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

@ -30,7 +30,13 @@ public sealed record LiveSessionEnteredWorldBindings(
Action RestoreLayout,
Action SyncToolbar,
Action<string> LoadCharacterSettings,
Action ArmPlayerModeAutoEntry);
Action ArmPlayerModeAutoEntry,
/// <summary>Logout-audio round (2026-08-17): re-enables world-pool audio
/// after the session reset's suspend (retail's logoff tears the world's
/// sound sources down with the world; ours must re-open the pool at the
/// next world entry). Default no-op preserves headless and existing
/// construction sites.</summary>
Action? ResumeWorldAudio = null);
public sealed record LiveSessionHostBindings(
LiveSessionRoutingFactories Routing,
@ -269,6 +275,11 @@ public sealed class LiveSessionHost
private void ApplyEnteredWorld(LiveSessionCharacterSelection selection)
{
string name = selection.CharacterName;
// FIRST: the world-audio pool must be open before any entered-world
// callback can emit a sound (retail never closes its pool across a
// logoff — the sources die with the world — so the reopened pool is
// the earliest faithful moment).
_enteredWorld.ResumeWorldAudio?.Invoke();
_enteredWorld.SetActiveCharacter(name);
_enteredWorld.RestoreLayout();
_enteredWorld.SyncToolbar();