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>
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13 changed files with 1984 additions and 32 deletions
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@ -1,3 +1,4 @@
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using AcDream.App.Audio;
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using System.Numerics;
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using AcDream.App.Input;
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using AcDream.App.Interaction;
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@ -88,7 +89,8 @@ internal sealed class LiveEffectFrameController
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ParticleSystem particles,
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PhysicsScriptRunner scripts,
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IPhysicsScriptTimeSource scriptTime,
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IParticleRangeSource particleRange)
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IParticleRangeSource particleRange,
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IAmbientFramePhase? ambientFrame = null)
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{
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_translucencyFades = translucencyFades
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?? throw new ArgumentNullException(nameof(translucencyFades));
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@ -102,8 +104,19 @@ internal sealed class LiveEffectFrameController
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_scripts = scripts ?? throw new ArgumentNullException(nameof(scripts));
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_scriptTime = scriptTime ?? throw new ArgumentNullException(nameof(scriptTime));
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_particleRange = particleRange ?? throw new ArgumentNullException(nameof(particleRange));
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_ambientFrame = ambientFrame;
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}
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/// <summary>
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/// Campaign A slice A5: retail drains the ambient deadline queue from the
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/// same per-frame tick that advances the rest of the effect system
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/// (<c>SmartBox::UseTime</c> -> <c>Ambient::UseTime</c>). A typed
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/// collaborator rather than a callback — extracted update owners must not
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/// retain delegates (`ExtractedUpdateOwners_DoNotRetainAnonymousCallbacks`).
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/// Null when audio is unavailable.
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/// </summary>
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private readonly IAmbientFramePhase? _ambientFrame;
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public void Tick(float deltaSeconds)
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{
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// Retail's ordinary-object UpdatePositionInternal @ 0x00512C30 calls
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@ -123,6 +136,7 @@ internal sealed class LiveEffectFrameController
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// once-per-host tail and its static-order difference remain TS-51.
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_particles.Tick(deltaSeconds);
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_scripts.Tick(_scriptTime.CurrentScriptTime);
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_ambientFrame?.TickAmbient(deltaSeconds);
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}
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}
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