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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@ -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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