acdream/tests/AcDream.Core.Net.Tests/Messages/SoundEventTests.cs
Erik 8bc458fb88 feat(audio): Campaign A slice A3 — the server sound channel (0xF750)
acdream never parsed retail's Sound event, so every server-driven cue was
silent: melee hits and wounds, wield/unwield, pickup/drop, lockpicking,
lifestone bind, spell resist, trap triggers, item mana depletion.

SoundEvent parses the 16-byte message (guid, SoundType, f32 volume) whose
layout three oracles agree on: retail CM_Physics::DispatchSB_SoundEvent
@0x006AC760 reading buf+4/+8/+0xC, ACE's GameMessageSound at declared
length 16, and holtburger's PlaySoundData.

Playback reuses EntityEffectController's existing per-guid queue rather
than adding a second one, because retail routes sounds through the SAME
CObjectMaint blob queue as F754/F755: an event for a guid the client does
not know yet is parked and drained by HandleCreateObject, so a creature
that spawns and immediately grunts still grunts. Dropping it — the
obvious alternative — would silently lose the cue. Sound joins Direct and
Typed as a third PendingEffect kind so one readiness edge releases the
whole mixed stream in order.

AudioHookSink.PlayServerSound reproduces two decoded asymmetries with the
animation-hook path: the sound plays at the WIRE volume and the
SoundTable entry's volume is ignored (the hook path does the opposite),
while the entry's probability still gates it and its priority still
drives eviction. An object with no SoundTable plays nothing, matching
CPhysicsObj::play_sound @0x0050F460's early return.

The no-window host parses and discards, exactly as it does for F754/F755
— sound is presentation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 22:07:23 +02:00

105 lines
3.6 KiB
C#

using System;
using System.Buffers.Binary;
using AcDream.Core.Net.Messages;
using Xunit;
namespace AcDream.Core.Net.Tests.Messages;
/// <summary>
/// Wire conformance for retail's <c>Sound</c> event (<c>0xF750</c>). The layout
/// is agreed by three oracles — retail
/// <c>CM_Physics::DispatchSB_SoundEvent</c> @ <c>0x006AC760</c> (reading
/// <c>buf+4</c>/<c>+8</c>/<c>+0xC</c>), ACE's <c>GameMessageSound</c> (declared
/// length 16), and holtburger's <c>PlaySoundData</c>. Decode:
/// <c>docs/research/2026-08-08-audio-retail-server-sounds.md</c> §1.
/// </summary>
public sealed class SoundEventTests
{
private static byte[] Frame(uint opcode, uint guid, uint soundType, float volume)
{
var body = new byte[SoundEvent.WireSize];
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(0), opcode);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(4), guid);
BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(8), soundType);
BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(12), volume);
return body;
}
[Fact]
public void Opcode_And_WireSize_MatchRetail()
{
Assert.Equal(0xF750u, SoundEvent.Opcode);
Assert.Equal(16, SoundEvent.WireSize);
}
[Fact]
public void Parses_AllThreeFields_AtRetailOffsets()
{
// Attack1 (0x03) on a typical creature guid at half volume.
byte[] body = Frame(SoundEvent.Opcode, 0x8000_1234u, 0x03u, 0.5f);
SoundEvent? parsed = SoundEvent.TryParse(body);
Assert.NotNull(parsed);
Assert.Equal(0x8000_1234u, parsed!.Value.Guid);
Assert.Equal(0x03u, parsed.Value.SoundType);
Assert.Equal(0.5f, parsed.Value.Volume);
}
[Theory]
// A spread across the SoundType range the server actually sends.
[InlineData(0x30u)] // HitFlesh1
[InlineData(0x51u)] // LifestoneOn
[InlineData(0x8Fu)] // PickUpItem
[InlineData(0x91u)] // ResistSpell
[InlineData(0x97u)] // ItemManaDepleted
[InlineData(0xCCu)] // SkillDownVoid, the last retail member
public void Parses_EverySoundTypeSlot_Verbatim(uint soundType)
{
SoundEvent? parsed = SoundEvent.TryParse(
Frame(SoundEvent.Opcode, 0x5000_000Au, soundType, 1f));
Assert.Equal(soundType, parsed!.Value.SoundType);
}
[Fact]
public void Rejects_WrongOpcode()
{
Assert.Null(SoundEvent.TryParse(Frame(0xF751u, 1u, 1u, 1f)));
}
[Fact]
public void Rejects_ShortBody()
{
byte[] truncated = Frame(SoundEvent.Opcode, 1u, 1u, 1f)[..15];
Assert.Null(SoundEvent.TryParse(truncated));
}
[Fact]
public void Accepts_TrailingBytes()
{
// Fragment reassembly can hand us a body with padding; retail reads
// three fixed offsets and ignores the rest.
byte[] padded = new byte[SoundEvent.WireSize + 8];
Frame(SoundEvent.Opcode, 0xAAu, 0x37u, 0.25f).CopyTo(padded, 0);
SoundEvent? parsed = SoundEvent.TryParse(padded);
Assert.NotNull(parsed);
Assert.Equal(0xAAu, parsed!.Value.Guid);
Assert.Equal(0x37u, parsed.Value.SoundType);
Assert.Equal(0.25f, parsed.Value.Volume);
}
[Theory]
// ACE sends volume as a plain float; nothing clamps it on the wire, and
// retail clamps only after the distance divide.
[InlineData(0f)]
[InlineData(1f)]
[InlineData(2.5f)]
public void Preserves_WireVolume_Unclamped(float volume)
{
SoundEvent? parsed = SoundEvent.TryParse(
Frame(SoundEvent.Opcode, 0x1u, 0x09u, volume));
Assert.Equal(volume, parsed!.Value.Volume);
}
}