The final link: the footstep source's volume + brightness mix from two
AudioControlMixer inputs (ctl 100 walk / 101 run) behind an entity-registered
AudioControlSplitter. The object stream only ZERO-initializes those inputs
(AudioControlSend one-shot initializers; mixer ctor inits 0.0) -- the runtime
feed was BT game code (lost with the source), using the engine's game-facing
Entity::AudioSocketIterator broadcast (the only path to those anonymous
components; the splitter registers via entity->AddAudioComponent).
Reconstruction [T3]: on each foot plant (the SetBodyAnimation locomotion-clip
pulse), broadcast the step intensity (live ground speed on the authored
0..40 -> 0..1 velocity-curve family, floored at 0.35 to clear the 0.3
transient-drop gate) on the gait-appropriate input (run-family clips
0x0a..0x0f -> 101, walk family -> 100; the other input zeroed so gait
changes don't stack). Patch-source components (VDATA 1001/1002/1005) are
skipped -- AudioSource::ReceiveControl Fail()s on input-range ids.
VERIFIED: FootFallInt01.wav (bank2 patch39) delivers + plays per stride;
mixer sums nonzero (vol=1 at run speed); 30s drive+fire regression clean --
weapon charge/fire/sustain cycles, ready dings, buttons, engine loops, state
audio (0 skips), gait advancing normally, no crashes, no stuck loops.
Also this session: [seqcfg] sequence config dump (decoded the authored event
streams: ctl 8=note/6=attack-vol/1=start/2=stop patterns), BT_AUDIO_NODROP
diagnostic (force low-volume transient delivery at a 0.7 floor).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>