Fix packed raw menu sound effects

This commit is contained in:
gamer147
2026-07-20 18:39:38 -04:00
parent 9582731f6f
commit ec185c9561
8 changed files with 40 additions and 24 deletions

View File

@@ -168,7 +168,7 @@ public class Sys4AssetStoreTests
}
[Fact]
public void Sc0000BgmVoiceAndSfxPayloadsReadDirectlyFromArchives()
public void Sc0000AndTitleAudioPayloadsReadDirectlyFromTheirNativeAddressSpaces()
{
var catalog = Sys4AssetCatalog.Load(Paths.Sys4Ini);
var archiveOnly = new Sys4AssetStore(catalog, Paths.GameDir);
@@ -182,13 +182,20 @@ public class Sys4AssetStoreTests
Assert.Equal("MAN999.OGG", voice?.Name);
AssertOgg(resources.ReadAudio(voice!));
var sfx = resources.Resolve("SC0000", 0x28);
var sfx = resources.ResolveSoundEffect(0x28);
Assert.Equal("E0808.WAV", sfx?.Name);
var wav = resources.ReadAudio(sfx!);
Assert.Equal("E0808.WAV", wav.Name);
Assert.Equal("RIFF", Encoding.ASCII.GetString(wav.Bytes, 0, 4));
Assert.Equal("WAVE", Encoding.ASCII.GetString(wav.Bytes, 8, 4));
Assert.Null(resources.Resolve("TITLE", 0x2aea));
Assert.Equal("SE020.WAV", resources.ResolveSoundEffect(0x2aea)?.Name);
Assert.Equal("SE013.WAV", resources.ResolveSoundEffect(0x2aeb)?.Name);
Assert.Equal("SE015.WAV", resources.ResolveSoundEffect(0x3321)?.Name);
Assert.Null(resources.ResolveSoundEffect(0x337e)); // SO001.AGF is not audio.
Assert.Null(resources.ResolveSoundEffect(0x02000000)); // unmounted append selector.
Assert.Throws<InvalidDataException>(() => resources.ReadAudio(catalog.ResolveName("SO001.AGF")!));
}

View File

@@ -1,9 +1,8 @@
namespace Age.Engine.Sys4;
/// <summary>
/// Compatibility facade over the runtime SYS4 catalog. SYS4INI's file list is sectioned (one per scene: SCxxxx.BIN + its
/// cross-archive asset manifest); file_number is the index within a section. So a bytecode
/// resId resolves as files[section_base(scene) + resId] -- unified for graphics and audio.
/// Compatibility facade over the runtime SYS4 catalog. Scene-local graphics/voice/movie ids resolve
/// through the executing script's manifest; BGM uses direct names; SFX/cursors use universal packed ids.
/// See docs/asset-resolution-re.md.
/// </summary>
public sealed class ResourceMap
@@ -75,6 +74,13 @@ public sealed class ResourceMap
return entry is { IsPlaceholder: false } && IsAudio(entry) ? entry : null;
}
/// <summary>Resolve opcode 0xb4's universal packed SYS4INI/AAI id to an audio entry.</summary>
public AssetEntry? ResolveSoundEffect(long packedRawId)
{
var entry = _catalog.ResolvePacked(packedRawId);
return entry is { IsPlaceholder: false } && IsAudio(entry) ? entry : null;
}
/// <summary>Read a catalog-resolved OGG/WAV payload through the loose-first ALF/AAI byte store.</summary>
public AudioPayload ReadAudio(AssetEntry entry)
{