feat(audio): Ctrl+M instant mute + inn-chatter investigation closed as server content

Two items from listening-gate round 2.

Mute: AcdreamToggleAudioMute (default Ctrl+M; bare M is selection) flips
OpenAlAudioEngine.Muted, implemented as the AL LISTENER gain - unused
since A2 moved all mixing to the CPU, so it is a free master switch that
silences already-playing voices instantly and restores them exactly,
without touching the retail mixing math, the -50 dB allocation cutoff, or
any persisted volume setting. Rebindable like every other action; console
line confirms each flip.

Inn chatter: the user hears talk-and-laughter ambience in retail inns and
not in acdream. Three installed-dat scans (pinned as conformance tests in
EnvCellSoundEmitterInventoryTests) prove the mechanism is NOT client
data: no interior static in the town landblock carries an ambient-slot
sound table, no Setup among all 5,935 in the portal dat references one,
and yet 23 sound tables carrying ONLY Ambient1..8 slots exist - pure
soundscape banks with nothing client-side pointing at them. They are
wire-bound: the server attaches one to an emitter object via
CreateObject's sound-table field and fires the slots over 0xF750 - ACE
implements exactly this (EmoteType.Sound heartbeat emotes ->
GameMessageSound broadcast). Our 0xF750 receiver (slice A3) is live and
now instrumented (ACDREAM_PROBE_SOUND_WIRE=1, via the new
AudioDiagnostics owner per Code Structure Rule 5, with per-event drop
reasons in AudioHookSink.PlayServerSound). A probed session against the
local ACE received ZERO 0xF750 events across a town walkabout: the
silence is server world-content (no emitters configured/firing), not a
client drop. The first scan's assertion originally encoded the
emitter-object hypothesis; the data refuted it, and the test now pins the
negative so the conclusion cannot silently rot.

Full Release suite green (the one failure during development was the
hypothesis-pinning assertion, corrected to pin the finding).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-09 14:09:24 +02:00
parent e5ade796ac
commit 2cf94dbcd2
10 changed files with 339 additions and 5 deletions

View file

@ -360,6 +360,20 @@ TunnelFadeIn. Both cues now fire on the sequencer's own dedicated sound events
`PortalCues_FireOnTheSequencersOwnSoundEvents_NotOnTheTunnelVisuals` pins the
moments. The exit cue was already correct.
**Listening-gate round 2 (2026-08-08, inn-chatter finding):** interior
soundscapes (inn talk-and-laughter) are NOT dat-authored — proven by three
installed-dat scans pinned in `EnvCellSoundEmitterInventoryTests`: no interior
static carries an ambient-slot table, no Setup in the whole portal dat
references one, yet 23 ambient-only soundscape banks exist. They are
WIRE-BOUND: the server attaches them to emitter objects and fires the slots
over 0xF750 (ACE: `EmoteType.Sound` heartbeat emotes). Our A3 path is the
receiver and is live; a probed session (`ACDREAM_PROBE_SOUND_WIRE=1`)
received ZERO 0xF750 events across a town walkabout, so the silence is ACE
world-content, not a client drop. Also added this round: `Ctrl+M` instant
mute (`AcdreamToggleAudioMute` → AL listener gain, unused since A2 — silences
playing voices immediately without touching the retail mixing math or any
persisted setting).
**Still owed:** the user listening gate (A2 falloff, A4 cues, A5 ambients) and
the connected gates for A3/A4. Open rows: AP-173, AP-174, TS-64, TS-65, TS-66,
TS-67, TS-9 (re-scoped), #321.