fix(audio): portal cues fire on the sequencer's sound events, not the tunnel visuals
Slice A4 hung UI_EnterPortal on TeleportAnimEvent.EnterTunnel — the first tunnel-family frame — so the cue landed a whole TunnelFadeIn after retail plays it. Retail's site is gmSmartBoxUI::BeginTeleportAnimation @0x004D638E, i.e. Begin(), which the sequencer already marks as TeleportAnimEvent.PlayEnterSound. That event has existed since the R6 portal-space work, complete with a 'Begin(): sound_ui_enter_portal' comment, and no consumer has ever handled it — the switch in LocalPlayerTeleportController had cases for Place, EnterTunnel, PlayExitSound and FireLoginComplete only, so the sequencer emitted PlayEnterSound into nothing. A4 filled the gap in the wrong place rather than filling it. Both cues now go through named presentation methods driven by the matching events: PlayEnterCue on PlayEnterSound, PlayExitCue on PlayExitSound (the TunnelFadeOut -> WorldFadeIn edge, @0x004D7405, the same tick the world viewport is revealed). EnterTunnel/ExitTunnel are visuals again. The exit cue was already firing at the right moment, since ExitTunnel was called from inside the PlayExitSound case — correct by accident, explicit now. Found by the user asking when the recall cues play. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
aa82ff7bf1
commit
2914e43aa9
3 changed files with 73 additions and 10 deletions
|
|
@ -309,6 +309,8 @@ internal interface ILocalPlayerTeleportPresentation : IDisposable
|
|||
(TeleportAnimSnapshot Snapshot, IReadOnlyList<TeleportAnimEvent> Events)
|
||||
Tick(float deltaSeconds, bool worldReady);
|
||||
void TickTunnel(float deltaSeconds);
|
||||
void PlayEnterCue();
|
||||
void PlayExitCue();
|
||||
void EnterTunnel();
|
||||
void ExitTunnel();
|
||||
void SetWaitCue(bool visible);
|
||||
|
|
@ -360,17 +362,26 @@ internal sealed class LocalPlayerTeleportPresentation
|
|||
/// </summary>
|
||||
public Action<SoundId>? UiSoundSink { get; set; }
|
||||
|
||||
public void EnterTunnel()
|
||||
{
|
||||
_tunnel.Enter();
|
||||
UiSoundSink?.Invoke(SoundId.UI_EnterPortal);
|
||||
}
|
||||
/// <summary>
|
||||
/// <c>Sound_UI_EnterPortal</c>, at retail's moment: the START of the
|
||||
/// teleport animation (<c>gmSmartBoxUI::BeginTeleportAnimation</c> @
|
||||
/// <c>0x004D638E</c>), which the sequencer marks as
|
||||
/// <c>TeleportAnimEvent.PlayEnterSound</c> — NOT when the tunnel viewport
|
||||
/// first appears, which is a TunnelFadeIn later.
|
||||
/// </summary>
|
||||
public void PlayEnterCue() => UiSoundSink?.Invoke(SoundId.UI_EnterPortal);
|
||||
|
||||
public void ExitTunnel()
|
||||
{
|
||||
_tunnel.Exit();
|
||||
UiSoundSink?.Invoke(SoundId.UI_ExitPortal);
|
||||
}
|
||||
/// <summary>
|
||||
/// <c>Sound_UI_ExitPortal</c> @ <c>0x004D7405</c>, at the
|
||||
/// TunnelFadeOut to WorldFadeIn edge — the sequencer's
|
||||
/// <c>TeleportAnimEvent.PlayExitSound</c>, the same tick the world viewport
|
||||
/// is revealed.
|
||||
/// </summary>
|
||||
public void PlayExitCue() => UiSoundSink?.Invoke(SoundId.UI_ExitPortal);
|
||||
|
||||
public void EnterTunnel() => _tunnel.Enter();
|
||||
|
||||
public void ExitTunnel() => _tunnel.Exit();
|
||||
public void SetWaitCue(bool visible) => _tunnel.SetWaitCue(visible);
|
||||
|
||||
public void Reset()
|
||||
|
|
@ -601,6 +612,14 @@ internal sealed class LocalPlayerTeleportController
|
|||
if (!IsCurrentLifetime(generation, sequence))
|
||||
return;
|
||||
break;
|
||||
case TeleportAnimEvent.PlayEnterSound:
|
||||
// Retail plays the enter cue as the animation BEGINS, before
|
||||
// the tunnel is visible. The sequencer has always emitted
|
||||
// this event; nothing consumed it until Campaign A.
|
||||
_presentation.PlayEnterCue();
|
||||
if (!IsCurrentLifetime(generation, sequence))
|
||||
return;
|
||||
break;
|
||||
case TeleportAnimEvent.EnterTunnel:
|
||||
_presentation.EnterTunnel();
|
||||
if (!IsCurrentLifetime(generation, sequence))
|
||||
|
|
@ -611,6 +630,9 @@ internal sealed class LocalPlayerTeleportController
|
|||
// cell blocking at the exact portal/world viewport swap.
|
||||
// LoginComplete remains one WorldFadeIn second later.
|
||||
_worldReveal.RevealWorldViewport();
|
||||
if (!IsCurrentLifetime(generation, sequence))
|
||||
return;
|
||||
_presentation.PlayExitCue();
|
||||
if (!IsCurrentLifetime(generation, sequence))
|
||||
return;
|
||||
_presentation.ExitTunnel();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue