated (APP.cpp): default ignored with a log line;
BT_KEY_STOP=1 restores the authentic stop (verified both ways live).
Same hazard class as the arrow-release '&' alias already swallowed in
L4CTRL.cpp:1516.
2) '\' (the developer fake-event key) was a REAL wild-jump crash:
Entity::Dispatch STAMPS entityID/interestZoneID into the message at
Entity::Message offsets (ENTITY.cpp:236), and the '\' case dispatched
a bare Receiver-sized ReceiverDataMessageOf<ControlsButton> at the
Mech -- the stamp wrote past the stack object and corrupted the frame
(cdb: call to eip=1 out of Receiver::Receive). The 1995 binary does
the identical overwrite and survived on stack-layout luck. Fixed with
Entity::Message-sized placement-new backing (btl4mppr.cpp); the only
such call site (grep-verified).
Verified: full fuzz (95 chars + F-keys + letter/digit keyups, 118 keys
delivered) survives end-to-end; '&' stops cleanly under BT_KEY_STOP=1.
KB: reconstruction-gotchas.md gains gotcha 19 (Entity::Dispatch message
stamping) + the '&' note.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The SECTOR radar's view cone read viewHorizontalRotation, wired by the
MapDisplay ctor from the mech's Torso -- but FindSubObject and
GetHorizontalRotation were NULL stubs, so the connection was never created
and the wedge sat at heading 0 regardless of twist.
Reconstructed from the binary:
- FindSubObject (FUN_0041f98c): a subsystem-ROSTER walk (count @+0x124,
array @+0x128) matching the streamed subsystem name (sub+0xd4) with a
tolower-strcmp (FUN_004d4b58) -- the 'Torso' sub-object IS the roster
Torso subsystem.
- GetHorizontalRotation: torso+0x1D8 == Torso::currentTwist (layout-locked),
via the existing task-#56 bridge BTGetTorsoTwistAddr (Radian is layout-
identical to Scalar).
Verified live (MadCat, Standard mode Q/E): the wedge tracks the twist in
lockstep (rot 0 -> -2.21 rad), and the semantic test passes -- body turned
away, torso twisted back onto the enemy: reticle green + wedge pointing at
the enemy's blip on the body-fixed scope. NB the Blackhawk's torso is FIXED
(+/-0.01 deg limits) -- its wedge authentically never moves; test with a
twisting mech. Diag env: BT_RADAR_LOG.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Both surfaced today (dormant ~1 day) the moment the pod launch flags
(BT_DEV_GAUGES=1 BT_START_INSIDE=1, tools/mp_launch.sh) were used to drive in
multiplayer -- which made the same-day paint change look guilty. Confirmed on
the pre-paint build too; the trigger was the Jul-16 audio attribute work.
1) BT_DEV_GAUGES crash (cdb: CoolingLoopConnection::Update, ~15s in as the gauge
builds lazily). The dev-gauge cooling-loop lamp reached the cooling master by
RAW attribute index -- GetAttributePointer(3) + *(master+0x1d4). The audio
commits (cc2b109 ReportLeak etc.) inserted rows into the chained attribute
tables, so index 3 shifted onto a scalar, the resolve walked garbage, and the
background pass AV'd. Fix: route through a complete-type bridge reading NAMED
members (heat.cpp BTCoolingLoopFrame: linkedSinks.Resolve() +
Condenser::condenserNumber) -- the databinding rule; never a raw numeric
attribute index. Removed the now-orphaned GetAttributePointer-by-index
helper. Name-keyed samplers (InputVoltage) were unaffected.
2) -net dead controls mapper (mech wouldn't walk; turning/weapons still worked).
The RIO mapper is built from a stack SubsystemResource in btl4app.cpp that set
only name/classID/modelSize -- leaving subsystemFlags as stack GARBAGE, which
Subsystem::Subsystem copies into simulationFlags. A stray DontExecuteFlag
(0x2) froze the mapper (speedDemand stuck at 0). Config-dependent: clean in
SP, dirty in -net; the audio commits shifted the stack and flipped the bit.
Fix: memset each hand-built control-mapper resource to 0 (flags 0 =
AlwaysExecute, the faithful value -- a mapper must tick every frame).
Verified with the pod launch flags: SP alive 32s no crash; MP mech walks
(speedDemand 61.5 at full throttle, ~430u traveled), both nodes alive, no crash.
KB: reconstruction-gotchas.md gains gotcha 18 (uninitialized stack-resource
flags + the raw-attribute-index-into-a-growing-table variant) and a
verify-under-the-user's-launch-flags note.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Mech::resourceNameA/B/C -> real CString members (the binary's 16-byte
CStringRepresentation; deep-copy bind from the MakeMessage = FUN_00402a98,
implicit member dtors) + paint-name accessors
- SetupMaterialSubstitutionList reads the real egg names ([paint] log);
TearDown clears the callback first (FUN_004d11e8)
- dpl_SetMaterialNameCallback is real now (L4VIDEO registry); bgfload
MaterialResolver::resolve() applies it to every material name -- the
port analogue of the dpl board rewriting names at load
- MP_BHMC.EGG: color=Red -> Crimson (vehicletable has no Red; binary Fail()ed)
Verified live 2-node MP: crimson MadCat with hip hazard stripes + yellow VGL
leg emblems; white Blackhawk + emblems; replicants painted on both nodes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
What's carried + plausibly functional vs what will need real work on modern
hardware: RIO serial chain / RGB-splitter channel packing / multi-output
selection / plasma driver all EXIST but are pod-untested; expected work =
multi-head D3D9 fullscreen modernization, the folded-away rear sound card
(4-speaker split), RIO protocol timing, and the undocumented pod bring-up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- decomp-reference.md: the binary ATTRIBUTE-TABLE section -- 16-byte
{id,name,off+1,0} row format (alignment warning), the walker technique,
and the three recovered tables (Mech ids 21-56 incl the corrected
EyepointRotation@0x360 / RearFiring@0x410 / DistanceToMissile@0x400
labels; HeatSink 3-12; Torso 3-15; the weapon RearFiring 'b' marker).
- combat-damage.md: the REAR-FIRE + look-view system (roster survey: the
Blackhawk's ERMLaser_2/3 are the game's only rear weapons; every missile
rack forward), the missile mount-frame launch truth, and the BANKED
full Missile flight-model decode (three performances, proximity fuse).
- wintesla-port.md: post-Phase-4 closures (instability model live, F14
static filter baked, the footstep warm-up bug + its trace-cap lesson);
deferred list trimmed to F21/HRTF.
- AUDIO_FIDELITY.md: status block -- F14 FIXED, warm-up bug noted.
- open-questions.md: "which mechs used rear fire" answered from data;
remaining look-view key bindings noted.
checkctx: CLEAN.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The binary reticle registration resolves each weapon's RearFiring attribute
and registers its pip in group 1 (front) or 2 (rear) (part_014.c:5429-5434)
[T1]; the reticle draws the group selected by the mech's reticleElementMask
low bits (= binary mech+0x390, driven by the weapon-update view switch
part_013.c:5588-5595: forward |1&~2, look-back |2&~1).
Port: BTBuildReticle passes the real group (was hardcoded 1 on the disproven
"no BLH weapon is rear" belief); BTCommitLookState drives the mech's
reticleElementMask low bits per view (mech4's HUD tick already publishes
them as gBTHudGroupMask, and the reticle Draw already filters on it).
Resolves the user-reported "only 2 ERM dots but the mech has 3": ERMLaser_1
(front) and ERMLaser_2 (rear) both author pip position 1 -- with every pip
drawn in one group the two red dots sat exactly on top of each other. Now:
forward view = 5 pips (2 PPC + ERM_1 + 2 SRM), look-back = the 2 rear
lasers' own group layout.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The user's tip ("some mechs actually do fire backward") checks out end to
end. Binary ground truth [T1]:
- weapon+0x334 (attr 0x1B "RearFiring"): the ctor tests the MOUNT SEGMENT's
page name for the marker 'b' (@0x511aa2, part_013.c:6913-6930) -- the back
gun ports sitelbgunport/siterbgunport. The old reading ("EXT in the
weapon model name") was a double misread (wrong string, wrong name).
- mech+0x410 (attr id 50 "RearFiring"; the old `stateFlags` label): the ctor
ORs every weapon's flag (part_012.c:10220) -- "carries a rear arsenal".
- The mapper's five-state LOOK machine (part_013.c:396-459): on a state
change it re-aims the eyepoint (mech+0x360 = EyepointRotation -- consumed
by DPLEyeRenderable, already live in the port) and re-arms each weapon's
viewFireEnable(+0x3E0): FORWARD view = the non-rear weapons, LOOK-BACK
(yaw pi + lookBackAngle pitch) = the REAR-mounted ones, side/down = none.
+0x3E0 is the same flag the emitter's Loaded->Firing gate reads (the old
`useConfiguredPip` label) -- pips and fire permission both follow the view.
Port: rearFiring derived from the mount segment name (BTWeaponMountIsRear);
mech rearFiring ORed in the roster pass (the old SubProxy::IsDerivedFrom
stub returned 0 -- that loop never ran; now bridged through
BTWeaponIsRearFiring, which also fixes the weaponRoster fill); the look
commit is LIVE (BTCommitLookState: eyepoint EulerAngles from the authored
per-mech look angles -- now real members, were Wword scratch parks -- +
per-weapon view enables); MissileLauncher/ProjectileWeapon FireWeapon gate
on viewFireEnable like the emitter; RearFiring attrs (mech + weapon) bind
real members. Keyboard: HOLD 'V' = the pod's rear-view button.
Live-verified on the default blackhawk: ERMLaser_2 -> siterbgunport rear=1,
ERMLaser_3 -> sitelbgunport rear=1, PPCs/SRMs/torso mounts forward -- the
blackhawk authors TWO REAR LASERS (owens also has back ports). [rearfire]
trace under BT_PROJ_LOG.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
backward-firing rack
User report (madcat): missiles sometimes leave the mech BACKWARD; lasers
always fine. Root cause: only missiles fly the authored MuzzleVelocity
vector, and BTPushProjectile rotated it through the mech BODY basis
(localToWorld) -- but the madcat's racks ride the TORSO. The muzzle POINT
was segment-resolved (tracked the twist) while the launch DIRECTION followed
the LEGS: twist the torso far enough and rounds left the back. Lasers/ACs
aim straight at the designated pick (no launch vector) -- unaffected, exactly
as observed.
Binary ground truth [T1]: the fire builder FUN_004bcc60 spawns the missile
with the FULL muzzle-segment frame (the real GetMuzzlePoint fills an
AffineMatrix into the descriptor, :8762-8764), composes the authored MV with
the z-NEGATION (:8759-8761 -- confirming the 2026-07-12 telemetry finding)
onto the mech's own localVelocity (FUN_004b9cbc = owner+0x1c4), and the dumb
seeker re-aims 100u ahead of the MISSILE's own frame each frame (0x4be9a0
disasm) -- the mount orientation IS the launch direction.
Port: BTPushProjectile takes muzzle_seg and rotates the launch vector through
the mount segment's world frame (segment-to-entity x localToWorld, the same
matrix the muzzle point already used), keeping the z-negation convention, and
inherits the shooter's world velocity; body-basis fallback for callers
without a segment. All four call sites pass GetSegmentIndex().
Bonus decode banked for the full Missile-entity revival (KB-worthy): the
three authentic performances -- Seeker 0x4be9a0 (aim = target-frame offset /
100u-ahead dumb + loft/lead 0x4beae4), Thruster 0x4be474 (quaternion-slerp
BODY TURN toward the aim at turnRate deg/s), MoveAndCollide 0x4bef78
(velocity aerodynamically aligned to thrust via signed-square per-axis gains,
ballistic droop as fuel burns, PROXIMITY FUSE on seeker rangeToTarget,
max-range + altitude-floor retire).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Byte-decoded the un-exported master-perf block @0x4aad3d-0x4aaf14 (capstone;
the same gap that held the F5 footstep code) [T1]:
instab = (min(|AccelerationLastFrame| / maxUnstableAcceleration, 1)
x unstableAccelerationEffect)^2
instab += clamp((demand - legCycleSpeed)/demand, <=1) # "gun the engine"
x unstableGunTheEngineEffect # (demand clamped to
# [gimpStride(neg), runMax2])
if (legAnimationState == 4 /*turn-in-place*/) instab += unstableStopedTurnEffect
clamp to 1 -> mech+0x3F0 -> gyro->swayBias (gyro+0x3A8)
Every piece resolves to already-reconstructed structure: the model-record
tuning block rec+0x80..0x94 (ctor copy @0x4a2593 -- the six authored
Unstable* fields, previously parked in the Wword scratch bank, now real
members); AccelerationLastFrame@0x82c = the snapshot of the ring-derived
localAcceleration (copied at the perf tail @0x4ab142); CurrentSpeed@0x348 =
legCycleSpeed; the trn state 4 gate; and the gyro feed lands in the
EXISTING swayBias member + GyroscopeSimulation consumer (task #56) --
GyroFrameJointWrite's "0.0f model TBD" argument is now the live value.
UnstablePercentage (binary id 52 @0x3F0) binds the real member: the LAST
dead audio attribute is live -- the authored instability alarm (start
thresh 0.01 + volume = the fraction) sounds under hard maneuvers, and the
cockpit ambient sway now scales with reckless driving.
Live verification (30s, 0.6-throttle run): instab 0.38 during the walk->run
chase (cyc 22.2 vs demand 33.6), settling to 0.002-0.12 per-stride ripple at
steady run; attribute binds with live float values; [instab] trace under
BT_GYRO_TRACE. unstableSuperStopEffect/unstableHighVelocityEffect writers
remain unlocated (plausibly the airborne perf variant) -- noted on members.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
low-pass into the zone WAVs
232 zones author initialFilterFc(8)/initialFilterQ(9) (SBK 0..127) -- the
fixed resonant low-pass the EMU8000 applied in hardware; the port played
them unfiltered (flagship: the LaserLoaded charge hum, fc=57 Q=87, much
brighter/harsher than the arcade). The extractor now applies an RBJ 2-pole
low-pass per zone: cutoff = the AWE NRPN curve (100 + fc*7900/127 Hz),
resonance = SBK Q -> 0..+12 dB peak [T3 curve, endpoints exact], designed at
the zone's baked rate so note-60 playback reproduces the hardware's absolute
cutoff (pitch-shifted notes carry the filter -- same limitation as the
rate-baked tuning). Synthetic sweep verified: flat lows, +5.4 dB at the
authored 3.6 kHz cutoff, -22 dB @10 kHz, -46 dB @14 kHz.
Whole bake pipeline (filter -> attenuation) now runs in float with ONE int16
conversion + peak normalization: an int-per-stage draft hard-clipped 165 of
232 zones (resonance overshoot, worst 3% of samples); now only pre-existing
source-material clipping remains (14 files). 160 WAVs re-baked; the preset
table is unchanged (no engine rebuild).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User report: footfalls silent for the first 10-20 s of every mission (all
mechs), then solid. Root cause was three interlocking layers, each measured
with timestamped traces:
1. The authored footstep volume chain (LocalAcceleration [0,10]->ctl100 +
LocalVelocity [0,0.6]->ctl101 through authored N=30/N=15
AudioControlSmoothers, fill 0) hangs off the SOURCE's watcher chain
(scale watches smoother watches mixer watches source), and an idle
source's chain executes only at Start attempts -- one smoother sample
per stride.
2. Each hop is frame-gated (AudioComponent::ExecuteWatchers,
DefaultAudioFrameDelay), so any burst collapses to one execution.
3. The transient drop gate (vol < 0.3, AUDREND) rejected every Start while
the smoother average crawled up 1/30th per attempt -> ~25 dropped strides
before the first audible step, then per-frame execution while playing
kept it warm forever ("solid after that").
Fixes (engine-level, each documented in place):
- AudioScaleOf<T>::Execute now sends EVERY poll (scales are continuous
value-feeders; the base bitwise change-gate -- Motion::operator== is
memcmp -- froze on our deterministic gait math, where the original's
noisy physics floats never bit-repeated. Triggers/matchers keep the
change gate: their semantics are edge-based).
- Component/AudioComponent::PrimeWatchers(passes): recursive, GATE-FREE
watcher pump; AUDREND runs 30 passes on every transient Start request so
the authored smoothers evaluate at their true steady state before the
drop gate reads the volume.
- localAcceleration derives via the binary's exact structure: 15-sample
ring buffers of the raw position derivative + dt (ctor part_012.c:9836,
derive :15169-15195), in the PerformAndWatch tail so it runs every frame.
- AttributeWatcherOf::GrabCurrentValue private -> protected (the scale
override calls it).
Verified (30 s walk from cold start): drops 25 -> 3 (the survivors are
authentic quiet-stride gating: first gentle strides at vol ~0.28 vs the 0.3
gate), footfalls deliver from the first stride, 43 delivered with live
per-stride gain variation. Diag traces added: [accwatch]/[fsscale]/
[smooth]/[smoothcfg]/[motionscalecfg] + timestamps on DROP/volset.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The binary's per-frame perf (disasm @0x4a9e80-0x4a9eb6 leg / @0x4aba86-
0x4abab9 body) computes footStep@0x394 = (jointlocal.y <= *footStepThreshold)
with the threshold pointer = SequenceController+0x20 = &ANI hdr[2] -- the
header word the engine's own AnimationInstance captures (JMOVER.cpp:1415)
and our SelectSequence skipped. States 0/1 retain the value.
Port: SelectSequence captures hdr[2]; PerformAndWatch evaluates the contact
level per frame from the cached jointlocal root joint (leg channel drives
the pose); the 150 ms clip-transition pulse + decay are RETIRED (steps fired
at clip boundaries with a fixed width; clips whose root crosses twice or
never counted wrong).
Live verification (30s walk): the authored threshold decodes real
(-0.232 root height); rootY oscillates across it per stride (-0.26 contact /
-0.19 swing) with clean 0->1->0 transitions per leg state (5/6/7); 34
footfall deliveries at stride rate with per-stride varying gains.
Also closes F23(2): the 17 authored AnimationState trigger states fire
empirically -- the EngineShiftFwd/Rev heard during the gait dead-band hunt
WERE states 10/11/14/15; the runtime clip numbering is correct.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
F17 CollisionSpeed (binary id 24 @0x4B4): real member captured as
|worldLinearVelocity| when the contact accumulator arms (0->1) -- the authored
AttackVolume [0.9,1] / Brightness [0.7,1] scales over impact speed [0,25] now
make harder hits sound louder and brighter. ReduceButton (id 46 @0x340): real
watchable member (the keyboard rig never presses it). UnstablePercentage
stays deferred: its sway/overspeed model @0x3F0 is the known gyro-ledger gap
(live writer unexported); binding without the model would be a stand-in.
F19 footstep feed (the invention is dead, long live the authored chain):
new [motionscalecfg/motiontrigcfg] traces recovered the authored configs --
EVERY motion watcher extracts |linearMotion| (motionValue=3); the footstep
volume mixer is fed by LocalAcceleration [0,10] -> ctl100 (per-stride kick)
+ LocalVelocity [0,0.6] -> ctl101 (0.4 base while moving). The port never
wrote Mover::localAcceleration, so ctl100 read 0 and the old mech2.cpp
step-intensity broadcast (patch-sniffing, invented curve) fought the live
authored scale. Now: localAcceleration.linear = d(published velocity)/dt --
EXACTLY the binary's derivation ((avgVel - prev)/avgDt into +0x1e4,
part_012.c:15186-15195) -- and the broadcast is REMOVED.
Regression (30s, walk throttle): stable; footfalls deliver through the
wholly-authored chain with per-stride VARYING gains (0.61/0.72/0.62 -- real
step dynamics, impossible under the old constant-curve invention).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
publishes its real attribute table
Recovered the binary Torso attribute table [T1]: dense ids 3..15 from
MechSubsystem::NextAttributeID (HeatWatcher/PowerWatcher publish nothing --
binary parity), all 13 rows land on already-reconstructed members:
RotationOfTorsoVertical/Horizontal @0x1E4/0x1D8, HorizontalLimitRight/Left
@0x1DC/0x1E0, SpeedOfTorsoVertical/Horizontal @0x1EC/0x1E8 (the |rate| the
binary abs's -- our derive already did), StickPosition @0x1F0, TorsoUp/Down/
Left/Right/Center @0x1F8..0x208, MotionState @0x20C (statusFlags; the binary
writes 2 on the limit-hit frame -- the authored ==2 matcher is the twist-stop
clunk, settling the audit's [T4] guess).
Torso's AttributeIndex was default-constructed EMPTY -- TorsoTwistInt01/
Ext01/Stop01 were unreachable. Now the authored chain (pitch -200..+200
cents over twist speed 0.5..0.9, start/stop gate at 0.25, stop clunk on
MotionState==2) drives them unchanged.
Regression (25s): stable; all three bind real; **attrnull count = 0 -- every
authored audio attribute in the game now binds a real member.**
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
F6 ReportLeak (the largest dead authored block -- 38 of 54 match watchers):
recovered the binary HeatSink attribute table (16-byte {id,name,off+1} rows
@0x50e438..0x50e4c8, ids 3..12) [T1] -- it confirms EVERY existing heat
binding (CurrentTemperature@0x114 .. CoolantMassLeakRate@0x130, HeatSink@
0x164) and adds the one row we never published: ReportLeak (id 12) ->
+0x138 = coolantActive, the INT leak hysteresis flag UpdateCoolant
(@004adbf8) drives 1/0 around draw 0.003/0.0025. PoweredSubsystem derives
from HeatSink, so the single row serves all 19 authored leak watchers
through the chained index, exactly like the binary. MechWeapon's pinned-id
pad absorbed the +1 chain shift (0x0E -> 0x0F, tripwire fired as designed).
F7 IncomingLock/DistanceToMissile (missile alarm): binary Mech table walked
in full (ids 21..56 [T1] -- also settles FootStep@0x394, CollisionSpeed@
0x4B4, UnstablePercentage@0x3F0, ReduceButton@0x340 for the next findings).
IncomingLock id 54 @0x3fc, DistanceToMissile id 56 @0x400; the old
"maxSpeed @0x400 = FLT_MAX" member was a MISREAD of the far default and is
retired (its 1000.0f "override" was RadarRange id 47 @0x404, already
published). Real members + accumulators: Missile::MoveAndCollide reports
target + range each tick (BTReportIncomingMissile bridge); PerformAndWatch
latches per frame. The authored beeper (match 1/0) + range->TEMPO scale
(100..800 -> 600..10, accelerating as the missile closes) read them
unchanged. Drive is intent-level [T3]; init 0/FLT_MAX matches the binary
reset (part_012.c:9446-9447).
Regression (30s): stable; ReportLeak binds real on every subsystem (0 pad
redirects); DistanceToMissile binds with FLT_MAX live; attrnull 41 -> 3.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Byte-decoded finding [T1]: the gait SM has no stable state for a demand in
(walkStrideLength@0x534, reverseSpeedMax@0x538). Cap semantics settled from
LoadLocomotionClips @0x4a80d4: 0x538 is the walk->run TRANSITION CLIP's exit
speed (the run ENGAGE threshold -- not a reverse max) and 0x34c (run-cycle avg
root speed) is the mapper's continuous demand multiplier (FUN_004afd10). The
finished-callbacks up-shift when tgt > 0x534 but enter/sustain run only when
tgt >= 0x538, so a demand parked between them (Blackhawk: 22.02-30.87 =
throttle 36-50%) hunts walk -> shift-up -> shift-down forever, firing the
authored EngineShiftFwd/Rev sounds each swing -- the user's repro, faithfully
reproduced by all-authentic logic + data. Likely masked on the pod by
MECHANICAL throttle-quadrant detents ("5 speeds" lore; the software path is
notch-free) [T4] -- added to get-from-Nick.
Accommodation (keyboard = our stand-in lever): at key REST, snap the lever to
the nearer dead-band edge (walk cap, or run engage + margin since the cont
check is >=). Sweeping THROUGH the band while held stays continuous -- an
authentic moving lever; the single shift it fires is the authentic shift.
BT_GAIT_TRACE logs [gaitdetent] snaps.
KB: locomotion.md gait-dead-band section, pod-hardware.md mechanical-notch
hypothesis, open-questions.md Nick item.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
F3 distance: alDistanceModel(AL_NONE); restored the commented authored
distance multiply in Dynamic3D::CalculateSourceVolumeScale, added the same
override to Static3D, dropped the (now inert) AL_MAX_DISTANCE writes. Far
battle audio follows the authored knee/rolloff curve again, and the volume
cull / voice steal / ducking chains are distance-aware.
F4 volume law: AL_GAIN = volume_scale^2 at all 3 per-frame sites (Direct/
Dyn3D/Static3D) -- the GM CC7 squared curve; linear was ~+6 dB at mids.
F10 doppler: alDopplerFactor(0) (AL's model ran wrong constants + sign-
inverted velocity: approaching sources pitched DOWN); the AUTHORED
dopplerCents (AUDIO.INI range/speed-of-sound model, decomp-proven consumer
part_008.c:7466) now adds into the Dynamic3D pitch chain.
F15 ConfigureActivePress: published at the MechSubsystem BASE (binary id 2,
descriptor @0x50de5c -> +0x110); renamed the misnamed vitalSubsystemIndex
member (the weapon ConfigureMappables handler already drives it 0/-1).
Removed the invented Sensor/Myomers duplicates and RESTORED their byte-
exact layouts (0x328/0x358 allocs + asserts). MechWeapon's pinned-id pad
absorbed the +1 chain shift -- which matches the binary's own numbering.
F18 cook-off warning: AmmoBin FireCountdownStarted -> the existing
cookOffArmed @0x18C (binary table @0x512600); the countdown klaxon can fire.
F20 zoom blip: L4MechControlsMapper publishes TargetRangeExponent -> the live
@0x1a4 zoom member (own table chained to MechControlsMapper).
KB: replaced the bogus divisionParameters+0x10 rate read with
SystemClock::GetTicksPerSecond() (FUN_0044e19c is GetFrameRate -- original
audio frames were CLOCK TICKS).
Regression (35s drive+fire): stable; ConfigureActivePress binds real on all 9
subsystems (idle -1, zero pad redirects); FireCountdownStarted +
TargetRangeExponent bind live members; attrnull 53 -> 41; chirp still dead;
footfalls still fire (gain now correctly squared).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 'footsteps disappear when running' report traced to the authored interior-
footfall volume chain: an AudioScalarScale on LocalVelocity with the INVERTED
curve aB=[0,20] -> cB=[1,0] (through a smoother) drives the FootFallInt source
volume -- full at standstill, fading with speed, ZERO at >=20 (run). The
drop-gate evaluation (CalculateSourceVolumeScale -> ExecuteWatchers) pulls this
authored value and overrides the game-side mixer feed, so run-speed footfalls
are dropped BY DESIGN: at running speed the pod cockpit is engine roar; the
1995 sound design fades the interior footfall out. Timeline evidence:
volset(1,1 from the mixer) -> matchfire Start -> volset(0 from the authored
chain during drop evaluation) -> DROP, exactly once per stride at speed >= 20.
No code change -- this commit records the finding. User-verified state:
chirp gone, per-step static gone (velocity smoothing), footfalls audible at
walk, authentically absent at run.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User pinpointed it: the per-stride 'static' was NOT the footstep sample -- it
was the ambient engine hum being interrupted in time with the footfalls.
Diagnosis (live tape): EnginePower01 was caught in a rapid Play->Stop cycle
(80x/session). The idle-hum is gated by authored LocalVelocity triggers (hum
ON in speed [1,20], OFF above 20) -- and the port's localVelocity is a RAW
per-frame position derivative that pulses with every stride (gait acceleration
+ ground-snap bob). At walking speed |v| straddles the 20 band edge, so the
trigger Start/Stop-flapped the hum on every foot plant; at run |v| >> 20 keeps
it off (matching 'goes away at higher speeds').
Fix: ~0.25s exponential filter on the PUBLISHED localVelocity.linearMotion
(fwd + vertical) -- kills the stride ripple, tracks real speed changes within
a couple strides. The physics worldLinearVelocity (StaticBounce, collision
damage pricing) is untouched; update records + the impact gate get the
smoother value (both benefit).
VERIFIED: EnginePower 1 play / 0 stops for the whole run (was 80 stop-cycles);
FootFall cycles normally per stride; gear shifts/windup lifecycle intact.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The previous 'chirp killed' verification was WRONG: it checked the 1/s playing
snapshot (which misses 0.12s pulses) instead of delivery counts -- the run had
186 ProgramButton deliveries. Corrected metric + trigcfg now prints its target
component, revealing NINE thresh=-1 Start triggers on the configure-ticker
sequence: ConfigureActivePress on Avionics + Myomers (backed real, -1) AND
SEVEN more subsystems still on the inert pad (0 = "button 0 held" -> ticker on).
Fix: a TYPED pad in the missing-attribute redirect -- ConfigureActivePress
resolves to a shared static int = -1 (the authored none-held idle) instead of
the zero pad; every other missing attr keeps the zero pad. Covers all
configurable subsystems at once with no layout changes; self-clears per
subsystem as each gets a real driven member.
VERIFIED BY DELIVERY COUNT: ProgramButton01 deliveries = 0 (was 31-186/run);
7 attrs took the -1 pad; the rest of the soundscape intact (weapon cycles,
loops, translocate).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The obnoxious always-on clicking was the cockpit CONFIGURE-MODE ticker: an
authored looped sequence gated by an AudioIntegerTrigger with threshold -1 on
<subsystem>.ConfigureActivePress (the held-configure-button index; -1 = none).
The attribute was one of the inert-pad redirects -- the pad reads 0 = "button 0
held forever" -> the ticker Start-fired at load and pulsed 2.7/s eternally.
Found via [sendcfg]/[seqstart] traces: the first seq start immediately follows
the trigcfg(thresh=-1, onID=Start) construction on the pad address.
Fix: real int configureActivePress = -1 APPENDED to Sensor ("Avionics") and
Myomers, registered in their attribute tables. Both classes are byte-exact
factory allocs, so the sizeof locks AND the placement-new alloc constants are
bumped TOGETHER (Sensor 0x328->0x32C, Myomers 0x358->0x35C) -- the tripwire
caught a mid-layout insert (seekVoltage@0x330 shift) and a fixed-alloc overrun
before they shipped; member moved to the true tail. Wiring the live value
(EnterConfiguration/ExitConfiguration sets/clears the index) restores the
authored hold-to-configure tick later; idle -1 is the correct silent state.
VERIFIED: ProgramButton01 plays ZERO times (was the 2.7/s chirp);
ConfigureActivePress binds real (vtbl=FFFFFFFF = the -1); FootFallInt at 0.98
gain; stable.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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>
Stdlib-only (tkinter + winsound) sample browser: filter box, per-button
[bank:patch] tags parsed from audiopresets.cpp so an ear-identified sound maps
straight back to the game's (bankID, patchID), Play-All sweep, STOP/ESC.
For verifying sample identity/pitch (the 22050 Hz extraction guess) by ear.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The blind foot-plant broadcast hit every entity-registered component; mixers
whose authored OUTPUT control is Start forwarded the send as a Start and fired
their sound on every stride (the per-step ProgramButton 'chirp'). Added
GetOutputControlID() to AudioControlMixer/Multiplier and the broadcast now
feeds only stages outputting Volume(3)/Brightness(5) -- the footstep loudness
inputs -- directly (mixers are entity-registered, no splitter hop needed).
Verified: FootFallInt01 delivers on BOTH gaits now (11/run, walk input included);
ProgramButton deliveries 188 -> 38 (the remainder are authored looped-sequence
cockpit ambience, not the broadcast); stable 28s drive+fire.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The final link: the footstep source's volume + brightness mix from two
AudioControlMixer inputs (ctl 100 walk / 101 run) behind an entity-registered
AudioControlSplitter. The object stream only ZERO-initializes those inputs
(AudioControlSend one-shot initializers; mixer ctor inits 0.0) -- the runtime
feed was BT game code (lost with the source), using the engine's game-facing
Entity::AudioSocketIterator broadcast (the only path to those anonymous
components; the splitter registers via entity->AddAudioComponent).
Reconstruction [T3]: on each foot plant (the SetBodyAnimation locomotion-clip
pulse), broadcast the step intensity (live ground speed on the authored
0..40 -> 0..1 velocity-curve family, floored at 0.35 to clear the 0.3
transient-drop gate) on the gait-appropriate input (run-family clips
0x0a..0x0f -> 101, walk family -> 100; the other input zeroed so gait
changes don't stack). Patch-source components (VDATA 1001/1002/1005) are
skipped -- AudioSource::ReceiveControl Fail()s on input-range ids.
VERIFIED: FootFallInt01.wav (bank2 patch39) delivers + plays per stride;
mixer sums nonzero (vol=1 at run speed); 30s drive+fire regression clean --
weapon charge/fire/sustain cycles, ready dings, buttons, engine loops, state
audio (0 skips), gait advancing normally, no crashes, no stuck loops.
Also this session: [seqcfg] sequence config dump (decoded the authored event
streams: ctl 8=note/6=attack-vol/1=start/2=stop patterns), BT_AUDIO_NODROP
diagnostic (force low-volume transient delivery at a 0.7 floor).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two real bugs found + fixed chasing the footstep volume:
1. BTL4Application::MakeAudioRenderer read sample_rate from a raw 1995-layout
offset (divisionParameters+0x10) -- the databinding trap: it yielded
-1.6e14 (measured), poisoning Renderer::calibrationRate for the ENTIRE
audio system. Every AudioTime conversion (sequence event scheduling,
compression curve durations, Seconds_To_Frames) was garbage. Sanity-clamp
to the authored 1000 frames/sec default (BT_AUDIO_LOG logs the value).
2. AudioHead::Execute fed audioFrameCount raw OS ticks; now converts
ticks -> calibrated frames via SystemClock::GetTicksPerSecond (1000ms
fallback when the static isn't measured yet), so AudioTime consumers see
the rate they were calibrated for. With rate=1000 + ms ticks the units
now align end-to-end.
Footstep status: chain verified through pulse -> matcher -> Start -> renderer;
the volume mixer's two inputs receive only value-0 AudioControlSequence events
even with correct timing -- the authored event VALUES need decoding next
(sequence tempo/divisions ctor dump; possibly Verify()-stripped tempo garbage
or the events are resets and the true volume rides another control id).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>