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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@@ -249,6 +249,22 @@ void
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animationState.SetState(state);
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replicantAnimationState.SetState(state);
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}
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// FootStep pulse: every locomotion-clip transition is one foot plant (the
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// stride R<->L alternation -- MEASURED at runtime: forward walking alternates
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// body states 12<->13, so the enum-name numbering above does NOT match the
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// runtime clip ids; key on the locomotion RANGE instead). Clips 1..0x17 are
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// the gait cycle (stand-to-walk through gimp); 0 = standing, >= 0x18 = falls/
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// knockdown/death (those get collision/fall audio, not a step). Raise the
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// Logical the FootStep AudioLogicalTrigger polls; IntegrateMotion decays it
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// back to 0 a few frames later so each step is a clean rising edge. [T2]
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if (state >= 1 && state <= 0x17)
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{
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footStep = 1;
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footStepDecay = 20; // ~1/3s: outlives the watcher poll cadence (still < stride period)
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if (getenv("BT_AUDIO_LOG")) { static int s_fs=0; if (s_fs++<40)
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DEBUG_STREAM << "[audio] footstep pulse (clip " << state << ") addr=" << (void*)&footStep << "\n" << std::flush; }
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}
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}
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//
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