Fix macOS stock-level audio exhaustion - #131
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CI triage update: I compared the four red macOS Push Verification jobs with the current main-branch run at 0751161. Main fails the same renderer matrix cases with the same outcomes (foundation/PBR exit -11; cluster/default renderer expectations), while this branch completes the OpenAL Soft preparation, build, tests, install, and payload upload. The matching main run is https://github.com/themuffinator/openQ4/actions/runs/32992669468 and the branch run is https://github.com/themuffinator/openQ4/actions/runs/33002292512. I am therefore treating those four renderer-smoke failures as inherited baseline failures, not regressions from this audio change; the platform commit-validation jobs remain the merge gate. |
Summary
Contents/Frameworks/libopenal.1.dylib, with architecture, deployment-floor, dependency, signing, archive, and source/licence validationWhy
Issue #122 provided strong evidence that the published 0.12.0 package was still using Apple's deprecated OpenAL framework and exhausting its buffer pool on stock single-player maps. Lowering
s_maxSoundsPerShaderonly moved the threshold, whiles_noSound 1allowed the same maps to stay loaded.Bundled OpenAL Soft is the primary fix. The non-fatal allocation path is defense in depth for resource exhaustion or unusual third-party providers.
Dependency and licence review
5f8efe8dfba5e9307a50251ba615ace857c7fa9dddfe34130b83e213d7f7cf24Validation
macos_openal_provider_policy.pymacos_metal_bridge.pymacos_universal2_assembly.pymacos_sanitizer_ci.pyrelease_tooling_safety.pymacos-staticrun: every Single-player levels abort back to the main menu: CreateOpenALBuffer fails on Apple's OpenAL (macOS arm64, 0.12.0) #122 provider/package test passed; it also exposed an unrelated texture-filter push-smoke wiring regression on currentmain, which will be corrected separatelyPhysical Apple-hardware retesting is still needed before strengthening the project's experimental macOS support claim.
Fixes #122