Compare commits

22 Commits
Author SHA1 Message Date
arcattackandClaude Opus 4.8 f4b2a7f87f Audio: fix POISONED calibration rate (raw-offset garbage) + calibrated audio clock (task #50)
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>
2026-07-16 00:31:55 -05:00
arcattackandClaude Opus 4.8 99757a947d Audio: footstep chain traced to the END -- gait VINDICATED; audio clock 18x unit mismatch found (task #50)
MAJOR RESULT -- THE GAIT IS CORRECT, the enum was mislabeled:
LoadLocomotionClips (binary-verified slot map) proves namedClip==&animationClips[5]:
clips 6/7 = wwr/wwl (WALK cycle), 12/13 = rrr/rrl (RUN cycle -- what autodrive
uses at full throttle), 10/11 = wrr/wrl, 14/15 = rwr/rwl, 16-21 = reverse set.
The mech2.cpp "MechAnimationState" enum (0x3c-stride name table) does NOT match
the runtime clip ids -- it is the mislabel (12/13 are NOT StandToReverse).
The authored AudioStateTriggers on AnimationState (statecfg dump: states
1,2,5,8,9,10,11,14,15,16,17,20,21,22,23,26,27 -> Start) align EXACTLY with the
TRANSITION clips under the true map; the CYCLING strides (6/7, 12/13) have no
state triggers because the FootStep pulse attribute serves them -- our FootStep
reconstruction is the authentic design.  DO NOT renumber the gait.

Footstep chain, fully mapped (all empirtical):
pulse -> AudioMatchOf(match=1) -> Start on the FootFall DirectPatchSource ->
DROPPED at volume 0.  Volume path: an AudioControlMixer (2 inputs, never fed)
<- an AudioControlSplitter <- AudioControlSequence timeline events.  The
sequences DO fire -- but only value-0 events (the tick-0 initializers); the
later (real-volume) events never land.

NEW ROOT-CAUSE CANDIDATE [T3]: audio clock unit mismatch.  The renderer is
constructed with DefaultRendererRate=30 (calibrationRate: Seconds_To_Frames =
s*30) but AudioHead::Execute sets audioFrameCount = Now().ticks which advances
~550/s (measured via the [audioclock] probe) -- sequence event scheduling runs
~18x off the authored timing.  Fix candidate: calibrate the audio renderer to
the actual Now().ticks rate (or drive audioFrameCount at the calibrated 30/s).

Also corrected en route: FUN_004b9550/95b8 are MechWeapon ConfigureMappables/
ChooseButton (mapper EnterConfiguration +0x38), NOT Myomers::ConnectToMover;
+0x31c there is fireImpulse.  Myomers::speedEffect has NO binary writer found
beyond the ctor 1.0f (its 'mover coupling' stand-in is spurious).

Diagnostics added: [statecfg] AudioStateTrigger ctor dump, [split] splitter
forwards, [seqev] sequence timeline events, [audioclock] frame-rate probe.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 00:25:18 -05:00
arcattackandClaude Opus 4.8 c4be8d3a07 Audio: footstep volume chain FULLY mapped -- blocked on gait-state id mismatch (task #50)
Chain (every hop verified live): FootStep pulse (SetBodyAnimation, decay in
PerformAndWatch) -> AudioMatchOf match=1 -> Start(2.0) on the FootFall
DirectPatchSource... which the renderer DROPS because its volume is 0:
an AudioControlMixer (outCtl=3/Volume + a second outCtl=5 mixer) feeds the
source, and BOTH mixer inputs are 0 -- nothing ever sends them.

Eliminated as senders (all traced): AudioScaleOf scales (29 total, none target
the mixer), AudioControlMultiplier (one instance, other target), Random/
AudioSampleAndHold (RNG verified WORKING -- varied samples; RANDOM.cpp is in
the build, the self-init ctor runs).

HYPOTHESIS [T4, next session]: the mixer inputs are fed by AudioStateTriggers
on AnimationState keyed to the AUTHORED gait-clip ids (walk 2/3, run 8/9 =
per-gait footstep volume).  Our runtime body SM walks in states 12<->13 --
which the recovered MechAnimationState enum names RightStandToReverse/
LeftStandToReverse.  If the authored audio expects 2/3 for forward walk, the
runtime clip NUMBERING in the reconstructed gait SM is offset from the
authentic ids -- a locomotion-layer mismatch with implications beyond audio
(the audio config is an independent witness to the true clip numbering).
Verify via the AudioStateTrigger configs on the AnimationState watcher
(trigcfg dump exists) and cross-check the SetBodyAnimation clip table.

New diagnostics: [snh] SampleAndHold sends, [mix] mixer forwards with input
index + sum, [scalecfg] authored scale bindings/boundaries, [volset].

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-16 00:01:58 -05:00
arcattackandClaude Opus 4.8 1d019e8109 Audio: footstep pulse VERIFIED end-to-end to the matcher; volume chain traced (task #50)
Footstep chain progress (each step empirically verified):
- The FootStep watcher is an AudioMatchOf<Logical> (AudioLogicalTrigger extends
  AudioMatchOf, NOT AudioTriggerOf): authored config match=1 -> Start(2.0) on a
  DirectPatchSource.  [trigcfg]/[matchcfg] ctor dumps added.
- The pulse was pinned at 1: the decay lived in IntegrateMotion, which the
  current gait path NEVER CALLS.  Moved to Mech::PerformAndWatch (provably
  per-frame) with a time-based 150ms window sized to the ~10Hz watcher poll.
  The matcher now fires per stride (14/run, was 1).
- Every footstep Start is DROPPED at the renderer: the source's volumeScale is
  0 (five VolumeAudioHandler sends of exactly 0 = inert/one-shot primes).  The
  volume arrives through the authored control chain (AudioControlMultiplier
  inputs ctl 100+; one 0 input pins the product).  Chain scales identified on
  this entity: LocalVelocity (live), LocalAcceleration (live), Myomers.
  SpeedEffect (=1.0 healthy; one authored scale maps [0,1]->[1,0] INVERTED),
  UnstablePercentage (INERT PAD -- always 0!), HeatSink.CurrentTemperature.
  PRIME SUSPECT: an UnstablePercentage-fed multiplier input primes 0 once and
  never updates (the pad never changes), pinning footstep volume at 0.
- SF2 numbering fact recorded: 38 presets in AUDIO1 / 5 in AUDIO2 have
  wPreset != file index (gap at preset 77); my table keys by wPreset.  The
  184x ProgramButton01 (bank1 patch83) storm at ~7/s needs an identity check
  against index-numbering (it may be the wrong sample for that patch id).

Diagnostics added (BT_AUDIO_SPATIAL/BT_ATTRBIND_LOG): [trigcfg]/[matchcfg]
ctor dumps, [matchfire] with component ptr+class, [volset] VolumeAudioHandler,
[mult0] multiplier zero-products, scale sends with authored boundaries,
[fswatch] dedicated footstep watcher tracer (g_btFootStepAddr), SetupPatch
ENTRY with bank/patch/state, Simulation::DebugAudioWatcherCount.

NEXT: back UnstablePercentage with a real (live) member -- it is the mech's
stability 0..1 (the stabilityAlarm/gyro family) -- or confirm via a one-run
chain dump which multiplier input pins the FS source; then the footstep
transient should clear the 0.3 drop gate at walking speed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 23:52:06 -05:00
arcattackandClaude Opus 4.8 ba3040ea09 Audio: footstep-chain diagnostics -- every link verified except the final trigger fire (task #50)
Instrumentation (all BT_AUDIO_LOG/BT_AUDIO_SPATIAL-gated): mech watcher-poll
probe (delayed flag + socket count via new Simulation::DebugAudioWatcherCount),
per-sim audio-socket size in ExecuteWatchers, trigger notifications (val>0),
watcher poll-rate/change probes, footstep pulse address trace.

VERIFIED working: FootStep binds to the real member (pulse addr == bound ptr,
same run); pulses fire per stride (40/run); the watcher registers on the mech
(audioWatchers=20 after audio-object creation); the mech's poll runs
(delayed=0, simFlags=0x1110); Logical == int (STYLE.H:132) matches the member
type.  The idle<->moving engine crossfade (AudioMotionScale on LocalVelocity
through the restored watcher poll) is CONFIRMED audible in play.

REMAINING: the FootFall transient still doesn't reach SetupPatch -- next probe
is the trigger's streamed threshold/inverse config and the speed-scaled
transient volume at the renderer drop gate (LowAudioVolumeThreshold=0.3).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 23:16:27 -05:00
arcattackandClaude Opus 4.8 744ef8cc16 Audio: restore the dropped ExecuteWatchers poll -- polled audio watchers were ALL dead (task #50)
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>
2026-07-15 23:03:27 -05:00
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 01261d72f3 Audio: add master volume (listener AL_GAIN); default 0.6, BT_AUDIO_VOLUME override (task #50)
The raw AWE32 samples are hot and everything plays at full per-source gain, so the
mix was loud.  Set alListenerf(AL_GAIN) once at device init -- it scales EVERY
source (master volume).  Default 0.6; override with BT_AUDIO_VOLUME=<0.0..1.0+>
(0 = mute, 1 = full, >1 = boost).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 22:18:21 -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 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 17a81010b4 KB: subsystem state audio done (0 skips); inert secondary attrs documented (task #50)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 21:45:14 -05:00
arcattackandClaude Opus 4.8 dcdd7dd0a7 Audio: register Generator.GeneratorOn -> generatorOn (@0x1D4) (task #50)
The last cleanly-backed subsystem audio attr: GeneratorOn (AudioLogicalTrigger)
now resolves to the real generatorOn member instead of the inert pad.  Static for
now (init 1, no shutdown writer drives it to 0 yet), but bound correctly.

Remaining inert attrs (ReportLeak/ConfigureActivePress/MotionState/
SpeedOfTorsoHorizontal/TargetRangeExponent) have no modeled backing member in
their size-locked subsystem layouts -- they read the inert pad (silent, no crash)
until those members are reconstructed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 21:44:42 -05:00
arcattackandClaude Opus 4.8 0e05a22a55 Audio: AmmoBin AmmoState + chain its attribute index -> ZERO state-watcher skips (task #50)
AmmoBin::AttributeIndex was a bare, default-constructed static with NO parent
chain, so nothing resolved on an AmmoBin -- even the inherited SimulationState
came back NULL (the audio AmmoState + SimulationState watchers were skipped).

- Chain AmmoBin::AttributeIndex to HeatWatcher::GetAttributeIndex() and give it a
  real AttributePointers[] with AmmoState -> ammoAlarm (@0x194, the 6-level 0x54
  StateIndicator-compatible feed alarm, already SetLevel'd Feeding/Loaded/Empty/
  Dumped by the sim) so reload/empty/feed audio fires on the ammo transition.

With this every StateIndicator audio attribute across the mech + all subsystems
binds to a real indicator: audiostate skips 85 -> 0.  Remaining audio gaps are the
inert Logical/Scalar/Enum subsystem attrs (ReportLeak/GeneratorOn/ConfigureActive
Press/MotionState/SpeedOfTorsoHorizontal/TargetRangeExponent), which read 0 (silent,
non-crashing) pending backing members in their size-locked layouts.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 21:41:28 -05:00
arcattackandClaude Opus 4.8 5ba541ed56 Audio: subsystem STATE sounds -- GaugeAlarm54 IS a StateIndicator; register Generator/Condenser/Reservoir state (task #50)
The audio subsystem binds AudioStateWatchers (class 28) to per-subsystem state
attrs (GeneratorState/CondenserState/ReservoirState) BY NAME.  Recovered the
watcher TYPE per attribute via a MakeObjectImplementation ClassID trace.

Root cause of the subsystem-state crash: the binary's 0x54-byte subsystem alarm
(FUN_0041b9ec, reconstructed as GaugeAlarm54) IS a StateIndicator -- its "three
sub-indicators" @0x18/0x2c/0x40 are the audio/video/gauge watcher SChains, and
level@0x14 is currentState.  The reconstruction had modeled that tail as an opaque
`_tail`, so the sockets were never constructed -> AddAudioWatcher AV'd on 0xCDCDCDCD.

- GaugeAlarm54: give it the three REAL, constructed SChainOf<Component*> sockets +
  AddAudioWatcher/Video/Gauge; SetLevel now fires the watchers on a level CHANGE
  (empty sockets = no-op, so the ~all other alarms are unaffected).  levelB (weapon
  LevelCountB "reset source") is left untouched -- weapons unchanged.  sizeof stays
  0x54 (static_assert holds -> SChainOf<Component*> is 0x14, layout exact).
- Register the state attrs -> the subsystem's own alarm (own AttributePointers[]
  chained to the parent): Generator.GeneratorState->stateAlarm, Condenser.
  CondenserState->condenserAlarm, Reservoir.ReservoirState->reservoirAlarm.  Those
  alarms are already SetLevel'd by the sim, so the state audio fires on transition.
- AudioStateWatcher guard now validates the +0x18 SOCKET (what AddAudioWatcher
  touches), not the +0 vtable -- GaugeAlarm54 is non-polymorphic at +0 (raw header)
  but has a real socket at +0x18.

audiostate skips 85 -> 10 (only AmmoBin AmmoState/SimulationState left).  The
Logical/Scalar/Enum subsystem attrs (ReportLeak/GeneratorOn/ConfigureActivePress/
MotionState/SpeedOfTorsoHorizontal/TargetRangeExponent) stay inert (read 0, silent,
non-crashing) -- they need backing members in size-locked layouts (a polish wave).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 21:38:15 -05:00
arcattackandClaude Opus 4.8 03f0c21484 KB: audio in-game triggering works (mech-level); subsystem audio pending subsystem waves (task #50)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 19:40:44 -05:00
arcattackandClaude Opus 4.8 7b1e469ffa Audio: in-game TRIGGERING works -- real StateIndicator attrs + audio-watcher databinding (task #50)
Enabling audio unlocked L4AudioRenderer::CreateEntityAudioObjects, which binds
AudioStateWatchers to entity/subsystem state attrs BY NAME (attribute-pointer
databinding) and calls AddAudioWatcher on them.  The reconstruction pointed the
Mech's state attrs at the scalar read-pad `attrPad` (fine for gauges that READ a
value, fatal for a state watcher that calls a METHOD) -> AV in SChainOf::Add on
0xCDCDCDCD.  Root-caused via cdb + a BT_ATTRBIND_LOG trace in AttributeWatcher.

Mech-level state audio now REAL + driven (verified: walking fires SetupPatch +
PlayNote/alSourcePlay, patches 78/80/116):
- AnimationState (0x1f) / ReplicantAnimationState (0x20): real StateIndicators
  (0x21 states covering MechAnimationState 0..0x20), driven from SetBodyAnimation
  so footstep/gait/transition sounds fire on animation change.
- CollisionState (0x16): real 4-state StateIndicator driven from ProcessCollision
  via collisionTemporaryState (the deferred @4aa741 per-frame zero + the
  part_012.c:15406-15413 contact tail, InitialHit accumulation; the 1-vs-2 Slide
  split awaits the 0x240/0x244 floats still stubbed by fieldAt()).
- @0x44c CORRECTED: "ammoState (0/1 leaking/2 dry)" was a mislabel -> it is
  collisionTemporaryState (never read as ammo).

Bring-up guards [T3, temporary, self-clearing] so audio-on is STABLE while the
subsystem state models are still stubs (Generators/Condensers/Myomers/Torso/
Avionics/Reservoir/ControlsMapper -- ~15 subsystems, ~40 attrs: GeneratorState,
CondenserState, ReportLeak, ...): a NULL subsystem attr redirects to an inert pad
(was a fatal Fail); an AudioStateWatcher on an unconstructed StateIndicator (null/
0xCDCDCDCD) skips instead of AV.  Both pass automatically once the subsystem is
reconstructed.  Those subsystem sounds stay silent until then (their audio wave).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 19:40:08 -05:00
arcattackandClaude Opus 4.8 c75abca857 KB: audio backend was STUB DLLs (not just gated) -- now real OpenAL + in-tree WAV loader (task #50)
Correct the audio digest in wintesla-port.md + project-overview.md: the "no
sound ever" root cause was that BOTH engine/lib backend DLLs were no-op stubs
(libsndfile ordinal-only sf_open->NULL; OpenAL32 imports only KERNEL32). Now
real OpenAL Soft + LoadWavPCM; soundbank cracked (241 samples). Only remaining
gap = game triggering (AudioEntities).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 18:56:24 -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
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 d624b9b783 KB: pod-LAN real-IP path VALIDATED -- not localhost-locked (task #50)
Tested the real-IP config path (not just 127.0.0.1): an egg with this machine's
real LAN IP (10.0.0.46) in [pilots] connected + replicated + moved end-to-end
between two nodes (Connected to GameMachineHost at 10.0.0.46:1602 / All
connections completed! / peer telemetry flowing). Confirms gethostbyname
local-address matching + WSAStringToAddressA IP:PORT parse work with real
addresses. Recorded the LAN recipe + noted the one remaining unknown: an actual
two-physical-machine run (firewall) -- validated single-box via the real IP.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 16:24:12 -05:00
arcattackandClaude Opus 4.8 3224009dc1 MP: peer accel/decel "snap" MEASURED ~0.64u (not ~2.9u) -- effectively resolved (task #50)
Went after the flagged ~2.9u peer-motion snap. Added a BT_SNAPLOG diagnostic
(mech4.cpp: logs the re-anchor drift eMag = |authority - dead-reckon| absorbed per
frame) and ran a controlled accel/decel soak: node B BT_AUTODRIVE + BT_DRIVE_SWEEP0
sweeping the throttle through STOP, node A observing, affinity-pinned.

Result: peer drift maxes at ~0.64u (median 0.54u, 18 events >0.5u over 48s), gently
absorbed at k~0.24/frame -- SUB-UNIT, at the noise floor. The ~2.9u figure was stale:
it predated the peer body-channel swap (96a896a, which put the peer on the same
channel the master's mirror predicts) AND was measured without the CPU-affinity fix
(packet-jitter-sparse records inflate the drift). The old "run the master mirror on a
leg-channel prediction" plan is moot now the peer is on the body channel.

No motion-code change -- just the measurement + the BT_SNAPLOG diagnostic (retained).
KB (multiplayer.md, open-questions.md) corrected to the measured value. checkctx CLEAN.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 16:15:56 -05:00
arcattackandClaude Opus 4.8 bc4d6e5597 MP: console-death freeze NOT REPRODUCIBLE + fix the latent game-listener-close bug (task #50)
Investigated the "console death froze peer replication" open question (2026-07-14)
with a direct 2-node repro (BT_REPL_LOG on a circling peer, affinity-pinned):

- Clean relay kill -> replicant kept circling smoothly through the kill, NO
  disconnect logged, node survived. Replication did NOT freeze.
- Deliberately STUCK console (scratchpad/btconsole_stuck.py: connect, start
  mission, then stop recv() while holding the socket OPEN = the exact
  "receive pad full -> close never seen" mode hypothesized) -> replicant kept
  moving the whole run. Replication did NOT freeze.

Conclusion: peer replication is INDEPENDENT of the console (pods replicate
peer-to-peer over the GAME socket; the console is a separate egg/mission/status
channel). The original freeze was a transient -- plausibly the same single-box
packet-jitter/CPU-contention artifact root-caused in 49d73dc -- or was fixed by
later MP work.

FIX (the one real bug found): L4NetworkManager::HostDisconnectedMessageHandler's
ConsoleHostType branch closed gameListenerSocket (the GAME listener) on a CONSOLE
disconnect -- a naming bug (the comment + commented-out OpenConnection intended a
CONSOLE re-listen, which CreateConsoleHost already does). Removed. Harmless to
established peer sockets (why a live match survives console loss) but it would
have blocked a NEW peer from joining after a console cycle. Verified: 2-node
still connects (All connections completed!) + the peer circles.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 15:52:35 -05:00
284 changed files with 1954 additions and 140 deletions
+4 -3
View File
@@ -281,6 +281,7 @@ add_library(bt410_l4 STATIC
"game/reconstructed/thermalsight.cpp"
"game/reconstructed/torso.cpp"
"game/reconstructed/btstubs.cpp"
"game/reconstructed/audiopresets.cpp"
"game/reconstructed/dpl2d.cpp"
"game/original/BT/BTMSSN.CPP"
"game/original/BT/BTREG.CPP"
@@ -319,7 +320,6 @@ target_link_libraries(btl4 PRIVATE
bt410_l4
munga_engine
"${CMAKE_SOURCE_DIR}/engine/lib/OpenAL32.lib"
"${CMAKE_SOURCE_DIR}/engine/lib/libsndfile-1.lib"
"${DXSDK}/Lib/x86/d3d9.lib"
"${DXSDK}/Lib/x86/d3dx9.lib"
"${DXSDK}/Lib/x86/dinput8.lib"
@@ -331,9 +331,10 @@ target_link_libraries(btl4 PRIVATE
# UNRESOLVED tolerates the dead offline-tool factory in mech3.cpp. See docs.
target_link_options(btl4 PRIVATE /FORCE)
# Copy the third-party runtime DLLs next to the built exe.
# Copy the OpenAL runtime DLL next to the built exe. (libsndfile is gone: its
# repo DLL was a no-op STUB -- L4AUDRES now loads the soundbank WAVs with an
# in-tree RIFF/PCM reader, no external dependency.)
add_custom_command(TARGET btl4 POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${CMAKE_SOURCE_DIR}/engine/lib/OpenAL32.dll"
"${CMAKE_SOURCE_DIR}/engine/lib/libsndfile-1.dll"
"$<TARGET_FILE_DIR:btl4>")
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.

Some files were not shown because too many files have changed in this diff Show More