acdream/tests/AcDream.Core.Tests/Audio
Erik 2cf94dbcd2 feat(audio): Ctrl+M instant mute + inn-chatter investigation closed as server content
Two items from listening-gate round 2.

Mute: AcdreamToggleAudioMute (default Ctrl+M; bare M is selection) flips
OpenAlAudioEngine.Muted, implemented as the AL LISTENER gain - unused
since A2 moved all mixing to the CPU, so it is a free master switch that
silences already-playing voices instantly and restores them exactly,
without touching the retail mixing math, the -50 dB allocation cutoff, or
any persisted volume setting. Rebindable like every other action; console
line confirms each flip.

Inn chatter: the user hears talk-and-laughter ambience in retail inns and
not in acdream. Three installed-dat scans (pinned as conformance tests in
EnvCellSoundEmitterInventoryTests) prove the mechanism is NOT client
data: no interior static in the town landblock carries an ambient-slot
sound table, no Setup among all 5,935 in the portal dat references one,
and yet 23 sound tables carrying ONLY Ambient1..8 slots exist - pure
soundscape banks with nothing client-side pointing at them. They are
wire-bound: the server attaches one to an emitter object via
CreateObject's sound-table field and fires the slots over 0xF750 - ACE
implements exactly this (EmoteType.Sound heartbeat emotes ->
GameMessageSound broadcast). Our 0xF750 receiver (slice A3) is live and
now instrumented (ACDREAM_PROBE_SOUND_WIRE=1, via the new
AudioDiagnostics owner per Code Structure Rule 5, with per-event drop
reasons in AudioHookSink.PlayServerSound). A probed session against the
local ACE received ZERO 0xF750 events across a town walkabout: the
silence is server world-content (no emitters configured/firing), not a
client drop. The first scan's assertion originally encoded the
emitter-object hypothesis; the data refuted it, and the test now pins the
negative so the conclusion cannot silently rot.

Full Release suite green (the one failure during development was the
hypothesis-pinning assertion, corrected to pin the finding).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 14:09:24 +02:00
..
AmbientSoundTests.cs feat(audio): Campaign A slice A5 — retail's region ambient soundscape 2026-08-08 22:53:41 +02:00
DatSoundCacheTests.cs feat(diagnostics): complete residency pressure ledger 2026-07-24 16:40:17 +02:00
EnvCellSoundEmitterInventoryTests.cs feat(audio): Ctrl+M instant mute + inn-chatter investigation closed as server content 2026-08-09 14:09:24 +02:00
EnvironSoundCueMapTests.cs feat(audio): Campaign A slice A4 — the interface sound bus 2026-08-08 22:22:09 +02:00
RetailSoundMixerTests.cs feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D 2026-08-08 21:58:50 +02:00
RetailVoicePoolTests.cs feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D 2026-08-08 21:58:50 +02:00
SoundCookbookTests.cs fix(audio): Campaign A slice A1 — retail's sound probability gate (#355) 2026-08-08 21:28:16 +02:00
SoundIdConformanceTests.cs feat(core): adopt retail's SoundType catalog; retire AC2D 2026-07-29 07:38:56 +02:00
UiSoundTableResolutionTests.cs feat(audio): Campaign A slice A4 — the interface sound bus 2026-08-08 22:22:09 +02:00
WaveDecoderTests.cs feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00