feat(audio): Campaign A slice A3 — the server sound channel (0xF750)
acdream never parsed retail's Sound event, so every server-driven cue was silent: melee hits and wounds, wield/unwield, pickup/drop, lockpicking, lifestone bind, spell resist, trap triggers, item mana depletion. SoundEvent parses the 16-byte message (guid, SoundType, f32 volume) whose layout three oracles agree on: retail CM_Physics::DispatchSB_SoundEvent @0x006AC760 reading buf+4/+8/+0xC, ACE's GameMessageSound at declared length 16, and holtburger's PlaySoundData. Playback reuses EntityEffectController's existing per-guid queue rather than adding a second one, because retail routes sounds through the SAME CObjectMaint blob queue as F754/F755: an event for a guid the client does not know yet is parked and drained by HandleCreateObject, so a creature that spawns and immediately grunts still grunts. Dropping it — the obvious alternative — would silently lose the cue. Sound joins Direct and Typed as a third PendingEffect kind so one readiness edge releases the whole mixed stream in order. AudioHookSink.PlayServerSound reproduces two decoded asymmetries with the animation-hook path: the sound plays at the WIRE volume and the SoundTable entry's volume is ignored (the hook path does the opposite), while the entry's probability still gates it and its priority still drives eviction. An object with no SoundTable plays nothing, matching CPhysicsObj::play_sound @0x0050F460's early return. The no-window host parses and discards, exactly as it does for F754/F755 — sound is presentation. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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13 changed files with 420 additions and 24 deletions
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@ -513,6 +513,24 @@ public sealed class WorldSession : IDisposable
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/// <summary>Fires for retail typed PhysicsScript playback (0xF755).</summary>
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public event Action<PlayPhysicsScriptType>? PlayPhysicsScriptTypeReceived;
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/// <summary>
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/// Fires for retail's <c>Sound</c> event (<c>0xF750</c>) — the server-driven
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/// sound channel: hits, wounds, wield/unwield, pickup/drop, lockpicking,
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/// lifestone bind, spell resist, trap triggers, item mana depletion.
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///
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/// <para>
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/// Retail's chain is <c>CM_Physics::DispatchSB_SoundEvent</c> @
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/// <c>0x006AC760</c> → <c>SmartBox::HandleSoundEvent</c> @ <c>0x00451FC0</c>
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/// → <c>CPhysicsObj::play_sound</c> @ <c>0x0050F460</c>. Two behaviours the
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/// consumer owns, both from that decode: an event for a guid the client does
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/// not know yet is QUEUED against that guid and replayed when the object
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/// arrives (not dropped), and an object with no SoundTable plays nothing.
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/// The wire volume is authoritative — unlike the animation-hook path, retail
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/// ignores the SoundTable entry's own volume here.
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/// </para>
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/// </summary>
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public event Action<SoundEvent>? SoundEventReceived;
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/// <summary>
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/// Phase 5d — retail's <c>AdminEnvirons</c> packet (opcode
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/// <c>0xEA60</c>) — the one-and-only channel retail's server uses
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@ -1937,6 +1955,12 @@ public sealed class WorldSession : IDisposable
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if (script is not null)
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PlayPhysicsScriptTypeReceived?.Invoke(script.Value);
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}
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else if (op == SoundEvent.Opcode)
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{
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var sound = SoundEvent.TryParse(body);
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if (sound is not null)
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SoundEventReceived?.Invoke(sound.Value);
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}
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else if (op == 0xF751u) // PlayerTeleport — server is moving us through a portal
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{
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// Phase B.3: holtburger opcodes.rs confirms 0xF751 is the
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