Audio: ENABLE the engine (relax dead AWE-card gate) + diagnose the real silence (task #50)

User reported never hearing any audio. Root-caused: the KB "Audio: DONE" was wrong.
The OpenAL playback chain IS fully implemented (device/buffers/sources; PlayNote
really calls alSourcePlay), but three gaps kept it silent:

1. GATED OFF (the "no sound" root cause): BTL4Application::MakeAudioRenderer returned
   NULL unless the pod's AWE_FRONT/AWE_REAR AWE32-card env vars were set -- authentic
   1995 pod behavior, dead on modern hardware, so the renderer was NEVER created.
   FIXED: default audio ON (BT_NO_AUDIO=1 restores silence; AWE vars still force-on).
   Verified: the OpenAL device now opens with no env vars ([audio] device OPENED).
2. Soundbank STUB: allPresets[2][100] (btstubs.cpp) is zero-init -> PRESET_isImplemented
   false -> 0 buffers load. Sample data exists (AUDIO1/2.RES: EnginePower/LaserAFire/...)
   but the event->sample map is gone (not in the decomp). STILL OPEN.
3. No triggering: the reconstructed game never creates AudioEntities on events. STILL OPEN.

So the device opens but nothing loads/plays yet -- enabling real sound needs the
soundbank reconstructed + the game triggers wired (a proper audio wave). Added a
BT_AUDIO_LOG trace harness across L4AUDRND/L4AUDRES/L4AUDLVL. KB corrected.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-15 18:02:31 -05:00
co-authored by Claude Opus 4.8
parent d624b9b783
commit 52440e13b0
6 changed files with 38 additions and 3 deletions
+3 -1
View File
@@ -42,7 +42,9 @@ fire → damage → destroy → respawn** single-player loop (task #52). **2-nod
end-to-end** — replication, cross-pod targeting/damage/kill, beam visuals, replicant gait (tasks
#46-#51, [[multiplayer]]). All 8 cockpit canopies are authentic + the horizontal-FOV fix (task #55,
[[cockpit-view]]); the Gyroscope is live byte-exact with hit-bounce (task #56); the **gauge system
is complete** ([[gauges-hud]]). The engine/renderer/HAL/audio are done (WinTesla); the active work
is complete** ([[gauges-hud]]). The engine/renderer/HAL are done (WinTesla); AUDIO is the exception —
the OpenAL engine is ported + now on by default (2026-07-15) but the soundbank + game triggering are
unbuilt, so it's still SILENT (see [[wintesla-port]] Audio). The active work
is reconstructing each BT subsystem's authentic behavior from the binary. Remaining: pod-LAN
config, Mech-level update records, per-subsystem waves. [T2]
+13 -1
View File
@@ -16,7 +16,19 @@ on top of it. Full detail: `docs/PROGRESS_LOG.md §5b, §8`.
## What WinTesla already did (do NOT rebuild)
- **Renderer bypass: DONE** — `MUNGA_L4/L4D3D.cpp` + `DXUtils` replace libDPL / the IG board with
Direct3D9. No `libdpl.lib` in the tree. (The early from-scratch D3D9 viewer was retired and removed.) [T1]
- **Audio: DONE** — OpenAL + libsndfile replacing the HMI "SOS" engine. [T1]
- **Audio: ENGINE ported but NOT wired end-to-end** [T2, corrected 2026-07-15 — the old "DONE"
was wrong]. OpenAL + libsndfile replace the HMI "SOS" engine, and the renderer→device→buffer→
source→play chain IS all implemented (`L4AUDRND`/`L4AUDRES`/`L4AUDLVL`; `PatchLevelOfDetail::PlayNote`
really calls `alSourcePlay`). But there were THREE gaps, so the game is SILENT: (1) it was gated
OFF — `BTL4Application::MakeAudioRenderer` returned NULL unless the pod's `AWE_FRONT`/`AWE_REAR`
sound-card env vars were set (dead on modern HW; the real "no sound" root cause). **RELAXED
2026-07-15 to default-on** (`BT_NO_AUDIO=1` disables); the OpenAL device now opens. (2) The
soundbank preset table `allPresets[2][100]` (btstubs.cpp) is a zero-init **STUB** — no
sound-event→sample mapping, so 0 buffers load. The sample DATA exists in `AUDIO1/2.RES`
(`EnginePower01`, `LaserAFire01-03`, `LaserASustain`, …) but the map is gone (not in the decomp).
(3) The reconstructed game **never creates AudioEntities** — no triggering on weapon fire / steps /
engine. So enabling real audio = reconstruct the soundbank + wire the game triggers (a proper audio
wave). Diagnostic harness: `BT_AUDIO_LOG` traces the chain (Initialize → device → buffers → play).
- **L4 HAL on Windows + the VS build system: DONE.** [T1]
- **Red Planet game logic: COMPLETE & buildable** — `VTV/VTVMPPR/WEAPSYS/...`. RP is at/near playable. [T1]
- **Multiplayer: the DOS `NETNUB` driver is already replaced by a ~3.5k-line WinSock2 TCP