Split Godot host audio operations

This commit is contained in:
gamer147
2026-08-02 21:02:27 -04:00
parent fa08c4ee71
commit 1fbaa363f9
4 changed files with 207 additions and 193 deletions

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@@ -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.