Split Main audio into partial class

This commit is contained in:
gamer147
2026-08-02 17:52:54 -04:00
parent f395b77a93
commit 123794cace
4 changed files with 320 additions and 307 deletions

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@@ -559,9 +559,11 @@ do not mix mechanical moves with semantic changes.
stage, battle, card, routine, gallery, and general table implementations plus tests into importable
modules.
**Progress (2026-08-02):** the first bounded split moved `Main`'s synthetic scene builder and threaded
self-test harness into `godot/Main.SelfTest.cs`. The partial class retains the same node type and private
calls; runtime validation, including all 590 engine tests and the Godot threaded self-test, remains green.
**Progress (2026-08-02):** the first two bounded splits moved `Main`'s synthetic scene builder/threaded
self-test harness into `godot/Main.SelfTest.cs`, then its BGM, voice, sound-effect, mixer, and bus-control
surface into `godot/Main.Audio.cs`. The partial class retains the same node type, fields, signatures, and
call sites; runtime validation, including all 590 engine tests and the Godot threaded self-test, remains
green after each move.
**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
@@ -933,8 +935,8 @@ layer's rendering diverges from ADV; save layout.
## 8. Immediate next step
Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
by the tracked launcher and layered validation driver. With the embedded `Main` self-test surface isolated,
move the `Main` audio control surface next, then one existing domain at a time while preserving public types,
commands, and generated output.
by the tracked launcher and layered validation driver. With the embedded `Main` self-test and audio surfaces
isolated, move the `Main` movie playback surface next, then one existing domain at a time while preserving
public types, commands, and generated output.
Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
not replace Phase B gameplay validation or the open cross-platform gates.