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>
165 lines
6.7 KiB
C#
165 lines
6.7 KiB
C#
using System.Collections.Generic;
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using System.Text.Json;
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using System.Threading.Tasks;
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using Godot;
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using Age.Engine.Sys4;
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using Age.Engine.Vm;
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public partial class Main : Godot.Control
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{
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private Control _stage = null!; // texture layer (behind the text)
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private readonly Dictionary<int, TextureRect> _slots = new();
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private Label _text = null!;
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private Label _status = null!;
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private AudioStreamPlayer _bgm = null!; // looping background music
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private AudioStreamPlayer _voice = null!; // interrupt-on-new voice
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private VirtualMachine _vm = null!;
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private GodotAdvHost _host = null!;
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private volatile bool _done;
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private bool _ended;
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private bool _selftest;
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public override void _Ready()
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{
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// texture stage, added first so it draws BEHIND the dialogue text
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_stage = new Control();
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_stage.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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_stage.MouseFilter = MouseFilterEnum.Ignore;
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AddChild(_stage);
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_text = new Label { AutowrapMode = TextServer.AutowrapMode.WordSmart };
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_text.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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_text.OffsetLeft = 40; _text.OffsetTop = 40; _text.OffsetRight = -40; _text.OffsetBottom = -80;
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AddChild(_text);
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_status = new Label();
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_status.SetAnchorsAndOffsetsPreset(LayoutPreset.BottomWide);
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_status.OffsetLeft = 40; _status.OffsetTop = -60;
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AddChild(_status);
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// Best-effort CJK font so the visual isn't tofu (headless self-test doesn't depend on it).
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foreach (var fp in new[] { "C:/Windows/Fonts/YuGothM.ttc", "C:/Windows/Fonts/YuGothR.ttc",
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"C:/Windows/Fonts/msgothic.ttc", "C:/Windows/Fonts/meiryo.ttc" })
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{
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if (!System.IO.File.Exists(fp)) continue;
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try
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{
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var ff = new FontFile { Data = System.IO.File.ReadAllBytes(fp) };
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_text.AddThemeFontOverride("font", ff);
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_status.AddThemeFontOverride("font", ff);
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_text.AddThemeFontSizeOverride("font_size", 22);
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break;
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}
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catch { /* fall back to the default font */ }
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}
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_bgm = new AudioStreamPlayer();
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_voice = new AudioStreamPlayer();
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AddChild(_bgm);
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AddChild(_voice);
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_selftest = System.Array.IndexOf(OS.GetCmdlineUserArgs(), "--selftest") >= 0;
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var table = OpcodeTableJson.Load(Paths.OpcodesJson);
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var script = Sys4Loader.Load(Paths.Scripts()["SC0000.BIN"], table);
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_host = new GodotAdvHost(this, ResourceMap.Load(), "SC0000");
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_vm = new VirtualMachine(script, table, _host);
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_ = Task.Run(() => { _vm.Run(); _done = true; });
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if (_selftest)
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_ = Task.Run(async () => { while (!_done) { if (_host.IsWaiting) _host.SignalInput(); await Task.Delay(1); } });
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}
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public override void _Process(double delta)
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{
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if (_done && !_ended)
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{
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_ended = true;
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ShowEnd();
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if (_selftest) RunSelfTest();
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}
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}
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// _Input (not _UnhandledInput): the root Control consumes mouse clicks as GUI input before they
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// reach _UnhandledInput, so clicks were swallowed while keyboard ui_accept still got through.
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public override void _Input(InputEvent e)
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{
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if (_selftest) return;
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if (e.IsActionPressed("ui_accept") ||
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(e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left))
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_host.SignalInput();
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}
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public override void _ExitTree() { _host?.SignalInput(); }
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// ---- UI methods invoked on the main thread via CallDeferred ----
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// Composite a resolved texture into a slot at (x,y) sized (w,h). One TextureRect per slot,
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// layered in draw order (backgrounds are drawn before sprites, so they sit behind).
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public void DrawSlot(int slot, string bmpPath, int x, int y, int w, int h)
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{
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var img = new Image();
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var err = img.LoadBmpFromBuffer(System.IO.File.ReadAllBytes(bmpPath));
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if (err != Error.Ok) { GD.Print($"BMP load failed {bmpPath}: {err}"); return; }
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if (!_slots.TryGetValue(slot, out var tr))
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{
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tr = new TextureRect
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{
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ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize,
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StretchMode = TextureRect.StretchModeEnum.Scale,
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MouseFilter = MouseFilterEnum.Ignore,
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};
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_stage.AddChild(tr);
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_slots[slot] = tr;
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}
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tr.Texture = ImageTexture.CreateFromImage(img);
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tr.Position = new Vector2(x, y);
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tr.Size = new Vector2(w > 0 ? w : img.GetWidth(), h > 0 ? h : img.GetHeight());
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tr.Visible = true;
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}
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// Load an OGG off disk and play it. BGM loops; voice plays once, cutting off any prior line.
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public void PlayBgm(string oggPath)
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{
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var stream = AudioStreamOggVorbis.LoadFromBuffer(System.IO.File.ReadAllBytes(oggPath));
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if (stream == null) { GD.Print($"OGG load failed {oggPath}"); return; }
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stream.Loop = true;
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_bgm.Stream = stream;
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_bgm.Play();
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}
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public void PlayVoice(string oggPath)
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{
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var stream = AudioStreamOggVorbis.LoadFromBuffer(System.IO.File.ReadAllBytes(oggPath));
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if (stream == null) { GD.Print($"OGG load failed {oggPath}"); return; }
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stream.Loop = false;
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_voice.Stream = stream;
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_voice.Play();
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}
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public void AppendLine(string text) => _text.Text += text + "\n";
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public void PageBreak() => _status.Text = "▼ click / Enter";
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public void ClearPage() { _text.Text = ""; _status.Text = ""; }
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public void ShowEnd() => _status.Text = "— end —";
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private void RunSelfTest()
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{
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var expected = LoadExpected("SC0000.BIN");
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var actual = _host.Captured.ConvertAll(c => c.Offset);
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bool ok = expected != null && actual.Count == expected.Count;
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for (int i = 0; ok && i < actual.Count; i++) ok = actual[i] == expected![i];
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if (ok) GD.Print($"SELFTEST OK: {actual.Count} lines match vm0 trace");
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else GD.Print($"SELFTEST FAIL: cs={actual.Count} expected={(expected?.Count.ToString() ?? "n/a")}");
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GetTree().Quit(ok ? 0 : 1);
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}
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private static List<int>? LoadExpected(string scene)
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{
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string p = System.IO.Path.Combine(Paths.Build, "vm0-trace.json");
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if (!System.IO.File.Exists(p)) return null;
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using var doc = JsonDocument.Parse(System.IO.File.ReadAllText(p));
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if (!doc.RootElement.TryGetProperty(scene, out var e)) return null;
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var list = new List<int>();
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foreach (var x in e.GetProperty("offsets").EnumerateArray()) list.Add(x.GetInt32());
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return list;
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}
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}
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