feat(audio): Campaign A slice A5 — retail's region ambient soundscape
acdream had no ambient system: StartAmbient minted a handle and played nothing. Retail's is a weighted-accumulation + timer-queue engine, not looping voices. On every objcell change (24 m) CellManager::ChangePosition rebuilds per-sound weights over the 3x3 landblock ring x 64 land cells each, decoding each cell's terrain word through the region file's terrain -> scene -> AmbientSTBDesc chain; playback is a min-heap of absolute deadlines drained from the frame tick, where each pop fires a one-shot and re-arms. A continuous bed (base_chance == 0) is non-positional, crossfaded by its share of the TOTAL weight, and re-fired every min_rate seconds — that rate is the author's intended loop period, and re-firing is how retail fakes a sustained bed with no looping voice, re-rolling the variant and the crossfade each time. An intermittent one keeps its authored volume, plays at a random accumulated compass bearing at min + (max-min)*t^2, and is dice-gated. Indoors is silent by design: CEnvCell's contributor is a folded ret and EnvCell carries no sound data. The Opus review caught four bugs before this landed, one fatal: - Cell offsets were built in ABSOLUTE world coordinates and differenced against the listener's STREAMED-frame position, so every one of 576 offsets came out ~32 km, every contribution was culled, and the whole feature was silent with nothing logged. Offsets are now landblock-local the way Position::get_offset builds them, and the streamed-frame position is carried separately for playback, where it belongs. - The cell's weight was added to the shared denominator once per DESCRIPTOR instead of once per CELL, dividing every bed's crossfade by the table's entry count — enough to push a typical authored volume under the 0.03 audibility floor. - The drain used where retail's UseTime is strictly below, so a descriptor authored with a zero rate re-armed at the same instant and spun the frame forever. - Arming only enqueued; retail's UpdatePlayQueue PLAYS and then re-arms, so a newly audible ambient was silent for a full period after the crossing that made it audible. Also: beds now go through retail's single 16-voice priority pool rather than acdream's UI pool (retail has one pool; parking beds in the UI pool let an A4 portal cue chop one mid-wave and discarded the authored priority), and CalcDir's in-block test is XY-only, since CalcWeight includes Z on purpose and CalcDir excludes it on purpose. Two behaviours are knowingly incomplete and registered rather than guessed at slice end: TS-66 (sky-lit interiors should keep the outdoor set) and TS-67 (contribution weight is computed in-plane). Retires TS-29. The frame-loop hook is a typed IAmbientFramePhase, not a callback — the first attempt used an Action<float> and the architecture guard ExtractedUpdateOwners_DoNotRetainAnonymousCallbacks correctly rejected it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
6eaa490bb3
commit
7c4dd1ade7
13 changed files with 1984 additions and 32 deletions
321
src/AcDream.App/Audio/AmbientSoundController.cs
Normal file
321
src/AcDream.App/Audio/AmbientSoundController.cs
Normal file
|
|
@ -0,0 +1,321 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Audio;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DRWSound = DatReaderWriter.Enums.Sound;
|
||||
|
||||
namespace AcDream.App.Audio;
|
||||
|
||||
/// <summary>
|
||||
/// Drives retail's region ambient soundscape: rebuild on an objcell change,
|
||||
/// drain the deadline queue every frame, and play each firing as a one-shot.
|
||||
///
|
||||
/// <para>
|
||||
/// Retail's <c>Ambient</c> system is a weighted-accumulation + timer-queue
|
||||
/// engine, NOT looping voices. On every objcell change (24 m granularity)
|
||||
/// <c>CellManager::ChangePosition</c> @ <c>0x4559B0</c> rebuilds per-sound
|
||||
/// weights over the 3×3 landblock ring × 64 land cells each; playback is a
|
||||
/// min-heap of absolute deadlines drained from the frame tick, where each pop
|
||||
/// fires a one-shot and re-arms. A continuous bed is simply a one-shot re-fired
|
||||
/// every <c>min_rate</c> seconds with a freshly rolled table pick and crossfade
|
||||
/// volume.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Continuous beds play from centre (no position, no pan, no distance
|
||||
/// attenuation); intermittent ones play positionally at a random accumulated
|
||||
/// bearing. Both go through the ambient volume knob, which retail applies
|
||||
/// TWICE — once in <c>PlayAmbientSound*</c> and again inside
|
||||
/// <c>GetAttenuation</c> — so the slider is effectively squared. That quirk is
|
||||
/// reproduced here because two independent research lanes byte-confirmed the
|
||||
/// double application (see TS-65).
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class AmbientSoundController
|
||||
{
|
||||
private readonly OpenAlAudioEngine _engine;
|
||||
private readonly DatSoundCache _cache;
|
||||
private readonly AmbientSoundScheduler _scheduler;
|
||||
private readonly AmbientSoundGatherer _gatherer;
|
||||
private readonly ISoundRandom _rng;
|
||||
private readonly List<AmbientSoundFiring> _firings = [];
|
||||
|
||||
private Region? _region;
|
||||
private Func<uint, ushort[]?> _landblocks = static _ => null;
|
||||
private uint _currentObjCell;
|
||||
private Vector3 _listenerPosition;
|
||||
private double _clock;
|
||||
private bool _suspended;
|
||||
|
||||
public AmbientSoundController(
|
||||
OpenAlAudioEngine engine,
|
||||
DatSoundCache cache,
|
||||
ISoundRandom? rng = null)
|
||||
{
|
||||
_engine = engine ?? throw new ArgumentNullException(nameof(engine));
|
||||
_cache = cache ?? throw new ArgumentNullException(nameof(cache));
|
||||
_rng = rng ?? new SoundRandom();
|
||||
_scheduler = new AmbientSoundScheduler(_rng);
|
||||
_gatherer = new AmbientSoundGatherer(_scheduler);
|
||||
}
|
||||
|
||||
/// <summary>Live instance count. Diagnostic use.</summary>
|
||||
public int InstanceCount => _scheduler.Instances.Count;
|
||||
|
||||
/// <summary>Instances holding a deadline. Diagnostic use.</summary>
|
||||
public int QueuedCount => _scheduler.QueuedCount;
|
||||
|
||||
/// <summary>
|
||||
/// Install the region whose authored ambient data drives the soundscape, and
|
||||
/// the terrain-word source for the 3×3 ring.
|
||||
/// </summary>
|
||||
public void InstallRegion(Region region, Func<uint, ushort[]?> landblocks)
|
||||
{
|
||||
_region = region ?? throw new ArgumentNullException(nameof(region));
|
||||
_landblocks = landblocks ?? throw new ArgumentNullException(nameof(landblocks));
|
||||
_currentObjCell = 0;
|
||||
_scheduler.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Report the listener's cell and position. A change of objcell triggers the
|
||||
/// rebuild — retail's trigger is <c>CellManager::ChangePosition</c>, not a
|
||||
/// landblock streaming event, so the cadence is every 24 m rather than every
|
||||
/// 192 m.
|
||||
/// </summary>
|
||||
public void ObserveListener(
|
||||
uint objCellId,
|
||||
Vector3 position,
|
||||
Vector3 landblockLocalPosition,
|
||||
bool seenOutside = false)
|
||||
{
|
||||
_listenerPosition = position;
|
||||
if (_region is null || objCellId == _currentObjCell)
|
||||
return;
|
||||
|
||||
// Latch the new cell FIRST and unconditionally, the way
|
||||
// CellManager::ChangePosition assigns load_pos at its tail. Clearing it
|
||||
// inside the indoor branch would leave the change edge permanently
|
||||
// armed while standing still indoors.
|
||||
_currentObjCell = objCellId;
|
||||
|
||||
// Indoors is silent by design: retail's CEnvCell::add_ambient_sounds is
|
||||
// an empty folded ret and the EnvCell format carries no sound data. The
|
||||
// gate is `isOutdoorCell(pos) || curr_cell->seen_outside`, so an
|
||||
// interior that can see the sky still gets the OUTDOOR set — a cottage
|
||||
// does not cut the ambience dead.
|
||||
if (IsIndoorCell(objCellId) && !seenOutside)
|
||||
{
|
||||
_scheduler.Clear();
|
||||
return;
|
||||
}
|
||||
|
||||
_gatherer.Rebuild(
|
||||
_region,
|
||||
(objCellId >> 16 << 16) | 0xFFFFu,
|
||||
landblockLocalPosition,
|
||||
_landblocks,
|
||||
_clock);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Advance the ambient clock and fire everything now due. Called once per
|
||||
/// frame from the same tick that drives the rest of the effect system.
|
||||
/// </summary>
|
||||
public void Tick(double deltaSeconds)
|
||||
{
|
||||
if (deltaSeconds > 0)
|
||||
_clock += deltaSeconds;
|
||||
|
||||
if (_suspended || !_engine.IsAvailable || _region is null)
|
||||
return;
|
||||
|
||||
_firings.Clear();
|
||||
_scheduler.Tick(_clock, _firings, _listenerPosition);
|
||||
Emit();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop contributing while the world is being replaced. The scheduler's
|
||||
/// deadlines are dropped rather than paused: the next rebuild re-arms
|
||||
/// everything audible, which is what a cell change does anyway. Dropping
|
||||
/// them also avoids a salvo of every overdue bed firing at once on resume.
|
||||
/// </summary>
|
||||
public void Suspend()
|
||||
{
|
||||
_suspended = true;
|
||||
StopAll();
|
||||
}
|
||||
|
||||
public void Resume() => _suspended = false;
|
||||
|
||||
/// <summary>Drop every instance and deadline (world teardown / reset).</summary>
|
||||
public void StopAll()
|
||||
{
|
||||
_scheduler.Clear();
|
||||
_currentObjCell = 0;
|
||||
}
|
||||
|
||||
private void Emit()
|
||||
{
|
||||
foreach (AmbientSoundFiring firing in _firings)
|
||||
Play(firing);
|
||||
_firings.Clear();
|
||||
}
|
||||
|
||||
private void Play(in AmbientSoundFiring firing)
|
||||
{
|
||||
SoundTable? table = _cache.GetSoundTable(firing.Instance.SoundTableDid);
|
||||
if (table is null)
|
||||
return;
|
||||
|
||||
// The variant pick and the entry's probability gate apply to ambients
|
||||
// exactly as they do everywhere else — PlayAmbientSound* rolls the same
|
||||
// PlayProbability inline.
|
||||
var entry = SoundCookbook.Select(
|
||||
table,
|
||||
(DRWSound)(uint)firing.Instance.Descriptor.Sound,
|
||||
_rng);
|
||||
if (entry is null)
|
||||
return;
|
||||
|
||||
uint waveId = (uint)entry.Id;
|
||||
if (waveId == 0)
|
||||
return;
|
||||
|
||||
WaveData? wave = _cache.GetWave(waveId);
|
||||
if (wave is null)
|
||||
return;
|
||||
|
||||
// Retail pre-multiplies by the ambient knob here and GetAttenuation
|
||||
// multiplies by it again — the squared-slider quirk (TS-65).
|
||||
float volume = firing.Volume * _engine.AmbientVolume;
|
||||
|
||||
if (firing.Position is { } position)
|
||||
{
|
||||
_engine.PlayAmbient3DWave(waveId, wave, position, volume, entry.Priority);
|
||||
return;
|
||||
}
|
||||
|
||||
// Continuous bed: from centre, no position and no attenuation — but
|
||||
// still through the SAME 16-voice priority pool as everything else.
|
||||
// Retail has one pool (SoundManager::playing_sounds_[0x10]); the UI pool
|
||||
// is ours, and parking beds there would let a portal cue chop one
|
||||
// mid-wave and would discard the entry's priority.
|
||||
_engine.PlayAmbientFromCenter(waveId, wave, volume, entry.Priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Outdoor land cells are <c>0x…FFFF</c> style ids below 0x0100 in the cell
|
||||
/// word; anything above that is an EnvCell (indoor), which retail gives no
|
||||
/// ambients.
|
||||
/// </summary>
|
||||
private static bool IsIndoorCell(uint objCellId) => (objCellId & 0xFFFFu) >= 0x0100u;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The per-frame ambient step, as a typed collaborator. Extracted update owners
|
||||
/// may not retain delegates, so the effect phase takes this rather than an
|
||||
/// <c>Action<float></c>.
|
||||
/// </summary>
|
||||
public interface IAmbientFramePhase
|
||||
{
|
||||
void TickAmbient(float deltaSeconds);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Binds the ambient controller to the live listener: reports the local
|
||||
/// player's cell and position (retail rebuilds on an objcell change, and reads
|
||||
/// the viewer's position), then drains the deadline queue.
|
||||
/// </summary>
|
||||
public sealed class AmbientFramePhase : IAmbientFramePhase
|
||||
{
|
||||
private readonly AmbientSoundController _ambient;
|
||||
private readonly IAmbientListenerSource _listener;
|
||||
|
||||
public AmbientFramePhase(AmbientSoundController ambient, IAmbientListenerSource listener)
|
||||
{
|
||||
_ambient = ambient ?? throw new ArgumentNullException(nameof(ambient));
|
||||
_listener = listener ?? throw new ArgumentNullException(nameof(listener));
|
||||
}
|
||||
|
||||
public void TickAmbient(float deltaSeconds)
|
||||
{
|
||||
if (_listener.TryGetListener(out AmbientListenerPose pose))
|
||||
{
|
||||
_ambient.ObserveListener(
|
||||
pose.ObjCellId,
|
||||
pose.Position,
|
||||
pose.LandblockLocalPosition,
|
||||
pose.SeenOutside);
|
||||
}
|
||||
_ambient.Tick(deltaSeconds);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The listener's pose, in both frames the ambient system needs.
|
||||
/// </summary>
|
||||
/// <param name="ObjCellId">The land/env cell — the rebuild trigger.</param>
|
||||
/// <param name="Position">
|
||||
/// The streamed-frame position, used for PLAYBACK (it is the frame the audio
|
||||
/// engine's listener lives in).
|
||||
/// </param>
|
||||
/// <param name="LandblockLocalPosition">
|
||||
/// The landblock-local position, x/y in <c>[0, 192)</c>, used for the CELL WALK.
|
||||
/// Mixing the two frames culls every contribution.
|
||||
/// </param>
|
||||
/// <param name="SeenOutside">
|
||||
/// True when an interior cell can see the sky; retail gives those the outdoor
|
||||
/// ambient set rather than silence.
|
||||
/// </param>
|
||||
public readonly record struct AmbientListenerPose(
|
||||
uint ObjCellId,
|
||||
Vector3 Position,
|
||||
Vector3 LandblockLocalPosition,
|
||||
bool SeenOutside);
|
||||
|
||||
/// <summary>Supplies the listener's current pose.</summary>
|
||||
public interface IAmbientListenerSource
|
||||
{
|
||||
bool TryGetListener(out AmbientListenerPose pose);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <see cref="IAmbientListenerSource"/> over the canonical local-player movement
|
||||
/// owner. Retail's ambient listener is the same viewer the mixer uses; the cell
|
||||
/// is what decides when to rebuild.
|
||||
/// </summary>
|
||||
public sealed class LocalPlayerAmbientListenerSource : IAmbientListenerSource
|
||||
{
|
||||
private readonly AcDream.Runtime.Gameplay.RuntimeLocalPlayerMovementState _player;
|
||||
|
||||
public LocalPlayerAmbientListenerSource(
|
||||
AcDream.Runtime.Gameplay.RuntimeLocalPlayerMovementState player) =>
|
||||
_player = player ?? throw new ArgumentNullException(nameof(player));
|
||||
|
||||
public bool TryGetListener(out AmbientListenerPose pose)
|
||||
{
|
||||
if (_player.Controller is { } controller)
|
||||
{
|
||||
AcDream.Core.Physics.Position cell = controller.CellPosition;
|
||||
pose = new AmbientListenerPose(
|
||||
controller.CellId,
|
||||
controller.Position,
|
||||
cell.Frame.Origin,
|
||||
// Retail's gate is `isOutdoorCell(pos) || curr_cell->seen_outside`,
|
||||
// so a sky-lit interior keeps the outdoor set. acdream's
|
||||
// seen_outside lives on the cell's collision record rather than
|
||||
// its Position, and resolving it here needs a physics-cache
|
||||
// lookup this source does not own — deferred as TS-66. Until
|
||||
// then every interior is silent, which is right for a dungeon
|
||||
// and wrong for a cottage.
|
||||
SeenOutside: false);
|
||||
return true;
|
||||
}
|
||||
|
||||
pose = default;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
@ -135,10 +135,6 @@ public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescen
|
|||
private readonly Dictionary<uint, uint> _bufferByWaveId = new();
|
||||
private readonly AlBufferBudgetTracker _bufferBudget = new(DefaultBufferByteBudget);
|
||||
|
||||
// ── Ambient handles (StartAmbient/StopAmbient) ───────────────────────────
|
||||
private readonly Dictionary<int, uint> _ambientSources = new();
|
||||
private int _nextAmbientHandle = 1;
|
||||
|
||||
// ── Public volume knobs ──────────────────────────────────────────────────
|
||||
public float MasterVolume { get; set; } = 1f;
|
||||
public float SfxVolume { get; set; } = 1f;
|
||||
|
|
@ -456,25 +452,109 @@ public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescen
|
|||
|
||||
public void Play3D(SoundId id, float x, float y, float z) { /* handled via AudioHookSink */ }
|
||||
|
||||
public int StartAmbient(SoundId id, float x, float y, float z)
|
||||
/// <summary>
|
||||
/// Play a positional ambient one-shot — retail's
|
||||
/// <c>SoundManager::PlayAmbientSound</c> @ <c>0x00550820</c>. Identical to a
|
||||
/// world sound except that <c>GetAttenuation</c> is told this is ambient, so
|
||||
/// the AMBIENT volume knob is the master multiply rather than the effect one.
|
||||
/// </summary>
|
||||
public bool PlayAmbient3DWave(
|
||||
uint waveId,
|
||||
WaveData wave,
|
||||
Vector3 position,
|
||||
float volume,
|
||||
float priority)
|
||||
{
|
||||
// Looping ambient — needs a decoded wave + WaveId. The hook sink
|
||||
// doesn't route ambient; a separate landblock-attached ambient
|
||||
// system (outside R5) will drive this. For now: reserve a handle.
|
||||
int handle = _nextAmbientHandle++;
|
||||
return handle;
|
||||
if (_worldAudioSuspended || !_available || _al is null) return false;
|
||||
|
||||
RetailVoiceMix mix = RetailSoundMixer.Mix(
|
||||
_listenerPosition,
|
||||
_listenerHeadingDegrees,
|
||||
position,
|
||||
volume,
|
||||
AmbientMaster);
|
||||
if (!mix.Play) return false;
|
||||
|
||||
uint buffer = EnsureBuffer(waveId, wave);
|
||||
if (buffer == 0) return false;
|
||||
|
||||
int slotIdx = AcquireWorldSlot(priority);
|
||||
if (slotIdx < 0) return false;
|
||||
|
||||
Slot3D slot = _pool3D[slotIdx];
|
||||
_al.SourceStop(slot.SourceId);
|
||||
_al.SetSourceProperty(slot.SourceId, SourceInteger.Buffer, 0);
|
||||
_al.SetSourceProperty(slot.SourceId, SourceInteger.Buffer, (int)buffer);
|
||||
_al.SetSourceProperty(
|
||||
slot.SourceId,
|
||||
SourceFloat.Gain,
|
||||
RetailSoundMixer.LinearGain(mix.Decibels));
|
||||
ApplyPan(slot.SourceId, mix.Pan);
|
||||
_al.SetSourceProperty(slot.SourceId, SourceBoolean.Looping, false);
|
||||
_al.SourcePlay(slot.SourceId);
|
||||
|
||||
slot.InUse = true;
|
||||
slot.OwnerId = 0;
|
||||
slot.Priority = priority;
|
||||
_pool3DCursor = RetailVoicePool.AdvanceCursor(slotIdx, PoolSize3D);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void StopAmbient(int handle)
|
||||
/// <summary>
|
||||
/// Play a non-positional ambient bed — retail's
|
||||
/// <c>SoundManager::PlayAmbientSoundFromCenter</c> @ <c>0x005508B0</c>. A
|
||||
/// continuous ambient has no position at all (its <c>GetSoundPos</c> is a
|
||||
/// folded <c>xor eax,eax</c>), so there is no pan and no distance
|
||||
/// attenuation: it is a stereo bed centred on the listener. Distance 0 takes
|
||||
/// the flat branch of the curve, scaled by the ambient knob.
|
||||
/// </summary>
|
||||
public bool PlayAmbientFromCenter(
|
||||
uint waveId,
|
||||
WaveData wave,
|
||||
float volume,
|
||||
float priority)
|
||||
{
|
||||
if (!_available || _al is null) return;
|
||||
if (_ambientSources.TryGetValue(handle, out var src))
|
||||
{
|
||||
_al.SourceStop(src);
|
||||
_ambientSources.Remove(handle);
|
||||
}
|
||||
if (_worldAudioSuspended || !_available || _al is null) return false;
|
||||
|
||||
if (!RetailSoundMixer.TryGetAttenuation(0f, volume, AmbientMaster, out int decibels))
|
||||
return false;
|
||||
|
||||
uint buffer = EnsureBuffer(waveId, wave);
|
||||
if (buffer == 0) return false;
|
||||
|
||||
// The SAME 16-voice priority pool as everything else. Retail has exactly
|
||||
// one (`SoundManager::playing_sounds_[0x10]`), reached by
|
||||
// PlayAmbientSoundFromCenter @ 0x5508B0 -> PlaySoundInternal @ 0x54FEC0;
|
||||
// the UI pool is acdream's own. Parking beds there would let a portal
|
||||
// cue chop one mid-wave and would discard the authored priority.
|
||||
int slotIdx = AcquireWorldSlot(priority);
|
||||
if (slotIdx < 0) return false;
|
||||
|
||||
Slot3D slot = _pool3D[slotIdx];
|
||||
_al.SourceStop(slot.SourceId);
|
||||
_al.SetSourceProperty(slot.SourceId, SourceInteger.Buffer, 0);
|
||||
_al.SetSourceProperty(slot.SourceId, SourceInteger.Buffer, (int)buffer);
|
||||
_al.SetSourceProperty(
|
||||
slot.SourceId,
|
||||
SourceFloat.Gain,
|
||||
RetailSoundMixer.LinearGain(decibels));
|
||||
ApplyPan(slot.SourceId, 0); // dead centre: a bed has no bearing
|
||||
_al.SetSourceProperty(slot.SourceId, SourceBoolean.Looping, false);
|
||||
_al.SourcePlay(slot.SourceId);
|
||||
|
||||
slot.InUse = true;
|
||||
slot.OwnerId = 0;
|
||||
slot.Priority = priority;
|
||||
_pool3DCursor = RetailVoicePool.AdvanceCursor(slotIdx, PoolSize3D);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The ambient master multiply, folded with acdream's extra master slider —
|
||||
/// the ambient counterpart of <see cref="EffectMaster"/>. See AP-174.
|
||||
/// </summary>
|
||||
private float AmbientMaster => MasterVolume * AmbientVolume;
|
||||
|
||||
public void PlayMusic(string resourceName, bool loop) { /* R5 §6 MIDI — not ported */ }
|
||||
public void StopMusic() { /* ditto */ }
|
||||
|
||||
|
|
@ -567,10 +647,9 @@ public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescen
|
|||
{
|
||||
if (IsSourceBoundTo(_poolUi[i], bufferId)) return true;
|
||||
}
|
||||
foreach (uint sourceId in _ambientSources.Values)
|
||||
{
|
||||
if (IsSourceBoundTo(sourceId, bufferId)) return true;
|
||||
}
|
||||
// Ambients share the world and UI pools scanned above; there is no
|
||||
// separate ambient source list any more (slice A5 deleted the
|
||||
// looping-handle model retail never had).
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -25,7 +25,8 @@ internal sealed record ContentAudioGraph(
|
|||
OpenAlAudioEngine Engine,
|
||||
DictionaryEntitySoundTable EntitySoundTables,
|
||||
AudioHookSink? HookSink,
|
||||
UiSoundController? UiSounds);
|
||||
UiSoundController? UiSounds,
|
||||
AmbientSoundController? Ambient);
|
||||
|
||||
internal sealed record ContentEffectsAudioResult(
|
||||
IDatReaderWriter Dats,
|
||||
|
|
@ -138,6 +139,9 @@ internal interface IContentEffectsAudioCompositionFactory
|
|||
OpenAlAudioEngine engine,
|
||||
DatSoundCache cache,
|
||||
IDatReaderWriter dats);
|
||||
AmbientSoundController CreateAmbient(
|
||||
OpenAlAudioEngine engine,
|
||||
DatSoundCache cache);
|
||||
}
|
||||
|
||||
internal sealed class RetailContentEffectsAudioCompositionFactory
|
||||
|
|
@ -253,6 +257,11 @@ internal sealed class RetailContentEffectsAudioCompositionFactory
|
|||
DatSoundCache cache,
|
||||
IDatReaderWriter dats) =>
|
||||
new(engine, cache, UiSoundTableResolver.Resolve(dats));
|
||||
|
||||
public AmbientSoundController CreateAmbient(
|
||||
OpenAlAudioEngine engine,
|
||||
DatSoundCache cache) =>
|
||||
new(engine, cache);
|
||||
}
|
||||
|
||||
internal enum ContentEffectsAudioCompositionPoint
|
||||
|
|
@ -280,6 +289,7 @@ internal enum ContentEffectsAudioCompositionPoint
|
|||
EntitySoundTablesCreated,
|
||||
AudioSinkCreated,
|
||||
UiSoundsCreated,
|
||||
AmbientCreated,
|
||||
AudioPublished,
|
||||
AudioHookRegistered,
|
||||
}
|
||||
|
|
@ -485,6 +495,7 @@ internal sealed class ContentEffectsAudioCompositionPhase :
|
|||
Fault(ContentEffectsAudioCompositionPoint.EntitySoundTablesCreated);
|
||||
AudioHookSink? sink = null;
|
||||
UiSoundController? uiSounds = null;
|
||||
AmbientSoundController? ambient = null;
|
||||
if (engine.IsAvailable)
|
||||
{
|
||||
sink = _factory.CreateAudioSink(engine, cache, soundTables);
|
||||
|
|
@ -496,9 +507,12 @@ internal sealed class ContentEffectsAudioCompositionPhase :
|
|||
+ "- interface cues silent"
|
||||
: $"audio: UI sound bank = 0x{uiSounds.TableDid:X8}");
|
||||
Fault(ContentEffectsAudioCompositionPoint.UiSoundsCreated);
|
||||
ambient = _factory.CreateAmbient(engine, cache);
|
||||
Fault(ContentEffectsAudioCompositionPoint.AmbientCreated);
|
||||
}
|
||||
|
||||
graph = new ContentAudioGraph(cache, engine, soundTables, sink, uiSounds);
|
||||
graph = new ContentAudioGraph(
|
||||
cache, engine, soundTables, sink, uiSounds, ambient);
|
||||
}
|
||||
catch (Exception failure)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -10,6 +10,7 @@ using AcDream.App.Rendering.Vfx;
|
|||
using AcDream.App.Rendering.Wb;
|
||||
using AcDream.App.Runtime;
|
||||
using AcDream.App.Settings;
|
||||
using AcDream.App.Audio;
|
||||
using AcDream.App.Streaming;
|
||||
using AcDream.App.Update;
|
||||
using AcDream.App.World;
|
||||
|
|
@ -797,6 +798,44 @@ internal sealed class SessionPlayerCompositionPhase
|
|||
new LiveProjectionRescueRebucketter(
|
||||
live.WorldState,
|
||||
live.LiveEntities));
|
||||
// Campaign A slice A5: retail rebuilds the ambient soundscape on every
|
||||
// objcell change (24 m) and drains its deadline queue from the frame
|
||||
// tick. The terrain words come from the loaded landblocks in the 3x3
|
||||
// ring; the listener is the local player's cell and position.
|
||||
IAmbientFramePhase? BuildAmbientFrame()
|
||||
{
|
||||
if (content.Audio?.Ambient is not { } ambient)
|
||||
return null;
|
||||
|
||||
DatReaderWriter.DBObjs.Region? region =
|
||||
content.Dats.Get<DatReaderWriter.DBObjs.Region>(0x13000000u);
|
||||
if (region is null)
|
||||
return null;
|
||||
|
||||
ambient.InstallRegion(region, LoadTerrainWords);
|
||||
return new AmbientFramePhase(
|
||||
ambient,
|
||||
new LocalPlayerAmbientListenerSource(d.PlayerController));
|
||||
|
||||
ushort[]? LoadTerrainWords(uint landblockId)
|
||||
{
|
||||
if (!live.WorldState.TryGetLandblock(landblockId, out LoadedLandblock? loaded)
|
||||
|| loaded?.Heightmap is not { } heightmap)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
// The dat exposes terrain words as TerrainInfo; the gatherer wants
|
||||
// the raw words. Converted here rather than in Core so the ambient
|
||||
// model stays free of the dat type. This runs only on an objcell
|
||||
// change (every 24 m), nine landblocks at a time.
|
||||
var words = new ushort[heightmap.Terrain.Length];
|
||||
for (int i = 0; i < words.Length; i++)
|
||||
words[i] = (ushort)heightmap.Terrain[i];
|
||||
return words;
|
||||
}
|
||||
}
|
||||
|
||||
var liveEffectFrame = new LiveEffectFrameController(
|
||||
d.TranslucencyFades,
|
||||
content.AnimationHookFrames,
|
||||
|
|
@ -807,7 +846,8 @@ internal sealed class SessionPlayerCompositionPhase
|
|||
content.ParticleSystem,
|
||||
content.ScriptRunner,
|
||||
d.UpdateClock,
|
||||
new SettingsParticleRangeSource(d.Settings));
|
||||
new SettingsParticleRangeSource(d.Settings),
|
||||
BuildAmbientFrame());
|
||||
var liveSpatialReconciler = new LiveSpatialPresentationReconciler(
|
||||
live.EntityEffects,
|
||||
live.EquippedChildren,
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
using AcDream.App.Audio;
|
||||
using System.Numerics;
|
||||
using AcDream.App.Input;
|
||||
using AcDream.App.Interaction;
|
||||
|
|
@ -88,7 +89,8 @@ internal sealed class LiveEffectFrameController
|
|||
ParticleSystem particles,
|
||||
PhysicsScriptRunner scripts,
|
||||
IPhysicsScriptTimeSource scriptTime,
|
||||
IParticleRangeSource particleRange)
|
||||
IParticleRangeSource particleRange,
|
||||
IAmbientFramePhase? ambientFrame = null)
|
||||
{
|
||||
_translucencyFades = translucencyFades
|
||||
?? throw new ArgumentNullException(nameof(translucencyFades));
|
||||
|
|
@ -102,8 +104,19 @@ internal sealed class LiveEffectFrameController
|
|||
_scripts = scripts ?? throw new ArgumentNullException(nameof(scripts));
|
||||
_scriptTime = scriptTime ?? throw new ArgumentNullException(nameof(scriptTime));
|
||||
_particleRange = particleRange ?? throw new ArgumentNullException(nameof(particleRange));
|
||||
_ambientFrame = ambientFrame;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Campaign A slice A5: retail drains the ambient deadline queue from the
|
||||
/// same per-frame tick that advances the rest of the effect system
|
||||
/// (<c>SmartBox::UseTime</c> -> <c>Ambient::UseTime</c>). A typed
|
||||
/// collaborator rather than a callback — extracted update owners must not
|
||||
/// retain delegates (`ExtractedUpdateOwners_DoNotRetainAnonymousCallbacks`).
|
||||
/// Null when audio is unavailable.
|
||||
/// </summary>
|
||||
private readonly IAmbientFramePhase? _ambientFrame;
|
||||
|
||||
public void Tick(float deltaSeconds)
|
||||
{
|
||||
// Retail's ordinary-object UpdatePositionInternal @ 0x00512C30 calls
|
||||
|
|
@ -123,6 +136,7 @@ internal sealed class LiveEffectFrameController
|
|||
// once-per-host tail and its static-order difference remain TS-51.
|
||||
_particles.Tick(deltaSeconds);
|
||||
_scripts.Tick(_scriptTime.CurrentScriptTime);
|
||||
_ambientFrame?.TickAmbient(deltaSeconds);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue