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>
97 lines
3.3 KiB
C#
97 lines
3.3 KiB
C#
using System;
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using System.Collections.Generic;
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using AcDream.Core.Audio;
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using DatReaderWriter.DBObjs;
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using DRWSoundEntry = DatReaderWriter.Types.SoundEntry;
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using DatReaderWriter.Types;
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using DRWSound = DatReaderWriter.Enums.Sound;
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using Xunit;
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namespace AcDream.Core.Tests.Audio;
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public sealed class SoundCookbookTests
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{
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// Deterministic Random for golden-value tests.
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private static Random Seed(int seed) => new Random(seed);
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[Fact]
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public void Roll_EmptyList_ReturnsNull()
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{
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Assert.Null(SoundCookbook.Roll(new List<DRWSoundEntry>(), Seed(1)));
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}
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[Fact]
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public void Roll_SingleEntry_AlwaysReturnsIt()
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{
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var e = new DRWSoundEntry { Probability = 0.5f, Priority = 4f, Volume = 1f };
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var entries = new List<DRWSoundEntry> { e };
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Assert.Same(e, SoundCookbook.Roll(entries, Seed(1)));
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Assert.Same(e, SoundCookbook.Roll(entries, Seed(999)));
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}
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[Fact]
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public void Roll_WeightedEntries_DistributionMatches()
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{
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// Three entries: 50%, 30%, 20%. Roll 10000 times and verify counts
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// are within 5% of expected.
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var a = new DRWSoundEntry { Probability = 0.5f };
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var b = new DRWSoundEntry { Probability = 0.3f };
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var c = new DRWSoundEntry { Probability = 0.2f };
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var entries = new List<DRWSoundEntry> { a, b, c };
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var rng = new Random(42);
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int countA = 0, countB = 0, countC = 0, countNull = 0;
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for (int i = 0; i < 10000; i++)
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{
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var picked = SoundCookbook.Roll(entries, rng);
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if (ReferenceEquals(picked, a)) countA++;
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else if (ReferenceEquals(picked, b)) countB++;
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else if (ReferenceEquals(picked, c)) countC++;
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else countNull++;
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}
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Assert.InRange(countA, 4500, 5500);
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Assert.InRange(countB, 2500, 3500);
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Assert.InRange(countC, 1500, 2500);
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// Probabilities sum to 1.0 → no null rolls.
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Assert.True(countNull < 100);
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}
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[Fact]
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public void Roll_SilenceTail_ReturnsNullOccasionally()
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{
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// Two entries that only cover 60% of the probability mass — the
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// remaining 40% should roll as "silence" (null return).
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var a = new DRWSoundEntry { Probability = 0.3f };
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var b = new DRWSoundEntry { Probability = 0.3f };
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var entries = new List<DRWSoundEntry> { a, b };
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var rng = new Random(42);
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int nullCount = 0;
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for (int i = 0; i < 10000; i++)
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{
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if (SoundCookbook.Roll(entries, rng) is null)
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nullCount++;
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}
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Assert.InRange(nullCount, 3500, 4500); // ~40% ± margin
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}
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[Fact]
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public void Roll_WithSoundTable_LooksUpBySound()
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{
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var table = new SoundTable();
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var footstep = new DRWSoundEntry { Probability = 1f, Volume = 0.7f };
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table.Sounds[DRWSound.Footstep1] = new SoundData();
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table.Sounds[DRWSound.Footstep1].Entries.Add(footstep);
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var picked = SoundCookbook.Roll(table, DRWSound.Footstep1, Seed(1));
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Assert.Same(footstep, picked);
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}
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[Fact]
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public void Roll_WithSoundTable_MissingSound_ReturnsNull()
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{
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var table = new SoundTable(); // no entries at all
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Assert.Null(SoundCookbook.Roll(table, DRWSound.Attack1, Seed(1)));
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}
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}
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