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:
Erik 2026-08-08 22:53:41 +02:00
parent 6eaa490bb3
commit 7c4dd1ade7
13 changed files with 1984 additions and 32 deletions

View 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&lt;float&gt;</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;
}
}