feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D
Retail is not a 3D audio engine. Every gameplay buffer is created with m_3D = 0 and the DirectSound 3D listener the client sets up is dead code; spatialization is two CPU scalars per voice, frozen at emission. This slice ports that math and demotes OpenAL to a voice bank. RetailSoundMixer (new, Core) carries the byte-decoded curve from SoundManager::GetAttenuation @0x00550020: g = dist < 5 ? vol : 25*vol/d2, clamped to 1 BEFORE the single master multiply, db = ceil(20*log10 g), with a hard -50 dB floor at which retail does not start the voice at all (audible radius ~94.2 m at unity). Pan is PlaySoundInternal @0x00550170's (int)(-15*sin(delta-bearing)) in whole decibels, truncating toward zero, forced to dead centre when (int)distance < 5, with no front/back and no elevation cue. Every AL source is now source-relative with rolloff 0 and the global distance model is None: AL's InverseDistanceClamped was first-power (2/d), quieter than retail up close and far louder at range with no cutoff whatsoever. That was the largest audible divergence in the subsystem (AP-28, retired here). RetailVoicePool (new, Core) ports the allocator at 0x0054FEC0: ring scan for a free or finished slot, then evict the first slot whose DAT priority is strictly lower, else drop. Eviction compared GAIN before, so a loud unimportant sound could silence a quiet important one. It lives in Core because the engine's play path talks to native AL handles and could not be tested; the pool now has 12 conformance tests. The listener keeps using the camera position, which the decode shows is retail-faithful (SmartBox::set_viewer @0x00452D36 hands the same collided camera Position to SoundManager) — only the heading extraction changes, since retail reads one compass bearing and never a forward/up basis. An earlier draft of the plan called this a defect; corrected in the plan so it is not fixed backwards. Opus review found and this commit fixes: a linear pan-to-azimuth mapping that saturated to full separation at 30 degrees (OpenAL Soft's own speaker angle) where retail gives 15 dB — now inverts the constant-power pan law, so full deflection reaches 0.776 of the arc and both channels stay live; the stale FUN_00550ad0 / gain-eviction class header, which contradicted the register row this commit writes; missing discriminating tests for clamp order and pan truncation; dead PlayingGain state whose comment invented a retail symbol; and a third in-tree copy of Position::heading, now delegating to MoveToMath.PositionHeading. MasterVolume folds into the mixer's one multiply instead of AL listener gain, so the cutoff, radius and dB quantisation move with the slider. Register: AP-28 retired; AP-173 (pan law), AP-174 (volume taxonomy), TS-64 (two unimplemented sound prefs), TS-65 (volume-squared quirk, applied on the ambient path only) filed. Research note corrected twice where its summary contradicted its own decode (30 m dB, floor vs trunc). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
parent
c69b3bde04
commit
e42b99482e
13 changed files with 1123 additions and 106 deletions
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@ -7,8 +7,11 @@ using Silk.NET.OpenAL;
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namespace AcDream.App.Audio;
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/// <summary>
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/// OpenAL-backed audio engine (Phase E.2) — faithful to retail's
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/// 16-voice pool and inverse-square falloff behaviour (r05 §5.3).
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/// OpenAL-backed audio engine. Spatialization is NOT OpenAL's: retail creates
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/// every gameplay buffer 2D (<c>m_3D = 0</c>) and computes a gain and a stereo
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/// pan on the CPU per voice, so <see cref="RetailSoundMixer"/> owns that math
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/// and AL is reduced to a voice bank. Every source is source-relative with
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/// <c>AL_ROLLOFF_FACTOR = 0</c>.
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///
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/// <para>
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/// Architecture:
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@ -19,15 +22,19 @@ namespace AcDream.App.Audio;
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/// PulseAudio / CoreAudio — whichever OpenAL-Soft picks).
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/// </description></item>
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/// <item><description>
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/// Fixed 16-source pool for 3D positional sounds. When all 16 are
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/// busy, new Play3D calls evict the slot whose currently-playing
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/// sound has lower effective gain than the incoming sound
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/// (matches retail <c>FUN_00550ad0</c> first-free-then-evict-quieter
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/// algorithm at <c>chunk_00550000.c:527</c>).
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/// Fixed 16-source pool for world sounds, allocated by
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/// <see cref="RetailVoicePool"/>: a ring scan for a free or finished slot,
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/// then eviction of the first slot whose DAT-authored priority is strictly
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/// lower, else the sound is dropped. Retail's allocator is
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/// <c>SoundManager::PlaySoundInternal</c> @ <c>0x0054FEC0</c> and it never
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/// consults gain. (This comment previously cited <c>FUN_00550ad0</c> and
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/// described gain-based eviction; that address is inside an
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/// <c>IntrusiveHashTable</c> constructor and the behaviour was ours, not
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/// retail's — both corrected in Campaign A slice A2, register row AP-28.)
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/// </description></item>
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/// <item><description>
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/// Separate UI source pool (4 sources) for flat 2D UI clicks /
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/// wooshes — not subject to the 3D eviction game.
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/// wooshes — not subject to the world pool's eviction game.
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/// </description></item>
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/// <item><description>
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/// PCM buffer cache keyed by Wave dat id so the same footstep isn't
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@ -72,13 +79,14 @@ public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescen
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private const int PoolSize3D = 16; // retail 16-slot voice pool
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private const int PoolSizeUi = 4;
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// Slot state per 3D source; mirrors retail's g_poolVols array (the
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// EFFECTIVE gain at play-start time, used for eviction comparisons).
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// Slot state per 3D source, mirroring retail's `SoundPlayingData` —
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// {buffer, priority, start_time}. There is no gain field: retail's
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// allocator compares priority only, and its start_time is written but never
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// read, so neither a gain nor a timestamp is carried here.
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private sealed class Slot3D
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{
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public uint SourceId;
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public uint OwnerId;
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public float PlayingGain; // gain at play time (for eviction compare)
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public bool InUse;
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// The DAT-authored priority, a float in [0,1] — NOT an 0..7 int. 4,100
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// of the shipped entries carry a sub-1.0 priority that an int cast
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@ -92,6 +100,30 @@ public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescen
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private readonly uint[] _poolUi = new uint[PoolSizeUi];
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// ── Listener (retail's SmartBox::viewer: origin + compass heading) ───────
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private Vector3 _listenerPosition;
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private float _listenerHeadingDegrees;
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/// <summary>
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/// Half-width of the stereo pan arc, in degrees — OpenAL Soft's own
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/// front-left/front-right speaker angle for a stereo device, so a normalised
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/// stereo position of ±1 lands exactly on a speaker.
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///
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/// <para>
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/// Positions are NOT retail's pan scaled linearly onto this arc.
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/// <see cref="RetailSoundMixer.StereoPositionFromPan"/> inverts the
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/// constant-power pan law first, so retail's ±15 dB inter-channel difference
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/// maps to ±0.775 of the arc and both channels stay live; a linear mapping
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/// would put full deflection on the speaker angle itself, giving effectively
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/// infinite separation where retail gives 15 dB. The pan's shape is retail's
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/// throughout (sine of the compass bearing, dead centre inside 5 m, no
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/// front/back and no elevation, frozen for the voice's life); only the pan
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/// LAW is approximated, since OpenAL exposes no per-channel gain for a mono
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/// source. Registered as AP-173.
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/// </para>
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/// </summary>
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private const float MaxPanAzimuthDegrees = 30f;
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// ── Buffer cache (Wave dat id → AL buffer) ───────────────────────────────
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// Budget rationale: decoded PCM waves run ~100-500 KB each (same sizing
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// as DatSoundCache's payload LRU, which this cache re-uploads from). 48
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@ -175,7 +207,7 @@ public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescen
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}
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// Global distance model = inverse-square clamped (classic retail feel).
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api.SelectRetailDistanceModel();
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api.DisableAlDistanceAttenuation();
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_available = true;
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}
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@ -225,25 +257,34 @@ public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescen
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// ── IAudioEngine ─────────────────────────────────────────────────────────
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public void SetListener(
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float posX, float posY, float posZ,
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float forwardX, float forwardY, float forwardZ,
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float upX, float upY, float upZ)
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/// <summary>
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/// Records the listener pose retail's mixer reads: origin (for distance)
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/// and compass heading (for pan). No AL listener orientation is published —
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/// every voice is source-relative and its pan is computed on the CPU, so
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/// AL's own panner must not also rotate the field.
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/// </summary>
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public void SetListener(float posX, float posY, float posZ, float headingDegrees)
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{
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if (!_available || _al is null) return;
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_al.SetListenerProperty(ListenerVector3.Position, posX, posY, posZ);
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// AL expects a 6-float orientation (fwd then up).
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Span<float> ori = stackalloc float[6]
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{
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forwardX, forwardY, forwardZ,
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upX, upY, upZ
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};
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fixed (float* p = ori)
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_al.SetListenerProperty(ListenerFloatArray.Orientation, p);
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_al.SetListenerProperty(ListenerFloat.Gain, MasterVolume);
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_listenerPosition = new Vector3(posX, posY, posZ);
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_listenerHeadingDegrees = headingDegrees;
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}
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/// <summary>
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/// The master multiply retail's <c>GetAttenuation</c> applies — the effect
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/// knob for world/UI sounds, folded with acdream's extra master slider.
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///
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/// <para>
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/// It is folded in HERE, before the mixer, rather than published as AL's
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/// listener gain, because retail's audibility decisions are made against the
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/// post-master value: the −50 dB no-allocate floor, the audible radius, and
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/// the whole-decibel quantisation all move with the knob. Applying it
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/// downstream as a listener gain would compute the cutoff against a louder
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/// signal than the user hears, and would allocate voices at master 0 where
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/// retail's <c>g <= 0</c> gate drops them.
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/// </para>
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/// </summary>
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private float EffectMaster => MasterVolume * SfxVolume;
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/// <summary>
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/// Not exposed on IAudioEngine but used by the hook sink — play a raw
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/// WaveData blob at a 3D position with full priority/volume controls.
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@ -259,50 +300,91 @@ public sealed unsafe class OpenAlAudioEngine : IAudioEngine, IWorldAudioQuiescen
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{
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if (_worldAudioSuspended || !_available || _al is null) return false;
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float effectiveGain = volume * SfxVolume;
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if (effectiveGain < 0.001f) return false; // silent; skip
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// Retail computes gain and pan BEFORE touching the voice pool, and a
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// sound that attenuates past -50 dB is never started at all — so it
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// consumes no slot and evicts nothing. At volume × master == 1 that
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// silence radius is about 94 metres.
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RetailVoiceMix mix = RetailSoundMixer.Mix(
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_listenerPosition,
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_listenerHeadingDegrees,
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position,
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volume,
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EffectMaster);
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if (!mix.Play) return false;
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uint buffer = EnsureBuffer(waveId, wave);
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if (buffer == 0) return false;
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// Pick a slot: first free, else evict quieter one, else drop.
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int slotIdx = -1;
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for (int i = 0; i < PoolSize3D; i++)
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{
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int idx = (_pool3DCursor + i) & (PoolSize3D - 1);
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var s = _pool3D[idx];
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if (!s.InUse || !IsStillPlaying(s.SourceId)) { slotIdx = idx; break; }
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}
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if (slotIdx < 0)
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{
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for (int i = 0; i < PoolSize3D; i++)
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{
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int idx = (_pool3DCursor + i) & (PoolSize3D - 1);
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if (_pool3D[idx].PlayingGain < effectiveGain) { slotIdx = idx; break; }
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}
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}
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if (slotIdx < 0) return false; // no slot quieter than us — drop
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int slotIdx = AcquireWorldSlot(priority);
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if (slotIdx < 0) return false; // nothing lower-priority — drop
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float gain = RetailSoundMixer.LinearGain(mix.Decibels);
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var slot = _pool3D[slotIdx];
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_al.SourceStop(slot.SourceId);
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_al.SetSourceProperty(slot.SourceId, SourceInteger.Buffer, 0); // detach old
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_al.SetSourceProperty(slot.SourceId, SourceInteger.Buffer, (int)buffer);
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_al.SetSourceProperty(slot.SourceId, SourceFloat.Gain, effectiveGain);
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_al.SetSourceProperty(slot.SourceId, SourceFloat.Gain, gain);
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// No pitch: retail never calls SetFrequency on a sound buffer, so
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// there is no per-play pitch variation to reproduce.
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_al.SetSourceProperty(slot.SourceId, SourceVector3.Position, position.X, position.Y, position.Z);
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_al.SetSourceProperty(slot.SourceId, SourceBoolean.SourceRelative, false);
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ApplyPan(slot.SourceId, mix.Pan);
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_al.SetSourceProperty(slot.SourceId, SourceBoolean.Looping, false);
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_al.SourcePlay(slot.SourceId);
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slot.PlayingGain = effectiveGain;
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slot.InUse = true;
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slot.OwnerId = ownerId;
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slot.Priority = priority;
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_pool3DCursor = (slotIdx + 1) & (PoolSize3D - 1);
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_pool3DCursor = RetailVoicePool.AdvanceCursor(slotIdx, PoolSize3D);
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return true;
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}
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/// <summary>
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/// Projects the live pool into <see cref="RetailVoicePool"/>'s slot view and
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/// takes its answer. The allocation policy itself lives in Core so it can be
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/// tested without an AL device; this method only supplies the one piece of
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/// state AL owns — whether each slot's voice is still playing.
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/// </summary>
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private int AcquireWorldSlot(float priority)
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{
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Span<VoiceSlotState> slots = stackalloc VoiceSlotState[PoolSize3D];
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for (int i = 0; i < PoolSize3D; i++)
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{
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Slot3D s = _pool3D[i];
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slots[i] = new VoiceSlotState(
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Occupied: s.InUse,
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StillPlaying: s.InUse && IsStillPlaying(s.SourceId),
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Priority: s.Priority);
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}
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return RetailVoicePool.Acquire(slots, _pool3DCursor, priority);
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}
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/// <summary>
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/// Publishes retail's whole-decibel pan as a source-relative azimuth. The
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/// source sits on a unit arc in front of the listener so a pan of 0 is dead
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/// ahead (centred) and the deflection is purely left/right — retail
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/// distinguishes neither front from back nor elevation. Distance plays no
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/// part: rolloff is 0 and the CPU-computed gain is authoritative.
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///
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/// <para>
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/// The azimuth comes from <see cref="RetailSoundMixer.StereoPositionFromPan"/>,
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/// which inverts the constant-power pan law so the resulting inter-channel
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/// difference is retail's ±15 dB rather than the full separation a linear
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/// mapping onto the speaker angle would produce. See AP-172.
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/// </para>
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/// </summary>
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private void ApplyPan(uint sourceId, int pan)
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{
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float position = RetailSoundMixer.StereoPositionFromPan(pan);
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float azimuth = position * MaxPanAzimuthDegrees * (MathF.PI / 180f);
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_al!.SetSourceProperty(sourceId, SourceBoolean.SourceRelative, true);
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_al.SetSourceProperty(
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sourceId,
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SourceVector3.Position,
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MathF.Sin(azimuth),
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0f,
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-MathF.Cos(azimuth));
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}
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/// <summary>
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/// Stops every world-space voice while preserving the independent UI
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/// source pool. Retail suppresses ambient/object audio while cell loading
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}
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if (slotIdx < 0) slotIdx = 0; // always replace slot 0 as a last resort
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// Retail's interface sounds go through PlaySoundFromCenter: pan 0, and
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// GetAttenuation at distance 0 (so the flat branch), scaled by
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// effect_sound_volume — NOT by interface_sound_volume, which retail
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// registers as a preference and then never reads.
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if (!RetailSoundMixer.TryGetAttenuation(0f, volume, EffectMaster, out int decibels))
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return false;
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uint src = _poolUi[slotIdx];
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_al.SourceStop(src);
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_al.SetSourceProperty(src, SourceInteger.Buffer, 0);
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_al.SetSourceProperty(src, SourceInteger.Buffer, (int)buffer);
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_al.SetSourceProperty(src, SourceFloat.Gain, Math.Clamp(volume, 0f, 1f) * SfxVolume);
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_al.SetSourceProperty(src, SourceFloat.Gain, RetailSoundMixer.LinearGain(decibels));
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_al.SourcePlay(src);
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return true;
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}
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}
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slot.OwnerId = 0;
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slot.PlayingGain = 0f;
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slot.Priority = 0f;
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slot.InUse = false;
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}
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@ -18,7 +18,7 @@ internal interface IOpenAlResourceApi
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uint GenerateSource();
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void Configure3DSource(uint source);
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void ConfigureUiSource(uint source);
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void SelectRetailDistanceModel();
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void DisableAlDistanceAttenuation();
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void StopSource(uint source);
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void DeleteSource(uint source);
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void DeleteBuffer(uint buffer);
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public uint GenerateSource() => AudioApi.GenSource();
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// World voices are source-relative with rolloff 0: `RetailSoundMixer`
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// computes retail's gain and pan on the CPU and they are authoritative, so
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// AL must not attenuate by distance on top of that. Retail's own curve is
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// inverse-SQUARE from a 5 m reference with a hard -50 dB cutoff, which AL's
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// inverse model (first power only) cannot express anyway.
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public void Configure3DSource(uint source)
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{
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AudioApi.SetSourceProperty(source, SourceFloat.Gain, 1f);
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AudioApi.SetSourceProperty(source, SourceFloat.MaxDistance, 1000f);
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AudioApi.SetSourceProperty(source, SourceFloat.RolloffFactor, 1f);
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AudioApi.SetSourceProperty(source, SourceFloat.ReferenceDistance, 2f);
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AudioApi.SetSourceProperty(source, SourceFloat.RolloffFactor, 0f);
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AudioApi.SetSourceProperty(source, SourceBoolean.SourceRelative, true);
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AudioApi.SetSourceProperty(source, SourceBoolean.Looping, false);
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}
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AudioApi.SetSourceProperty(source, SourceBoolean.Looping, false);
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}
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public void SelectRetailDistanceModel() =>
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AudioApi.DistanceModel(DistanceModel.InverseDistanceClamped);
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// AL's distance models are all bypassed: rolloff 0 on every source means
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// none of them contribute, and `RetailSoundMixer` owns the curve. Selecting
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// None documents that rather than leaving a model that looks load-bearing.
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public void DisableAlDistanceAttenuation() =>
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AudioApi.DistanceModel(DistanceModel.None);
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public void StopSource(uint source) => AudioApi.SourceStop(source);
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@ -7,6 +7,7 @@ using AcDream.App.Rendering.Wb;
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using AcDream.App.Settings;
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using AcDream.App.Streaming;
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using AcDream.App.World;
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using AcDream.Core.Audio;
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using AcDream.Core.Lighting;
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using AcDream.Core.Physics;
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using AcDream.Core.Rendering;
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@ -381,14 +382,19 @@ internal sealed class RuntimeWorldFrameSettingsPreview : IWorldFrameSettingsPrev
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if (_audio is not { IsAvailable: true })
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return;
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// Retail's audio listener IS the camera viewer, refreshed per rendered
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// frame (`SmartBox::set_viewer` @ 0x00452D36 hands the same collided
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// camera Position to SoundManager, the sky, and the camera setup), so
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// the position source here is already faithful. What retail reads off it
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// is only the origin and `Frame::get_heading` — a compass bearing, not a
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// basis: pan comes from that heading alone, which is why retail has no
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// front/back or elevation cue to reproduce.
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Matrix4x4 inverse = camera.InverseView;
|
||||
var forward = new Vector3(-inverse.M31, -inverse.M32, -inverse.M33);
|
||||
var up = new Vector3(inverse.M21, inverse.M22, inverse.M23);
|
||||
Vector3 position = camera.Position;
|
||||
_audio.SetListener(
|
||||
position.X, position.Y, position.Z,
|
||||
forward.X, forward.Y, forward.Z,
|
||||
up.X, up.Y, up.Z);
|
||||
RetailSoundMixer.CompassHeadingDegrees(Vector3.Zero, forward));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -39,32 +39,12 @@ public sealed class WaveData
|
|||
public TimeSpan Duration { get; init; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Falloff math (r05 §2). Retail is CPU-side inverse-square, NOT
|
||||
/// DirectSound3DBuffer. No doppler, no cone, no HRTF.
|
||||
/// </summary>
|
||||
public static class AudioFalloff
|
||||
{
|
||||
/// <summary>
|
||||
/// Attenuation factor based on distance. Retail uses pure inverse-square
|
||||
/// above a minimum-distance threshold.
|
||||
/// </summary>
|
||||
public static float AttenuationAt(float distanceMeters, float minDistance = 1.0f)
|
||||
{
|
||||
if (distanceMeters < minDistance) return 1.0f;
|
||||
float att = (minDistance * minDistance) / (distanceMeters * distanceMeters);
|
||||
return Math.Clamp(att, 0f, 1f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stereo pan from listener-relative X coord. ±1.0 fully panned.
|
||||
/// </summary>
|
||||
public static float PanFromRelative(float relativeX, float panRange = 20f)
|
||||
{
|
||||
if (panRange <= 0) return 0f;
|
||||
return Math.Clamp(relativeX / panRange, -1f, 1f);
|
||||
}
|
||||
}
|
||||
// An `AudioFalloff` helper lived here until 2026-08-08 (Campaign A slice A2).
|
||||
// It had the right shape but a 1-metre reference distance where retail's is 5,
|
||||
// a `PanFromRelative` that was linear in relative X over an invented 20-metre
|
||||
// range where retail pans by the SINE of a compass bearing, and no audibility
|
||||
// cutoff. Nothing ever called either method. Both are superseded by
|
||||
// `RetailSoundMixer`, which carries the byte-decoded retail math.
|
||||
|
||||
/// <summary>
|
||||
/// Interface the platform audio engine (AcDream.App layer) implements.
|
||||
|
|
@ -78,10 +58,17 @@ public interface IAudioEngine : IDisposable
|
|||
float MusicVolume { get; set; }
|
||||
float AmbientVolume{ get; set; }
|
||||
|
||||
/// <summary>Update listener pose (called per frame from player position).</summary>
|
||||
void SetListener(float posX, float posY, float posZ,
|
||||
float forwardX, float forwardY, float forwardZ,
|
||||
float upX, float upY, float upZ);
|
||||
/// <summary>
|
||||
/// Update the listener pose. Retail's listener is <c>SmartBox::viewer</c> —
|
||||
/// the COLLIDED third-person camera Position, refreshed once per rendered
|
||||
/// frame (<c>SmartBox::update_viewer</c> @ <c>0x00453CE0</c>), falling back
|
||||
/// to the player's own position when the camera sweep fails. Only two
|
||||
/// things are ever read out of it: the origin, for distance, and
|
||||
/// <c>Frame::get_heading</c>, for pan. There is no up vector, no velocity,
|
||||
/// and therefore no doppler and no elevation cue — which is why this takes
|
||||
/// a single compass heading rather than a forward/up basis.
|
||||
/// </summary>
|
||||
void SetListener(float posX, float posY, float posZ, float headingDegrees);
|
||||
|
||||
/// <summary>Play a 2D UI sound (no falloff).</summary>
|
||||
void PlayUi(SoundId id);
|
||||
|
|
|
|||
263
src/AcDream.Core/Audio/RetailSoundMixer.cs
Normal file
263
src/AcDream.Core/Audio/RetailSoundMixer.cs
Normal file
|
|
@ -0,0 +1,263 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
|
||||
namespace AcDream.Core.Audio;
|
||||
|
||||
/// <summary>
|
||||
/// One voice's mixing decision, as retail computes it at emission time.
|
||||
/// </summary>
|
||||
/// <param name="Play">
|
||||
/// False when retail would not start the voice at all — the attenuation fell
|
||||
/// below <see cref="RetailSoundMixer.VolMinDecibels"/>. Retail does not start a
|
||||
/// quiet voice; it starts nothing, so no pool slot is consumed either.
|
||||
/// </param>
|
||||
/// <param name="Decibels">
|
||||
/// Integer decibels, <c>ceil(20·log10 g)</c>, floored at
|
||||
/// <see cref="RetailSoundMixer.VolMinDecibels"/>.
|
||||
/// </param>
|
||||
/// <param name="Pan">
|
||||
/// Retail's DirectSound pan in whole decibels, <c>[-15, +15]</c>; negative is
|
||||
/// left, positive right, 0 dead centre.
|
||||
/// </param>
|
||||
public readonly record struct RetailVoiceMix(bool Play, int Decibels, int Pan);
|
||||
|
||||
/// <summary>
|
||||
/// Retail's sound mixing math — the whole of its spatialization.
|
||||
///
|
||||
/// <para>
|
||||
/// <b>Retail is not a 3D audio engine.</b> Every gameplay sound buffer is
|
||||
/// created with <c>m_3D = 0</c>; the DirectSound 3D listener the client sets up
|
||||
/// (rolloff 0.01, front (−1,0,0), top (0,1,0)) is dead code that no buffer ever
|
||||
/// consults. Spatialization is exactly two CPU-computed scalars per voice,
|
||||
/// frozen at emission: a gain in whole decibels from distance, and a stereo pan
|
||||
/// in whole decibels from bearing.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Sources: <c>SoundManager::GetAttenuation</c> @ <c>0x00550020</c> and
|
||||
/// <c>SoundManager::PlaySoundInternal(SoundBufRef*, const Position*, float, int)</c>
|
||||
/// @ <c>0x00550170</c>, both byte-decoded from the PDB-paired binary — Binary
|
||||
/// Ninja elides the x87 memory constants in the first (its pseudo-C multiplies
|
||||
/// by a literal <c>0f</c>, which would port as silence at every distance) and
|
||||
/// misattributes a reused stack slot in the second (reporting the 5-metre
|
||||
/// deadzone as an angle test rather than a distance test). Full decode:
|
||||
/// <c>docs/research/2026-08-08-audio-retail-soundmanager-core.md</c> §1.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static class RetailSoundMixer
|
||||
{
|
||||
/// <summary>Distance below which gain is flat at the authored volume, metres.</summary>
|
||||
public const float VolMinDistance = 5.0f;
|
||||
|
||||
/// <summary>
|
||||
/// <see cref="VolMinDistance"/> squared — retail's numerator, so the curve
|
||||
/// is continuous at the knee.
|
||||
/// </summary>
|
||||
public const float VolMinDistanceSq = 25.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Retail's audibility floor. A voice whose computed decibels fall below
|
||||
/// this is never started.
|
||||
/// </summary>
|
||||
public const int VolMinDecibels = -50;
|
||||
|
||||
/// <summary>Retail's pan scale, applied to the sine of the reversed bearing.</summary>
|
||||
public const float PanScale = -15.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Pan is forced to dead centre when <c>(int)distance</c> is below this.
|
||||
/// Retail truncates the distance before comparing, so this is an integer
|
||||
/// metre test, not a float one.
|
||||
/// </summary>
|
||||
public const int PanDeadzoneMetres = 5;
|
||||
|
||||
/// <summary>Retail's voice count (<c>playing_sounds_[0x10]</c>).</summary>
|
||||
public const int VoiceCount = 16;
|
||||
|
||||
/// <summary>
|
||||
/// Retail's own single-precision degrees-to-radians literal, as it appears
|
||||
/// in the pan computation.
|
||||
/// </summary>
|
||||
private const float DegreesToRadians = 0.0174532924f;
|
||||
|
||||
/// <summary>
|
||||
/// <c>SoundManager::GetAttenuation</c>. Returns whole decibels and whether
|
||||
/// retail would start the voice.
|
||||
///
|
||||
/// <para>
|
||||
/// <paramref name="masterVolume"/> is retail's ONE master multiply —
|
||||
/// <c>effect_sound_volume</c> for ordinary sounds, <c>ambient_sound_volume</c>
|
||||
/// when <c>ambient != 0</c>. Callers on the paths where retail ALSO
|
||||
/// pre-multiplies by the same knob (its volume-squared quirk) must
|
||||
/// pre-multiply <paramref name="volume"/> themselves; this function applies
|
||||
/// the knob exactly once.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static bool TryGetAttenuation(
|
||||
float distanceMetres,
|
||||
float volume,
|
||||
float masterVolume,
|
||||
out int decibels)
|
||||
{
|
||||
float g = distanceMetres < VolMinDistance
|
||||
? volume
|
||||
: (VolMinDistanceSq * volume) / (distanceMetres * distanceMetres);
|
||||
|
||||
if (g > 1.0f) g = 1.0f;
|
||||
g *= masterVolume;
|
||||
|
||||
if (g <= 0.0f || float.IsNaN(g))
|
||||
{
|
||||
decibels = VolMinDecibels;
|
||||
return false;
|
||||
}
|
||||
|
||||
decibels = (int)MathF.Ceiling(20.0f * MathF.Log10(g));
|
||||
if (decibels >= VolMinDecibels)
|
||||
return true;
|
||||
|
||||
decibels = VolMinDecibels;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retail's compass heading convention (<c>Position::heading</c> @
|
||||
/// <c>0x005A9520</c>): degrees clockwise from +Y (north), +X (east) = 90°.
|
||||
///
|
||||
/// <para>
|
||||
/// Delegates to <see cref="Physics.Motion.MoveToMath.PositionHeading"/> —
|
||||
/// the pinned port of the same retail function, with golden-cardinal
|
||||
/// coverage — rather than carrying a third copy of the formula. Retail's own
|
||||
/// constant is the double <c>57.29577951308232</c>; the single-precision
|
||||
/// narrowing there is at most ~1.5e-6 degrees, far inside the integer
|
||||
/// truncation the pan applies afterwards.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static float CompassHeadingDegrees(Vector3 from, Vector3 to) =>
|
||||
Physics.Motion.MoveToMath.PositionHeading(from, to);
|
||||
|
||||
/// <summary>
|
||||
/// Retail's heading-difference normalisation, verbatim: <c>fmod(delta, 360)</c>
|
||||
/// then <c>if (!(delta <= 180)) delta -= 360</c>.
|
||||
///
|
||||
/// <para>
|
||||
/// The output range is retail's <c>(-360, 180]</c>, NOT <c>(-180, 180]</c> —
|
||||
/// retail does not fold negatives back up, so an input of −270 stays −270.
|
||||
/// That is harmless because the only consumer is <c>sin</c>, which has
|
||||
/// period 360, and reproducing it exactly keeps this function comparable to
|
||||
/// the decode.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static float NormalizeSignedDegrees(float degrees)
|
||||
{
|
||||
float delta = degrees % 360.0f;
|
||||
if (!(delta <= 180.0f)) delta -= 360.0f;
|
||||
return delta;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retail's pan, in whole decibels. <paramref name="bearingSourceToListener"/>
|
||||
/// is <c>Position::heading(soundPos, listenerPos)</c> — the REVERSED
|
||||
/// bearing; combined with the negative <see cref="PanScale"/> that yields
|
||||
/// the correct handedness (a source due east of a north-facing listener
|
||||
/// pans right).
|
||||
///
|
||||
/// <para>
|
||||
/// There is no front/back and no elevation cue: a source dead ahead and one
|
||||
/// directly behind both pan to 0, and Z reaches the mix only through
|
||||
/// distance.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static int GetPan(
|
||||
float bearingSourceToListener,
|
||||
float listenerHeadingDegrees,
|
||||
float distanceMetres,
|
||||
bool panningEnabled = true)
|
||||
{
|
||||
if (!panningEnabled)
|
||||
return 0;
|
||||
|
||||
// Retail truncates distance to an int before the deadzone compare.
|
||||
if (Math.Abs((int)distanceMetres) < PanDeadzoneMetres)
|
||||
return 0;
|
||||
|
||||
float delta = NormalizeSignedDegrees(bearingSourceToListener - listenerHeadingDegrees);
|
||||
int pan = (int)(MathF.Sin(delta * DegreesToRadians) * PanScale);
|
||||
return Math.Clamp(pan, (int)PanScale, (int)-PanScale);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The whole per-play decision for a world sound: distance gain plus pan,
|
||||
/// composed the way <c>PlaySoundInternal</c> composes them.
|
||||
/// </summary>
|
||||
public static RetailVoiceMix Mix(
|
||||
Vector3 listenerPosition,
|
||||
float listenerHeadingDegrees,
|
||||
Vector3 sourcePosition,
|
||||
float volume,
|
||||
float masterVolume,
|
||||
bool panningEnabled = true)
|
||||
{
|
||||
float distance = Vector3.Distance(listenerPosition, sourcePosition);
|
||||
|
||||
// Pan is computed from the reversed bearing: source -> listener.
|
||||
float bearing = CompassHeadingDegrees(sourcePosition, listenerPosition);
|
||||
int pan = GetPan(bearing, listenerHeadingDegrees, distance, panningEnabled);
|
||||
|
||||
bool play = TryGetAttenuation(distance, volume, masterVolume, out int decibels);
|
||||
return new RetailVoiceMix(play, decibels, pan);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Linear amplitude for whole decibels: <c>10^(db/20)</c>. Retail hands the
|
||||
/// decibel value straight to <c>IDirectSoundBuffer::SetVolume</c>, which is
|
||||
/// hundredths of a decibel; OpenAL wants linear gain, so the conversion
|
||||
/// happens here rather than changing the quantisation.
|
||||
/// </summary>
|
||||
public static float LinearGain(int decibels) =>
|
||||
MathF.Pow(10.0f, decibels / 20.0f);
|
||||
|
||||
/// <summary>
|
||||
/// Converts retail's pan (whole decibels of inter-channel difference, the
|
||||
/// quantity <c>IDirectSoundBuffer::SetPan</c> expresses directly) into a
|
||||
/// normalised stereo position in <c>[-1, 1]</c> for a constant-power panner
|
||||
/// such as OpenAL's.
|
||||
///
|
||||
/// <para>
|
||||
/// A constant-power panpot at position <c>p</c> over a speaker pair puts
|
||||
/// <c>cos((p+1)·π/4)</c> in the left channel and <c>sin((p+1)·π/4)</c> in
|
||||
/// the right, so the inter-channel difference is
|
||||
/// <c>20·log10(tan((p+1)·π/4))</c>. Inverting that for a target difference
|
||||
/// gives <c>p = (4/π)·atan(10^(pan/20)) − 1</c>, which reaches only ±0.775
|
||||
/// at retail's ±15 dB — both channels stay live, exactly as DirectSound's
|
||||
/// one-channel attenuation keeps them. Mapping pan linearly onto the
|
||||
/// panner's full range instead would saturate to infinite separation at the
|
||||
/// edges, which retail never does.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static float StereoPositionFromPan(int pan)
|
||||
{
|
||||
float difference = MathF.Pow(10.0f, pan / 20.0f);
|
||||
float position = (4.0f / MathF.PI) * MathF.Atan(difference) - 1.0f;
|
||||
return Math.Clamp(position, -1.0f, 1.0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The maximum distance at which a sound of this volume is audible at all,
|
||||
/// in metres — the radius where <c>ceil(20·log10(25·vol·master/d²))</c>
|
||||
/// last reaches <see cref="VolMinDecibels"/>. About 94.2 m at
|
||||
/// <c>vol·master == 1</c>, 66.6 m at 0.5, 29.8 m at 0.1. Diagnostic and
|
||||
/// test use; the live path gets the same answer from
|
||||
/// <see cref="TryGetAttenuation"/>.
|
||||
/// </summary>
|
||||
public static float AudibleRadius(float volume, float masterVolume)
|
||||
{
|
||||
float scale = volume * masterVolume;
|
||||
if (scale <= 0f) return 0f;
|
||||
|
||||
// Audible while db >= -50, i.e. ceil(20·log10 g) >= -50, i.e.
|
||||
// 20·log10 g > -51 (ceil of anything above -51 is at least -50).
|
||||
float minGain = MathF.Pow(10.0f, -51.0f / 20.0f);
|
||||
return MathF.Sqrt(VolMinDistanceSq * scale / minGain);
|
||||
}
|
||||
}
|
||||
102
src/AcDream.Core/Audio/RetailVoicePool.cs
Normal file
102
src/AcDream.Core/Audio/RetailVoicePool.cs
Normal file
|
|
@ -0,0 +1,102 @@
|
|||
using System;
|
||||
|
||||
namespace AcDream.Core.Audio;
|
||||
|
||||
/// <summary>
|
||||
/// One voice slot's state, as retail's <c>SoundPlayingData</c> carries it:
|
||||
/// whether a buffer is installed, and the DAT-authored priority it was claimed
|
||||
/// with. Retail also stores a <c>start_time</c>, which it writes and never
|
||||
/// reads — age enters allocation only through the ring cursor — so there is no
|
||||
/// timestamp here.
|
||||
/// </summary>
|
||||
/// <param name="Occupied">
|
||||
/// A buffer is installed in this slot (retail: <c>buffer != null</c> with a live
|
||||
/// <c>m_pBuf</c>).
|
||||
/// </param>
|
||||
/// <param name="StillPlaying">
|
||||
/// The installed buffer is still reporting <c>DSBSTATUS_PLAYING</c>. A finished
|
||||
/// voice is reclaimed by the first pass exactly like an empty slot.
|
||||
/// </param>
|
||||
/// <param name="Priority">The priority the slot's current sound was claimed with.</param>
|
||||
public readonly record struct VoiceSlotState(bool Occupied, bool StillPlaying, float Priority);
|
||||
|
||||
/// <summary>
|
||||
/// Retail's voice allocator — <c>SoundManager::PlaySoundInternal(SoundBufRef*,
|
||||
/// int pan, int volDb)</c> @ <c>0x0054FEC0</c>, byte-decoded.
|
||||
///
|
||||
/// <para>
|
||||
/// Two passes, both walking the 16 slots in ring order from a persistent cursor:
|
||||
/// </para>
|
||||
/// <list type="number">
|
||||
/// <item><description>
|
||||
/// Claim the first slot that is empty, has a broken buffer, or is no longer
|
||||
/// playing.
|
||||
/// </description></item>
|
||||
/// <item><description>
|
||||
/// Otherwise claim the first slot whose priority is <b>strictly less</b> than
|
||||
/// the incoming sound's — so equal priority never evicts, and gain is never
|
||||
/// consulted at all. Before Campaign A slice A2 acdream compared GAIN here,
|
||||
/// which let a loud unimportant sound evict a quiet important one.
|
||||
/// </description></item>
|
||||
/// </list>
|
||||
/// <para>
|
||||
/// If neither pass finds a slot the new sound is silently dropped.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// This lives in Core, separate from the OpenAL engine, because it is pure
|
||||
/// index logic over slot state: the engine's own play path talks to native AL
|
||||
/// handles and cannot be reached by a test, and this is the second-largest
|
||||
/// behavioural change in the audio campaign.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static class RetailVoicePool
|
||||
{
|
||||
/// <summary>Sentinel for "no slot available — drop the sound".</summary>
|
||||
public const int NoSlot = -1;
|
||||
|
||||
/// <summary>
|
||||
/// Pick the slot retail would claim for a sound of <paramref name="priority"/>,
|
||||
/// or <see cref="NoSlot"/>.
|
||||
/// </summary>
|
||||
/// <param name="slots">
|
||||
/// The pool, in slot order. Length is retail's
|
||||
/// <see cref="RetailSoundMixer.VoiceCount"/> in production but any length
|
||||
/// works so tests can use small pools.
|
||||
/// </param>
|
||||
/// <param name="cursor">
|
||||
/// Retail's <c>curr_playing_buffer_</c> — where the ring scan starts.
|
||||
/// </param>
|
||||
public static int Acquire(ReadOnlySpan<VoiceSlotState> slots, int cursor, float priority)
|
||||
{
|
||||
if (slots.Length == 0) return NoSlot;
|
||||
|
||||
for (int i = 0; i < slots.Length; i++)
|
||||
{
|
||||
int idx = Ring(cursor, i, slots.Length);
|
||||
VoiceSlotState slot = slots[idx];
|
||||
if (!slot.Occupied || !slot.StillPlaying) return idx;
|
||||
}
|
||||
|
||||
for (int i = 0; i < slots.Length; i++)
|
||||
{
|
||||
int idx = Ring(cursor, i, slots.Length);
|
||||
if (slots[idx].Priority < priority) return idx;
|
||||
}
|
||||
|
||||
return NoSlot;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retail's post-claim cursor advance: <c>curr_playing_buffer_ = (slot + 1)
|
||||
/// mod 16</c>. Only a successful claim moves it.
|
||||
/// </summary>
|
||||
public static int AdvanceCursor(int claimedSlot, int slotCount) =>
|
||||
slotCount <= 0 ? 0 : (claimedSlot + 1) % slotCount;
|
||||
|
||||
private static int Ring(int cursor, int offset, int slotCount)
|
||||
{
|
||||
int idx = (cursor + offset) % slotCount;
|
||||
return idx < 0 ? idx + slotCount : idx;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue