Split Godot host audio operations
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@@ -154,6 +154,9 @@ scene-context lifecycle coordination. `godot/GodotAdvHost.Surfaces.cs` owns deco
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surface pixels/resources/dimensions, fill/copy/resolve operations, render-target publication, and surface/range
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teardown. `godot/GodotAdvHost.Movies.cs` owns movie surface bindings, ordinary and modal playback, movie-mask
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transitions, diagnostic snapshots, frame/completion publication, and mask teardown.
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`godot/GodotAdvHost.Audio.cs` owns BGM, voice and SFX resolution/dispatch, delayed voice state, volume/routing
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control, and blocking BGM fades; presentation/input retains the message-skip, reset, and frame-pulse consumers
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of that state through the sealed partial class.
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The disposable `build/page-map-<SCENE>.jsonl` files are produced by editor/development Godot runs and map
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runtime ADV page ordinals to their authoritative script offsets for `tools/locate_page.py`. Packaged exports
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@@ -591,6 +591,11 @@ do not mix mechanical moves with semantic changes.
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`godot/GodotAdvHost.Movies.cs`. Presentation waits and mutable surface storage retain direct access through
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the sealed partial class; runtime validation remains green.
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The fifth bounded `GodotAdvHost` split moved BGM, voice and SFX resolution/dispatch, delayed voice state,
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volume/routing control, and blocking BGM fades into `godot/GodotAdvHost.Audio.cs`. Message-skip release,
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scene reset, and frame-pulse consumers retain direct access through the sealed partial class. The planned
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host decomposition is complete; runtime validation remains green.
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**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
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deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
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each domain move.
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@@ -961,8 +966,8 @@ layer's rendering diverges from ADV; save layout.
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## 8. Immediate next step
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Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
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by the tracked launcher and layered validation driver. With the planned `Main` domains and the first four
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`GodotAdvHost` domains isolated, move host audio ownership next, then continue one existing domain at a time
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while preserving public types, commands, and generated output.
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by the tracked launcher and layered validation driver. With the planned `Main` and `GodotAdvHost` domains
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isolated, begin the `GfxState` decomposition with one existing ownership domain at a time, preserving public
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types, commands, and generated output.
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Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
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not replace Phase B gameplay validation or the open cross-platform gates.
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