Migrate audio payloads onto asset VFS
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@@ -72,7 +72,9 @@ Three layers, cleanly separated:
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- **Native content foundation status (2026-07-11).** VFS-A runtime-parses the base SYS4 catalog and
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applies loose-first bounded ALF reads; VFS-B mounts selector-keyed S4AC append catalogs and resolves the
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native high-byte/low-24-bit id split; VFS-C decodes AGF directly to platform-neutral RGBA8 and feeds Godot
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without pre-extracted or pre-converted texture files. Audio-byte consumers remain a separate follow-up.
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without pre-extracted or pre-converted texture files. BGM, voice, and SFX now open catalog entries through
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the same store and decode OGG/WAV from bytes in Godot, so runtime scripts, textures, and audio no longer
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depend on `extracted/`.
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- **Profile = manifest.** Adding a game = a new profile + its maps. Adding an engine version = a new
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front-end plugin + profiles that reference it. See §5.
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