feat(a2b): audio — wire play-bgm/play-voice, fix BGM addressing

Wire audio end-to-end (OGG plays natively in Godot; no Frida, no decode):
- IHost.PlayBgm/PlayVoice + VM dispatch for play-bgm(0xbf)/play-voice(0xc4).
  Non-Godot hosts no-op them so --selftest + engine 8/8 stay byte-identical.
- GodotAdvHost resolves id->OGG; Main plays via two AudioStreamPlayer nodes
  (BGM looping; voice interrupt-on-new).

Key finding (by-ear, systematic-debugging): the two audio ops use DIFFERENT
addressing — the earlier "unified manifest" assumption was wrong for BGM.
- play-voice -> per-scene manifest files[base+id] (offset 0, same as textures).
  Confirmed by ear; upgraded med->HIGH.
- play-bgm  -> DIRECT LITERAL NAME BGM{id:03d}.OGG, NOT the manifest.
  Real game: play-bgm 5->BGM005, 8->BGM008 (manifest gave +1). Proven by
  play-bgm 0x23->BGM035 (real standalone track; BGM set skips 030-034) that the
  manifest mis-resolved to a graphics entry. Fix is BGM-only:
  ResourceMap.BgmPathById; voices/textures unchanged.

Also: Lily's silence root-caused as correct form-gating (G[0xa57/0xa58/0xa59]),
left unseeded by choice (no dummy state). Added diagnostic
`Age.Cli audio <SCENE.BIN> [0xADDR=VAL ...]`. Corrected opcodes.toml (play-bgm
direct-name, play-voice HIGH) + docs/memory (dropped the bogus unified-manifest
/ Frida-BGM006 claims).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-07-06 22:26:54 -04:00
parent 10f6656c2d
commit ee70beb93d
13 changed files with 206 additions and 24 deletions

View File

@@ -11,4 +11,6 @@ public sealed class CaptureHost : IHost
public void CreateTexture(int slot, int width, int height) { }
public void SetTexture(long resourceId, int slot) { }
public void DrawTexture(int slot, int srcX, int srcY, int width, int height, int dstX, int dstY) { }
public void PlayBgm(long id) { }
public void PlayVoice(long id) { }
}

View File

@@ -8,4 +8,6 @@ public interface IHost
void CreateTexture(int slot, int width, int height);
void SetTexture(long resourceId, int slot);
void DrawTexture(int slot, int srcX, int srcY, int width, int height, int dstX, int dstY);
void PlayBgm(long id);
void PlayVoice(long id);
}

View File

@@ -60,4 +60,30 @@ public sealed class ResourceMap
var bmp = Path.Combine(Paths.Textures, Path.GetFileNameWithoutExtension(a.Name) + ".BMP");
return File.Exists(bmp) ? bmp : null;
}
/// <summary>
/// Resolve a BGM id to its OGG path. BGM is addressed by DIRECT LITERAL NAME (BGM{id:D3}.OGG), NOT the
/// per-scene section manifest that voices/textures use. Confirmed by ear (play-bgm 5->BGM005, 8->BGM008)
/// and by the play-bgm 0x23->BGM035 case: BGM035 is a real standalone track (the BGM set skips 030-034),
/// which the manifest mis-resolved to a graphics entry. See docs/asset-resolution-re.md.
/// </summary>
public string? BgmPathById(long id)
{
var name = $"BGM{id:D3}.OGG";
foreach (var f in _files)
if (f.Name.Equals(name, StringComparison.OrdinalIgnoreCase))
return AudioPath(f);
return null;
}
/// <summary>Loose extracted OGG path for an audio asset (extracted/DATA{n}/{name}), or null.
/// OGG plays natively in Godot. Used for voices (which DO use the per-scene manifest via Resolve).</summary>
public static string? AudioPath(AssetEntry a)
{
if (!a.Name.EndsWith(".OGG", StringComparison.OrdinalIgnoreCase)) return null;
var dir = a.Archive.EndsWith(".ALF", StringComparison.OrdinalIgnoreCase)
? a.Archive[..^4] : a.Archive; // "DATA3.ALF" -> "DATA3"
var ogg = Path.Combine(Paths.Extracted, dir, a.Name);
return File.Exists(ogg) ? ogg : null;
}
}

View File

@@ -175,6 +175,8 @@ public sealed class VirtualMachine
case "draw-texture": // (handle, slot, srcX, srcY, w, h, dstX, dstY)
_host.DrawTexture((int)Read(a[1]), (int)Read(a[2]), (int)Read(a[3]), (int)Read(a[4]),
(int)Read(a[5]), (int)Read(a[6]), (int)Read(a[7])); return pc + 1;
case "play-bgm": _host.PlayBgm(Read(a[0])); return pc + 1;
case "play-voice": _host.PlayVoice(Read(a[0])); return pc + 1;
default:
_host.OnStub(op); return pc + 1;
}