Slice A4 hung UI_EnterPortal on TeleportAnimEvent.EnterTunnel — the first
tunnel-family frame — so the cue landed a whole TunnelFadeIn after retail
plays it. Retail's site is gmSmartBoxUI::BeginTeleportAnimation
@0x004D638E, i.e. Begin(), which the sequencer already marks as
TeleportAnimEvent.PlayEnterSound.
That event has existed since the R6 portal-space work, complete with a
'Begin(): sound_ui_enter_portal' comment, and no consumer has ever
handled it — the switch in LocalPlayerTeleportController had cases for
Place, EnterTunnel, PlayExitSound and FireLoginComplete only, so the
sequencer emitted PlayEnterSound into nothing. A4 filled the gap in the
wrong place rather than filling it.
Both cues now go through named presentation methods driven by the
matching events: PlayEnterCue on PlayEnterSound, PlayExitCue on
PlayExitSound (the TunnelFadeOut -> WorldFadeIn edge, @0x004D7405, the
same tick the world viewport is revealed). EnterTunnel/ExitTunnel are
visuals again. The exit cue was already firing at the right moment, since
ExitTunnel was called from inside the PlayExitSound case — correct by
accident, explicit now.
Found by the user asking when the recall cues play.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>