Two user findings from the Campaign A listening session.
1. The portal tunnel's in-flight sound was silent while its enter/exit
cues played. The tunnel's authored SoundTweakedHook drained into the
world 3-D path at its synthetic owner's origin (0,0,0) — after A2 that
dies twice: the listener is usually beyond the -50 dB no-allocate radius,
and the world pool is suspended for the whole transit hold. The cues the
user COULD hear were on the interface bus, which has neither problem, and
retail's tunnel is gmSmartBoxUI — UI-owned — so that bus is also the
faithful route. UiPresentationHookSink now wraps the shared router for
the tunnel: sound-bearing hooks go from-centre through the interface bus
(AudioHookSink.OnUiHook); every other hook kind still reaches the
particle/lighting/translucency sinks unchanged.
2. Ambience cut dead inside houses; retail keeps the outdoor soundscape
in sky-lit interiors. This is TS-66, now retired: the ambient listener
source resolves the per-cell CEnvCell.seen_outside bit through the
physics cache (the same #107 field AdjustPosition reads) and converts the
envcell-local origin through the cell's WorldTransform into landblock
coordinates before the 3x3 walk centres on it — an outdoor Position's
origin is already landblock-local, an envcell's is cell-local, and
skipping that conversion would centre the walk wrongly by up to a
landblock. A not-yet-resident cell record resolves to silence for that
rebuild rather than a wrong walk. Sealed dungeons stay silent, which is
retail-correct.
The user also reports interiors carrying their own local sound in retail
(hearth-type emitters). Statics already register their sound tables and
route animation hooks, so the expectation is that the seen_outside fix
plus existing emitters covers it; re-listen decides, and anything still
missing becomes a precise follow-up.
Full Release suite: 11,740 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
acdream had no ambient system: StartAmbient minted a handle and played
nothing. Retail's is a weighted-accumulation + timer-queue engine, not
looping voices. On every objcell change (24 m) CellManager::ChangePosition
rebuilds per-sound weights over the 3x3 landblock ring x 64 land cells
each, decoding each cell's terrain word through the region file's
terrain -> scene -> AmbientSTBDesc chain; playback is a min-heap of
absolute deadlines drained from the frame tick, where each pop fires a
one-shot and re-arms.
A continuous bed (base_chance == 0) is non-positional, crossfaded by its
share of the TOTAL weight, and re-fired every min_rate seconds — that
rate is the author's intended loop period, and re-firing is how retail
fakes a sustained bed with no looping voice, re-rolling the variant and
the crossfade each time. An intermittent one keeps its authored volume,
plays at a random accumulated compass bearing at min + (max-min)*t^2,
and is dice-gated. Indoors is silent by design: CEnvCell's contributor is
a folded ret and EnvCell carries no sound data.
The Opus review caught four bugs before this landed, one fatal:
- Cell offsets were built in ABSOLUTE world coordinates and differenced
against the listener's STREAMED-frame position, so every one of 576
offsets came out ~32 km, every contribution was culled, and the whole
feature was silent with nothing logged. Offsets are now landblock-local
the way Position::get_offset builds them, and the streamed-frame
position is carried separately for playback, where it belongs.
- The cell's weight was added to the shared denominator once per
DESCRIPTOR instead of once per CELL, dividing every bed's crossfade by
the table's entry count — enough to push a typical authored volume
under the 0.03 audibility floor.
- The drain used where retail's UseTime is strictly
below, so a descriptor authored with a zero rate re-armed at the same
instant and spun the frame forever.
- Arming only enqueued; retail's UpdatePlayQueue PLAYS and then re-arms,
so a newly audible ambient was silent for a full period after the
crossing that made it audible.
Also: beds now go through retail's single 16-voice priority pool rather
than acdream's UI pool (retail has one pool; parking beds in the UI pool
let an A4 portal cue chop one mid-wave and discarded the authored
priority), and CalcDir's in-block test is XY-only, since CalcWeight
includes Z on purpose and CalcDir excludes it on purpose.
Two behaviours are knowingly incomplete and registered rather than
guessed at slice end: TS-66 (sky-lit interiors should keep the outdoor
set) and TS-67 (contribution weight is computed in-plane). Retires TS-29.
The frame-loop hook is a typed IAmbientFramePhase, not a callback — the
first attempt used an Action<float> and the architecture guard
ExtractedUpdateOwners_DoNotRetainAnonymousCallbacks correctly rejected it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>