Audio: restore the dropped ExecuteWatchers poll -- polled audio watchers were ALL dead (task #50)
User: "when I start moving all the sounds fade away, no footsteps." Diagnosis chain (all empirical, BT_AUDIO_SPATIAL/BT_ATTRBIND_LOG traces): - The audio head DOES track the mech (listener-relative positioning verified while driving) -- not a spatial bug. - The idle sounds correctly STOP on leaving the standing state; the MOVING sounds never started because every POLLED audio watcher was dead: the reconstructed Mech::PerformAndWatch replaced the engine performance but dropped the ExecuteWatchers() step from the engine tail (Simulation:: PerformAndWatch = Perform -> ExecuteWatchers -> WriteSimulationUpdate). Only PUSHED StateIndicator watchers (SetState->Execute) ever fired -- which is exactly why state sounds worked but footsteps/motion-scaled audio didn't. FIX: poll ExecuteWatchers() (AreWatchersDelayed-gated) before the update write. Immediately unlocks the polled family: MissileLoaded01/LaserLoaded01 ready dings, ProgramButton01, motion scales (PlayNote 15 -> 30 per run). - FootStep (0x1e) backed REAL: was the inert attrPad (an AudioLogicalTrigger polls it -- threshold-crossing pulse per foot plant). New footStep member, pulsed by SetBodyAnimation on entering any locomotion clip 1..0x17 (runtime stride alternation MEASURED as body states 12<->13 -- the enum-name numbering does not match runtime clip ids), decayed by IntegrateMotion (~1/3 s). - Footstep volume is speed-scaled (AudioMotionScale on LocalVelocity): at standstill the transient start computes volume 0 and the renderer drops it (LowAudioVolumeThreshold) -- so footfalls are audible at real walking speed. Diagnostics kept (BT_AUDIO_SPATIAL): spatial dist/vol per source, CLIPPED/DROP/ START at the request gate, vol=0 factor breakdown, scale->0 sends, trigger notifications, watcher poll-rate probe. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -711,7 +711,7 @@ const Mech::IndexEntry
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ATTRIBUTE_ENTRY(Mech, MaxRunSpeed, reverseStrideLength), // 0x1b (existing @0x34c = run/top speed)
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ATTRIBUTE_ENTRY(Mech, EyepointRotation, eyepointRotation), // 0x1c (real member -- the eye reads it per frame)
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ATTRIBUTE_ENTRY(Mech, TargetReticle, targetReticle), // 0x1d (real Reticle struct -- task #36)
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ATTRIBUTE_ENTRY(Mech, FootStep, attrPad), // 0x1e
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ATTRIBUTE_ENTRY(Mech, FootStep, footStep), // 0x1e real pulse (AudioLogicalTrigger; one rising edge per foot plant)
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ATTRIBUTE_ENTRY(Mech, AnimationState, animationState), // 0x1f real StateIndicator (audio state-watcher binds + AddAudioWatcher)
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ATTRIBUTE_ENTRY(Mech, ReplicantAnimationState, replicantAnimationState), // 0x20 real StateIndicator
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ATTRIBUTE_ENTRY(Mech, LinearSpeed, linearSpeed), // 0x21 (live forward speed)
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@@ -923,6 +923,8 @@ Mech::Mech(
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collisionState = StateIndicator(4); // CollisionStateCount
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collisionState.SetState(0); // NoCollisionState
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collisionTemporaryState = 0;
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footStep = 0; // FootStep pulse (audio trigger)
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footStepDecay = 0;
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radarRange = 1000.0f; // radar display scale (SetTargetRange is stubbed;
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// 1km default zoom so contacts within ~500m show on
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// the radar, vs the config maximum_range=4000 edge)
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