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

@ -1118,6 +1118,11 @@ internal sealed class SessionPlayerCompositionPhase
live.SelectionInteractions),
new LiveSessionWorldRuntime(
content.Dats,
content.Audio?.Engine is { } sessionAudioEngine
? new AcDream.App.Audio.WorldAudioSessionGate(
sessionAudioEngine,
content.Audio.Ambient)
: null,
live.WorldState,
live.LiveEntities,
sessionEvents,