acdream/src/AcDream.App/Rendering
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
..
Shaders feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
BitmapFont.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
CameraController.cs feat(app): Phase B.2 — CameraController chase mode 2026-04-12 14:29:47 +02:00
CellVisibility.cs feat(render): portal-based EnvCell visibility (Step 4) 2026-04-13 22:20:52 +02:00
ChaseCamera.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
DebugLineRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
DebugOverlay.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
FlyCamera.cs feat(app): slow default fly speed and add Shift-boost 2026-04-11 19:19:12 +02:00
FrustumCuller.cs feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann) 2026-04-12 08:49:17 +02:00
GameWindow.cs feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
ICamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
InstancedMeshRenderer.cs fix(movement+anim+session): clothing dedup, motion wire format, jump-skill default 2026-04-18 15:01:32 +02:00
OrbitCamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
Shader.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
StaticMeshRenderer.cs fix(app): multi-point Z sampling + never-cull player landblock 2026-04-12 21:29:54 +02:00
TerrainAtlas.cs feat(core+app): per-cell terrain texture blending (Phase 3c.4) 2026-04-11 14:02:15 +02:00
TerrainChunkRenderer.cs fix(lighting): port ACME lighting constants replacing guessed values 2026-04-13 22:01:28 +02:00
TerrainRenderer.cs perf(terrain): single shared VAO/VBO/EBO for all landblocks 2026-04-13 21:30:43 +02:00
TextRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
TextureCache.cs feat(net+app): SubPalette overlays applied to palette-indexed textures (Phase 5b) 2026-04-11 16:30:08 +02:00