Files
skate-3-rust-engine/docs/hails-additions
Hails a4ec831a02 Audio: host clock on physics steps, review fixes, world / NPC audio hook-in
Review fixes:
- The audio host takes each physics step exactly once (one-step pulses latched, nothing while paused or silenced,
  at most 4 steps per frame), so pushes and other one-frame events are never dropped or doubled. e2e at 60 fps and
  above is byte-identical; 30 / 45 fps change only by the latch and the step pair.
- Removed the emitter PROFILES fallback, the stray trace dump and the audition script; data-gated tests are
  #[ignore = "needs the private install data"] and fail loudly when run without it; per-post log lines behind
  SKATE_AUDIO_TRACE; checked bank parsing, finite output, camera-cut Doppler reset, fewer render allocations.
- The 15 verdict-settled A/B switches are removed; their "on" behaviour is the only one (byte-identical).

World / NPC audio, hookable by engine systems and mods:
- Map-change fix: world and NPC hosts reset when the map's banks are unloaded, so surviving objects sound again.
- Engine surface (skate-game::world_audio): TrafficAudio / PedAudio / NpcSkaterAudio components, horn / alarm /
  speech messages, read-back of who is audible; retail limits (4 cars within 40 m, 15 peds within 50 m with
  footsteps for the nearest 3, one NPC skater within 30 m), measured in the recompilation.
- Mod surface (Lua API 2, `sdk.world_audio.*`); test mod `mods/world-audio-test/` (cars, peds, a ghost skater).
- Per-skater audio state builder (local player output identical); remote players take the NPC skater slot; an
  opt-in non-retail "more audible" setting.
- Docs: doc 15 "Hooking up world audio", doc 11 sections, PR plan.
2026-10-03 16:21:12 -06:00
..
2026-10-02 22:58:17 -06:00
2026-10-02 22:58:17 -06:00

Hails' additions

Changes made in the Hailey-Ross fork of SK8-ENGINE/skate-3-rust-engine, documented so upstream maintainers have the full context when reviewing a pull request: what broke, why, what changed, how it was verified, and what is still open.

Each document stands alone. File paths are relative to the repository root.

# Change Area Status
1 ISO extraction argument order Setup (Python) Superseded: upstream fixed it the same way (713fe70, 7ae67f2, 2026-10-02); dropped from PR A
2 Windows long paths during setup Setup (Python) Done; UAC prompt and frozen relaunch tested end to end (2026-10-02)
3 SDL3 gamepad input Game (Rust), build scripts, vendored sdl3-sys Done, verified in play with an Xbox Elite Series 2
4 Authored map spawns Asset pipeline (Python) Done, all 10 maps confirmed in play
5 Invisible collision volumes Game data loader (Rust) Done, all four affected maps confirmed in play
9 Water Game physics, camera and rendering (Rust), setup, diagnostics Matched to retail footage (RPCS3): shallow water solid, deep water floats, board floats, water camera + vignette, entry splash, canal water look matched, small bodies calmer
10 Sky shader validation test Game tests (Rust) Done; all six shader validation tests pass
11 Game audio Setup (Python, vgmstream), game audio (Rust) Work in progress (draft #32). Native port of Skate 3's retail audio runtime (crates/skate-audio): AEMS evaluator, voice graph, MixMap, granular rolling bed, Splice, buses, every player component; the only audio path since 2026-10-03 (interim cue tables removed). Retail world audio: .ems emitters, location-set one-shots, zone ambience. User: "basically retail".
12 Board solver: 50 constraint iterations Game physics (Rust) Done; maps identical, water traces as expected; one asset-gated customiser test fails (open question)
13 Research hooks for the recompilation Research tooling (external: skate3recomp research-hooks branch) Published; reference and information gathering only (the recompilation is not a perfect copy of the console game)
14 Published development and research tools Tooling (tools/<name>/, Python and shell) Done (uncommitted); scripts compile and print their usage; the two recomp-* folders are for the recomp's research hooks, reference only
15 Hooking up world audio Game audio (Rust), mod API (Lua) Part of #32 (uncommitted). Engine-facing components (TrafficAudio, PedAudio, NpcSkaterAudio) and sdk.world_audio for mods feed the ported retail traffic / ped / NPC-skater audio with retail's limits; the map-change bug fixed; a dev test mod (cars, peds, a ghost skater) makes it audible now

Environment used for verification

  • Windows 11, Intel i7-14700KF, NVIDIA RTX 4080 SUPER (Vulkan).
  • Rust 1.98.1 (MSVC), Visual Studio 2026 C++ tools, Windows SDK 10.0.26100, LLVM 23.1.2, Python 3.13.15.
  • Skate 3 Xbox 360 disc image (103 files, 6,404,940,920 bytes).
  • Xbox Elite Series 2 controller over Bluetooth LE.

Conventions

  • Upstream behaviour is preserved unless a document says otherwise; where a behaviour changes on purpose (for example, a map's default spawn), the document lists the old and new values.
  • Project choices that are not dictated by retail data are called out as such, so maintainers can overrule them.