Files
BT411/scratchpad/flushsnd.py
T
arcattackandClaude Opus 5 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>
2026-07-25 13:20:19 -05:00

114 lines
4.0 KiB
Python

"""Reproduce Gitea #51 -- the coolant flush sound loops forever (SAURON, night 3).
Uses the built-in scripted flush (BT_FLUSH_TEST=<frame>): holds the flush for ~60
sim frames, then releases. Instruments all four layers of the chain so the stuck
stage is identifiable rather than guessed:
[flush-tx] the input dispatch edge (mech4.cpp:5566 -- PRESS / RELEASE pair)
[flush] the reservoir drain (heatfamily_reslice.cpp:772, while alarm==1)
[aud-tail] OpenAL PLAY / STOP per source, with the LoopAtWill flag + release time
[audio] PlayNote / StopNote calls
PASS = one PRESS + one RELEASE, the [flush] drain STOPS after the release, and every
CoolantDump source that got a PLAY also gets a STOP. A stuck sound shows up as
either repeated PLAY lines with no STOP (per-frame re-trigger -- PlayNote restarts
any source not currently AL_PLAYING) or a PLAY with no matching STOP at all.
Runs well past the release so a late re-trigger is visible. Kills only its own PID.
"""
import os
import re
import subprocess
import sys
import time
REPO = r"C:\git\bt411"
LOG = os.path.join(REPO, "scratchpad_flushsnd.log")
if os.path.exists(LOG):
os.remove(LOG)
env = dict(os.environ)
env.update({
"BT_START_INSIDE": "1",
"BT_DEV_GAUGES": "1",
"BT_FLUSH_TEST": "300", # press at sim frame 300, release 60 frames later
"BT_FLUSH_LOG": "1",
"BT_AUD_TAIL": "1",
"BT_AUDIO_LOG": "1",
"BT_LOG": LOG,
})
proc = subprocess.Popen(
[os.path.join(REPO, "build", "Release", "btl4.exe"), "-egg", "LAST.EGG"],
cwd=os.path.join(REPO, "content"), env=env,
stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
print("pid", proc.pid)
try:
deadline = time.time() + 260
released = False
while time.time() < deadline:
if os.path.exists(LOG):
t = open(LOG, errors="replace").read()
if "[flush-tx] InjectCoolant RELEASE" in t:
released = True
break
time.sleep(2)
# keep running well past the release -- a late re-trigger is the whole point
time.sleep(20)
finally:
proc.terminate()
time.sleep(1)
t = open(LOG, errors="replace").read() if os.path.exists(LOG) else ""
tx = re.findall(r"^\[flush-tx\].*$", t, re.M)
drain = re.findall(r"^\[flush\].*$", t, re.M)
tail = re.findall(r"^\[aud-tail\].*$", t, re.M)
# pair PLAY/STOP per source, and flag which sources carry the LoopAtWill flag
plays, stops, loopy = {}, {}, set()
for l in tail:
m = re.search(r"(PLAY|STOP) src=(\d+).*?file=(\S+)", l)
if not m:
continue
kind, src, f = m.group(1), m.group(2), m.group(3)
(plays if kind == "PLAY" else stops).setdefault((src, f), 0)
(plays if kind == "PLAY" else stops)[(src, f)] += 1
if kind == "PLAY" and "loop=1" in l:
loopy.add((src, f))
print("\n=============== RESULT ===============")
print("reached the release edge:", released)
print("\n[flush-tx] dispatch edges:", len(tx))
for l in tx:
print(" ", l[:120])
print("\n[flush] drain samples:", len(drain), "(should stop at the release)")
for l in drain[:4]:
print(" ", l[:120])
if len(drain) > 4:
print(" ... last:", drain[-1][:120])
print("\nOpenAL source pairing (coolant layers only):")
allk = sorted(set(plays) | set(stops))
unbalanced = []
for k in allk:
if "Coolant" not in k[1] and "coolant" not in k[1]:
continue
p, s = plays.get(k, 0), stops.get(k, 0)
flag = " LoopAtWill" if k in loopy else ""
print(" src=%-5s %-28s PLAY=%d STOP=%d%s" % (k[0], k[1], p, s, flag))
if p > s:
unbalanced.append((k, p, s))
print("\nTotal [aud-tail] lines:", len(tail))
if unbalanced:
print("\n*** UNBALANCED (sound left running / re-triggered):")
for k, p, s in unbalanced:
print(" %s %s PLAY=%d STOP=%d" % (k[0], k[1], p, s))
verdict = ("REPRODUCED -- a coolant source plays more than it stops" if unbalanced
else ("clean pairing this run -- flush start/stop balanced" if tail
else "NO [aud-tail] output -- audio path never fired (check the rig)"))
print("\nVERDICT:", verdict)
sys.exit(0)