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 +1,235 @@
using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.Core.Audio;
/// <summary>
/// One ambient firing, as the scheduler hands it to the audio backend.
/// </summary>
/// <param name="Instance">The instance that fired (its descriptor names the slot).</param>
/// <param name="Volume">The volume to play at — crossfaded for a continuous bed.</param>
/// <param name="Position">
/// The world position, or null for a continuous bed — retail plays those through
/// <c>PlayAmbientSoundFromCenter</c>, with no position, no pan and no distance
/// attenuation: a stereo bed centred on the listener.
/// </param>
public readonly record struct AmbientSoundFiring(
AmbientSoundInstance Instance,
float Volume,
Vector3? Position);
/// <summary>
/// Retail's ambient playback engine: a min-heap of ABSOLUTE deadlines, drained
/// once per frame, where each pop plays a one-shot and immediately re-arms
/// itself. There is no looping voice anywhere in retail's audio path — a
/// "continuous" ambient is a one-shot re-fired every <c>min_rate</c> seconds,
/// which is why an <c>AL_LOOPING</c> port sounds wrong (no re-randomised table
/// pick, no re-rolled crossfade volume, no gap).
///
/// <para>
/// Ports <c>Ambient::UpdatePlayQueue</c> @ <c>0x551A50</c>,
/// <c>Ambient::Play</c> @ <c>0x5517A0</c> and <c>Ambient::UseTime</c> @
/// <c>0x551880</c>.
/// </para>
/// </summary>
public sealed class AmbientSoundScheduler
{
private readonly PriorityQueue<AmbientSoundInstance, double> _queue = new();
private readonly List<AmbientSoundInstance> _instances = [];
private readonly ISoundRandom _rng;
public AmbientSoundScheduler(ISoundRandom? rng = null) => _rng = rng ?? new SoundRandom();
/// <summary>Every live instance, in accumulation order.</summary>
public IReadOnlyList<AmbientSoundInstance> Instances => _instances;
/// <summary>Instances currently holding a deadline. Diagnostic use.</summary>
public int QueuedCount => _queue.Count;
/// <summary>Sum of every instance's weight — the crossfade denominator.</summary>
public float TotalSoundCount { get; private set; }
/// <summary>
/// Begin a rebuild. <c>Ambient::InitSounds</c> @ <c>0x5515D0</c> resets EVERY
/// existing instance's counters before the accumulation pass — skipping that
/// leaves stale bearings and probabilities alive indefinitely, because
/// <c>IntermitSound::UpdateSound</c> never clears them itself.
/// </summary>
public void BeginRebuild()
{
foreach (AmbientSoundInstance instance in _instances)
instance.ResetCount();
TotalSoundCount = 0f;
}
/// <summary>
/// Register an instance for this world, if it is not already tracked. Called
/// while walking the contributing land cells.
/// </summary>
public AmbientSoundInstance Track(AmbientSoundDescriptor descriptor, uint soundTableDid)
{
foreach (AmbientSoundInstance existing in _instances)
{
if (existing.Descriptor == descriptor && existing.SoundTableDid == soundTableDid)
return existing;
}
var created = new AmbientSoundInstance(descriptor, soundTableDid);
_instances.Add(created);
return created;
}
/// <summary>
/// Contribute one land cell to every ambient its sound table authors —
/// <c>Ambient::AddSound</c> @ <c>0x551610</c>.
///
/// <para>
/// The cell's weight lands in <see cref="TotalSoundCount"/> exactly ONCE,
/// however many descriptors the table carries. Retail adds <c>w</c> to
/// <c>total_sound_count</c> before looping the descriptors, so with an
/// N-entry table the per-instance counts sum to N × the denominator — a
/// deliberate retail property, not an oversight. Adding the weight per
/// descriptor instead divides every bed's crossfade by N, which pushes a
/// typical authored volume under the 0.03 audibility floor and silences it.
/// </para>
/// </summary>
public void ContributeCell<TTable>(
Vector3 offset,
TTable table,
Func<TTable, int, AmbientSoundDescriptor> descriptorAt)
where TTable : DatReaderWriter.Types.AmbientSTBDesc
{
ArgumentNullException.ThrowIfNull(table);
ArgumentNullException.ThrowIfNull(descriptorAt);
float weight = AmbientSoundConstants.CalcWeight(offset);
if (weight <= 0f)
return;
AmbientDirection direction = AmbientSoundConstants.CalcDirection(offset);
TotalSoundCount += weight;
for (int i = 0; i < table.AmbientSounds.Count; i++)
{
AmbientSoundInstance instance = Track(descriptorAt(table, i), table.STBId);
instance.AddTo(weight, offset, direction);
}
}
/// <summary>
/// Contribute one land cell's weight to a single instance. Test seam and the
/// single-descriptor case; <see cref="ContributeCell{TTable}"/> is the
/// production path and owns the shared denominator.
/// </summary>
public void Contribute(AmbientSoundInstance instance, Vector3 offset)
{
ArgumentNullException.ThrowIfNull(instance);
float weight = AmbientSoundConstants.CalcWeight(offset);
if (weight <= 0f)
return;
instance.AddTo(weight, offset, AmbientSoundConstants.CalcDirection(offset));
TotalSoundCount += weight;
}
/// <summary>
/// Finish a rebuild: recompute every instance's crossfade against the shared
/// denominator, then arm any audible instance that is not already queued.
///
/// <para>
/// The <c>on_queue</c> guard is load-bearing in both directions. Re-arming
/// unconditionally restarts every ambient on every 24 m crossing — audible as
/// a machine-gun of one-shots. Never re-arming leaves a newly-audible ambient
/// silent until the next rebuild.
/// </para>
/// </summary>
public void EndRebuild(
double now,
ICollection<AmbientSoundFiring>? firings = null,
Vector3 listenerPosition = default)
{
foreach (AmbientSoundInstance instance in _instances)
instance.UpdateSound(TotalSoundCount);
foreach (AmbientSoundInstance instance in _instances)
{
if (instance.OnQueue || !instance.CanHear())
continue;
// UpdatePlayQueue @ 0x551A50 calls Play for every on_queue == 0
// sound, and Play @ 0x5517A0 PLAYS first and then re-arms. There is
// no initial delay: an ambient that becomes audible at a crossing
// sounds at the crossing, not one min_rate later.
Fire(instance, now, firings, listenerPosition);
}
}
/// <summary>
/// Drain every deadline that has come due — <c>Ambient::UseTime</c>. Each pop
/// either fires (and re-arms) or, if the instance can no longer be heard,
/// leaves the queue entirely until a later rebuild re-arms it.
/// </summary>
public void Tick(double now, ICollection<AmbientSoundFiring> firings, Vector3 listenerPosition)
{
ArgumentNullException.ThrowIfNull(firings);
// Ambient::UseTime @ 0x551880 breaks on !(key < cur_time) — STRICTLY
// below. That is also what stops a descriptor authored with a zero rate
// from re-arming at the same instant and spinning this loop forever.
while (_queue.TryPeek(out _, out double deadline) && deadline < now)
{
AmbientSoundInstance instance = _queue.Dequeue();
instance.OnQueue = false;
// Ambient::Play @ 0x5517A0 — an inaudible instance drops off the
// queue rather than re-arming.
if (!instance.CanHear())
continue;
Fire(instance, now, firings, listenerPosition);
}
}
/// <summary>
/// Drop every instance and deadline — <c>Ambient::FlushSoundTables</c> /
/// <c>ReleaseSoundTables</c>, reached from <c>CellManager::Reset</c>.
/// </summary>
public void Clear()
{
foreach (AmbientSoundInstance instance in _instances)
instance.OnQueue = false;
_instances.Clear();
_queue.Clear();
TotalSoundCount = 0f;
}
/// <summary>
/// <c>Ambient::Play</c> @ <c>0x5517A0</c>: roll, emit if it fires, then
/// re-arm at <c>cur_time + GetPlayInterval()</c> regardless.
/// </summary>
private void Fire(
AmbientSoundInstance instance,
double now,
ICollection<AmbientSoundFiring>? firings,
Vector3 listenerPosition)
{
if (firings is not null && instance.PlayNow(_rng))
{
Vector3? position =
instance.TryGetSoundPosition(listenerPosition, _rng, out Vector3 resolved)
? resolved
: null;
firings.Add(new AmbientSoundFiring(instance, instance.GetVolume(), position));
}
Enqueue(instance, now);
}
private void Enqueue(AmbientSoundInstance instance, double now)
{
_queue.Enqueue(instance, now + instance.GetPlayInterval(_rng));
instance.OnQueue = true;
}
}