docs: correct the roadmap's E.2 audio row + Campaign A ledger SHA

E.2 described the audio engine as a retail-faithful 3D pool with
quieter-slot eviction and probability-weighted variant picking. Campaign
A disproved all three: retail creates every gameplay buffer 2D, evicts on
DAT priority rather than gain, and treats probability as a Bernoulli
silence gate — the 'weighted picking' was the bug that made creature
chatter fire ~20x too often.

Also fixes the A6 ledger SHA, which was stamped pre-amend.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-08 22:59:11 +02:00
parent dd2cb92b99
commit aa82ff7bf1
2 changed files with 2 additions and 2 deletions

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@ -409,7 +409,7 @@ W1 plan: [`docs/superpowers/plans/2026-06-02-unified-cell-graph-stage1.md`](../s
| B.2 | Player movement mode — Tab-toggled WASD ground walking, walk/run/idle animations, third-person chase camera, MoveToState + AutonomousPosition outbound, portal entry. Outdoor-only MVP. | Live ✓ |
| D.1 | 2D ortho overlay + font rendering (StbTrueTypeSharp atlas + TextRenderer + DebugOverlay) | Visual ✓ |
| E.1 | Motion-hook expansion — AnimationSequencer fires all 27 hook types per crossed frame; PosFrames root motion + vel/omega exposure; IAnimationHookSink + AnimationHookRouter fan-out | Tests ✓ |
| E.2 | Audio engine — OpenAL 16-voice 3D pool with retail-faithful quieter-slot eviction, SoundTable cookbook (probability-weighted variant picking), Wave PCM decoder, AudioHookSink wiring | Tests ✓ |
| E.2 | Audio engine — OpenAL voice bank, SoundTable/Wave decoding, AudioHookSink wiring. **Superseded 2026-08-08 by Campaign A** (`docs/plans/2026-08-08-audio-parity-campaign.md`), which found three of this row's claims false: the pool was not 3-D in retail (every gameplay buffer is 2-D and spatialization is CPU-side), eviction compared gain rather than retail's DAT priority, and the "probability-weighted variant picking" was the defect itself — probability is a Bernoulli silence gate, not a weight. Campaign A also added the 0xF750 server sound channel, the interface sound bank, and the region ambient system, and deleted the music API (retail has none). | Tests ✓ / listening gate owed |
| E.3 | Particle system (data layer) — ParticleSystem with 13 motion integrators, EmitterDescRegistry, ParticleHookSink wiring all CreateParticle / DestroyParticle / StopParticle hooks | Tests ✓ |
| E.4 | Combat notifications + outbound — AttackTargetRequest (0x0008), 7 combat notification parsers (Victim/Defender/Attacker/Evasion/AttackDone/UpdateHealth), CombatState per-entity health tracker | Tests ✓ |
| E.5 | Spell cast wire — CastSpellRequest targeted (0x004A) + untargeted (0x0048), Spellbook (learned spells + active-enchantment layers), 5 enchantment GameEvent parsers | Tests ✓ |

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@ -307,7 +307,7 @@ global kill switch.
| A3 | **COMPLETE** 2026-08-08 | `8bc458fb` | 14 wire-conformance tests + 5 controller tests; full Release suite 11,658 passed / 4 skipped / 0 failed. **Owed: connected gate** (melee hit / pickup / lifestone audible against ACE). |
| A4 | **COMPLETE** 2026-08-08 | `6eaa490b` | UI bank DID resolved from the dats (`0x2000004B`, content-verified: exactly the 32 `UI_*` slots) + 21-case environ table, 30 new Core tests; full Release suite 11,691 passed / 4 skipped. Retires TS-54; narrows AP-115 to notice-only. **Owed: connected gate** (`@environs` thunder + recall cues audible). **Suite note:** two load-dependent measurement flakes were observed on separate full-suite runs (`RuntimeCollisionReportingStateTests.WarmedSteadyContactRefreshDoesNotAllocate`, and one unnamed Core.Net test); both pass in isolation and neither touches audio. |
| A5 | **COMPLETE** 2026-08-08 | `7c4dd1ad` | 46 ambient conformance tests; full Release suite 11,739 passed / 4 skipped. Opus review run and applied — it caught a FATAL frame bug (cell offsets built in absolute world coordinates while the listener is in the streamed frame: every contribution culled at ~32 km, feature silent with no error), a per-entry vs per-cell denominator error that would have pushed multi-entry beds under the audibility floor, an infinite loop on a zero play-rate, and newly-audible ambients not firing until a full period later. Also moved beds onto retail's single 16-voice priority pool and made the in-block direction test XY-only. Retires TS-29; files TS-66 (`seen_outside` interiors), TS-67 (in-plane weight). **Owed: user listening gate.** |
| A6 | **COMPLETE** 2026-08-08 | `1b083463` | Full Release suite 11,739 passed / 4 skipped. Deleted the music API (`PlayMusic`/`StopMusic`/`MusicVolume` + the `AudioSettings.Music` knob); exposed the Ambient slider now that A5 drives it; reset the invented 0.8 ambient default to retail's 1.0; SUPERSEDED banner on `r05-audio-sound.md` listing its five wrong sections; TS-9 re-scoped to the measured one-wave blast radius. **Deferred:** #321's decode-dedup race (a pre-existing concurrency flake, not audio-parity behaviour — not fixed speculatively without reproducing it). |
| A6 | **COMPLETE** 2026-08-08 | `dd2cb92b` | Full Release suite 11,739 passed / 4 skipped. Deleted the music API (`PlayMusic`/`StopMusic`/`MusicVolume` + the `AudioSettings.Music` knob); exposed the Ambient slider now that A5 drives it; reset the invented 0.8 ambient default to retail's 1.0; SUPERSEDED banner on `r05-audio-sound.md` listing its five wrong sections; TS-9 re-scoped to the measured one-wave blast radius. **Deferred:** #321's decode-dedup race (a pre-existing concurrency flake, not audio-parity behaviour — not fixed speculatively without reproducing it). |
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