Merges the Godot port into the reverse-engineering repository, preserving both
histories -- 1019 commits of corpus plus the port's 31, brought in by subtree
merge and then moved into place so git can follow each file across the rename.
The reason is not tidiness. The two-repo split forced the exporter to depend on
the decoders by pinned revision, and that created a whole class of failure that
now disappears: a sha reachable only from a topic branch, orphaned by a
squash-merge, breaking a fresh checkout silently at build time. It also forced a
live read-only mount of one agent's working tree into another's container, which
is why a contract file could move mid-iteration. With a path dependency, a
decoder change and the exporter change it requires land in the same commit or
not at all.
Canary stays separate: it is a fork tracking upstream.
New structure for the long term:
docs/game/ how the game is NAVIGATED -- menus, modals, prompts, alerts,
and in-game flight. Written so nobody rediscovers it. Mostly
open questions on purpose; the in-game tutorials are the
resource for the flight half.
docs/port/MODDING.md
modding as a constraint on the exporter TODAY, not a later
feature: one logical asset in one file (the disc splits nearly
everything, and resolving that is the exporter's job), names a
person recognises, PNG/OGG/OGV/JSON only, base-and-overrides so
re-exporting is always safe, provenance in every file.
data/base + data/mods
generated tree and drop-in overrides, both gitignored
exchange/ transient inter-agent files, deliberately outside history
docs/agents/ the team protocol
Both the README and the navigation doc lead with the correction that cost the
most: the oracle is the real game under Xenia Canary. Reborn's renderer is a
hypothesis under test, it has been wrong, and treating it as ground truth
propagated into three documents and both agents before a human caught it.
Scripted modding stays possible without being built: no screen name is hardcoded
in GDScript and there is no native code in port/, which is what Godot Mod Loader
needs to be able to substitute behaviour later.
87 lines
3.5 KiB
Bash
Executable File
87 lines
3.5 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Prove Godot actually emits a transcoded movie's audio -- with no audio device.
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#
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# tools/verify-video-audio ADV
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#
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# This container has no sound card and Godot falls back to the dummy driver, so
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# "does it play" looked unanswerable from here. It is not: an AudioEffectRecord
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# on the Master bus makes Godot write its own mixed output to a WAV from inside
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# a headless run. That is Godot rendering audio to a file instead of a device --
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# no new dependency, no image rebuild, and it tests the real playback path
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# rather than the file the encoder produced.
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#
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# What this checks is that GODOT EMITS NON-SILENCE from the movie. It is
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# deliberately NOT a fidelity comparison against the source: a difference-signal
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# RMS between a transcode and its source is inconclusive without cross-
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# correlation alignment and an agreed downmix -- a one-sample offset makes the
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# residual nearly as loud as the signal. Level and non-silence are what this
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# claims.
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set -euo pipefail
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cd "${PROJECT_DIR:-/work}"
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name="${1:-ADV}"
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OUT="${OUT:-${TMPDIR:-/tmp}/verify-video-audio}"
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export DISPLAY="${DISPLAY:-:97}"
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mkdir -p "$OUT"
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[ -d port/.godot ] || godot --headless --path port --import >/dev/null 2>&1
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wav="$OUT/$name.godot.wav"
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rm -f "$wav"
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cat > "$OUT/probe.gd" <<'GD'
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extends SceneTree
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func _init() -> void:
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var args := {}
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for a in OS.get_cmdline_user_args():
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if a.begins_with("--") and a.contains("="):
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var p := a.substr(2).split("=", true, 1)
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args[p[0]] = p[1]
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var tree_ := ExportTree.locate()
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if tree_.root == "":
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push_error(tree_.error); quit(2); return
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var v: Dictionary = tree_.video(args.get("video", "ADV"))
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if v.is_empty():
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push_error(tree_.error); quit(2); return
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# Record the MASTER bus: whatever Godot mixes, including the dummy driver's
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# output. This is the real playback path, not the encoded file.
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var rec := AudioEffectRecord.new()
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AudioServer.add_bus_effect(0, rec)
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var stream := VideoStreamTheora.new()
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stream.file = v["path"]
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var p := VideoStreamPlayer.new()
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p.stream = stream
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get_root().add_child(p)
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await process_frame
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rec.set_recording_active(true)
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p.play()
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var seconds := float(args.get("seconds", "6"))
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var t := 0.0
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while t < seconds and p.is_playing():
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await process_frame
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t += get_root().get_process_delta_time()
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rec.set_recording_active(false)
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var clip := rec.get_recording()
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if clip == null:
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push_error("no recording came back from the Master bus"); quit(3); return
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clip.save_to_wav(args.get("out", "/tmp/godot-audio.wav"))
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print("recorded %.2f s, %d Hz, stereo=%s -> %s" % [
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t, clip.mix_rate, clip.stereo, args.get("out", "")])
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quit(0)
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GD
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godot --path port --resolution 320x180 --script "$OUT/probe.gd" -- \
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"--video=$name" "--out=$wav" "--seconds=${SECONDS_TO_RECORD:-6}" 2>&1 \
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| grep -viE "ALSA|Vulkan|V-Sync|OpenGL|audio driver|^ *at: |Condition|^$" || true
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[ -s "$wav" ] || { echo "verify-video-audio: Godot wrote no WAV" >&2; exit 1; }
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echo "--- what Godot emitted ---"
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ffmpeg -hide_banner -i "$wav" -af volumedetect -f null - 2>&1 \
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| grep -oE "(max_volume|mean_volume): [-0-9.]+ dB" | sed 's/^/ /'
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mean=$(ffmpeg -hide_banner -i "$wav" -af volumedetect -f null - 2>&1 \
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| grep -oE "mean_volume: [-0-9.]+" | grep -oE -- "-?[0-9.]+")
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# Digital silence reports around -91 dB at 16-bit. Anything near that is nothing.
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awk -v m="$mean" 'BEGIN{ if (m < -80) { print " VERDICT: silence -- Godot is not emitting this movie\047s audio"; exit 1 }
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else { printf " VERDICT: audio present (mean %.1f dB)\n", m } }'
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