The volume keys wanted a partner, and the bass trim could not be one as it stood: it scaled the sample data as it loaded, so by the time anyone pressed a key the audio was already sitting in OpenAL buffers and nothing short of a restart would move it. So the trim is now a per-zone gain applied in the mix instead. Each buffer's depth - how much of the low band it occupies - is still worked out once at load from its playback rate, but the trim itself is read every frame, which is what lets Home and End move it while sounds are playing. It is the better form regardless: no rewriting of sample data, and no quantisation on top of audio that has already been through one gain stage. Home raises, End lowers, in steps of 0.05, and the setting is written to bass.cfg beside the exe exactly as the volume writes volume.cfg. Together with PageUp and PageDown that is the amplifier and the crossover the cabinets had in hardware and a desktop does not. Builds clean, runs, and neither knob fires unprompted. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
33 KiB
Red Planet — the sound system, from two AWE32s to OpenAL
How a 1996 arcade pod produced true quadraphonic positional audio out of two consumer sound cards, what the modern port kept, what it silently dropped, and exactly where the original assets are.
Sources. The surviving engine in MUNGA_L4/ (the L4AUD* family) and the
preserved hardware layer in MUNGA_L4/sos/; the complete original RP 4.10 C++
source and shipping assets in ../TeslaRel410/; and the BattleTech sibling
tree ../BT411/, which shares this engine verbatim and has already fixed most
of what's described here.
Companion docs: docs/audionotes.rtf (Stephen Baynham, 2007) covers the
renderer's control flow — sources, sockets, the mix/running/dormant plugs.
../BT411/docs/AUDIO_FIDELITY.md is the 685-line fidelity audit this document
maps onto RP. This doc covers the hardware model underneath both.
Two headlines:
- The quadraphonic engine is still in the tree, still runs every frame, and its output is discarded. Nothing was deleted in the port. Four channel gains and four time-delay offsets are computed for every sound in the world, then dropped, because the OpenAL back-end that replaced the sound cards never reads them.
- Red Planet's original soundbanks, authored sequences, source code and
hardware configuration all survive in
../TeslaRel410/. Nothing about the original audio is lost. RP412 simply ships without them.
source azimuth
│
▼
CalculateSpatialization() ← quadrant pan + ITD, L4AUDIO.cpp:60
│
├──► frontLeftScale / frontRightScale ─┐
├──► rearLeftScale / rearRightScale │ 1996: CC7 volume to
├──► 4 × ITD delay targets ├── 4 MIDI channels across
└──► 4 × ITD pitch offsets (cents) │ 2 AWE32 cards
│
└── today: /* ... */ dead code,
OpenAL pans from AL_POSITION
1. Why two cards
AudioHardware held exactly two, named for what they drove
(MUNGA_L4/L4AUDHDW.h:345-346):
AudioCard frontCard;
AudioCard rearCard;
The second card was not for extra voices. Each AWE32 gives you one stereo
pair, and a four-corner speaker layout needs two. The allocator makes this
explicit (MUNGA_L4/L4AUDRND.cpp:1309-1352): front-left and front-right
channels are requested from front_card, rear-left and rear-right from
rear_card. Either card refusing kills the whole allocation and the sound
doesn't play.
Per card the engine assumed a stock EMU8000 (MUNGA_L4/L4AUDHDW.h:80-82):
| Constant | Value |
|---|---|
AWE_VOICE_COUNT |
32 |
AWE_CHANNEL_COUNT |
16 |
AWE_PERCUSSIVE_CHANNEL |
9 |
64 hardware voices total, 32 MIDI channels, two independent stereo outputs.
2. The hardware layer: HMI SOS
Everything went through Human Machine Interfaces' Sound Operating System,
selected at compile time (MUNGA_L4/L4AUDHDW.h:87):
#define _MIDI_DRIVER_TYPE _MIDI_AWE32
MUNGA_L4/sos/ still carries the complete driver headers in both flavours the
build needed — bc4/ for Borland C++ 4 and wc/ for Watcom — alongside
SOSMAWE.C, whose header comment reads "Module to handle AWE32 .SBK file
uploads." That file is the bank loader: sosMIDIAWE32SetSBKFile,
sosMIDIAWE32ReleaseSBKFiles, sosMIDIAWE32NoteOn/NoteOff.
AudioCard also poked the hardware directly for MPU-401 UART setup — the
_inp/_outp port macros and MPU_RESET_CMD/MPU_ENTER_UART at
MUNGA_L4/L4AUDHDW.cpp:14-25 are still there.
2.1 The actual pod hardware configuration
Card addresses were parsed by GetEnvironmentSettings
(MUNGA_L4/L4AUDHDW.cpp:269-350) out of a BLASTER-format string. The standard
single BLASTER= variable can only describe one card, so each got its own
(MUNGA_L4/L4AUDHDW.cpp:935-936):
frontCard.GetEnvironmentSettings(FRONT_CARD_ENV_VAR);
rearCard.GetEnvironmentSettings(REAR_CARD_ENV_VAR);
Those two macros are referenced in four places and defined nowhere in this tree.
The values survive in the shipping release —
../TeslaRel410/ALPHA_1/REL410/RP/SETENV.BAT:
set AWE_FRONT=A220 I5 D1 H5 P330 T6
set AWE_REAR=A240 I7 D3 H6 P300 T6
| Front card | Rear card | |
|---|---|---|
| Base I/O | 0x220 | 0x240 |
| IRQ | 5 | 7 |
| DMA (8-bit) | 1 | 3 |
| DMA (16-bit) | 5 | 6 |
| MPU-401 | 0x330 | 0x300 |
| Type | 6 | 6 |
Two fully independent SB16/AWE32s, non-conflicting across every resource — a
genuinely awkward ISA configuration to get stable, which is presumably why
SETENV.BAT hardcodes it rather than probing.
Two cards were mandatory, not optional. L4Application::MakeAudioRenderer
returned NULL — no audio renderer at all — unless both variables were present
(MUNGA_L4/L4APP.cpp:505-514, now commented out). There was no one-card or
stereo fallback in the shipping build.
SETENV.BAT also drove the SB16 mixer per card via sb16set, and carries three
details worth recording:
- Master volume defaults to
AWE_MASTER_VOLUME=200, overridable by an operator filec:\setvol.bat— the per-cabinet volume trim. - Intercom mode (
L4INTERCOM=ON) swapsaudio\ctmix.cfgforaudio\icom.cfgand addssb16set /li:220;0on the front card only. Diffing the two configs (ALPHA_1/REL410/RP/AUDIO/), the only change is line-in routing:LIL+/LIR+into the input and output paths. The intercom fed the front card's line input. - There are two
:SOUNDCOMMONlabels. DOS batch jumps to the first, so the second block — which trims the cards differently from each other (bass 245 vs 240, treble 110 vs 135) — is unreachable dead code. Someone tuned front and rear separately and it never shipped.
3. Nothing streamed — the game was a MIDI sequencer
There is no mixer and no audio thread in the original design. Sound effects were SoundFont samples resident in each card's onboard sample RAM, and playing a sound meant allocating a MIDI channel and sending note-on plus CC7 volume. The game drove two samplers in real time.
That is why both cards were loaded with identical banks (dist/AUDIO/AUDIO.INI):
[AudioResources]
front_audio_resource=audio\audio1.res
front_audio_resource=audio\audio2.res
rear_audio_resource=audio\audio1.res
rear_audio_resource=audio\audio2.res
Same content in both cards' RAM, so any sound could be placed anywhere in the ring without a reload. The cost is that the entire sound set had to fit twice over in AWE32 sample memory.
It also explains the shape of the whole audio API. AudioChannel exposes
SendNoteOn, SendProgramChange, SendPitchBend, SendNRPN, SelectBank —
a MIDI abstraction, not a sample-playback abstraction. Every positional and DSP
decision the engine makes has to be expressed as a MIDI controller value.
4. The quad panner
L4AudioSpatialization::CalculateSpatialization(azimuth)
(MUNGA_L4/L4AUDIO.cpp:60-290) is the whole positional model. It is
character-for-character identical to the 1995 original at
../TeslaRel410/CODE/RP/MUNGA_L4/L4AUDIO.CPP:150-290, down to the // HACK
comments.
Azimuth is rewrapped so 0° is dead ahead and the range is ±180°, then split into
four 90° quadrants around azimuth_max = 45°:
front
FL ─────┬───── FR
│ Q1 │
│ │
Q2 │ ▲ │ Q4
(left) │ │ │ (right)
│ +az │
RL ─────┴───── RR
Q3
rear
+azimuth → left −azimuth → right
Within a quadrant it constant-power pans between the two bracketing speakers only — a source never feeds more than two of the four, which is correct for a four-corner layout:
tangent_ratio = (tan(azimuthOfSource) / tan(azimuth_max)) * 0.5f;
frontLeftScale = Sqrt(0.5f + tangent_ratio);
frontRightScale = Sqrt(0.5f - tangent_ratio);
tangent_ratio runs ±0.5, so the gains trace sqrt(0.5±t) — sum of squares
constant at 1.0, i.e. constant acoustic power across the sweep, no hole in the
middle.
| Quadrant | Arc | Active pair |
|---|---|---|
| Q1 | −45° … +45° | front-left / front-right |
| Q2 | +45° … +135° | rear-left / front-left |
| Q3 | ±135° … 180° | rear-right / rear-left |
| Q4 | −135° … −45° | front-right / rear-right |
Q1/Q3 use tan(azimuth_max) as the half-width while Q2/Q4 use
tan(DEG_90 - azimuth_max). With azimuth_max = 45° these are equal and all
four arcs are 90°, but the code is written so front/rear arcs could be widened
against the side arcs independently. azimuth_max is hardcoded with a
// HACK - should come from audio.ini comment at L4AUDIO.cpp:103.
Q3 relies on tan having period 180° to handle the wrap at ±180° — for
az < −135 the expression azimuthOfSource - DEG_180 goes below −315°, and the
result is only correct because tangent is periodic. It works; it is not obvious.
5. The ITD trick
Amplitude panning alone gives direction but not much externalization. The engine also modelled interaural time difference — the sub-millisecond arrival-time gap between your ears that the brain actually uses to localize. AUDIO.INI:
distance_between_ears=12.0
itd_difference=0.0015
The problem: an EMU8000 has no delay line. You cannot ask an AWE32 to play a voice 1.5 ms late. There is no such MIDI message and no such hardware path.
The solution: don't delay the voice — detune it. To make a voice arrive progressively earlier or later, momentarily shift its pitch, which shifts its playback rate, which slides it through time. Return the pitch to normal and the voice stays there, phase-shifted. Doppler used as a phase-steering primitive.
CalculateSpatialization sets a delay target per channel; the caller converts
the rate of change of that target into a cents offset
(MUNGA_L4/L4AUDIO.cpp:414-438):
const Scalar itd_pitch_offset_constant =
0.003831f / 0.000002f; // period / delay
frontLeftITDPitchOffset =
itd_pitch_offset_constant *
(spatialization.frontLeftDelay - currentFrontLeftDelay) /
(Scalar)itd_delta_time;
currentFrontLeftDelay = spatialization.frontLeftDelay;
Only one of the two active channels gets a nonzero delay target, scaled by the
same tangent_ratio as the gain, so maximum offset at full pan is exactly
itd_difference — 1.5 ms. The rear quadrant negates the sign
(rearLeftDelay = -(itd_delay * tangent_ratio * 2.0f), L4AUDIO.cpp:214),
flipping the lead/lag relationship behind the listener.
On the magic constant — a derivation, not something the source states.
0.003831 / 0.000002 = 1915.5 cents per unit of delay slew. The exact
small-signal value for a Doppler-style rate-to-pitch conversion is 1200 / ln 2
≈ 1731 cents. They agree within about 10%, which confirms the mechanism: a
hand-tuned first-order approximation, presumably trimmed by ear on the pod.
Three further details:
- Computed against real elapsed frame time (
Now() - lastITDFrameTime), so the slew is framerate-independent. - Applied only while the target is moving. A stationary source contributes zero pitch offset and sits at whatever phase it reached.
distance_between_ears=12.0is commented "-> average size of cockpit". BT uses2.0. This is the clearest surviving fingerprint of the pod build: the head model was scaled to the physical cabinet, because the speakers really were in the corners around the player. Confirmed authentic — RP412'sAUDIO.INIis byte-identical to the shipping 4.10 file dated 31 August 1995 (../TeslaRel410/ALPHA_1/REL410/RP/AUDIO/AUDIO.INI). Every tuning constant in this repo is the original; there has been zero config drift in thirty years.
6. The rest of the per-frame model
All of it expressed as MIDI, all driven from AUDIO.INI:
| Effect | Mechanism | INI keys |
|---|---|---|
| Distance attenuation | CC7 volume, knee + rolloff curve | amplitude_rolloff, _knee, _distance_scale |
| Distance muffling | AWE initial-filter-cutoff NRPN 21 (100–8000 Hz) | high_frequency_rolloff, _knee, _distance_scale |
| Doppler | pitch bend in cents | doppler_range, speed_of_sound |
| Reverb | CC91 send, wet exterior / dry cockpit | global_reverb_scale |
| Source compression | gain curve on the summed mix | compression_scale, compression_exponent |
| Clipping | hard cull sphere | clipping_radius |
NRPN constants are still declared at MUNGA_L4/L4AUDHDW.h:63-68
(AWE_FILTER_CUTOFF_NRPN 21, AWE_VOL_ATTACK_TIME_NRPN 11, AWE_PITCH_NRPN 16).
AUDIOMR.INI is a shipped variant differing from AUDIO.INI in exactly one
respect — compression is far more aggressive (compression_scale=0.1,
compression_exponent=9.0 vs 0.92/8.5). Everything else is identical.
7. What the port did
Both trees replaced the AWE32/SOS back-end with OpenAL Soft, by commenting
out rather than deleting. MUNGA_L4/L4AUDHDW.h is 530 lines of which the great
majority is preserved-in-amber AWE code: AudioChannel, AudioCard and
AudioHardware are entirely inside /* */. The quad CC7 volume switch survives
the same way from MUNGA_L4/L4AUDIO.cpp:1964.
The replacement is SourceSet (MUNGA_L4/L4AUDHDW.h:9-13):
struct SourceSet
{
int count;
ALuint sources[5];
};
Four MIDI channels-per-sound became up to five OpenAL sources — one per sample
zone in the preset, not one per speaker. Placement is handed to OpenAL via
alSource3f(..., AL_POSITION, ...) (MUNGA_L4/L4AUDIO.cpp:1413).
The consequence is the first headline. CalculateSpatialization is still
called every frame from UpdateSpatialModelImplementation, still computes four
gains and four ITD pitch offsets. Every consumer of those values is commented out.
8. Where the original assets actually are
Update (2026-08-05): both banks now live in
assets/RP411/AUDIO/, and the WAV set and preset table are generated from them bytools/rp_sf2extract.py. The history below is kept because it is what made that possible, and because the.SCPsources are still only in TeslaRel410.
RP412 used to ship 223 loose .wav files loaded through libsndfile, a
hand-maintained preset table in RP_L4/WTPresets.cpp, and a 1-byte stub
AUDIO.RES. The front_audio_resource/rear_audio_resource lines in AUDIO.INI
were never stale leftovers — they are the original authored configuration, and
the banks they name existed all along, simply never carried into the port.
Everything below is verified present in ../TeslaRel410/:
| Asset | Location | Detail |
|---|---|---|
| RP soundbanks | ALPHA_1/REL410/RP/AUDIO/AUDIO1.RES, AUDIO2.RES |
Genuine SoundFonts (RIFF…sfbk), 3,781,754 B (Oct 1996) and 3,708,348 B (May 1996) |
| Earlier bank revision | sda4/RPLIVE/AUDIO/ |
Nov 1995 / Oct 1995; AUDIO1 differs by 4 bytes |
| Authored sequences | sda4/RPLIVE/AUDIO/*.SCP |
70 files including STATIC.SCP |
| Sequences (partial) | CONTENT/RP/AUDIO/*.SCP |
62 files, no STATIC.SCP |
| Original C++ source | CODE/RP/MUNGA_L4/L4AUD*.CPP |
Complete pre-port DOS source |
| Hardware config | ALPHA_1/REL410/RP/SETENV.BAT |
The AWE_FRONT/AWE_REAR strings in §2.1 |
| Mixer configs | ALPHA_1/REL410/RP/AUDIO/CTMIX.CFG, ICOM.CFG |
Normal and intercom routing |
Three things this settles:
- RP's banks are its own. MD5s differ from BT's, which are byte-identical
between
TeslaRel410/ALPHA_1/REL410/BT/AUDIO/andBT411/content/AUDIO/— so the provenance chain is proven on the BT side, and RP's distinct content is sitting unused. - The
.SCPfiles are build-time sources, not runtime assets.CreateStaticAudioStreamResource(MUNGA_L4/L4AUDRES.cpp:769) is called only from the asset tool (MUNGA/TOOL.cpp:100), which compiles them intoRPL4.RES. RP412 ships a workingRPL4.RES, so the authored audio objects are present — what's missing is the editable source form, now recovered. - RP has a reference BT lacks. BT411's audit had to Ghidra-decompile
BTL4OPT.EXEto confirm F4, F9, F10, F11 and F12. For Red Planet the actual C++ source exists, so every one of those can be verified directly rather than inferred.
9. Fidelity gaps — the BT411 audit mapped onto RP412
BT411's audit graded its OpenAL port across 23 findings and has since fixed most
of them. Its sections C and D (dead attribute bindings, ReportLeak, torso-twist
servos) are BattleTech-entity-specific and do not transfer. Its synthesis and
spatial findings do.
Every gap below was re-verified against RP412's own code, not assumed. The comment-block state of each cited line was checked programmatically.
Engine-side — asset-independent
Status: all fixed (2026-08-05). Line references are to the pre-fix tree.
| # | Gap | Evidence found in RP412 | What landed |
|---|---|---|---|
| F3 | Authored distance curve computed then discarded; AL_LINEAR_DISTANCE used instead |
volume_scale *= GetDistanceVolumeScale() commented at L4AUDIO.cpp:1449; alDistanceModel(AL_LINEAR_DISTANCE) live at MUNGA/AUDIO.cpp:97; AL_MAX_DISTANCE written at :1081,1416,1941 |
alDistanceModel(AL_NONE); multiply restored on Dynamic3D; new Static3DPatchSource::CalculateSourceVolumeScale override; the three AL_MAX_DISTANCE writes dropped |
| F4 | Volume written linearly where the original used the CC7 squared law | three live alSourcef(..., AL_GAIN, volume_scale) at L4AUDIO.cpp:1082,1414,1939 |
AL_GAIN, volume_scale * volume_scale at all three |
| F9 | Brightness / HF-rolloff chain dead | GetHighFreqCutoffScale() had zero callers |
new L4AUDEFX lowpass: Dynamic3D takes HF-rolloff × brightness, Static3D and Direct take brightness alone |
| F10 | Doppler wrong constants and wrong sign | alDopplerFactor(0.3f); GetDopplerCents() zero callers |
alDopplerFactor(0.0f) + pitch_offset += GetDopplerCents() on the dynamic path only |
| F11 | Reverb wet-exterior / dry-cockpit split dead | CC91 sends commented at L4AUDIO.cpp:1227,1717 |
EFX EAXReverb aux slot at global_reverb_scale; sends attached on Dynamic3D/Static3D, Direct left dry |
| F12 | Direct placement dead — everything dead-centre | all three switch (audioPosition) blocks commented |
AL_POSITION written per the authored enum after SetupPatch |
| P1 | AL_PITCH never called anywhere in the tree |
relativePitch computed at :1034,1408,1922 and discarded at all three |
pitch applied at all three sites |
| F22 | Quad + ITD model dead | §4–5 above | still open — needs multichannel output (§10 step 4) |
P1 is an RP-specific find with no BT counterpart, and it is larger than F10
alone. RP412 had no AL_PITCH call at all, so the entire pitch chain was
inert — not just doppler but pitch_mix_offset / PitchAudioControlID, which
RP's own sequences author 97 times. Fixing F10 without this would have changed
nothing audible.
A note on note-pitch: BT411 applies 2^((note-60)/12), because its SF2-derived
presets carry authored key-splits. RP is different — SAMPLEINFO has no root-key
field, and RP's authored content predates NoteAudioControlID entirely (its
AudioControlID enum stops at AttackTimeAudioControlID), so every source runs
at DEFAULT_NOTE=60 and the factor is identically 1.0. It is applied anyway for
engine parity, clearly marked as inert for current content.
F3 was the highest-leverage single change: restoring the authored curve also repairs the distance-blind transient cull, the voice-steal weighting, and the mix-ducking chain, all of which were treating far sources as full-presence.
F22 is the one where RP is the lead repo rather than the follower. BT411 classes it low-priority because it "matters mostly for pod-hardware target" — which is precisely what this project is.
Verified on this machine: ALC_EXT_EFX is present and all nine EFX entry
points resolve, so F9/F11 are live rather than silently inert. The driver grants
256 mono sources — OpenAL Soft's default budget, which BT411 raised
explicitly via context attributes. RP412 still accepts the default; worth
revisiting if voice starvation shows up in a busy match.
Asset-side — measured against RP's own banks
RP's banks turned out to differ from BT's in ways that matter, so BT's
prevalences do not transfer. Measured directly (tools/rp_sf2extract.py --stats):
| RP total | |
|---|---|
| Presets | 154 (67 in bank 1, 87 in bank 2) |
| Instrument zones | 395 |
| Multi-zone presets | 130 / 154 (84%) |
| Key-splits | zero |
| Max zones in any preset | 4 |
| Looping zones | 129 |
| Zones with an authored low-pass | 154 |
| Zones with layer attenuation | 97 |
Zones with releaseVolEnv |
349 |
Two RP-specific findings that change the work:
- RP's banks contain no key-splits at all. Every multi-zone preset is a pure layer stack whose zones share one key range, all covering note 60. Combined with RP's content never authoring a note (§9 above), key ranges are unreachable here — so zone selection is a non-issue and every zone is simply a simultaneous voice. BT's F1, which is largely about key-splits, mostly does not apply; what applies is the plain zone count.
- Max 4 zones per preset, which fits
PRESETINFO.samples[5]as it stands. No structural change was needed — and the engine's long-standingWarn(GetVoiceCount() > 4)("AWE appears to only play 1st 4 voices",L4AUDLVL.cpp:29) matches the bank data exactly.
| # | Gap | RP status |
|---|---|---|
| F1 | Zones dropped | fixed — 93 presets were short; 176 zones recovered, 219 → 395 |
| F2 | Root key / tuning dropped | fixed — every shipped WAV was flat 44100 Hz; 202 of 219 checked zones were off, worst ~9 semitones. Tuning is now baked into each WAV's declared rate |
| F14 | Per-zone generators | partly fixed — initialAttenuation (SBK inverted scale) and the authored initialFilterFc/Q resonant low-pass are baked into the PCM. Volume envelopes still dropped |
| F13 | Loop regions and release envelopes | open — needs SAMPLEINFO fields plus engine work (see below) |
F13 remains the outstanding asset-side item. It needs loopStart/loopEnd
and releaseSec on SAMPLEINFO, AL_SOFT_loop_points at buffer setup, and a
gain ramp on the stop path. 349 of 395 zones carry an authored release envelope
that is currently an instant cut.
The ordering hazard BT flagged — loop regions must land with or before multi-zone extraction, or whole-buffer looping over a short loop region replays an entire sample every cycle — is worth re-checking for RP now that zone counts have gone up. RP's 129 looping zones should be measured for loop-region coverage before F13 lands.
The churn this work introduced — now fixed (2026-08-05). Recovering the
zones took voice demand per sound from ~1.1 to ~2.6, roughly doubling the
allocation churn: RequestAudioChannels called alGenSources per sound event
and ReleaseSourceSet called alDeleteSources on release. BT411 hit exactly
this, and its measured conclusion was that raising the source budget was not
the fix — pooling was, and a net CPU win besides.
Sources are now generated once and recycled through a free list
(RPAudioPoolAcquire / RPAudioPoolRelease, L4AUDRND.cpp), capped at 240
against the driver's 256-mono grant. Steady-state play costs no allocation:
measured 3 sources generated across 12,000 acquisitions.
Two real bugs were sitting underneath it, both verified against this driver rather than assumed:
- The bulk delete was atomic and leaked whole sets.
alDeleteSources(3, {valid, valid, 0})returns an error and deletes nothing — both live sources survive. The oldReleaseSourceSetpassed the whole fixed-size array and then parked slots at-1(0xFFFFFFFF), so any partial set, or any double release, leaked its entire allocation. Release is now per-source, and slots park at 0, which is never a valid AL name. SourceSet.sources[]was never initialized. The constructor set onlycount, andRequestAudioChannelsdecided whether a slot was already filled by askingalIsSourceabout uninitialized stack garbage. A value that happened to match a live name meant two sources silently sharing one — a latent hazard that pooling would have made more likely, since recycling keeps small integer names in circulation.
Recycled sources are scrubbed before being parked: stopped, buffer detached, looping/gain/pitch/relative/position/velocity reset, and the EFX direct filter and reverb send cleared — without that last part a dry cockpit sound could inherit the wet send of the 3D source that held the name before it. Verified: a source deliberately dirtied then released comes back with looping=0, gain=1.0, pitch=1.0, relative=0.
9a. Tuning knobs — standing in for hardware the pod had
The cabinets ran the game at unity gain and did all their volume and tone shaping outside it, in an external amplifier and a 3-way crossover. That is why there is no master volume anywhere in the original code, and why AUDIO.INI has no level control: the operator turned a knob on an amp.
A desktop player has neither, so the port has to provide them. Two env vars,
both documented in environ.ini, both defaulting to leaving the mix exactly as
the pod played it:
| Knob | Stands in for | Range | Default |
|---|---|---|---|
RP412AUDIOVOLUME / PgUp, PgDn |
the amplifier's volume | 0.0 – 2.0 | 1.0 (unity, as the pod ran) |
RP412AUDIOBASS / Home, End |
the crossover's low band | 0.0 – 1.0 | 1.0 (as authored) |
Both step live by 0.05 and persist beside the exe (volume.cfg, bass.cfg),
which then win over environ.ini next launch.
RP412AUDIOVOLUME is a straight alListenerf(AL_GAIN, …) at renderer init.
There was no listener gain call at all before, so the default is a genuine
no-op. PgUp/PgDn step it live by 0.05 and persist to volume.cfg beside the
exe, which then wins over environ.ini on the next launch — the env var decides
where an untouched machine starts, the keys are the knob, and a knob stays where
it was left.
The keys are polled (GetAsyncKeyState in LBE4ControlsManager::Execute),
not taken off the key-message path, and that is not a style choice. RP's keyboard
pump consumes only WM_KEYUP/WM_SYSKEYUP/WM_CHAR from the front of the
queue while the front-end runs message loops of its own, so key messages are
raced for and routinely lost — measured at roughly two of every six presses
arriving when the volume was first wired through that path. Survivable for a
one-shot like the abort chord; not for a control you tap repeatedly to find a
level. This is a pre-existing property of the input path, worth knowing before
binding anything else to it.
RP412AUDIOBASS is not an EFX filter, and the reason is worth recording:
the OpenAL this game ships implements only AL_FILTER_LOWPASS. It is
Creative's (installed by oalinst.exe; the renderer reports "Generic Software"),
not OpenAL Soft, and it rejects both AL_FILTER_HIGHPASS and
AL_FILTER_BANDPASS — verified on the build machine. A bandpass would have been
the neat answer, carrying the authored brightness model on GAINHF and the trim
on GAINLF across the one direct filter a source gets. It is not available.
So the trim is a per-zone gain applied in the mix. That works because of
how RP's low end is built: the weight sits in discrete deep layer zones whose
per-zone tuning bakes out to a very low playback rate — 13 zones below 8 kHz,
3.4 to 5.2 octaves below their recorded pitch, against 81% of the set at 22 kHz
and above. A zone's baked rate is a reliable proxy for which band it occupies,
so attenuating the low-rate zones is a real low-band trim rather than a blunt
overall cut. Each buffer's depth is fixed at load from its rate; the trim
itself is read at mix time, which is what lets Home/End move it while sounds are
playing. The ramp is untouched at/above 22050 Hz, full trim at/below 5512 Hz,
log-interpolated between. At 0.7 that is −3.1 dB on the deepest layers,
−1.4 dB at 11 kHz, nothing from 22 kHz up.
(An earlier revision scaled the PCM at load instead. That could never be a live knob — the samples are already in OpenAL buffers by the time a key is pressed — and it risked quantisation on top. The gain form is both live and cleaner.)
A caution for anyone extending the EFX work: EFX_Initialize reads
alGetError() after configuring the scratch filter, so asking for a filter type
this driver does not support leaves an error pending and takes the whole
bridge down with it — reverb included. That is not hypothetical; it is exactly
what the bandpass attempt did before the filter-type probe caught it.
AUDIO.INI is also a live mixing desk now, for the first time since 1995 —
those constants used to be computed and discarded. global_reverb_scale is the
wet amount, amplitude_rolloff/_knee/_distance_scale set how loud distant
things are, high_frequency_rolloff* how dull, compression_* the ducking,
clipping_radius the cull. Read once at init. Editing it diverges from the
authored 1995 values, which is a real cost — it is byte-identical to the
shipping original today.
10. A recovery path, in order
-
Engine-side fidelity first.Done (2026-08-05). F3, F4, F9, F10, F11, F12 and P1 all landed;L4AUDEFX.cpp/.hported and added toMunga_L4.vcxproj. Builds clean on VS2022Release|Win32; smoke-tested against vRIO on COM1 withRP412STEAM=0— reaches gameplay and holds a steady frame loop. -
Wire RP's banks in.Done (2026-08-05). Both banks are now inassets/RP411/AUDIO/, hash-identical to the 1996 originals.tools/rp_sf2extract.pyextracts all 395 zones with tuning, layer attenuation and the authored low-pass baked in, and regeneratesRP_L4/WTPresets.cpp. Verified: 176 zones recovered with none lost (the 46 preset slots that disappeared were all empty placeholders); every extreme baked rate (1228 Hz – 88200 Hz) accepted by libsndfile →alBufferData→alSourcePlayon the real runtime path. Still open here: F13.Confirmed by ear (2026-08-05): markedly more bass. That is the expected signature of the tuning fix — the deepest layers were the worst offenders, a collision sub-thud playing at 44100 Hz where the bank says 1228 — compounded by the 176 recovered zones, which are disproportionately the low rumble layers sitting under collisions and explosions.
-
Recover the
.SCPsources fromsda4/RPLIVE/AUDIO/into the asset pipeline, so authored audio becomes editable again rather than frozen inRPL4.RES. -
Then quad. With the above in place:
- Ask ALC for a multichannel format instead of accepting the stereo default
(
MUNGA_L4/L4AUDRND.cpp:380). - Place four
AL_SOURCE_RELATIVEsources at fixed corner positions and drive theirAL_GAINfrom the existingGetFrontLeftScale()family, bypassing OpenAL's panner. - Feed the ITD offsets to
AL_PITCH— or implement a real fractional delay, which a software mixer can do and the EMU8000 could not. The detune path is already written and is the authentic behaviour. - Re-derive
azimuth_maxfrom the actual cabinet speaker angles instead of the hardcoded 45°.
- Ask ALC for a multichannel format instead of accepting the stereo default
(
Steps 1 and 2 are where nearly all the audible improvement is. Step 4 is what made the pod feel like the sound was in the room with you.
11. Verifying any of this
| File | What's in it |
|---|---|
MUNGA_L4/L4AUDHDW.h |
AWE/MIDI constants, AudioCard/AudioHardware (commented), SourceSet |
MUNGA_L4/L4AUDHDW.cpp |
MPU-401 port I/O, BLASTER parsing (:269), card init (:935) |
MUNGA_L4/L4AUDIO.cpp |
CalculateSpatialization (:60), ITD pitch (:414), dead quad CC7 path (:1964) |
MUNGA_L4/L4AUDRND.cpp |
renderer, OpenAL init (:380), dead quad channel allocator (:1309) |
MUNGA_L4/L4AUDRES.cpp |
resource manager, WAV → AL buffers, SCP compile path (:769) |
MUNGA_L4/L4APP.cpp:505 |
the dead two-card gate on renderer creation |
MUNGA_L4/sos/ |
HMI SOS driver headers (bc4 + wc), SOSMAWE.C bank uploader |
dist/AUDIO/AUDIO.INI |
every tuning constant — byte-identical to the 1995 original |
../TeslaRel410/CODE/RP/MUNGA_L4/ |
the original DOS source, for anything the comments don't answer |
../BT411/docs/AUDIO_FIDELITY.md |
the full 23-finding audit this section maps from |
The commented-out regions are a faithful copy of the original — verified against
TeslaRel410/CODE/RP/MUNGA_L4/L4AUDIO.CPP, which matches character-for-character
in the spatialization and ITD paths. They were preserved deliberately and they
describe exactly how the pod's audio hardware was driven.