KB: audio backend was STUB DLLs (not just gated) -- now real OpenAL + in-tree WAV loader (task #50)
Correct the audio digest in wintesla-port.md + project-overview.md: the "no sound ever" root cause was that BOTH engine/lib backend DLLs were no-op stubs (libsndfile ordinal-only sf_open->NULL; OpenAL32 imports only KERNEL32). Now real OpenAL Soft + LoadWavPCM; soundbank cracked (241 samples). Only remaining gap = game triggering (AudioEntities). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -42,9 +42,11 @@ fire → damage → destroy → respawn** single-player loop (task #52). **2-nod
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end-to-end** — replication, cross-pod targeting/damage/kill, beam visuals, replicant gait (tasks
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#46-#51, [[multiplayer]]). All 8 cockpit canopies are authentic + the horizontal-FOV fix (task #55,
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[[cockpit-view]]); the Gyroscope is live byte-exact with hit-bounce (task #56); the **gauge system
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is complete** ([[gauges-hud]]). The engine/renderer/HAL are done (WinTesla); AUDIO is the exception —
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the OpenAL engine is ported + now on by default (2026-07-15) but the soundbank + game triggering are
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unbuilt, so it's still SILENT (see [[wintesla-port]] Audio). The active work
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is complete** ([[gauges-hud]]). The engine/renderer/HAL are done (WinTesla); AUDIO backend is now REAL
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(the repo's OpenAL32.dll + libsndfile-1.dll were both no-op STUBS — replaced with real OpenAL Soft +
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an in-tree WAV loader, 2026-07-15) and the 241-sample soundbank is cracked from AUDIO1/2.RES + loading;
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the ONLY remaining audio gap is game-triggering (no AudioEntities fire PlayNote yet), so gameplay is
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still silent apart from a proof-of-life hook (see [[wintesla-port]] Audio). The active work
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is reconstructing each BT subsystem's authentic behavior from the binary. Remaining: pod-LAN
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config, Mech-level update records, per-subsystem waves. [T2]
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