fix #417: world ambience kept playing at character select after the in-world logoff

The character-session reset manifest had no audio step: retail's logoff
destroys the world's sound sources with the world, but our OpenAL world
pool and ambient scheduler are process-lifetime — the continuous ambient
beds played on at character select and the scheduler kept RE-FIRING
deadlines against the stale listener (Suspend/StopAll had zero callers;
WorldGenerationQuiescence only cycles around teleport-style generation
replaces).

New WorldAudioSessionGate: the reset manifest's 'world audio' step stops
all sixteen world-pool voices (SuspendWorldAudio) and drops every ambient
deadline (StopAll); the pool reopens at the entered-world edge through the
new default-null LiveSessionEnteredWorldBindings.ResumeWorldAudio binding,
invoked first in ApplyEnteredWorld. The ambient soundscape needs no
explicit resume — the next objcell observation rebuilds it exactly as a
cell change always did. Covers logout, reconnect, and full stop uniformly.
UI-pool sounds (interface bank, portal cues) untouched by design.

App tests 5568/3 skips, Runtime 1756/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-17 18:46:04 +02:00
parent 91c1962b0d
commit 0bb47f2711
8 changed files with 104 additions and 2 deletions

View file

@ -24,6 +24,32 @@ What does NOT go here:
- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
## #417 — World ambience keeps playing (and re-firing) on the character-select screen after the in-world logoff
**Status:** ✅ FIXED 2026-08-17 (logout-audio round; fix + tests in the same
commit as this entry). **Symptom:** log out to character select — the old
world's ambient noise continues. **Root cause:** the character-session
reset manifest had NO audio step at all. Retail's logoff destroys the
world's sound sources WITH the world, so character select is silent; our
OpenAL world pool and the ambient scheduler are process-lifetime, so after
the reset the playing voices (including the continuous ambient beds) ran
on, and `AmbientSoundController.Tick` kept RE-FIRING deadlines against the
stale listener (the region stays installed and nothing suspends the
controller — `Suspend`/`StopAll` had zero callers outside the class; the
existing `WorldGenerationQuiescence` suspend only cycles around generation
REPLACES, i.e. teleports, never the logout reset). **Fix:** a new
`WorldAudioSessionGate` (engine `SuspendWorldAudio` — stops all sixteen
world-pool voices and gates new plays — plus ambient `StopAll` — drops
every deadline; the soundscape rebuilds on the next objcell observation
exactly as a cell change always did) wired as the reset manifest's new
"world audio" step, with the pool reopened at the entered-world edge via
the new `LiveSessionEnteredWorldBindings.ResumeWorldAudio` binding
(default-null, headless-safe), invoked FIRST in `ApplyEnteredWorld` so no
entered-world callback can emit into a closed pool. Covers logout,
reconnect, and full-stop uniformly (all run the same manifest). UI-pool
sounds (interface bank, portal cues) are untouched by design — retail's
logoff plays its cue through the same interface path.
## #416 — Character-select roster hover highlight never clears (sweeping the roster leaves every row highlighted)
**Status:** ✅ FIXED 2026-08-17 (same round as #414; fix + tests in the same