Audio: fix step-broadcast misfire -- feed ONLY volume/brightness mix stages (task #50)
The blind foot-plant broadcast hit every entity-registered component; mixers whose authored OUTPUT control is Start forwarded the send as a Start and fired their sound on every stride (the per-step ProgramButton 'chirp'). Added GetOutputControlID() to AudioControlMixer/Multiplier and the broadcast now feeds only stages outputting Volume(3)/Brightness(5) -- the footstep loudness inputs -- directly (mixers are entity-registered, no splitter hop needed). Verified: FootFallInt01 delivers on BOTH gaits now (11/run, walk input included); ProgramButton deliveries 188 -> 38 (the remainder are authored looped-sequence cockpit ambience, not the broadcast); stable 28s drive+fire. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
parent
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@@ -232,6 +232,11 @@ class AudioControlMixer:
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public AudioComponent
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{
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public:
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// DIAG/game-facing: expose the authored output control so game-side control
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// broadcasts (the foot-plant intensity send) can target only volume/brightness
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// mix stages and never Start-outputting stages.
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AudioControlID GetOutputControlID() const { return outputControlID; }
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//
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//--------------------------------------------------------------------
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// Construction, Destruction, Testing
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@@ -307,6 +312,11 @@ class AudioControlMultiplier:
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public AudioComponent
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{
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public:
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// DIAG/game-facing: expose the authored output control so game-side control
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// broadcasts (the foot-plant intensity send) can target only volume/brightness
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// mix stages and never Start-outputting stages.
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AudioControlID GetOutputControlID() const { return outputControlID; }
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//
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//--------------------------------------------------------------------
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// Construction, Destruction, Testing
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