Commit Graph
4 Commits
Author SHA1 Message Date
arcattackandClaude Opus 4.8 ea8555480e Audio: fix stuck MissileLoading loop -- ProjectileWeapon never reached a ready state (task #50)
The runaway loop the user heard was MissileLoading01: the ProjectileWeapon
(SRM/ballistic) state machine set Firing(0)/Loading(3)/Jammed(5)/NoAmmo(7) but
NEVER a ready/Loaded level, so at idle the launcher parked in Loading(3) forever.
Its WeaponState audio (weaponAlarm, now StateIndicator-firing) therefore looped
MissileLoading indefinitely -- the loop stops only when the alarm LEAVES the
loading state.  (The laser sibling was fine: the Emitter DOES reach Loaded when
its charge tops off, so LaserACharge stopped.)

Fix: in ProjectileWeaponSimulation's default (idle/ready) branch, drive the state
from readiness -- Loaded(2, charge + ammo up = silent ready) once ReadyToFire,
else Loading(3, reloading).  SetLevel fires audio only on a real change, so this
yields the natural Firing -> Loading(reload) -> Loaded(ready) cycle and the
MissileLoading loop now stops when the launcher finishes reloading.  Verified:
weapon cycles Loading(3, recoil>0)->Loaded(2, recoil<=0); the only remaining
continuous loop is EnginePower (correct).  Fire path unchanged.

Also: master volume default kept; richer BT_AUDIO_LOG StopNote/SetupPatch traces.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 22:29:05 -05:00
arcattackandClaude Opus 4.8 c27af4800b Audio: fix stuck weapon charge/sustain/loading loops -- maintain GaugeAlarm54 oldState (task #50)
WeaponState -> weaponAlarm (mechweap.cpp:149), and the weapon's looping audio
(LaserACharge/LaserASustain/MissileLoading, all SF2 sampleModes=1) is STARTED by an
AudioStateWatcher on the firing/charging state and STOPPED by an inverse
AudioStateTrigger that keys on old_state (== the state being LEFT).

The subsystem-state commit fired GaugeAlarm54 watchers on SetLevel but deliberately
left levelB (the oldState slot @0x10) untouched to avoid disturbing the weapon's
LevelCountB read.  Consequence: the audio watcher's StateChanged(oldState,newState)
saw a stale oldState, so the inverse/STOP triggers never matched -> the charge/
sustain/loading loops played forever.

Fix: SetLevel now sets levelB := level (oldState := currentState) before the change,
exactly like StateIndicator::SetState.  The stop triggers now match on leaving the
state and StopNote the loop.  This is also authentic: in the binary the 0x54 alarm
+0x10 IS oldState, and the weapon's LevelCountB()/weaponIdle read of +0x10 is that
same oldState (the old static-count reading was the reconstruction's accident).
weaponIdle is only consumed in the MP replicant record-apply path, so single-player
firing is unaffected; the value is now the authentic oldState-based one.

Subsystem state audio unaffected (0 skips). Diagnostics: BT_AUDIO_LOG now traces
SetupPatch src/file/loop + StopNote.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 22:11:49 -05:00
arcattackandClaude Opus 4.8 52440e13b0 Audio: ENABLE the engine (relax dead AWE-card gate) + diagnose the real silence (task #50)
User reported never hearing any audio. Root-caused: the KB "Audio: DONE" was wrong.
The OpenAL playback chain IS fully implemented (device/buffers/sources; PlayNote
really calls alSourcePlay), but three gaps kept it silent:

1. GATED OFF (the "no sound" root cause): BTL4Application::MakeAudioRenderer returned
   NULL unless the pod's AWE_FRONT/AWE_REAR AWE32-card env vars were set -- authentic
   1995 pod behavior, dead on modern hardware, so the renderer was NEVER created.
   FIXED: default audio ON (BT_NO_AUDIO=1 restores silence; AWE vars still force-on).
   Verified: the OpenAL device now opens with no env vars ([audio] device OPENED).
2. Soundbank STUB: allPresets[2][100] (btstubs.cpp) is zero-init -> PRESET_isImplemented
   false -> 0 buffers load. Sample data exists (AUDIO1/2.RES: EnginePower/LaserAFire/...)
   but the event->sample map is gone (not in the decomp). STILL OPEN.
3. No triggering: the reconstructed game never creates AudioEntities on events. STILL OPEN.

So the device opens but nothing loads/plays yet -- enabling real sound needs the
soundbank reconstructed + the game triggers wired (a proper audio wave). Added a
BT_AUDIO_LOG trace harness across L4AUDRND/L4AUDRES/L4AUDLVL. KB corrected.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 18:02:31 -05:00
arcattackandClaude Opus 4.8 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>
2026-07-05 21:03:40 -05:00