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
|
|
@ -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);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue