Files
BT411/engine/MUNGA_L4/L4AUDRND.cpp
T
Joe DiPrimaandClaude Fable 5 1af2dfc769 back the audio cap off to opt-in: 7-23 already fixed the complaint, and the cap is a governor
Correcting my own framing in 7e57816. The dropout players actually reported was
fixed on 2026-07-23 by a999e5c, and nobody has complained since. I read the
leftover ACQUIRE FAILED lines in the night-5 logs as the same live bug and
raised the ceiling by default. They are not the same bug.

What is still in the logs is transient exhaustion, not a leak: the census sits
at 45-60 live, spikes during a firefight, and drains straight back (226 -> 42),
which is the priority steal loop working. A voice dropped in that window is
competing with ~256 already sounding, so it is very likely sub-perceptual --
which is consistent with the thing nobody is reporting.

And raising the cap is not free. The 256 ceiling doubles as a governor: the
steal loop only steals when the incoming source outranks a running one, so a
higher cap means many more voices mixing simultaneously, and with EFX reverb and
the lowpass chains live that is real CPU -- spent precisely during heavy combat,
when the frame budget is already tightest. I verified the ceiling moves. I never
measured frame time under a real firefight, and a solo bench cannot produce one.
Shipping that to testers tonight would be gambling their framerate against a
complaint nobody is making.

So the knob stays and the default does not move. BT_AUDIO_SOURCES=<n> raises it
with no rebuild if dropouts are ever reported again -- measure frame time while
you do. Unset reports `granted mono=255 stereo=1`, exactly what testers have
been running.

Keeping the diagnostic read-back either way, since it earned its keep: asking
for 64 grants 240, because OpenAL Soft has a floor of its own, which is also why
the NULL default lands on 256. A request is not a promise.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 16:30:36 -05:00

1593 lines
44 KiB
C++

#include <cstdlib>
#include "mungal4.h"
#pragma hdrstop
#include "l4audrnd.h"
#include "..\munga\notation.h"
#include "openal/alc.h"
//
//#############################################################################
// L4AudioRenderer
//#############################################################################
//
L4AudioRenderer::L4AudioRenderer(
RendererRate render_rate,
Logical mission_review_mode
):
AudioRenderer(render_rate),
runningAudioSourceSocket(NULL, False),
dormantAudioSourceSocket(NULL),
mixingAudioSourceSocket(NULL, False)
{
missionReviewMode = mission_review_mode;
nextCalculateMixFrame = NullAudioFrameCount;
}
//
//#############################################################################
// ~L4AudioRenderer
//#############################################################################
//
L4AudioRenderer::~L4AudioRenderer()
{
//Close OpenAL
ALCcontext *context = alcGetCurrentContext();
ALCdevice *device = alcGetContextsDevice(context);
alcMakeContextCurrent(NULL);
alcDestroyContext(context);
alcCloseDevice(device);
//
//----------------------------------------------------------------------
// Verify that all of entities have become uninteresting
//----------------------------------------------------------------------
//
#if DEBUG_LEVEL>0
{
RunningSourceIterator iterator(&runningAudioSourceSocket);
Verify(iterator.GetSize() == 0);
}
{
DormantSourceIterator iterator(&dormantAudioSourceSocket);
Verify(iterator.GetSize() == 0);
}
#endif
//
//----------------------------------------------------------------------
// Unload resources
//----------------------------------------------------------------------
//
Check(&audioResourceManager);
// audioResourceManager.UnloadResources(&audioHardware);
//
//----------------------------------------------------------------------
// Close audio hardware
//----------------------------------------------------------------------
//
// Check(&audioHardware);
// audioHardware.Close();
}
//
//#############################################################################
// TestInstance
//#############################################################################
//
Logical
L4AudioRenderer::TestInstance() const
{
AudioRenderer::TestInstance();
Check(&audioHardware);
Check(&runningAudioSourceSocket);
Check(&dormantAudioSourceSocket);
Check(&mixingAudioSourceSocket);
return True;
}
//
//#############################################################################
// Initialize
//#############################################################################
//
void
L4AudioRenderer::Initialize()
{
Check(this);
if (getenv("BT_AUDIO_LOG")) DEBUG_STREAM << "[audio] L4AudioRenderer::Initialize ENTERED\n" << std::flush;
//
//----------------------------------------------------------------------
// Call inherited method
//----------------------------------------------------------------------
//
AudioRenderer::Initialize();
//
//----------------------------------------------------------------------
// Get the audio head
//----------------------------------------------------------------------
//
AudioHead *audio_head = GetAudioHead();
Check(audio_head);
//
//----------------------------------------------------------------------
// Open the audio renderer notation file
//----------------------------------------------------------------------
//
int ret;
CString audio_file_name;
if (missionReviewMode)
{
audio_file_name = "audio\\audiomr.ini";
}
else
{
audio_file_name = "audio\\audio.ini";
}
NotationFile notation_file(audio_file_name);
Check(&notation_file);
if (getenv("BT_AUDIO_LOG")) DEBUG_STREAM << "[audio] notation file opened; about to read scalars\n" << std::flush;
//
//----------------------------------------------------------------------
// Define clipping sphere (m)
//----------------------------------------------------------------------
//
Scalar clipping_radius;
ret = notation_file.GetEntry(
"AudioRenderer",
"clipping_radius",
&clipping_radius
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - clipping_radius not defined");
}
Check(audio_head);
audio_head->DefineClippingSphere(clipping_radius);
//
//----------------------------------------------------------------------
// Distance to speakers or width of head entity (m)
//----------------------------------------------------------------------
//
Scalar distance_between_ears;
ret = notation_file.GetEntry(
"AudioRenderer",
"distance_between_ears",
&distance_between_ears
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - distance_between_ears not defined");
}
Check(audio_head);
audio_head->SetDistanceBetweenEars(distance_between_ears);
//
//----------------------------------------------------------------------
// Define amplitude rolloff characteristics
//----------------------------------------------------------------------
//
Scalar amplitude_rolloff;
Scalar amplitude_rolloff_knee;
Scalar amplitude_rolloff_distance_scale;
ret = notation_file.GetEntry(
"AudioRenderer",
"amplitude_rolloff",
&amplitude_rolloff
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - amplitude_rolloff not defined");
}
ret = notation_file.GetEntry(
"AudioRenderer",
"amplitude_rolloff_distance_scale",
&amplitude_rolloff_distance_scale
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - amplitude_rolloff_distance_scale not defined");
}
ret = notation_file.GetEntry(
"AudioRenderer",
"amplitude_rolloff_knee",
&amplitude_rolloff_knee
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - amplitude_rolloff_knee not defined");
}
Check(audio_head);
audio_head->ControlAmplitudeRollOff(
amplitude_rolloff,
amplitude_rolloff_knee,
amplitude_rolloff_distance_scale
);
//
//----------------------------------------------------------------------
// Define high frequency rolloff characteristics
//----------------------------------------------------------------------
//
Scalar high_frequency_rolloff;
Scalar high_frequency_rolloff_knee;
Scalar high_frequency_rolloff_distance_scale;
ret = notation_file.GetEntry(
"AudioRenderer",
"high_frequency_rolloff",
&high_frequency_rolloff
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - high_frequency_rolloff not defined");
}
ret = notation_file.GetEntry(
"AudioRenderer",
"high_frequency_rolloff_knee",
&high_frequency_rolloff_knee
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - high_frequency_rolloff_knee not defined");
}
ret = notation_file.GetEntry(
"AudioRenderer",
"high_frequency_rolloff_distance_scale",
&high_frequency_rolloff_distance_scale
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - high_frequency_rolloff_distance_scale not defined");
}
Check(audio_head);
audio_head->ControlHighFrequencyRollOff(
high_frequency_rolloff,
high_frequency_rolloff_knee,
high_frequency_rolloff_distance_scale
);
//
//----------------------------------------------------------------------
// Define Doppler characterisitics
//----------------------------------------------------------------------
//
Scalar doppler_range;
Scalar speed_of_sound;
ret = notation_file.GetEntry(
"AudioRenderer",
"doppler_range",
&doppler_range
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - doppler_range not defined");
}
ret = notation_file.GetEntry(
"AudioRenderer",
"speed_of_sound",
&speed_of_sound
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - speed_of_sound not defined");
}
Check(audio_head);
audio_head->ControlDopplerEffect(
doppler_range,
speed_of_sound
);
//
//----------------------------------------------------------------------
// Define source compression characterisitics
//----------------------------------------------------------------------
//
Scalar compression_exponent;
Scalar compression_scale;
ret = notation_file.GetEntry(
"AudioRenderer",
"compression_exponent",
&compression_exponent
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - compression_exponent not defined");
}
ret = notation_file.GetEntry(
"AudioRenderer",
"compression_scale",
&compression_scale
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - compression_scale not defined");
}
Check(audio_head);
audio_head->ControlSourceCompression(
compression_exponent,
compression_scale
);
//
//----------------------------------------------------------------------
// Set ITD difference
//----------------------------------------------------------------------
//
Scalar itd_difference;
ret = notation_file.GetEntry(
"AudioRenderer",
"itd_difference",
&itd_difference
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - itd_difference not defined");
}
Check(audio_head);
audio_head->SetITDDifference(itd_difference);
//
//----------------------------------------------------------------------
// Set global reverb scale
//----------------------------------------------------------------------
//
Scalar global_reverb_scale;
ret = notation_file.GetEntry(
"AudioRenderer",
"global_reverb_scale",
&global_reverb_scale
);
if (!ret)
{
Fail("L4AudioRenderer::Initialize - global_reverb_scale not defined");
}
Check(audio_head);
audio_head->SetGlobalReverbScale(global_reverb_scale);
//
//----------------------------------------------------------------------
// Initialize the audio hardware
//----------------------------------------------------------------------
//
// Check(&audioHardware);
// audioHardware.Initialize();
//Start OpenAL
ALCdevice *device = alcOpenDevice(NULL);
if (device)
{
// AUDIO DROPOUTS IN HEAVY COMBAT (field: "audio cutting in and out toward
// the end of the match"; night-5 logs show 2017 ACQUIRE FAILED lines in a
// single match, every one of them at live=256).
//
// We were passing NULL for the attribute list, so OpenAL Soft applied its
// DEFAULT budget of 256 mono sources -- an OpenAL default, nothing to do
// with the 1995 audio hardware. The pool is not leaking: the night-5
// census sits at a healthy 45-60 live, spikes to the 256 ceiling during
// firefights, and drains straight back afterwards, so the engine's
// priority steal loop (AudioSourceStop/SuspendMaintenance -> ReleaseChannels
// -> ReleaseSourceSet) is doing its job. It simply cannot keep up with the
// burst: a busy match logs ~7200 explosions, each spawning three
// DPLIndependantEffect voices, and while the pool is pinned every new
// acquire fails outright and that sound is silently dropped.
//
// ⚠ OFF BY DEFAULT, DELIBERATELY. Raising the cap is NOT a free win, and
// the reported dropout was already fixed on 2026-07-23 by a999e5c (the
// atomic-delete leak) -- no field complaints since. What remains in the
// night-5 logs is transient exhaustion at the peak of a firefight, where
// a dropped voice competes with ~256 already sounding, so it is very
// likely sub-perceptual. Against that: the 256 ceiling also acts as a
// GOVERNOR. The steal loop only steals when the incoming source outranks
// a running one, so a higher cap means many more voices mixing at once --
// with EFX reverb + the lowpass chains live, that is real CPU, spent
// exactly during heavy combat when the frame budget is tightest.
//
// So this stays opt-in: set BT_AUDIO_SOURCES=<n> to raise it (no rebuild
// needed) if dropouts are ever reported again, and measure frame time
// while you do. Unset = the shipped OpenAL Soft default, unchanged.
ALCint monoWanted = 0;
if (const char *sv = getenv("BT_AUDIO_SOURCES"))
{
int n = atoi(sv);
if (n >= 64 && n <= 4096)
monoWanted = n;
}
ALCcontext *context;
if (monoWanted > 0)
{
ALCint attrs[5];
attrs[0] = ALC_MONO_SOURCES; attrs[1] = monoWanted;
attrs[2] = ALC_STEREO_SOURCES; attrs[3] = 16;
attrs[4] = 0;
context = alcCreateContext(device, attrs);
}
else
{
context = alcCreateContext(device, NULL); // default budget (256)
}
alcMakeContextCurrent(context);
// Report what the driver actually GRANTED -- a request is not a promise.
// (Asking for 64 grants 240: OpenAL Soft has a floor of its own, which is
// also why the NULL default lands on 256.)
if (getenv("BT_AUDIO_LOG") || monoWanted > 0)
{
ALCint monoGot = 0, stereoGot = 0;
alcGetIntegerv(device, ALC_MONO_SOURCES, 1, &monoGot);
alcGetIntegerv(device, ALC_STEREO_SOURCES, 1, &stereoGot);
DEBUG_STREAM << "[audio] source budget: requested mono="
<< (monoWanted > 0 ? monoWanted : 0) << " (0 = driver default)"
<< " granted mono=" << monoGot << " stereo=" << stereoGot
<< std::endl << std::flush;
}
// Master volume: AL_GAIN on the listener scales EVERY source. Default 0.6
// (the raw samples are hot). Priority: BT_AUDIO_VOLUME env >
// content\volume.cfg (written by the runtime -/+ keys, issue #26) > 0.6.
float masterVol = 0.6f;
{
FILE *cfg = fopen("volume.cfg", "rt");
if (cfg != NULL)
{
float f = -1.0f;
if (fscanf(cfg, "%f", &f) == 1 && f >= 0.0f && f <= 1.5f)
masterVol = f;
fclose(cfg);
}
}
if (const char *v = getenv("BT_AUDIO_VOLUME")) { float f = (float)atof(v); if (f >= 0.0f) masterVol = f; }
extern float gBTMasterVolume;
gBTMasterVolume = masterVol;
alListenerf(AL_GAIN, masterVol);
if (getenv("BT_AUDIO_LOG")) DEBUG_STREAM << "[audio] OpenAL device OPENED + context current; master gain=" << masterVol << "\n" << std::flush;
// (task #50, AUDIO_FIDELITY F9/F11) EFX bridge: the authored lowpass
// chains + the wet-exterior/dry-cockpit reverb split, at the authentic
// AUDIO.INI global_reverb_scale read above.
{
extern bool EFX_Initialize(float global_reverb_scale);
EFX_Initialize(global_reverb_scale);
}
}
else
{
if (getenv("BT_AUDIO_LOG")) DEBUG_STREAM << "[audio] OpenAL device FAILED to open (alcOpenDevice NULL)\n" << std::flush;
}
//
//----------------------------------------------------------------------
// Preload resources
//----------------------------------------------------------------------
//
Check(&audioResourceManager);
audioResourceManager.PreloadResources(&notation_file);
}
//
//#############################################################################
// NotifyOfNewInterestingEntity
//#############################################################################
//
void
L4AudioRenderer::NotifyOfNewInterestingEntity(Entity *interesting_entity)
{
SET_AUDIO_RENDERER();
SET_AUDIO_RENDERER_CREATE_OBJECTS();
Check(this);
Check(interesting_entity);
Entity *linked_entity = GetLinkedEntity();
Check(linked_entity);
AudioRepresentation audio_representation =
(AudioRepresentation)interesting_entity->GetAudioRepresentation(
linked_entity
);
Check(&audioResourceManager);
audioResourceManager.CreateEntityAudioObjects(
interesting_entity,
audio_representation
);
CLEAR_AUDIO_RENDERER_CREATE_OBJECTS();
CLEAR_AUDIO_RENDERER();
}
//
//#############################################################################
// NotifyOfBecomingUninterestingEntity
//#############################################################################
//
void
L4AudioRenderer::NotifyOfBecomingUninterestingEntity(
Entity *uninteresting_entity
)
{
SET_AUDIO_RENDERER();
SET_AUDIO_RENDERER_DESTROY_OBJECTS();
Check(this);
Check(uninteresting_entity);
Check(&audioResourceManager);
audioResourceManager.DestroyEntityAudioObjects(uninteresting_entity);
CLEAR_AUDIO_RENDERER_DESTROY_OBJECTS();
CLEAR_AUDIO_RENDERER();
}
//
//#############################################################################
// LoadMissionImplementation
//#############################################################################
//
void
L4AudioRenderer::LoadMissionImplementation(Mission*)
{
Check(this);
}
//
//#############################################################################
// ShutdownImplementation
//#############################################################################
//
void
L4AudioRenderer::ShutdownImplementation()
{
Check(this);
}
//
//#############################################################################
// SuspendImplementation
//#############################################################################
//
void
L4AudioRenderer::SuspendImplementation()
{
Check(this);
}
//
//#############################################################################
// ResumeImplementation
//#############################################################################
//
void
L4AudioRenderer::ResumeImplementation()
{
Check(this);
}
//
//#############################################################################
// StartRequest
//#############################################################################
//
void
L4AudioRenderer::StartRequest(L4AudioSource *audio_source)
{
Check(this);
Check(audio_source);
//
//--------------------------------------------------------------------------
// Verify that the source is stopped
//--------------------------------------------------------------------------
//
Verify(audio_source->GetAudioSourceState() == StoppedAudioSourceState);
//
//--------------------------------------------------------------------------
// Request audio resources
//--------------------------------------------------------------------------
//
Logical
resources_available;
/* AudioChannelSet
channel_set_result;*/
SourceSet *source_result = audio_source->GetAudioChannelSet();
resources_available =
RequestAudioResources(
audio_source,
source_result
);
if (!resources_available)
{
// Audio-dropout fix: a failed acquisition can leave a PARTIAL set
// (alGenSources succeeded for some slots before the pool ran dry).
// A dropped transient never plays and nothing else ever released it,
// so the partial sources dangled forever -- once the pool exhausted
// ONCE, every drop leaked a little more and it never recovered.
audio_source->ReleaseChannels();
if (audio_source->GetAudioRenderType() == SustainedAudioRenderType)
{
//
// Set state to dormant and add the source to the dormant list
//
audio_source->AssignAudioSourceState(DormantAudioSourceState);
dormantAudioSourceSocket.Add(audio_source);
}
return;
}
//
//--------------------------------------------------------------------------
// Start the audio source
//--------------------------------------------------------------------------
//
//
// Update source spatial model
// Set channel set of source
// Source start implementation
// Set state of source to running
//
audio_source->UpdateSpatialModel(GetAudioHead());
audio_source->SetAudioChannelSet(*source_result);
audio_source->StartImplementation();
audio_source->AssignAudioSourceState(RunningAudioSourceState);
//
// Add source to the running list and the mixing list
//
runningAudioSourceSocket.AddValue(
audio_source,
audio_source->CalculateAudioWeighting()
);
if (
audio_source->GetAudioSourceMixPresence() !=
ManualAudioSourceMixPresence
)
{
mixingAudioSourceSocket.AddValue(
audio_source,
audio_source->GetAudioSourceMixPresence()
);
}
#ifdef LAB_ONLY
sourceStartCount++;
#endif
}
//
//#############################################################################
// StopRequest
//#############################################################################
//
void
L4AudioRenderer::StopRequest(L4AudioSource *audio_source)
{
Check(this);
Check(audio_source);
//
//--------------------------------------------------------------------------
// Verify that the source is not stopped
//--------------------------------------------------------------------------
//
Verify(audio_source->GetAudioSourceState() != StoppedAudioSourceState);
//
//--------------------------------------------------------------------------
// If state of the source is dormant or suspended
// Then set source to stop state and remove from dormant list
//--------------------------------------------------------------------------
//
if (
audio_source->GetAudioSourceState() == DormantAudioSourceState ||
audio_source->GetAudioSourceState() == SuspendedAudioSourceState
)
{
//
// Set state of source to stopped
// Verify that source is in dormant list
// Remove source from dormant list
// Verify that source is not in dormant list
//
audio_source->AssignAudioSourceState(StoppedAudioSourceState);
#if DEBUG_LEVEL>0
{
DormantSourceIterator iterator(&dormantAudioSourceSocket);
Verify(iterator.IsPlugMember(audio_source) == True);
}
#endif
PlugIterator remover(audio_source);
remover.RemoveSocket(&dormantAudioSourceSocket);
#if DEBUG_LEVEL>0
{
DormantSourceIterator iterator(&dormantAudioSourceSocket);
Verify(iterator.IsPlugMember(audio_source) == False);
}
#endif
return;
}
//
//--------------------------------------------------------------------------
// Stop the source
//--------------------------------------------------------------------------
//
AudioSourceStopMaintenance(audio_source);
}
//
//#############################################################################
// ExecuteImplementation
//#############################################################################
//
void
L4AudioRenderer::ExecuteImplementation(
RendererComplexity complexity_update,
RendererOrigin::InterestingEntityIterator *iterator
)
{
SET_AUDIO_RENDERER();
SET_AUDIO_RENDERER_EXECUTE();
Check(this);
AudioRenderer::ExecuteImplementation(complexity_update, iterator);
CalculateMix();
RunningSourceCheckup();
// RunningAudioSourceSort();
DormantSourceCheckup();
CLEAR_AUDIO_RENDERER_EXECUTE();
CLEAR_AUDIO_RENDERER();
}
//
//#############################################################################
// CalculateMix
//#############################################################################
//
void
L4AudioRenderer::CalculateMix()
{
SET_AUDIO_CALCULATE_MIX();
//
//--------------------------------------------------------------------------
// Is this the next calculate mix frame
//--------------------------------------------------------------------------
//
#if 0
if (nextCalculateMixFrame > GetAudioFrameCount())
{
CLEAR_AUDIO_CALCULATE_MIX();
return;
}
nextCalculateMixFrame = GetAudioFrameCount() + DefaultAudioFrameDelay;
#endif
//
//--------------------------------------------------------------------------
// Calculate the compression volume scaling
//
// For each source, calculate the amount to scale its volume by
// according to those sources which have a higher mix presence
//--------------------------------------------------------------------------
//
{
AudioControlValue
compression_scale = 1.0f;
AudioControlValue
compression_effect = 0.0f;
AudioSourceMixPresence
current_mix_presence = MedAudioSourceMixPresence;
MixingSourceIterator
iterator(&mixingAudioSourceSocket);
L4AudioSource
*audio_source;
Check(GetAudioHead());
Scalar comp_scale = GetAudioHead()->GetSourceCompressionScale();
Scalar comp_exp = GetAudioHead()->GetSourceCompressionExponent();
//
// Get mix presence of the first source
//
if ((audio_source = iterator.GetCurrent()) != NULL)
{
Check(audio_source);
current_mix_presence = audio_source->GetAudioSourceMixPresence();
}
//
//-----------------------------------------------------------------------
// For each audio source, calculate the compression scale
//-----------------------------------------------------------------------
//
while ((audio_source = iterator.ReadAndNext()) != NULL)
{
Check(audio_source);
//
//--------------------------------------------------------------------
// If the mix presence of this source is greater then the last
// source then we have stepped to a lower mix presence.
//--------------------------------------------------------------------
//
if (
current_mix_presence !=
audio_source->GetAudioSourceMixPresence()
)
{
Verify(
current_mix_presence <
audio_source->GetAudioSourceMixPresence()
);
current_mix_presence = audio_source->GetAudioSourceMixPresence();
//
// Calculate the compression scale for this mix presence
//
// scale = 1 - ((comp_scale*x)^comp_exp)
//
compression_scale =
1.0f - pow(comp_scale * compression_effect, comp_exp);
Verify(compression_scale >= 0.0f && compression_scale <= 1.0f);
}
//
//--------------------------------------------------------------------
// Set the compression scale for this source
//--------------------------------------------------------------------
//
audio_source->SetVolumeCompressionScale(compression_scale);
//
//--------------------------------------------------------------------
// Calculate the compression effect for this source
//--------------------------------------------------------------------
//
AudioControlValue source_compression_effect;
source_compression_effect =
audio_source->CalculateSourceCompressionEffect();
Verify(
source_compression_effect >= 0.0f &&
source_compression_effect <= 1.0f
);
//
//--------------------------------------------------------------------
// Update the compression effect for this mix presence
//--------------------------------------------------------------------
//
compression_effect =
Max(compression_effect, source_compression_effect);
Verify(compression_effect >= 0.0f && compression_effect <= 1.0f);
#if 0
Tell(
"compression_effect " << compression_effect <<
" : compression_scale " << compression_scale << "\n"
);
#endif
}
}
CLEAR_AUDIO_CALCULATE_MIX();
}
//
//#############################################################################
// RunningSourceCheckup
//#############################################################################
//
void
L4AudioRenderer::RunningSourceCheckup()
{
SET_AUDIO_RUNNING_SOURCES();
//
//--------------------------------------------------------------------------
// Iterate through all running sources
//--------------------------------------------------------------------------
//
ChainOf<L4AudioSource*>
resort_socket(NULL);
RunningSourceIterator
running_iterator(&runningAudioSourceSocket);
L4AudioSource
*audio_source;
while ((audio_source = running_iterator.GetCurrent()) != NULL)
{
Check(audio_source);
//
//-----------------------------------------------------------------------
// If the source does not require maintenance then skip it
//-----------------------------------------------------------------------
//
if (!audio_source->RequiresMaintenance(GetAudioHead()))
{
running_iterator.Next();
continue;
}
//Update object position
//
//-----------------------------------------------------------------------
// If the source is clipped then either stop or suspend
//-----------------------------------------------------------------------
//
if (audio_source->IsAudioSourceClipped(GetAudioHead()))
{
if (audio_source->GetAudioRenderType() == TransientAudioRenderType)
{
AudioSourceStopMaintenance(audio_source);
}
else
{
Verify(
audio_source->GetAudioRenderType() ==
SustainedAudioRenderType
);
AudioSourceSuspendMaintenance(audio_source);
}
continue;
}
//
//-----------------------------------------------------------------------
// If the source is finished playing then stop it
//-----------------------------------------------------------------------
//
if (audio_source->IsFinishedPlaying())
{
AudioSourceStopMaintenance(audio_source);
continue;
}
//
//-----------------------------------------------------------------------
// Execute
//-----------------------------------------------------------------------
//
SET_AUDIO_EXECUTE_SOURCES();
audio_source->Execute();
CLEAR_AUDIO_EXECUTE_SOURCES();
//
//-----------------------------------------------------------------------
// Add to resort list if weight has changed
//-----------------------------------------------------------------------
//
if (
audio_source->CalculateAudioWeighting() !=
running_iterator.GetValue()
)
{
running_iterator.Remove();
resort_socket.Add(audio_source);
}
else
{
running_iterator.Next();
}
}
//
//--------------------------------------------------------------------------
// Sort resort socket back into running socket
//--------------------------------------------------------------------------
//
ChainIteratorOf<L4AudioSource*>
resort_iterator(&resort_socket);
while ((audio_source = resort_iterator.ReadAndNext()) != NULL)
{
Check(audio_source);
Verify(running_iterator.IsPlugMember(audio_source) == False);
runningAudioSourceSocket.AddValue(
audio_source,
audio_source->CalculateAudioWeighting()
);
}
CLEAR_AUDIO_RUNNING_SOURCES();
}
//
//#############################################################################
// DormantSourceCheckup
//#############################################################################
//
void
L4AudioRenderer::DormantSourceCheckup()
{
SET_AUDIO_DORMANT_SOURCES();
//
//--------------------------------------------------------------------------
// Assemble the request socket
//--------------------------------------------------------------------------
//
VChainOf<L4AudioSource*, AudioWeighting>
resume_request_socket(NULL, False);
DormantSourceIterator
dormant_iterator(&dormantAudioSourceSocket);
L4AudioSource
*audio_source;
while ((audio_source = dormant_iterator.ReadAndNext()) != NULL)
{
Check(audio_source);
//
// If the suspend gate is not up then it can not resume
//
if (!audio_source->CanResume(GetAudioHead()))
continue;
//
// If the audio source is clipped then it can not resume
//
if (audio_source->IsAudioSourceClipped(GetAudioHead()))
continue;
//
// Add to request socket
//
resume_request_socket.AddValue(
audio_source,
audio_source->CalculateAudioWeighting()
);
}
//
//--------------------------------------------------------------------------
// Iterate through request socket
//--------------------------------------------------------------------------
//
VChainIteratorOf<L4AudioSource*, AudioWeighting>
resume_request_iterator(&resume_request_socket);
while ((audio_source = resume_request_iterator.GetCurrent()) != NULL)
{
Check(audio_source);
//
// Request audio resources
//
/* AudioChannelSet
channel_set_result;*/
SourceSet *source_result = audio_source->GetAudioChannelSet();
if (!RequestAudioResources(audio_source,
source_result)
)
{
// Audio-dropout fix: hand back any partial acquisition (see
// StartRequest) -- the source stays dormant and retries later.
audio_source->ReleaseChannels();
break;
}
//
// Remove from dormant list and request list
//
PlugIterator remover(audio_source);
remover.RemoveSocket(&dormantAudioSourceSocket);
AudioWeighting audio_weighting = resume_request_iterator.GetValue();
resume_request_iterator.Remove();
//
// Update Spatial model
//
audio_source->UpdateSpatialModel(GetAudioHead());
//
// Set channel set of source
// Source resume implementation
// Set state of source to running
//
audio_source->SetAudioChannelSet(*source_result);
audio_source->ResumeImplementation();
audio_source->AssignAudioSourceState(RunningAudioSourceState);
//
// Put on running socket and mixing socket
//
runningAudioSourceSocket.AddValue(audio_source, audio_weighting);
if (
audio_source->GetAudioSourceMixPresence() !=
ManualAudioSourceMixPresence
)
{
mixingAudioSourceSocket.AddValue(
audio_source,
audio_source->GetAudioSourceMixPresence()
);
}
}
CLEAR_AUDIO_DORMANT_SOURCES();
}
//
//#############################################################################
// AudioSourceStopMaintenance
//#############################################################################
//
void
L4AudioRenderer::AudioSourceStopMaintenance(L4AudioSource *source)
{
Check(source);
Verify(source->GetAudioSourceState() == RunningAudioSourceState);
#if DEBUG_LEVEL>0
{
RunningSourceIterator iterator(&runningAudioSourceSocket);
Verify(iterator.IsPlugMember(source) == True);
}
#endif
source->StopImplementation();
source->AssignAudioSourceState(StoppedAudioSourceState);
source->ReleaseChannels();
PlugIterator remover(source);
remover.RemoveSocket(&runningAudioSourceSocket);
remover.RemoveSocket(&mixingAudioSourceSocket);
#if DEBUG_LEVEL>0
{
RunningSourceIterator iterator(&runningAudioSourceSocket);
Verify(iterator.IsPlugMember(source) == False);
}
#endif
}
//
//#############################################################################
// AudioSourceSuspendMaintenance
//#############################################################################
//
void
L4AudioRenderer::AudioSourceSuspendMaintenance(L4AudioSource *source)
{
Check(source);
Verify(source->GetAudioRenderType() == SustainedAudioRenderType);
Verify(source->GetAudioSourceState() == RunningAudioSourceState);
#if DEBUG_LEVEL>0
{
RunningSourceIterator iterator(&runningAudioSourceSocket);
Verify(iterator.IsPlugMember(source) == True);
}
#endif
source->SuspendImplementation();
source->AssignAudioSourceState(SuspendedAudioSourceState);
source->ReleaseChannels();
PlugIterator remover(source);
remover.RemoveSocket(&runningAudioSourceSocket);
remover.RemoveSocket(&mixingAudioSourceSocket);
#if DEBUG_LEVEL>0
{
RunningSourceIterator iterator(&runningAudioSourceSocket);
Verify(iterator.IsPlugMember(source) == False);
}
#endif
dormantAudioSourceSocket.Add(source);
}
//
//#############################################################################
// RequestAudioResources
//#############################################################################
//
Logical
L4AudioRenderer::RequestAudioResources(
L4AudioSource *audio_source,
SourceSet *source_result
)
{
Check(this);
Check(audio_source);
Check(source_result);
//
//--------------------------------------------------------------------------
// This source must be within the culling volume
//--------------------------------------------------------------------------
//
if (audio_source->IsAudioSourceClipped(GetAudioHead()))
return False;
//
//--------------------------------------------------------------------------
// Request audio channels for this source
//--------------------------------------------------------------------------
//
Logical
resources_available;
source_result = audio_source->GetAudioChannelSet();
Check(source_result);
resources_available =
RequestAudioChannels(
audio_source->GetAudioVoiceCount(),
source_result
);
//
//--------------------------------------------------------------------------
// If audio channels are not available then check running sources for
// lower weight sources
//--------------------------------------------------------------------------
//
if (!resources_available)
{
RunningSourceIterator
iterator(&runningAudioSourceSocket);
L4AudioSource
*running_audio_source;
AudioWeighting
audio_source_weighting;
iterator.Last();
running_audio_source = iterator.GetCurrent();
audio_source_weighting = audio_source->CalculateAudioWeighting();
//
//-----------------------------------------------------------------------
// while
// request for channels is not satisfied and
// there exist running sources that have lower weighting
//-----------------------------------------------------------------------
//
while (
!resources_available &&
running_audio_source != NULL &&
audio_source_weighting < iterator.GetValue() // Actual value is inverted
)
{
Check(running_audio_source);
Verify(
running_audio_source->GetAudioSourcePriority() <=
audio_source->GetAudioSourcePriority()
);
//
//--------------------------------------------------------------------
// Collect Statistics
//--------------------------------------------------------------------
//
#ifdef LAB_ONLY
if (
running_audio_source->GetAudioSourcePriority() <
audio_source->GetAudioSourcePriority()
)
{
resourceStealPriorityCount++;
}
else
{
Verify(
running_audio_source->GetAudioSourcePriority() ==
audio_source->GetAudioSourcePriority()
);
Warn(
running_audio_source->CalculateSourceVolumeScale() >=
audio_source->CalculateSourceVolumeScale()
);
resourceStealVolumeCount++;
}
AudioTime duration_cutoff(0.1f);
if (
running_audio_source->GetCurrentRunningTime() <=
duration_cutoff
)
{
stealShortDurationCount++;
}
resourceStealCount++;
#endif
//
//--------------------------------------------------------------------
// If running source is transient
// Then stop the source
// Else suspend the source
//--------------------------------------------------------------------
//
if (
running_audio_source->GetAudioRenderType() ==
TransientAudioRenderType
)
{
AudioSourceStopMaintenance(running_audio_source);
}
else
{
Verify(
running_audio_source->GetAudioRenderType() ==
SustainedAudioRenderType
);
AudioSourceSuspendMaintenance(running_audio_source);
}
//
//--------------------------------------------------------------------
// Request resources again
//--------------------------------------------------------------------
//
resources_available =
RequestAudioChannels(
audio_source->GetAudioVoiceCount(),
source_result
);
iterator.Last();
running_audio_source = iterator.GetCurrent();
}
}
return resources_available;
}
//
//#############################################################################
// RequestAudioChannels
//#############################################################################
//
Logical
L4AudioRenderer::RequestAudioChannels(
int voices_requested,
SourceSet *source_request
)
{
Check(this);
Check(source_request);
//Do we have enough?
int requested = source_request->count;
// SOURCE-POOL CENSUS (field 2026-07-23: "audio cutting in and out toward
// the end of the match"). OpenAL's mixing capacity is finite; sources
// release only at entity teardown, so long matches accumulate looping
// occupants (wreck burn/smoke) until transients lose the voice fight.
// Track generated/deleted/failed and print a 30s health line + EVERY
// acquisition failure (rare + the smoking gun).
extern long gBTAudioSourcesLive, gBTAudioAcquireFails;
{
static unsigned long s_censusAt = 0;
unsigned long now_ms = GetTickCount();
if (now_ms - s_censusAt > 30000)
{
s_censusAt = now_ms;
DEBUG_STREAM << "[audio] source census: live=" << gBTAudioSourcesLive
<< " acquireFails=" << gBTAudioAcquireFails
<< std::endl << std::flush;
}
}
// Gitea #12: hard cap at the SourceSet capacity so alGenSources can never
// write past sources[] (the death-crash heap overflow). count is set from
// the streamed voiceCount and is normally already clamped in the
// L4AudioSource ctor; this guards the acquisition site itself.
if (requested > AUDIO_SOURCESET_CAPACITY)
requested = AUDIO_SOURCESET_CAPACITY;
bool failed = true;
alGetError();
for (int i = 0; i < requested; i++)
{
if (!alIsSource(source_request->sources[i]))
{
alGenSources(1, source_request->sources + i);
if (alIsSource(source_request->sources[i]))
++gBTAudioSourcesLive;
}
}
ALenum error = alGetError();
if (error == AL_NO_ERROR)
{
failed = false;
}
if (failed)
{
++gBTAudioAcquireFails;
DEBUG_STREAM << "[audio] ACQUIRE FAILED (requested=" << requested
<< " live=" << gBTAudioSourcesLive
<< " fails=" << gBTAudioAcquireFails
<< ") -- the pool is exhausted; expect dropouts"
<< std::endl << std::flush;
return False;
}
return True;
//
//----------------------------------------------------------------------
// Attempt to allocate channels from audio hardware
//----------------------------------------------------------------------
//
/* AudioChannel *channel;
Logical success = False;
AudioCard *front_card = GetFrontCard();
AudioCard *rear_card = GetRearCard();
Check(front_card);
Check(rear_card);
while (True)
{
if (channel_set_request->IsFrontLeftEnabled())
{
if ((channel =
front_card->RequestAudioChannel(voices_requested)) == NULL)
break;
Check(channel);
channel_set_request->SetFrontLeft(channel);
}
if (channel_set_request->IsFrontRightEnabled())
{
if ((channel =
front_card->RequestAudioChannel(voices_requested)) == NULL)
break;
Check(channel);
channel_set_request->SetFrontRight(channel);
}
if (channel_set_request->IsRearLeftEnabled())
{
if ((channel =
rear_card->RequestAudioChannel(voices_requested)) == NULL)
break;
Check(channel);
channel_set_request->SetRearLeft(channel);
}
if (channel_set_request->IsRearRightEnabled())
{
if ((channel =
rear_card->RequestAudioChannel(voices_requested)) == NULL)
break;
Check(channel);
channel_set_request->SetRearRight(channel);
}
success = True;
break;
}
//
//----------------------------------------------------------------------
// If did not succeed then release allocated channels
//----------------------------------------------------------------------
//
if (!success)
{
channel_set_request->ReleaseAll();
return False;
}
//
//----------------------------------------------------------------------
// else, return allocated channels
//----------------------------------------------------------------------
//
return True;*/
}
long gBTAudioSourcesLive = 0;
long gBTAudioAcquireFails = 0;
void L4AudioRenderer::ReleaseSourceSet(SourceSet &sourceSet)
{
// Audio-dropout fix: the old bulk alDeleteSources(count, sources) is
// ATOMIC per the AL spec -- ONE invalid name in the array (an empty slot
// of a partial set, or the old -1 sentinel on a double release) and
// NOTHING is deleted. After the first pool-exhaustion event every
// partial release leaked its real sources and the pool never recovered
// ("audio cutting in and out toward the end of the match"). Delete each
// valid source individually and park the slot at 0 (never a valid name).
extern long gBTAudioSourcesLive;
for (int i = 0; i < sourceSet.count; i++)
{
if (alIsSource(sourceSet.sources[i]))
{
ALint state = AL_STOPPED;
alGetSourcei(sourceSet.sources[i], AL_SOURCE_STATE, &state);
if (state == AL_PLAYING)
alSourceStop(sourceSet.sources[i]);
alDeleteSources(1, sourceSet.sources + i);
--gBTAudioSourcesLive;
}
sourceSet.sources[i] = 0;
}
}
//~~~~~~~~~~~~~~~~~~~~~~ L4AudioRenderer profile bits ~~~~~~~~~~~~~~~~~~~~~~~~~
#if defined(TRACE_AUDIO_RENDERER_RUNNING_SOURCES)
BitTrace Audio_Renderer_Running_Sources("Audio Renderer Running Sources");
#endif
#if defined(TRACE_AUDIO_RENDERER_RUNNING_SORT)
BitTrace Audio_Renderer_Running_Sort("Audio Renderer Running Sort");
#endif
#if defined(TRACE_AUDIO_RENDERER_CALCULATE_MIX)
BitTrace Audio_Renderer_Calculate_Mix("Audio Renderer Calculate Mix");
#endif
#if defined(TRACE_AUDIO_RENDERER_EXECUTE_SOURCES)
BitTrace Audio_Renderer_Execute_Sources("Audio Renderer Execute Sources");
#endif
#if defined(TRACE_AUDIO_RENDERER_DORMANT_SOURCES)
BitTrace Audio_Renderer_Dormant_Sources("Audio Renderer Dormant Sources");
#endif
//
//#############################################################################
// Master-volume runtime control (issue #26, 2026-07-23). The pod had a
// physical volume knob on the operator side; desktop players had NO way to
// duck the (hot) game audio under voice chat short of the Windows mixer.
// The -/= keys step the OpenAL listener gain (the master scale for every
// source); the value persists in content\volume.cfg (CWD) and reloads at
// the next boot (BT_AUDIO_VOLUME env still wins when set).
//#############################################################################
//
float gBTMasterVolume = 0.6f;
void BTAudioMasterVolumeStep(int direction)
{
gBTMasterVolume += (direction > 0) ? 0.05f : -0.05f;
if (gBTMasterVolume < 0.0f) gBTMasterVolume = 0.0f;
if (gBTMasterVolume > 1.5f) gBTMasterVolume = 1.5f;
alListenerf(AL_GAIN, gBTMasterVolume);
FILE *cfg = fopen("volume.cfg", "wt");
if (cfg != NULL)
{
fprintf(cfg, "%.2f\n", gBTMasterVolume);
fclose(cfg);
}
DEBUG_STREAM << "[audio] master volume "
<< (int)(gBTMasterVolume * 100.0f + 0.5f) << "%" << std::endl << std::flush;
}