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@Caball009 Caball009 commented Jan 7, 2026

Scripted audio events are synchronized across clients. That means that if the script execution fails for some reason (e.g. caused by another bug), there's a CRC mismatch. This PR changes that, so that scripted audio events are still likely to be the same across clients but script execution failure does not result in a mismatch.

TODO:

  • Deal with AudioEventRTS::getIsLogicalAudio. Could maybe delete the function or add an assertion that it should be used with the new random value macros.
  • Expand comments for new functions.

@Caball009 Caball009 added Audio Is audio related Major Severity: Minor < Major < Critical < Blocker NoRetail This fix or change is not applicable with Retail game compatibility Script Is related to Script Engine, SCB labels Jan 7, 2026
@Caball009 Caball009 changed the title feat(logic): Decouple scripted audio events from CRC calculation feat(logic): Decouple scripted audio events from CRC computation Jan 7, 2026
@xezon xezon marked this pull request as draft January 7, 2026 18:09
@Caball009 Caball009 marked this pull request as ready for review January 8, 2026 11:13
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In principle this looks like the right thing to avoid mismatching.

@Caball009 Caball009 linked an issue Jan 8, 2026 that may be closed by this pull request
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Looks good.

@xezon xezon added the Stability Concerns stability of the runtime label Jan 11, 2026
@xezon xezon added this to the Major bug fixes milestone Jan 11, 2026
@xezon xezon added the Bug Something is not working right, typically is user facing label Jan 11, 2026
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Audio Is audio related Bug Something is not working right, typically is user facing Major Severity: Minor < Major < Critical < Blocker NoRetail This fix or change is not applicable with Retail game compatibility Script Is related to Script Engine, SCB Stability Concerns stability of the runtime

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Playing sounds exclusively for "Local Player" can mismatch the game

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