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>
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10 changed files with 339 additions and 5 deletions
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@ -125,14 +125,28 @@ public sealed class AudioHookSink : IAnimationHookSink
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if (!_engine.IsAvailable) return;
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uint tableId = _entitySoundTables.GetSoundTableId(entityId);
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if (tableId == 0) return;
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if (tableId == 0)
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{
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WireProbe(entityId, soundType, "no-sound-table");
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return;
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}
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SoundTable? table = _cache.GetSoundTable(tableId);
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if (table is null) return;
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if (table is null)
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{
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WireProbe(entityId, soundType, $"table-0x{tableId:X8}-unloadable");
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return;
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}
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var entry = SoundCookbook.Select(table, (DRWSound)soundType, _rng);
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if (entry is null) return;
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if (entry is null)
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{
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WireProbe(entityId, soundType, "slot-missing-or-gate-silence");
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return;
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}
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WireProbe(entityId, soundType,
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$"play wave=0x{(uint)entry.Id:X8} pos=({worldPosition.X:F0},{worldPosition.Y:F0},{worldPosition.Z:F0})");
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Play(
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entityId, worldPosition,
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waveId: (uint)entry.Id,
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@ -140,6 +154,13 @@ public sealed class AudioHookSink : IAnimationHookSink
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priority: entry.Priority);
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}
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private static void WireProbe(uint entityId, uint soundType, string outcome)
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{
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if (!AudioDiagnostics.ProbeWireSoundsEnabled) return;
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Console.WriteLine(FormattableString.Invariant(
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$"[sound-wire] local=0x{entityId:X8} slot=0x{soundType:X2} {outcome}"));
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}
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/// <summary>
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/// Play a sound-bearing animation hook through the INTERFACE bus — from
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/// centre, distance 0, unaffected by the world-audio suspension that
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@ -137,6 +137,26 @@ public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescen
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// ── Public volume knobs ──────────────────────────────────────────────────
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public float MasterVolume { get; set; } = 1f;
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private bool _muted;
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/// <summary>
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/// Instant all-voices mute. Implemented as the AL LISTENER gain — unused
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/// since A2 moved all mixing to the CPU, so it is a free master switch
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/// that silences already-playing voices immediately and restores them
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/// exactly, without touching the retail mixing math, the −50 dB
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/// allocation cutoff, or any persisted volume setting.
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/// </summary>
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public bool Muted
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{
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get => _muted;
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set
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{
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_muted = value;
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if (_available && _al is not null)
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_al.SetListenerProperty(ListenerFloat.Gain, value ? 0f : 1f);
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}
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}
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public float SfxVolume { get; set; } = 1f;
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public float AmbientVolume{ get; set; } = 0.8f;
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public bool IsAvailable => _available;
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@ -1178,7 +1178,17 @@ internal sealed class SessionPlayerCompositionPhase
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new GameplayCameraModeCommands(host.CameraController),
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gameRuntime,
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gameRuntime.Combat,
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new GameplayWindowCommands(d.Window.Close));
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new GameplayWindowCommands(d.Window.Close),
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toggleAudioMute: content.Audio?.Engine is { } audioEngine
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? () =>
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{
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audioEngine.Muted = !audioEngine.Muted;
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Console.WriteLine(
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audioEngine.Muted
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? "audio: muted (Ctrl+M to unmute)"
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: "audio: unmuted");
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}
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: null);
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var targets = new RuntimeGameplayInputPriorityTargets(
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gameplayInput,
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pointer,
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@ -151,6 +151,7 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
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private readonly IGameRuntimeView _runtimeView;
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private readonly IRuntimeCombatCommands _combat;
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private readonly IGameplayWindowCommands _window;
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private readonly Action? _toggleAudioMute;
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public GameplayInputCommandController(
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IRetainedGameplayWindowCommands retained,
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@ -161,7 +162,8 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
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IGameplayCameraModeCommands camera,
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IGameRuntimeView runtimeView,
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IRuntimeCombatCommands combat,
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IGameplayWindowCommands window)
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IGameplayWindowCommands window,
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Action? toggleAudioMute = null)
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{
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_retained = retained ?? throw new ArgumentNullException(nameof(retained));
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_devTools = devTools ?? throw new ArgumentNullException(nameof(devTools));
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@ -173,6 +175,7 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
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?? throw new ArgumentNullException(nameof(runtimeView));
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_combat = combat ?? throw new ArgumentNullException(nameof(combat));
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_window = window ?? throw new ArgumentNullException(nameof(window));
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_toggleAudioMute = toggleAudioMute;
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}
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public bool Handle(InputAction action)
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@ -185,6 +188,9 @@ internal sealed class GameplayInputCommandController : IGameplayInputCommandTarg
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case InputAction.ToggleInventoryPanel:
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_retained.ToggleInventory();
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return true;
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case InputAction.AcdreamToggleAudioMute:
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_toggleAudioMute?.Invoke();
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return true;
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case InputAction.AcdreamToggleDebugPanel:
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_devTools.ToggleDebugPanel();
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return true;
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@ -120,6 +120,11 @@ public sealed class EntityEffectController : IAnimationHookSink,
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{
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if (message.Guid == 0)
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return;
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if (AcDream.Core.Audio.AudioDiagnostics.ProbeWireSoundsEnabled)
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{
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Console.WriteLine(FormattableString.Invariant(
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$"[sound-wire] recv guid=0x{message.Guid:X8} slot=0x{message.SoundType:X2} vol={message.Volume:F2}"));
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}
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if (TryGetReadyLocalId(message.Guid, out uint localId))
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{
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RefreshLiveAnchor(message.Guid, localId);
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22
src/AcDream.Core/Audio/AudioDiagnostics.cs
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22
src/AcDream.Core/Audio/AudioDiagnostics.cs
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@ -0,0 +1,22 @@
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using System;
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namespace AcDream.Core.Audio;
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/// <summary>
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/// Diagnostic toggles for the audio subsystem, read once at startup per the
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/// Code Structure Rules (one static owner per subsystem; no per-call-site
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/// env reads).
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/// </summary>
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public static class AudioDiagnostics
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{
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/// <summary>
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/// One console line per inbound server Sound event (0xF750) and per
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/// wire-sound play decision, with the drop reason when nothing plays.
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/// Used to pin whether interior soundscapes (inn chatter — server-bound
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/// ambient sound tables fired by emitter heartbeats) are absent because
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/// the server never sends them or because the client drops them.
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/// <para>Initial state from <c>ACDREAM_PROBE_SOUND_WIRE=1</c>.</para>
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/// </summary>
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public static bool ProbeWireSoundsEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_SOUND_WIRE") == "1";
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}
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@ -259,6 +259,9 @@ public enum InputAction
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AcdreamSensitivityUp,
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/// <summary>F10 cycles weather.</summary>
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AcdreamCycleWeather,
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/// <summary>Ctrl+M mutes/unmutes all audio instantly (acdream-only —
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/// retail has no master volume, let alone a mute).</summary>
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AcdreamToggleAudioMute,
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/// <summary>F (existing) toggles between fly camera and orbit/chase mode.</summary>
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AcdreamToggleFlyMode,
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/// <summary>Tab — currently toggles fly↔player mode (will be reassigned to ToggleChatEntry in K.1c).</summary>
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@ -120,6 +120,7 @@ public sealed class KeyBindings
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b.Add(new(new KeyChord(Key.F7, ModifierMask.None), InputAction.AcdreamCycleTimeOfDay));
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b.Add(new(new KeyChord(Key.F8, ModifierMask.None), InputAction.AcdreamSensitivityDown));
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b.Add(new(new KeyChord(Key.F9, ModifierMask.None), InputAction.AcdreamSensitivityUp));
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b.Add(new(new KeyChord(Key.M, ModifierMask.Ctrl), InputAction.AcdreamToggleAudioMute));
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b.Add(new(new KeyChord(Key.F10, ModifierMask.None), InputAction.AcdreamCycleWeather));
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b.Add(new(new KeyChord(Key.F, ModifierMask.None), InputAction.AcdreamToggleFlyMode));
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b.Add(new(new KeyChord(Key.Tab, ModifierMask.None), InputAction.AcdreamTogglePlayerMode));
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