feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring

Full audio pipeline from MotionHook → OpenAL 3D playback. Faithful to
retail's 16-voice pool, inverse-square falloff, and SoundTable
probabilistic variant selection.

Core layer (AcDream.Core/Audio):
- WaveDecoder parses the WAVEFORMATEX in Wave dat headers. PCM
  (wFormatTag=1) decodes directly; MP3 (0x55) and ADPCM (0x02) return
  null + log (ACM compressed decoders need Windows winmm; cross-platform
  path deferred). Cites r05 §2.1-2.3 + ACE Wave.cs.
- SoundCookbook.Roll implements the probability-weighted entry pick that
  gives retail footsteps their variation. Cumulative-distribution walk;
  silence tail when probabilities sum to <1.
- DatSoundCache: ConcurrentDictionary-backed lazy load of Wave /
  SoundTable dats, decoded PCM memoized.

App layer (AcDream.App/Audio):
- OpenAlAudioEngine (Silk.NET.OpenAL): 16-source 3D pool with
  round-robin first-free, then evict-quieter-slot algorithm matching
  retail chunk_00550000.c FUN_00550ad0 exactly. Separate 4-source UI
  pool (source-relative). AL buffer cache keyed by Wave id.
  InverseDistanceClamped distance model. Fail-open when AL driver
  missing or ACDREAM_NO_AUDIO=1 — client continues without audio.
- AudioHookSink routes SoundHook / SoundTableHook / SoundTweakedHook
  from the Phase E.1 animation-hook router into OpenAL. All three
  hook types fire on both player AND NPCs/monsters (the sequencer
  dispatches per-entity and the sink uses entity worldPos for 3D pan).
- DictionaryEntitySoundTable holds per-entity SoundTable mapping,
  populated from Setup.DefaultSoundTable at hydration time. Server-
  sent overrides would take precedence here when wired.

GameWindow integration:
- OpenAL init in OnLoad after dat collection, suppressible via
  ACDREAM_NO_AUDIO=1.
- SetListener called each OnRender frame with camera position + view
  basis vectors (fwd = -Z, up = +Y of inverse view).
- AudioEngine disposed in OnClosing before dats.

Tests: 6 WaveDecoder (PCM / MP3-null / ADPCM-null / stereo / truncated
/ peek) + 6 SoundCookbook (empty / single / 50-30-20 distribution
within 5%, silence tail, table lookup, missing table key). Verified
against r05 §2 + ACViewer export-path.

Build green, 497 tests pass (up from 485).

Ref: r05 §2 (Wave format), §5.3 (16-voice pool + eviction).
Ref: FUN_00550ad0 (chunk_00550000.c:527) eviction algorithm.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-18 16:38:26 +02:00
parent b04d393329
commit 351723928f
9 changed files with 1072 additions and 0 deletions

View file

@ -0,0 +1,83 @@
using System;
using System.Collections.Generic;
using DatReaderWriter.DBObjs;
using DRWSound = DatReaderWriter.Enums.Sound;
namespace AcDream.Core.Audio;
/// <summary>
/// Probabilistic entry picker over a retail <see cref="SoundTable"/>.
///
/// <para>
/// Each <see cref="DatReaderWriter.Enums.Sound"/> key in
/// <c>SoundTable.Sounds</c> maps to a list of
/// <see cref="DatReaderWriter.Types.SoundEntry"/> items each carrying a
/// probability weight. Retail picks one entry per trigger by rolling the
/// cumulative distribution — that's how footsteps sound slightly
/// different each step, how weapon swings have 3 swoosh variants, etc.
/// </para>
///
/// <para>
/// r05 §4: the picker samples a uniform random in [0,1) and walks the
/// entries accumulating probabilities; the first entry whose running total
/// exceeds the sample wins. If all probabilities sum to &lt; 1, the
/// remaining mass means "silence" — the call returns null. If probabilities
/// sum to &gt; 1 the picker still works correctly (it clamps on the last
/// entry).
/// </para>
/// </summary>
public static class SoundCookbook
{
/// <summary>
/// Pick one entry from a sound's variant list, weighted by probability.
/// Returns <c>null</c> when the rolled sample falls into the "silence"
/// remainder of the distribution (probability sum &lt; 1).
/// </summary>
public static DatReaderWriter.Types.SoundEntry? Roll(
IReadOnlyList<DatReaderWriter.Types.SoundEntry> entries,
Random rng)
{
ArgumentNullException.ThrowIfNull(entries);
ArgumentNullException.ThrowIfNull(rng);
if (entries.Count == 0) return null;
if (entries.Count == 1) return entries[0];
float sample = (float)rng.NextDouble();
float cum = 0f;
for (int i = 0; i < entries.Count; i++)
{
cum += Math.Max(0f, entries[i].Probability);
if (sample < cum) return entries[i];
}
// Fell past the last entry — either probabilities sum to >1 (return
// last) or < 1 and we rolled into the "silence" tail (return null).
float total = 0f;
for (int i = 0; i < entries.Count; i++)
total += Math.Max(0f, entries[i].Probability);
return total > 0.999f ? entries[entries.Count - 1] : null;
}
/// <summary>
/// Convenience lookup: given a SoundTable + a retail
/// <see cref="DRWSound"/> key (e.g. Swoosh1, Footstep1), roll the
/// entry list and return the winning entry. Returns null if:
/// <list type="bullet">
/// <item><description><paramref name="table"/> has no mapping for
/// <paramref name="sound"/>.</description></item>
/// <item><description>The mapping's entry list is empty.</description></item>
/// <item><description>The probability roll hits the silence
/// tail.</description></item>
/// </list>
/// </summary>
public static DatReaderWriter.Types.SoundEntry? Roll(
SoundTable table,
DRWSound sound,
Random rng)
{
ArgumentNullException.ThrowIfNull(table);
if (!table.Sounds.TryGetValue(sound, out var soundData)) return null;
return Roll(soundData.Entries, rng);
}
}