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Author SHA1 Message Date
Erik
39c1737bda feat(core): adopt retail's SoundType catalog; retire AC2D
SoundId was not a subset of retail's table, the way its comment claimed.
It was an invention: 23 acdream-local names on acdream-local values, and
the values were wrong in the way that matters. FootstepDefault = 0x02 is
retail's Random. SwingSword = 0x10 is retail's Death2. Death = 0x60 is
retail's Explode. Anyone who reached for one of those names to compare
against a wire or dat value would have got a different sound.

Nothing referenced any of them by name -- grep for `SoundId.` across src
and tests returns nothing -- so this was a trap rather than a live defect,
the same shape the enum campaign found in DamageType. All 22 invented names
are deleted and retail's 205 replace them.

Three oracles agree exactly, on every name and every value: retail
acclient.h:4569 enum SoundType, ACE's Sound, and DatReaderWriter's Sound.
The third matters most. AudioHookSink already resolves SoundTable lookups
through DatReaderWriter.Enums.Sound, so that is the enum acdream actually
reads at runtime; our catalog now agrees with the values already flowing
through the dat path, and a conformance test pins the two so they cannot
drift apart.

On the "206 sounds" figure: retail's block holds 207 entries, being 205
sounds followed by NUM_SOUND_TYPES = 0xCD and FORCE_SoundType_32_BIT. The
first is a count and the second a width pin. Counting the former is where
206 came from. Neither is a member here, matching how the campaign treated
NUM_ATTACK_HEIGHTS and Num_HoldKeys -- a count is not a value the wire can
carry.

Behaviour is unchanged and could not be otherwise: the enum had no
consumers. IAudioEngine's three SoundId overloads are no-op stubs and the
live path takes wave ids and DatReaderWriter values.

The user's separate report that sound is "not working that good" is a
triggering, selection and attenuation question rather than a catalog one,
and is filed as its own Bucket B row in the post-Vulkan intake.

Also in this commit, by user decision: AC2D is retired as a reference. Its
clone and directory are gone and it must not be re-cloned. Everything we
took from it still stands and is written down -- the FSplitNESW terrain
split constants, the 0xF61C movement packet layout, the finding that a
client need not compute terrain Z itself -- so CLAUDE.md's reference list,
its hierarchy table, and the architecture doc's protocol row now point at
docs/research/2026-04-12-movement-deep-dive.md rather than erasing the
history. The reference count drops from six to five.

Core tests 3907 passed / 2 skipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 07:38:56 +02:00
Erik
1853a57c12 feat(diagnostics): complete residency pressure ledger
Complete Slice D4 by adding aggregate lifecycle occupancy and traffic facts, validating physical source reports, and including decoded audio under the typed startup budget. Exercise every domain under forced pressure and retain the real cache/fence convergence gates.
2026-07-24 16:40:17 +02:00
Erik
1e9031e7b7 fix(audio): bound decoded-wave and AL-buffer caches (2026-07-24 audit review)
Two audit-verified caches grew monotonically for process lifetime, which is
fatal for the 30-bot long-uptime headless-fleet goal:

- DatSoundCache._waves (Core) memoized every decoded PCM WaveData forever
  in a bare ConcurrentDictionary — no LRU, no byte budget.
- OpenAlAudioEngine._bufferByWaveId (App) retained a native OpenAL buffer
  copy of the same PCM per wave id until engine disposal — a second,
  independent unbounded cache.

DatSoundCache now bounds payload residency with a 32 MiB byte-budget LRU
(decoded PCM waves run ~100-500 KB each, so this holds a comfortable
working set). Missing/unsupported-format waves are memoized separately in
an unbounded-but-cheap negative-result set (bounded by the finite Wave dat
id space) so they can never compete with or get evicted alongside payload
entries. Concurrent first-touch decodes of the same wave id are deduped
via a shared Lazy<T> so racing callers don't pay for WaveDecoder.Decode
twice. AcDream.Core cannot reference AcDream.Content (code-structure rule
2), so the LRU is a local reimplementation mirroring
BoundedDatObjectCache/DecodedTextureCache's shape rather than a shared
dependency.

OpenAlAudioEngine._bufferByWaveId now bounds native buffer residency with
a 48 MiB byte-budget LRU (AlBufferBudgetTracker), evicting least-recently-
used buffers once oversized. alDeleteBuffers fails on a buffer still
attached to a source, so eviction queries live AL per-source state
(GetSourceInteger.Buffer) rather than tracking a second, easily-stale
copy — several call sites (Play3DWave, PlayUiWave) set a source's buffer
directly. The buffer EnsureBuffer just created is explicitly protected
from its own eviction pass, since the caller hasn't attached it to a
source yet at that point. Evicted waves simply replay through
DatSoundCache -> EnsureBuffer on next use, identical to a first play.

Verified before implementing: AudioHookSink is the only GetWave caller
(single per-frame render-thread path per AnimationHookRouter's own
threading doc), and PcmBytes is read only at DatSoundCache.Admit (byte
accounting) and EnsureBuffer's first-upload branch — confirmed dead after
AL upload on the steady-state replay path, so bounding either cache
independently is correctness-safe; a cold replay after both evict simply
falls back to a full re-decode + re-upload, identical to a first play.

AlBufferBudgetTracker's eviction/budget decision is extracted as pure
logic (no AL dependency) specifically so it's unit-testable: the existing
OpenAlResourceLifetimeTests fake exposes a null AL, which short-circuits
every native buffer call before it runs, so the engine's actual AL wiring
isn't testable headless.

Tests: 9 new DatSoundCacheTests (Core.Tests) covering eviction order, byte
accounting, negative-result memoization, oversize-single-entry handling,
and concurrent-access smoke tests; 10 new AlBufferBudgetTrackerTests
(App.Tests) covering the pure LRU/budget/protection logic. Full suite:
3214/2 skip (Core.Tests), 3471/3 skip (App.Tests) plus one pre-existing,
unrelated failure (LandblockBuildOriginTests.FarLoad_..., reproduces
identically with these changes stashed out — landblock streaming, not
audio).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit 76c880d35bcf30b50e3f7b4cb8635dc9ab9e3ec7)
2026-07-24 11:49:57 +02:00
Erik
351723928f feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring
Full audio pipeline from MotionHook → OpenAL 3D playback. Faithful to
retail's 16-voice pool, inverse-square falloff, and SoundTable
probabilistic variant selection.

Core layer (AcDream.Core/Audio):
- WaveDecoder parses the WAVEFORMATEX in Wave dat headers. PCM
  (wFormatTag=1) decodes directly; MP3 (0x55) and ADPCM (0x02) return
  null + log (ACM compressed decoders need Windows winmm; cross-platform
  path deferred). Cites r05 §2.1-2.3 + ACE Wave.cs.
- SoundCookbook.Roll implements the probability-weighted entry pick that
  gives retail footsteps their variation. Cumulative-distribution walk;
  silence tail when probabilities sum to <1.
- DatSoundCache: ConcurrentDictionary-backed lazy load of Wave /
  SoundTable dats, decoded PCM memoized.

App layer (AcDream.App/Audio):
- OpenAlAudioEngine (Silk.NET.OpenAL): 16-source 3D pool with
  round-robin first-free, then evict-quieter-slot algorithm matching
  retail chunk_00550000.c FUN_00550ad0 exactly. Separate 4-source UI
  pool (source-relative). AL buffer cache keyed by Wave id.
  InverseDistanceClamped distance model. Fail-open when AL driver
  missing or ACDREAM_NO_AUDIO=1 — client continues without audio.
- AudioHookSink routes SoundHook / SoundTableHook / SoundTweakedHook
  from the Phase E.1 animation-hook router into OpenAL. All three
  hook types fire on both player AND NPCs/monsters (the sequencer
  dispatches per-entity and the sink uses entity worldPos for 3D pan).
- DictionaryEntitySoundTable holds per-entity SoundTable mapping,
  populated from Setup.DefaultSoundTable at hydration time. Server-
  sent overrides would take precedence here when wired.

GameWindow integration:
- OpenAL init in OnLoad after dat collection, suppressible via
  ACDREAM_NO_AUDIO=1.
- SetListener called each OnRender frame with camera position + view
  basis vectors (fwd = -Z, up = +Y of inverse view).
- AudioEngine disposed in OnClosing before dats.

Tests: 6 WaveDecoder (PCM / MP3-null / ADPCM-null / stereo / truncated
/ peek) + 6 SoundCookbook (empty / single / 50-30-20 distribution
within 5%, silence tail, table lookup, missing table key). Verified
against r05 §2 + ACViewer export-path.

Build green, 497 tests pass (up from 485).

Ref: r05 §2 (Wave format), §5.3 (16-voice pool + eviction).
Ref: FUN_00550ad0 (chunk_00550000.c:527) eviction algorithm.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:38:26 +02:00