acdream/tests/AcDream.App.Tests/Composition
Erik e42b99482e feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D
Retail is not a 3D audio engine. Every gameplay buffer is created with
m_3D = 0 and the DirectSound 3D listener the client sets up is dead code;
spatialization is two CPU scalars per voice, frozen at emission. This
slice ports that math and demotes OpenAL to a voice bank.

RetailSoundMixer (new, Core) carries the byte-decoded curve from
SoundManager::GetAttenuation @0x00550020: g = dist < 5 ? vol : 25*vol/d2,
clamped to 1 BEFORE the single master multiply, db = ceil(20*log10 g),
with a hard -50 dB floor at which retail does not start the voice at all
(audible radius ~94.2 m at unity). Pan is PlaySoundInternal @0x00550170's
(int)(-15*sin(delta-bearing)) in whole decibels, truncating toward zero,
forced to dead centre when (int)distance < 5, with no front/back and no
elevation cue. Every AL source is now source-relative with rolloff 0 and
the global distance model is None: AL's InverseDistanceClamped was
first-power (2/d), quieter than retail up close and far louder at range
with no cutoff whatsoever. That was the largest audible divergence in the
subsystem (AP-28, retired here).

RetailVoicePool (new, Core) ports the allocator at 0x0054FEC0: ring scan
for a free or finished slot, then evict the first slot whose DAT priority
is strictly lower, else drop. Eviction compared GAIN before, so a loud
unimportant sound could silence a quiet important one. It lives in Core
because the engine's play path talks to native AL handles and could not
be tested; the pool now has 12 conformance tests.

The listener keeps using the camera position, which the decode shows is
retail-faithful (SmartBox::set_viewer @0x00452D36 hands the same collided
camera Position to SoundManager) — only the heading extraction changes,
since retail reads one compass bearing and never a forward/up basis. An
earlier draft of the plan called this a defect; corrected in the plan so
it is not fixed backwards.

Opus review found and this commit fixes: a linear pan-to-azimuth mapping
that saturated to full separation at 30 degrees (OpenAL Soft's own
speaker angle) where retail gives 15 dB — now inverts the constant-power
pan law, so full deflection reaches 0.776 of the arc and both channels
stay live; the stale FUN_00550ad0 / gain-eviction class header, which
contradicted the register row this commit writes; missing discriminating
tests for clamp order and pan truncation; dead PlayingGain state whose
comment invented a retail symbol; and a third in-tree copy of
Position::heading, now delegating to MoveToMath.PositionHeading.

MasterVolume folds into the mixer's one multiply instead of AL listener
gain, so the cutoff, radius and dB quantisation move with the slider.

Register: AP-28 retired; AP-173 (pan law), AP-174 (volume taxonomy),
TS-64 (two unimplemented sound prefs), TS-65 (volume-squared quirk,
applied on the ambient path only) filed. Research note corrected twice
where its summary contradicted its own decode (30 m dB, floor vs trunc).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 21:58:50 +02:00
..
AnimationHookRegistrationSetTests.cs refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
CompositionAcquisitionScopeTests.cs refactor(app): define ordered composition contract 2026-07-22 15:03:40 +02:00
ContentEffectsAudioCompositionTests.cs feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D 2026-08-08 21:58:50 +02:00
FrameRootCompositionTests.cs feat(rendering): compare the incremental shadow scene 2026-07-24 22:24:30 +02:00
GameWindowCompositionPipelineTests.cs refactor(app): close ordered startup composition 2026-07-22 19:20:20 +02:00
GameWindowPlatformAcquisitionTests.cs refactor(app): define ordered composition contract 2026-07-22 15:03:40 +02:00
HostInputCameraCompositionTests.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
InteractionRetainedUiCompositionTests.cs feat(render): Campaign V slice V6h — the Vulkan composition host 2026-07-28 11:47:37 +02:00
InteractionUiRuntimeSourcesTests.cs refactor(runtime): own world environment state 2026-07-26 16:45:04 +02:00
LivePresentationCompositionTests.cs fix(physics): TS-46 - seed the sweep from the Setup's own sphere list 2026-07-30 09:05:44 +02:00
PreparedSetupResolverTests.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
SessionPlayerCompositionTests.cs refactor(runtime): cut graphical host over to canonical root 2026-07-26 19:06:09 +02:00
SessionStartCompositionTests.cs feat(runtime): define borrowed views commands and ordered events 2026-07-25 19:08:42 +02:00
TestGameWindowGraphics.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
WorldRenderCompositionTests.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00