3 Commits
Author SHA1 Message Date
CydandClaude Fable 5 351cce26b3 AWE32: VWE_AWE_WAV crackle-hunt recording taps
Three WAVs written from the render thread: per-card PRE-limiter
streams as float32 (clipping baked in upstream shows as flat tops
above full scale) and the POST-limiter int16 mix (what the user
hears). Headers re-patched every second so files survive a hard
kill. launch_pod.ps1 arms it into the work dir by default.

Diagnosis logic: flat tops in a card tap = per-voice clipping inside
the EMU8000 core; clean cards + dirty mix = limiter artifact; all
clean = winmm path.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 14:06:11 -05:00
CydandClaude Fable 5 cbf7015620 Weapon visuals + aim: beams render from the guns; pick self-target fixes
Renderer (dpl3-revive/patha):
- Instance visibility honored at DRAW time (stored word 4 = live
  dpl_SetInstanceVisibility field): laser beams (4-frame pulses) and
  missile models now render; cache tags w3 0/1 instances 'gated'
- PSFX world bursts (dcs=0 muzzle/impact/explosion) rendered; psfx
  storage list-based so one-shot bursts stop collapsing onto one key
- fix_degenerate applied to INSTANCE chains (was camera-only): the
  beam chain rides four rank-2 rig DCSs; composed rank-2 drew beams
  away from the guns. Offline f1635 now shows both arm beams
  converging on the aim point
- First-person canopy cull: the always-armed cockpit model at the
  head drew as a vertical line down screen center (user-confirmed
  fixed live)

Device (vpx-device/vpxlog.cpp):
- CAM backchannel on the fifosock: bridge streams its validated
  camera (+ vehicle root DCS); raycast_pick aims along the player's
  real look instead of the static view-node pose, which had locked
  every missile/beam onto one fixed wrong world point
- raycast_pick skips hidden-until-armed instances and the player's
  own articulation subtree: picking own beams created a target
  feedback loop, picking own missiles retargeted salvos mid-flight,
  and a picked missile's deleted DCS froze the game (arena2 crash)

Sound (vpx-device/vweawe.cpp): stereo-linked peak limiter replaces
the hard output clamp (the "generator out" crackle); VWE_AWE_LOG
reports pre-limit peaks + duck counts, enabled in launch_pod.ps1.
Missile-fire crackle persists: per-voice EMU8000 clamp suspected.

Eggs/confs: TESTAR2.EGG + gauge_arena2_sound.conf (map=arena2 city
variant); cavern.egg (console-era reference); plasma display on COM2
in the gauge confs; gauge_arena_net_sound.conf (slirp net stack).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 00:09:03 -05:00
CydandClaude Fable 5 a0a4260fd4 Sound: dual-AWE32 EMU8000 emulation -- the pod has audio
Vendored 86Box EMU8000 core (GPL-2, emu8k.cpp/.h + shim) plus vweawe.cpp:
two cards at the production addresses (0x620/0x640 register triplets),
rear-card DSP/mixer stub at 0x240, synthesis on an autonomous render
thread with direct winmm output so sustained voices ride through
emulation-thread stalls (RIO staging retries) like the real silicon did.
WC sample-counter interpolation between render chunks keeps HMI SOS
busy-waits fast. VWE_AWE32/VWE_AWE_ROM/VWE_AWE_RAM_KB/VWE_AWE_SHIFT/
VWE_AWE_LEAD_MS/VWE_AWE_DUMP/VWE_AWE_LOG env knobs.

emulator/roms: the AWE32 1MGM GM ROM dumped from our own pod card (SF2)
plus the reconstructed raw image the emulated EMU8000 loads. The HMI
driver refuses the AUDIO*.RES SoundFont upload without it (banks declare
irom=1MGM) -- that was the root cause of the first silent runs; full
debug chain in SOUND-NOTES.md. Repo serves the pod-owner community only.

.gitignore: drop the ROM excludes and un-ignore ALPHA_1/ and sda4/
(committed separately).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-04 19:40:15 -05:00