Files
BT411/content/AUDIO/BasicClick01.wav
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

3.9 KiB