Split Godot host audio operations
This commit is contained in:
@@ -591,6 +591,11 @@ do not mix mechanical moves with semantic changes.
|
||||
`godot/GodotAdvHost.Movies.cs`. Presentation waits and mutable surface storage retain direct access through
|
||||
the sealed partial class; runtime validation remains green.
|
||||
|
||||
The fifth bounded `GodotAdvHost` split moved BGM, voice and SFX resolution/dispatch, delayed voice state,
|
||||
volume/routing control, and blocking BGM fades into `godot/GodotAdvHost.Audio.cs`. Message-skip release,
|
||||
scene reset, and frame-pulse consumers retain direct access through the sealed partial class. The planned
|
||||
host decomposition is complete; runtime validation remains green.
|
||||
|
||||
**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
|
||||
each domain move.
|
||||
@@ -961,8 +966,8 @@ 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 planned `Main` domains and the first four
|
||||
`GodotAdvHost` domains isolated, move host audio ownership next, then continue one existing domain at a time
|
||||
while preserving public types, commands, and generated output.
|
||||
by the tracked launcher and layered validation driver. With the planned `Main` and `GodotAdvHost` domains
|
||||
isolated, begin the `GfxState` decomposition with one existing ownership domain at a time, 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.
|
||||
|
||||
Reference in New Issue
Block a user