User + old-timers were right; the earlier "no voice exists" verdict was wrong.
The authored mech audio has state watchers on Entity.SimulationState==3/4
(the binary's one-cell mech+0x40) that start sequence notes 29,16,40 -- two
klaxon hits then Warnings01 zone 8 (key 40-41) = the "reverse disabled"
voice line the testers remember. The port's cell split (graphicAlarm vs
engine simulationState, gotcha #23) meant the trigger value never arrived.
- mechdmg: mirror gimp 3/4 into SetSimulationState at the leg-half crossing
(guarded: never stomps disabled/fall/dead states). Voice verified playing
end-to-end on the bench: SetupPatch bank2 patch113 note=40 ->
Warnings01_z7.wav.
- mech.cpp: BT_GIMP_SAFE_BASE_READ on all seven Simulation::ReadUpdateRecord
sites -- gimp is monotonic per life; a record captured pre-gimp must not
stomp the cell (the loopback otherwise perpetuates the stale value and
restarts the warning on every damage event).
- diagnostics (all env-gated): [statefire]/[startreq]/[animind]/[gimp-sim]/
[simstomp]/[indstomp] + StateIndicator::DebugAudioWatcherCount + raised
spatial-log caps. These traced the whole chain and PROVED no SetState
path stomps the cell.
OPEN (follow-up): a RAW writer (bypasses SetState entirely; invisible to the
indicator-level trap) resets the cell between damage events -- under the
bench's 1 Hz metronome harness it restarted the sequence before the 1.8 s
voice note; sporadic real-play damage is unaffected (one edge -> full
sequence). Needs a cdb write-watchpoint session; candidates: a recon raw
+0x2c-equivalent write or a struct copy spanning it.
Also decoded en route: the AnimationState triggers on the limp states play
EngineShiftRev01 (the downshift foley) -- working, and NOT the voice.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>