Enabling audio unlocked L4AudioRenderer::CreateEntityAudioObjects, which binds AudioStateWatchers to entity/subsystem state attrs BY NAME (attribute-pointer databinding) and calls AddAudioWatcher on them. The reconstruction pointed the Mech's state attrs at the scalar read-pad `attrPad` (fine for gauges that READ a value, fatal for a state watcher that calls a METHOD) -> AV in SChainOf::Add on 0xCDCDCDCD. Root-caused via cdb + a BT_ATTRBIND_LOG trace in AttributeWatcher. Mech-level state audio now REAL + driven (verified: walking fires SetupPatch + PlayNote/alSourcePlay, patches 78/80/116): - AnimationState (0x1f) / ReplicantAnimationState (0x20): real StateIndicators (0x21 states covering MechAnimationState 0..0x20), driven from SetBodyAnimation so footstep/gait/transition sounds fire on animation change. - CollisionState (0x16): real 4-state StateIndicator driven from ProcessCollision via collisionTemporaryState (the deferred @4aa741 per-frame zero + the part_012.c:15406-15413 contact tail, InitialHit accumulation; the 1-vs-2 Slide split awaits the 0x240/0x244 floats still stubbed by fieldAt()). - @0x44c CORRECTED: "ammoState (0/1 leaking/2 dry)" was a mislabel -> it is collisionTemporaryState (never read as ammo). Bring-up guards [T3, temporary, self-clearing] so audio-on is STABLE while the subsystem state models are still stubs (Generators/Condensers/Myomers/Torso/ Avionics/Reservoir/ControlsMapper -- ~15 subsystems, ~40 attrs: GeneratorState, CondenserState, ReportLeak, ...): a NULL subsystem attr redirects to an inert pad (was a fatal Fail); an AudioStateWatcher on an unconstructed StateIndicator (null/ 0xCDCDCDCD) skips instead of AV. Both pass automatically once the subsystem is reconstructed. Those subsystem sounds stay silent until then (their audio wave). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
204 lines
5.3 KiB
C++
204 lines
5.3 KiB
C++
#include <cstdlib>
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#include "munga.h"
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#pragma hdrstop
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#include "watcher.h"
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#include "entity.h"
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#include "cstr.h"
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#include "objstrm.h"
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#include "namelist.h"
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#include "subsystm.h"
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//#############################################################################
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//########################## AttributeWatcher ###########################
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//#############################################################################
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//
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//#############################################################################
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//#############################################################################
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//
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AttributeWatcher::~AttributeWatcher()
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{
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}
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//
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//#############################################################################
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//#############################################################################
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//
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AttributeWatcher::AttributeWatcher(
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PlugStream *stream,
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Entity *entity
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):
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Component(stream)
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{
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Check(stream);
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Check(entity);
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#if 0
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//
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// Get attribute ptr
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//
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int subsystem_ID;
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DynamicMemoryStream_Read(stream, &subsystem_ID);
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Simulation *simulation;
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if ((simulation = entity->GetSubsystem(subsystem_ID)) == NULL)
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{
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simulation = entity;
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}
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Check(simulation);
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Simulation::AttributeID attribute_ID;
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DynamicMemoryStream_Read(stream, &attribute_ID);
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attributePointer = simulation->GetAttributePointer(attribute_ID);
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Check_Pointer(attributePointer);
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#else
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//
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// HACK - Get attribute pointer using names
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//
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CString subsystem_name;
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*stream >> subsystem_name;
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if ((simulation = entity->FindSubsystem(subsystem_name)) == NULL)
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{
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#if DEBUG_LEVEL>0
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{
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CString entity_name("Entity");
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if (!(subsystem_name == entity_name))
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{
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Dump(subsystem_name);
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}
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Verify(subsystem_name == entity_name);
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}
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#else
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{
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CString entity_name("Entity");
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if (!(subsystem_name == entity_name))
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{
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DEBUG_STREAM <<
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"AttributeWatcher::AttributeWatcher - subsystem " <<
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subsystem_name <<
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"\n";
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Fail("AttributeWatcher::AttributeWatcher - subsystem not found\n");
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}
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}
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#endif
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simulation = entity;
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}
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Check(simulation);
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CString attribute_name;
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*stream >> attribute_name;
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#if DEBUG_LEVEL>2
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Tell("AttributeWatcher::AttributeWatcher - " << attribute_name << "\n");
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#endif
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attributePointer = simulation->GetAttributePointer(attribute_name);
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if (getenv("BT_ATTRBIND_LOG"))
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{
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DEBUG_STREAM << "[attrbind] subsys=[" << subsystem_name
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<< "] attr=[" << attribute_name << "] -> ptr=" << attributePointer
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<< " vtbl=" << (attributePointer ? *(void**)attributePointer : (void*)0)
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<< "\n" << std::flush;
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}
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// BRING-UP GUARD [T3, temporary]: audio references attributes on subsystems that
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// are not fully reconstructed yet (GeneratorState/On, CondenserState, ReportLeak,
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// Torso SpeedOfTorsoHorizontal/MotionState, Reservoir/Avionics/ControlsMapper ...).
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// GetAttributePointer returns NULL for those, and the original engine Fail()s
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// (fatal) -- which would abort every audio-enabled run. Redirect NULL to a shared
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// inert zero pad so scalar/vector watchers read 0 (that sound stays silent) instead
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// of crashing; state watchers on it are skipped by the AudioStateWatcher guard.
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// Self-clearing: a registered attribute resolves to its real member. Remove once
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// the subsystem attribute tables are reconstructed (the audio subsystem wave).
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if (attributePointer == NULL)
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{
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static char s_missingAttrPad[64] = {0};
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if (getenv("BT_AUDIO_LOG"))
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DEBUG_STREAM << "[attrnull] " << subsystem_name << "." << attribute_name
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<< " not reconstructed -> inert pad\n" << std::flush;
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attributePointer = s_missingAttrPad;
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}
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Check_Pointer(attributePointer);
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#endif
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//
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// Get other fields
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//
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*stream >> sendNotificationOnChange;
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attributeChanged = False;
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}
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//
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//#############################################################################
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// BuildFromPage
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//#############################################################################
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//
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void
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AttributeWatcher::BuildFromPage(
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PlugStream *stream,
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NameList *name_list,
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ClassID class_ID,
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ObjectID object_ID
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)
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{
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Component::BuildFromPage(stream, name_list, class_ID, object_ID);
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//
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// HACK - Store attribute pointer using names
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//
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MEM_STRM_WRITE_ENTRY(*stream, name_list, CString, subsystem);
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MEM_STRM_WRITE_ENTRY(*stream, name_list, CString, attribute);
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//
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// Store other fields
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//
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Logical send_notification_on_change = True;
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*stream << send_notification_on_change;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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AttributeWatcher::TestInstance() const
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{
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Component::TestInstance();
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Check(simulation);
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Check_Pointer(attributePointer);
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return True;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Logical
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AttributeWatcher::DidAttributeChange()
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{
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if (attributeChanged)
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{
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attributeChanged = False;
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return True;
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}
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return False;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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void
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AttributeWatcher::SendNotificationOfChange()
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{
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Fail("AttributeWatcher::SendNotificationOfChange - Should never reach here");
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}
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#ifdef TEST_CLASS
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# include "watcher.tcp"
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#endif
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