fix(audio): Campaign A slice A1 — retail's sound probability gate (#355)
The SoundTable probability field is a Bernoulli play/skip gate applied at the play site (SoundManager::PlayProbability @0x005500E0), not a selection weight — and variant selection (SoundManager::GetSound @0x00550680) is a uniform index over (n-1) that ignores probability entirely. SoundCookbook did the opposite: a cumulative-distribution walk weighted BY probability, short-circuiting single-entry lists before rolling at all. A dat census says 4,183 of 4,184 entries are single-entry and 686 of those carry probability < 1.0, so the gate was categorically absent: Speak1 idle chatter authored at 0.05 fired every trigger (~20x too often), wound/attack/ swoosh variants never dropped, and six 0.0001 entries always played. Split into retail's two steps (PickVariant + PlayProbability, composed by Select) over a new ISoundRandom modelling both retail roll ranges: the variant roll clamped below 1.0 (0x00797D48) and the gate's 1/32767 grid, which is why 0.0001 resolves to ~1.2e-4. PickVariant reproduces retail's (n-1) off-by-one verbatim per the port-faithfully rule — the last variant of a multi-entry sound is unreachable, costing exactly one wave (0x0A00051E) in the shipped dats. Also removes invented mechanism this review disproved: the dead Core SoundEntry/ISoundCache scaffold (PitchMin/PitchMax, Loop, Is3D — retail never calls SetFrequency, never sets the loop flag, and creates every gameplay buffer 2D), the engine's pitch plumbing, the int 0..7 priority cast (the dat field is a float in [0,1]; 4,100 entries collapsed to 0), and the clamp-at-the-field on volume (an unbounded gain retail clamps only after the distance divide). Tests rewritten as conformance against the disassembled values, replacing a self-referential suite that pinned the wrong model. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
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8 changed files with 445 additions and 161 deletions
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@ -13,22 +13,17 @@ namespace AcDream.Core.Audio;
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// 23-member subset was replaced by retail's full 205-entry SoundType
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// catalog: src/AcDream.Core/Audio/SoundId.cs (same namespace).
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/// <summary>
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/// Per-SoundId entry from the SoundTable dat (0x20000000..0x2000FFFF).
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/// One Sound can have multiple entries with probabilities — that's
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/// retail's variation mechanism (e.g. 3 different footstep clips).
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/// </summary>
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public sealed class SoundEntry
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{
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public uint WaveId { get; init; } // → Wave dat (0x0A000000..0x0A00FFFF)
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public int Priority { get; init; } // eviction ordering (0..7)
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public float Probability{ get; init; } // for entries with multiple alternatives
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public float VolumeBase { get; init; } // 0..1 multiplier applied before falloff
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public float PitchMin { get; init; }
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public float PitchMax { get; init; }
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public bool Loop { get; init; }
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public bool Is3D { get; init; } // 3D positional vs UI/music flat
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}
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// A local `SoundEntry` scaffold class lived here until 2026-08-08 (Campaign A
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// slice A1). It had no implementers and no readers — the live path consumes
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// DatReaderWriter's `SoundEntry` directly — and four of its eight fields were
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// invented: `PitchMin`/`PitchMax` (retail never calls SetFrequency), `Loop`
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// (retail never sets the DirectSound loop flag; "looping" ambients are
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// re-fired one-shots), and `Is3D` (every retail gameplay buffer is created
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// with m_3D = 0). Its `Priority` was also typed `int` "0..7" where the dat
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// field is a float in [0,1]. The `ISoundCache` interface that returned it went
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// the same way. Evidence:
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// docs/research/2026-08-08-audio-retail-soundmanager-core.md,
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// docs/research/2026-08-08-audio-retail-dat-layer.md §1.
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/// <summary>
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/// Raw decoded PCM data from a Wave dat. Set by <c>WaveDecoder</c> at
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@ -102,14 +97,3 @@ public interface IAudioEngine : IDisposable
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void PlayMusic(string resourceName, bool loop);
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void StopMusic();
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}
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/// <summary>
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/// Cache of decoded waves + SoundTable lookups. Owned by the App-layer
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/// AudioEngine; Core exposes the interface.
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/// </summary>
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public interface ISoundCache
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{
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WaveData GetWave(uint waveId);
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IReadOnlyList<SoundEntry> GetSoundEntries(SoundId id);
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IReadOnlyList<SoundEntry> GetSoundEntries(uint soundTableId, SoundId id);
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}
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@ -2,82 +2,109 @@ using System;
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using System.Collections.Generic;
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using DatReaderWriter.DBObjs;
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using DRWSound = DatReaderWriter.Enums.Sound;
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using DRWSoundEntry = DatReaderWriter.Types.SoundEntry;
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namespace AcDream.Core.Audio;
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/// <summary>
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/// Probabilistic entry picker over a retail <see cref="SoundTable"/>.
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/// Retail's sound-selection model over a <see cref="SoundTable"/>. Two
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/// INDEPENDENT steps, in retail's own order — a uniform variant pick, then a
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/// Bernoulli play/skip gate on the picked entry.
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///
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/// <para>
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/// Each <see cref="DatReaderWriter.Enums.Sound"/> key in
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/// <c>SoundTable.Sounds</c> maps to a list of
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/// <see cref="DatReaderWriter.Types.SoundEntry"/> items each carrying a
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/// probability weight. Retail picks one entry per trigger by rolling the
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/// cumulative distribution — that's how footsteps sound slightly
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/// different each step, how weapon swings have 3 swoosh variants, etc.
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/// <b>Step 1 — <see cref="PickVariant"/></b>. <c>SoundManager::GetSound</c> @
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/// <c>0x00550680</c>: <c>idx = (int)(roll * (n - 1))</c>, truncating toward
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/// zero, where <c>roll</c> is <see cref="ISoundRandom.NextVariantRoll"/>.
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/// The entry's <c>Probability</c> plays NO part in selection.
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/// </para>
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///
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/// <para>
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/// r05 §4: the picker samples a uniform random in [0,1) and walks the
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/// entries accumulating probabilities; the first entry whose running total
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/// exceeds the sample wins. If all probabilities sum to < 1, the
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/// remaining mass means "silence" — the call returns null. If probabilities
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/// sum to > 1 the picker still works correctly (it clamps on the last
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/// entry).
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/// <b>Step 2 — <see cref="PlayProbability"/></b>. <c>SoundManager::PlayProbability</c>
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/// @ <c>0x005500E0</c>: <c>rand() * (1/32767) < probability</c>. Failing the
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/// gate means the sound is simply not played — there is no fallback entry and
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/// no retry.
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/// </para>
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///
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/// <para>
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/// <b>Corrects a pre-2026-08-08 divergence.</b> The previous implementation
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/// walked a cumulative distribution weighted BY probability and
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/// short-circuited single-entry lists before rolling at all. The shipped dats
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/// hold 4,184 entries of which 4,183 are single-entry and 686 of those carry
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/// a probability below 1.0, so the gate was categorically absent: retail's
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/// 5%-chance creature idle chatter (<c>Speak1</c>, 49 entries at 0.05) fired
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/// on every trigger, wound/attack/swoosh variants never dropped, and six
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/// 0.0001-probability easter eggs played every time. Census and
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/// disassembly: <c>docs/research/2026-08-08-audio-retail-dat-layer.md</c> §2.
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/// </para>
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/// </summary>
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public static class SoundCookbook
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{
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/// <summary>
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/// Pick one entry from a sound's variant list, weighted by probability.
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/// Returns <c>null</c> when the rolled sample falls into the "silence"
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/// remainder of the distribution (probability sum < 1).
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/// Retail's uniform variant pick. Returns null only for an empty list.
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///
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/// <para>
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/// The <c>n - 1</c> is retail's, at <c>0x005506C8</c>, and it is a real
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/// Turbine off-by-one: because the roll is clamped below 1.0, the index
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/// never reaches <c>n - 1</c> and the LAST entry of a multi-entry sound
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/// can never be selected. It is reproduced verbatim per the
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/// port-faithfully rule ("do not 'fix' the decompiled code"). Blast
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/// radius in the shipped dats is exactly one wave: only
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/// <c>0x200000A8</c> / SoundType 31 has two entries, so
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/// <c>0x0A00051E</c> is retail-unreachable. Changing this to <c>n</c>
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/// would need a divergence-register row.
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/// </para>
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/// </summary>
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public static DatReaderWriter.Types.SoundEntry? Roll(
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IReadOnlyList<DatReaderWriter.Types.SoundEntry> entries,
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Random rng)
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public static DRWSoundEntry? PickVariant(
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IReadOnlyList<DRWSoundEntry> entries,
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ISoundRandom rng)
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{
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ArgumentNullException.ThrowIfNull(entries);
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ArgumentNullException.ThrowIfNull(rng);
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if (entries.Count == 0) return null;
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if (entries.Count == 1) return entries[0];
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float sample = (float)rng.NextDouble();
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float cum = 0f;
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for (int i = 0; i < entries.Count; i++)
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{
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cum += Math.Max(0f, entries[i].Probability);
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if (sample < cum) return entries[i];
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}
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// Fell past the last entry — either probabilities sum to >1 (return
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// last) or < 1 and we rolled into the "silence" tail (return null).
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float total = 0f;
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for (int i = 0; i < entries.Count; i++)
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total += Math.Max(0f, entries[i].Probability);
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return total > 0.999f ? entries[entries.Count - 1] : null;
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int idx = (int)(rng.NextVariantRoll() * (entries.Count - 1));
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// Retail bounds-checks here too (`cmp eax, esi; jae return`); the
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// branch is dead given the roll clamp, but it costs nothing to keep
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// the same shape.
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return idx < entries.Count ? entries[idx] : null;
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}
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/// <summary>
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/// Convenience lookup: given a SoundTable + a retail
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/// <see cref="DRWSound"/> key (e.g. Swoosh1, Footstep1), roll the
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/// entry list and return the winning entry. Returns null if:
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/// <list type="bullet">
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/// <item><description><paramref name="table"/> has no mapping for
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/// <paramref name="sound"/>.</description></item>
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/// <item><description>The mapping's entry list is empty.</description></item>
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/// <item><description>The probability roll hits the silence
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/// tail.</description></item>
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/// </list>
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/// Retail's Bernoulli play gate. True = play, false = silence.
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/// </summary>
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public static DatReaderWriter.Types.SoundEntry? Roll(
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public static bool PlayProbability(float probability, ISoundRandom rng)
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{
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ArgumentNullException.ThrowIfNull(rng);
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return rng.NextProbabilityRoll() < probability;
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}
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/// <summary>
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/// The two steps composed the way every retail play site composes them:
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/// pick a variant, then gate it. Returns null when the sound is missing,
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/// its variant list is empty, or the gate says silence.
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/// </summary>
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public static DRWSoundEntry? Select(
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IReadOnlyList<DRWSoundEntry> entries,
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ISoundRandom rng)
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{
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DRWSoundEntry? picked = PickVariant(entries, rng);
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if (picked is null) return null;
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return PlayProbability(picked.Probability, rng) ? picked : null;
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}
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/// <summary>
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/// <see cref="Select(IReadOnlyList{DRWSoundEntry}, ISoundRandom)"/> with
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/// the table lookup in front: given a <see cref="SoundTable"/> and a
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/// retail <see cref="DRWSound"/> slot, resolve the entry to play.
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/// </summary>
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public static DRWSoundEntry? Select(
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SoundTable table,
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DRWSound sound,
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Random rng)
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ISoundRandom rng)
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{
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ArgumentNullException.ThrowIfNull(table);
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if (!table.Sounds.TryGetValue(sound, out var soundData)) return null;
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return Roll(soundData.Entries, rng);
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return Select(soundData.Entries, rng);
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}
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}
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71
src/AcDream.Core/Audio/SoundRandom.cs
Normal file
71
src/AcDream.Core/Audio/SoundRandom.cs
Normal file
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@ -0,0 +1,71 @@
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using System;
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namespace AcDream.Core.Audio;
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/// <summary>
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/// The two random sources retail's sound code actually draws from. They are
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/// NOT interchangeable, and the difference is observable at small
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/// probabilities, so the seam models both rather than collapsing them.
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///
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/// <para>
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/// <b>Variant index</b> — <c>Random::RollDice(0, 1)</c> @ <c>0x0042C4C0</c>,
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/// a dual-LCG returning a float hard-clamped to <c>0.99999988</c>
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/// (<c>0x00797D48</c>), i.e. it can never return 1.0. That clamp is what
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/// makes the last variant of a multi-entry sound unreachable — see
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/// <see cref="SoundCookbook.PickVariant"/>.
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/// </para>
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///
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/// <para>
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/// <b>Probability gate</b> — C library <c>rand()</c> scaled by
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/// <c>1/32767</c> inside <c>SoundManager::PlayProbability</c> @
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/// <c>0x005500E0</c>. <c>rand()</c> returns 0..32767 INCLUSIVE, so the
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/// scaled value reaches exactly 1.0 and the grid step is ~3.05e-5. Two
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/// consequences we reproduce deliberately: a probability of 1.0 is skipped
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/// on the single roll where the value lands on 1.0 (1 chance in 32768), and
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/// the six authored 0.0001 probabilities in the shipped dats resolve to
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/// ~1.2e-4 rather than 1e-4 because only <c>rand() <= 3</c> passes.
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/// </para>
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/// </summary>
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public interface ISoundRandom
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{
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/// <summary>
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/// Retail <c>Random::RollDice(0, 1)</c>: a float in
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/// <c>[0, 0.99999988]</c>, never 1.0.
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/// </summary>
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float NextVariantRoll();
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/// <summary>
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/// Retail <c>rand() * (1/32767)</c>: a float in <c>[0, 1]</c> inclusive,
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/// quantised to the 1/32767 grid.
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/// </summary>
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float NextProbabilityRoll();
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}
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/// <summary>
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/// <see cref="ISoundRandom"/> over <see cref="Random"/>. Retail's exact LCG
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/// streams are not reproduced — nothing observable depends on the sequence,
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/// only on each roll's range and quantisation, which this preserves.
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/// </summary>
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public sealed class SoundRandom : ISoundRandom
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{
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/// <summary>
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/// Retail's clamp on <c>Random::rand</c> (<c>0x00797D48</c>). Equals
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/// <c>1 - 2^-23</c>, the largest float below 1.0.
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/// </summary>
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internal const float MaxVariantRoll = 0.99999988f;
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/// <summary>C's <c>RAND_MAX</c>; retail divides by exactly this.</summary>
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internal const int RandMax = 32767;
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private readonly Random _rng;
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public SoundRandom(Random? rng = null) => _rng = rng ?? Random.Shared;
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public float NextVariantRoll() =>
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MathF.Min(MaxVariantRoll, (float)_rng.NextDouble());
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// Next's upper bound is exclusive, so RandMax + 1 makes RAND_MAX itself
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// reachable — which is what lets the scaled roll reach exactly 1.0.
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public float NextProbabilityRoll() =>
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_rng.Next(0, RandMax + 1) * (1f / RandMax);
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}
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