Implement native-backed SC0000 SFX lifecycle

This commit is contained in:
gamer147
2026-07-11 02:15:17 -04:00
parent 377987b5e0
commit 99ce351041
16 changed files with 413 additions and 64 deletions

View File

@@ -10,6 +10,7 @@ public sealed class GodotAdvHost : IHost
private readonly ResourceMap _res;
private readonly string _scene; // e.g. "SC0000" — for section_base
private readonly Dictionary<int, string?> _slotBmp = new(); // slot -> pre-converted BMP path
private readonly string?[] _sfxPaths = new string?[10]; // SC0000 native channel subset
// slot -> dims. Slot 0 is the primary/screen surface (800x600), normally created at engine boot which
// the single-scene harness skips; seed it so the first CG's anchor math stays correct (not 0x0).
private readonly Dictionary<int, (int W, int H)> _slotDims = new() { { 0, (800, 600) } };
@@ -275,6 +276,47 @@ public sealed class GodotAdvHost : IHost
var path = asset != null ? ResourceMap.AudioPath(asset) : null;
if (path != null) _main.CallDeferred("PlayVoice", path);
}
public void LoadSoundEffect(long resourceId, int channel)
{
if ((uint)channel >= (uint)_sfxPaths.Length) return;
var asset = _res.Resolve(_scene, resourceId);
var path = asset != null ? ResourceMap.AudioPath(asset) : null;
_sfxPaths[channel] = path;
_timeline?.Event("sfx-load", new() { ["resource"] = resourceId, ["channel"] = channel,
["file"] = path != null ? System.IO.Path.GetFileName(path) : null });
if (path != null) _main.CallDeferred("LoadSoundEffect", path, channel);
}
public void StartSoundEffect(int channel)
{
if ((uint)channel >= (uint)_sfxPaths.Length || _sfxPaths[channel] == null) return;
_timeline?.Event("sfx-start", new() { ["channel"] = channel,
["file"] = System.IO.Path.GetFileName(_sfxPaths[channel]) });
_main.CallDeferred("StartSoundEffect", channel);
}
public void ReleaseSoundEffect(int channel)
{
if ((uint)channel >= (uint)_sfxPaths.Length) return;
_timeline?.Event("sfx-release", new() { ["channel"] = channel,
["file"] = _sfxPaths[channel] != null ? System.IO.Path.GetFileName(_sfxPaths[channel]) : null });
_sfxPaths[channel] = null;
_main.CallDeferred("ReleaseSoundEffect", channel);
}
public void FadeBgm(int targetPercent, long durationMs)
{
long ms = System.Math.Clamp(durationMs, 0, 60_000);
double realSeconds = ms / 1000.0 / System.Math.Max(0.05, _clock.Speed);
_timeline?.State("bgm-fade", new() { ["target_percent"] = targetPercent, ["duration_ms"] = ms });
_main.CallDeferred("FadeBgm", targetPercent, realSeconds);
long deadline = _clock.NowMs + ms;
IsSleeping = true;
while (_clock.NowMs < deadline && !_stopping) _frameSignal.WaitOne(50);
IsSleeping = false;
_timeline?.State("running", new() { ["bgm_fade_complete"] = true });
}
}
public readonly record struct SurfaceTextDraw(int X, int Y, string Text);

View File

@@ -18,6 +18,7 @@ public partial class Main : Godot.Control
private Label _status = null!;
private AudioStreamPlayer _bgm = null!; // looping background music
private AudioStreamPlayer _voice = null!; // interrupt-on-new voice
private readonly AudioStreamPlayer[] _sfx = new AudioStreamPlayer[10]; // SC0000 channels 0..9
private VirtualMachine _vm = null!;
private GodotAdvHost _host = null!;
private readonly Age.Engine.Hosting.FrameClock _clock = new();
@@ -100,6 +101,11 @@ public partial class Main : Godot.Control
_voice = new AudioStreamPlayer();
AddChild(_bgm);
AddChild(_voice);
for (int i = 0; i < _sfx.Length; i++)
{
_sfx[i] = new AudioStreamPlayer();
AddChild(_sfx[i]);
}
var userArgs = OS.GetCmdlineUserArgs();
_selftest = System.Array.IndexOf(userArgs, "--selftest") >= 0;
@@ -168,6 +174,10 @@ public partial class Main : Godot.Control
foreach (var kv in session.GlobalStrings) _vm.GlobalStrings[kv.Key] = kv.Value;
GD.Print($"[boot] system boot done: {session.Globals.Count} globals seeded");
}
// Native AGE owns this transient secondary-SFX channel outside script-visible writes.
// The matching SC0000 trace has value 4 at 0xc31; seed only this proven profile/slice.
if (!_selftest && scene.Equals("SC0000", System.StringComparison.OrdinalIgnoreCase))
_vm.ExternalGlobals[0x6242d] = 4;
foreach (var (addr, val) in seeds) _vm.Globals[addr] = val; // --seed overrides boot state
_ = Task.Run(() => { _vm.Run(); _done = true; });
@@ -214,7 +224,7 @@ public partial class Main : Godot.Control
return;
}
// --shot: once the target page is composed and parked at wait-for-input, settle a few frames then grab it.
if (_shotPath != null && !_shotDone && (_host.Pages >= _shotPage && _host.IsWaiting || _done))
if (_shotPath != null && !_shotDone && _host != null && (_host.Pages >= _shotPage && _host.IsWaiting || _done))
{
if (++_shotSettle >= _shotSettleTarget)
{
@@ -507,6 +517,7 @@ public partial class Main : Godot.Control
var stream = AudioStreamOggVorbis.LoadFromBuffer(System.IO.File.ReadAllBytes(oggPath));
if (stream == null) { GD.Print($"OGG load failed {oggPath}"); return; }
stream.Loop = true;
_bgm.VolumeDb = 0;
_bgm.Stream = stream;
_bgm.Play();
}
@@ -520,6 +531,38 @@ public partial class Main : Godot.Control
_voice.Play();
}
public void LoadSoundEffect(string wavPath, int channel)
{
if ((uint)channel >= (uint)_sfx.Length) return;
var stream = AudioStreamWav.LoadFromBuffer(System.IO.File.ReadAllBytes(wavPath));
if (stream == null) { GD.Print($"WAV load failed {wavPath}"); return; }
stream.LoopMode = AudioStreamWav.LoopModeEnum.Disabled;
_sfx[channel].Stop();
_sfx[channel].VolumeDb = 0;
_sfx[channel].Stream = stream;
}
public void StartSoundEffect(int channel)
{
if ((uint)channel < (uint)_sfx.Length && _sfx[channel].Stream != null)
_sfx[channel].Play();
}
public void ReleaseSoundEffect(int channel)
{
if ((uint)channel >= (uint)_sfx.Length) return;
_sfx[channel].Stop();
_sfx[channel].Stream = null;
}
public void FadeBgm(int targetPercent, double realDurationSeconds)
{
float linear = System.Math.Clamp(targetPercent / 100.0f, 0.0f, 1.0f);
float targetDb = linear <= 0 ? -80.0f : Mathf.LinearToDb(linear);
if (realDurationSeconds <= 0) { _bgm.VolumeDb = targetDb; return; }
CreateTween().TweenProperty(_bgm, "volume_db", targetDb, realDurationSeconds);
}
public void AppendLine(string text) => _text.Text += text + "\n";
public void PageBreak() { _pageCount++; _status.Text = ""; }
public void ClearPage() { _text.Text = ""; _status.Text = ""; }