Files
OpenMaidEngine/godot/GodotAdvHost.cs
gamer147 ee70beb93d 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>
2026-07-06 22:26:54 -04:00

72 lines
2.4 KiB
C#

using System.Collections.Generic;
using System.Threading;
using Age.Engine.Hosting;
using Age.Engine.Sys4;
public sealed class GodotAdvHost : IHost
{
private readonly Main _main;
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 SemaphoreSlim _gate = new(0, 1);
public volatile bool IsWaiting;
public readonly List<(int Offset, string Text)> Captured = new();
public GodotAdvHost(Main main, ResourceMap res, string scene)
{
_main = main; _res = res; _scene = scene;
}
public void ShowText(int offset, string text)
{
Captured.Add((offset, text));
_main.CallDeferred("AppendLine", text);
}
public void WaitForInput()
{
_main.CallDeferred("PageBreak");
IsWaiting = true;
_gate.Wait();
IsWaiting = false;
_main.CallDeferred("ClearPage");
}
// called from the main thread (click) or the selftest auto-clicker
public void SignalInput() { if (_gate.CurrentCount == 0) _gate.Release(); }
public void CallScript(long id) { }
public void OnStub(int opcode) { }
// ---- texture ops (run on the VM thread; marshal Godot node work to the main thread) ----
public void CreateTexture(int slot, int width, int height) => _slotBmp[slot] = null;
public void SetTexture(long resourceId, int slot)
{
var asset = _res.Resolve(_scene, resourceId);
_slotBmp[slot] = asset != null ? ResourceMap.TexturePath(asset) : null;
}
public void DrawTexture(int slot, int srcX, int srcY, int width, int height, int dstX, int dstY)
{
if (_slotBmp.TryGetValue(slot, out var bmp) && bmp != null)
_main.CallDeferred("DrawSlot", slot, bmp, dstX, dstY, width, height);
}
// ---- audio ops (OGG plays natively in Godot) ----
// BGM: addressed by direct name (BGM{id:D3}.OGG), NOT the manifest. Voice: via the per-scene manifest.
public void PlayBgm(long id)
{
var path = _res.BgmPathById(id);
if (path != null) _main.CallDeferred("PlayBgm", path);
}
public void PlayVoice(long id)
{
var asset = _res.Resolve(_scene, id);
var path = asset != null ? ResourceMap.AudioPath(asset) : null;
if (path != null) _main.CallDeferred("PlayVoice", path);
}
}