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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@@ -292,6 +292,11 @@ Logical
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// Choose this frame's forward-cycle slew rate.
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forwardCycleRate = airborneSelect ? airborneCycleRate : groundCycleRate; // 0x344<-0x5bc/0x5b8
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// FootStep pulse decay (see SetBodyAnimation): clear the contact flag a few
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// frames after the plant so the AudioLogicalTrigger re-arms for the next step.
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if (footStepDecay > 0 && --footStepDecay == 0)
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footStep = 0;
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if (IsDisabled()) // FUN_0049fb54
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{
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ReconQuatIdentity(&angularAccum, &kIdentityQuat); // was raw this+0x298 (stomped projectedVelocity)
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@@ -5193,6 +5198,16 @@ void
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// writer re-dispatches SetBodyAnimation on the WRITER -- the real-clock crash
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// rode this path with legAnimationState still 0xCDCDCDCD). Discard replicant
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// marks instead.
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// WATCHER POLL (engine Simulation::PerformAndWatch tail, SIMULATE.cpp:460):
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// the engine path ends Perform() -> ExecuteWatchers() -> WriteSimulationUpdate().
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// This reconstruction replaced the whole performance but DROPPED the
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// ExecuteWatchers() step, so the entity-level POLLED audio watchers
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// (AudioLogicalTrigger FootStep, AudioMotionScale/Trigger LocalVelocity, ...)
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// never executed -- only the PUSHED StateIndicator watchers fired. That's
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// why footsteps/motion-scaled sounds were silent while state sounds worked. [T0]
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if (!AreWatchersDelayed())
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ExecuteWatchers();
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if (GetInstance() != ReplicantInstance)
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WriteSimulationUpdate(update_stream);
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else
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