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Commits
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a11a697824 |
Audio: footsteps arrive on the FIRST stride -- the 10-20 s warm-up bug
User report: footfalls silent for the first 10-20 s of every mission (all
mechs), then solid. Root cause was three interlocking layers, each measured
with timestamped traces:
1. The authored footstep volume chain (LocalAcceleration [0,10]->ctl100 +
LocalVelocity [0,0.6]->ctl101 through authored N=30/N=15
AudioControlSmoothers, fill 0) hangs off the SOURCE's watcher chain
(scale watches smoother watches mixer watches source), and an idle
source's chain executes only at Start attempts -- one smoother sample
per stride.
2. Each hop is frame-gated (AudioComponent::ExecuteWatchers,
DefaultAudioFrameDelay), so any burst collapses to one execution.
3. The transient drop gate (vol < 0.3, AUDREND) rejected every Start while
the smoother average crawled up 1/30th per attempt -> ~25 dropped strides
before the first audible step, then per-frame execution while playing
kept it warm forever ("solid after that").
Fixes (engine-level, each documented in place):
- AudioScaleOf<T>::Execute now sends EVERY poll (scales are continuous
value-feeders; the base bitwise change-gate -- Motion::operator== is
memcmp -- froze on our deterministic gait math, where the original's
noisy physics floats never bit-repeated. Triggers/matchers keep the
change gate: their semantics are edge-based).
- Component/AudioComponent::PrimeWatchers(passes): recursive, GATE-FREE
watcher pump; AUDREND runs 30 passes on every transient Start request so
the authored smoothers evaluate at their true steady state before the
drop gate reads the volume.
- localAcceleration derives via the binary's exact structure: 15-sample
ring buffers of the raw position derivative + dt (ctor part_012.c:9836,
derive :15169-15195), in the PerformAndWatch tail so it runs every frame.
- AttributeWatcherOf::GrabCurrentValue private -> protected (the scale
override calls it).
Verified (30 s walk from cold start): drops 25 -> 3 (the survivors are
authentic quiet-stride gating: first gentle strides at vol ~0.28 vs the 0.3
gate), footfalls deliver from the first stride, 43 delivered with live
per-stride gain variation. Diag traces added: [accwatch]/[fsscale]/
[smooth]/[smoothcfg]/[motionscalecfg] + timestamps on DROP/volset.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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1d019e8109 |
Audio: footstep pulse VERIFIED end-to-end to the matcher; volume chain traced (task #50)
Footstep chain progress (each step empirically verified): - The FootStep watcher is an AudioMatchOf<Logical> (AudioLogicalTrigger extends AudioMatchOf, NOT AudioTriggerOf): authored config match=1 -> Start(2.0) on a DirectPatchSource. [trigcfg]/[matchcfg] ctor dumps added. - The pulse was pinned at 1: the decay lived in IntegrateMotion, which the current gait path NEVER CALLS. Moved to Mech::PerformAndWatch (provably per-frame) with a time-based 150ms window sized to the ~10Hz watcher poll. The matcher now fires per stride (14/run, was 1). - Every footstep Start is DROPPED at the renderer: the source's volumeScale is 0 (five VolumeAudioHandler sends of exactly 0 = inert/one-shot primes). The volume arrives through the authored control chain (AudioControlMultiplier inputs ctl 100+; one 0 input pins the product). Chain scales identified on this entity: LocalVelocity (live), LocalAcceleration (live), Myomers. SpeedEffect (=1.0 healthy; one authored scale maps [0,1]->[1,0] INVERTED), UnstablePercentage (INERT PAD -- always 0!), HeatSink.CurrentTemperature. PRIME SUSPECT: an UnstablePercentage-fed multiplier input primes 0 once and never updates (the pad never changes), pinning footstep volume at 0. - SF2 numbering fact recorded: 38 presets in AUDIO1 / 5 in AUDIO2 have wPreset != file index (gap at preset 77); my table keys by wPreset. The 184x ProgramButton01 (bank1 patch83) storm at ~7/s needs an identity check against index-numbering (it may be the wrong sample for that patch id). Diagnostics added (BT_AUDIO_SPATIAL/BT_ATTRBIND_LOG): [trigcfg]/[matchcfg] ctor dumps, [matchfire] with component ptr+class, [volset] VolumeAudioHandler, [mult0] multiplier zero-products, scale sends with authored boundaries, [fswatch] dedicated footstep watcher tracer (g_btFootStepAddr), SetupPatch ENTRY with bank/patch/state, Simulation::DebugAudioWatcherCount. NEXT: back UnstablePercentage with a real (live) member -- it is the mech's stability 0..1 (the stabilityAlarm/gyro family) -- or confirm via a one-run chain dump which multiplier input pins the FS source; then the footstep transient should clear the 0.3 drop gate at walking speed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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744ef8cc16 |
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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7b7d465e5e |
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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