Files
BT411/engine/MUNGA_L4/L4AUDLVL.h
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

213 lines
5.9 KiB
C++

#pragma once
#include "..\munga\audlvl.h"
#include "l4audhdw.h"
#include "openal/al.h"
enum SampleChannel
{
CHANNEL_LEFT,
CHANNEL_RIGHT,
CHANNEL_CENTER
};
enum SampleLoop
{
LoopAtWill, //Will play once or loop as desired
ForceStatic, //Plays only once even if looped
LoopAlways, //Ramp up and then down
SampleLoopMax
};
struct SAMPLEINFO
{
int bufferIndex;
bool implemented;
const char *file;
SampleChannel chan;
SampleLoop loop;
// (task #50, AUDIO_FIDELITY F1/F13) full-zone metadata from the SF2 banks:
// the authored MIDI note SELECTS zones by [keyLo,keyHi]; loop regions are
// sub-ranges in sample frames (AL_SOFT_loop_points); releaseSec is the
// authored releaseVolEnv fade applied on Stop instead of an instant cut.
int keyLo;
int keyHi;
int loopStart;
int loopEnd;
float releaseSec;
};
// AllExplosion (bank2 p125) authors 25 layered zones -- the largest preset.
const int MAX_PRESET_SAMPLES = 25;
// Gitea #12: the SourceSet OpenAL-source array must hold one source per zone,
// so its capacity must cover the largest preset. If MAX_PRESET_SAMPLES ever
// grows past the SourceSet array, channel acquisition would overflow the heap
// (the death-crash class) -- lock the two together at compile time.
static_assert(MAX_PRESET_SAMPLES <= AUDIO_SOURCESET_CAPACITY,
"SourceSet.sources[] too small for MAX_PRESET_SAMPLES voices (Gitea #12)");
struct PRESETINFO
{
int sampleNum;
SAMPLEINFO samples[MAX_PRESET_SAMPLES];
bool is3d;
};
extern PRESETINFO allPresets[2][128];
bool PRESET_isImplemented(int bank, int preset);
int PRESET_getNumSamples(int bank, int preset);
SAMPLEINFO PRESET_getSampleInfo(int bank, int preset, int sampleInd);
void PRESET_setBufferIndex(int bank, int preset, int sampleInd, int index);
// (task #50, AUDIO_FIDELITY F13) authored release fades: StopNote registers a
// dB-linear gain ramp instead of cutting; AudioHead::Execute services them.
void PRESET_serviceReleaseFades(float elapsed_seconds);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PatchLevelOfDetail ~~~~~~~~~~~~~~~~~~~~~~~~~~
typedef MIDIValue SBKPatchID;
typedef MIDIValue SBKBankID;
class PatchLevelOfDetail:
public AudioLevelOfDetail
{
public:
//
//-----------------------------------------------------------------------
// Construction, Destruction, Testing
//-----------------------------------------------------------------------
//
PatchLevelOfDetail(PlugStream *stream);
~PatchLevelOfDetail();
void PlayNote(SourceSet sourceSet, int note);
void StopNote(SourceSet sourceSet);
Logical
TestInstance() const;
virtual AudioVoiceCount
GetVoiceCount()
{return PRESET_getNumSamples(bankID,patchID);}
// (task #50) expose the authored bank/patch so the game-side footstep
// intensity send can identify footstep sources precisely.
int GetBankID() const { return (int)bankID; }
int GetPatchID() const { return (int)patchID; }
//
//-----------------------------------------------------------------------
// BuildFromPage
//-----------------------------------------------------------------------
//
static void
BuildFromPage(
PlugStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
);
//
//-----------------------------------------------------------------------
// Accessors
//-----------------------------------------------------------------------
//
// (Gitea #51) `sustained` carries the SOURCE's authored AudioRenderType
// (SustainedAudioRenderType vs TransientAudioRenderType, streamed from
// AUDIO*.RES). A LoopAtWill sample means "play once OR loop as desired"
// -- it is the SOURCE, not the sample, that decides. Default False keeps
// any unconverted caller on the safe one-shot behaviour.
void
SetupPatch(SourceSet sourceSet, int note, Logical sustained = False);
MIDINRPNValue
GetMaxMIDIFilterCutoff()
{return maxMIDIFilterCutoff;}
private:
//
//-----------------------------------------------------------------------
// Private data
//-----------------------------------------------------------------------
//
SBKBankID
bankID;
SBKPatchID
patchID;
MIDINRPNValue
maxMIDIFilterCutoff;
#ifdef LAB_ONLY
int
setupCount;
#endif
//
// Keep table of created patchs to verify that duplicates
// are not created
//
#if DEBUG_LEVEL>0
static TableOf<PatchLevelOfDetail*, unsigned int>
patchTableSocket;
#endif
};
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PatchResource ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class PatchResource:
public AudioResource
{
public:
//
//-----------------------------------------------------------------------
// Construction, Destruction, Testing
//-----------------------------------------------------------------------
//
PatchResource(PlugStream *stream);
~PatchResource();
void PlayNote(SourceSet sourceSet, int note);
void StopNote(SourceSet sourceSet);
Logical
TestInstance() const;
//
//-----------------------------------------------------------------------
// BuildFromPage
//-----------------------------------------------------------------------
//
static void
BuildFromPage(
PlugStream *stream,
NameList *name_list,
ClassID class_ID,
ObjectID object_ID
);
//
//-----------------------------------------------------------------------
// Accessors
//-----------------------------------------------------------------------
//
// (Gitea #51) `sustained` carries the SOURCE's authored AudioRenderType
// (SustainedAudioRenderType vs TransientAudioRenderType, streamed from
// AUDIO*.RES). A LoopAtWill sample means "play once OR loop as desired"
// -- it is the SOURCE, not the sample, that decides. Default False keeps
// any unconverted caller on the safe one-shot behaviour.
void
SetupPatch(SourceSet sourceSet, int note, Logical sustained = False);
MIDINRPNValue
GetMaxMIDIFilterCutoff();
// (task #50) authored bank/patch pass-throughs (the LOD accessor is
// protected on AudioResource) -- zone metadata lookups at the source layer.
int GetBankID();
int GetPatchID();
};