Commit Graph
2 Commits
Author SHA1 Message Date
Hails 2fcbcc3002 New audio who dis
Native port of Skate 3's retail audio runtime (AEMS) behind SKATE_AEMS=1, plus the world audio work:
- skate-audio crate: formats, patch-program evaluator, voice graph, mixer, MixMap, granular rolling bed and its
  bus chain, Splice contacts, the buses (env reverb network, eEQChain, flanger returns, collision and footstep
  submixes, reverb zones) and the player components (rolling layers, seams on the console's 30 fps cadence,
  grinds, skids, squeaks, tricks, treatment, footsteps, clothing, hands on deck, wind, wheels, collision manager).
- game_audio host: native runtime, player audio state from our physics, world emitters from the maps' .ems files,
  random distant one-shots, zone ambience, state log, e2e render harness, timing.
- Setup: audio export of the banks, grains, MixMap, vault tuning and reverb zones.
- skate-core: per-wheel / per-part audio surfaces and seam patterns (additive).
- Docs: docs/hails-additions/11-audio.md and the PR plan.
2026-10-02 22:58:17 -06:00
Hails 0a88f7a94e Setup: enable Windows long paths and relaunch when needed
Roster work paths under deep checkouts exceed MAX_PATH (260), leaving
pro skaters unavailable. If LongPathsEnabled is off, setup asks once for
elevation to enable it and relaunches itself, since Windows reads the
setting at process start. Declining keeps the previous behaviour.

See docs/hails-additions/02-long-paths.md.
2026-09-30 19:26:28 -06:00