Migrate audio payloads onto asset VFS
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@@ -11,7 +11,7 @@ public sealed class GodotAdvHost : IHost
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private readonly string _scene; // e.g. "SC0000" — for section_base
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private readonly object _imageLock = new();
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private readonly Dictionary<int, RgbaImage?> _images = new(); // raw catalog id -> decoded pixels
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private readonly string?[] _sfxPaths = new string?[10]; // SC0000 native channel subset
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private readonly string?[] _sfxNames = new string?[10]; // SC0000 native channel subset
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// slot -> dims. Slot 0 is the primary/screen surface (800x600), normally created at engine boot which
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// the single-scene harness skips; seed it so the first CG's anchor math stays correct (not 0x0).
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private readonly Dictionary<int, (int W, int H)> _slotDims = new() { { 0, (800, 600) } };
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@@ -280,46 +280,57 @@ public sealed class GodotAdvHost : IHost
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// BGM: addressed by direct name (BGM{id:D3}.OGG), NOT the manifest. Voice: via the per-scene manifest.
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public void PlayBgm(long id)
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{
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var path = _res.BgmPathById(id);
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_timeline?.Event("bgm", new() { ["id"] = id, ["file"] = path != null ? System.IO.Path.GetFileName(path) : null });
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if (path != null) _main.CallDeferred("PlayBgm", path);
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var asset = _res.ResolveBgm(id);
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var audio = asset != null ? LoadAudio(asset) : null;
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_timeline?.Event("bgm", new() { ["id"] = id, ["file"] = audio?.Name });
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if (audio != null) _main.CallDeferred("PlayBgm", audio.Bytes, audio.Name);
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}
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public void PlayVoice(long id)
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{
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var asset = _res.Resolve(_scene, id);
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var path = asset != null ? ResourceMap.AudioPath(asset) : null;
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if (path != null) _main.CallDeferred("PlayVoice", path);
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var audio = asset != null ? LoadAudio(asset) : null;
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if (audio != null) _main.CallDeferred("PlayVoice", audio.Bytes, audio.Name);
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}
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public void LoadSoundEffect(long resourceId, int channel)
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{
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if ((uint)channel >= (uint)_sfxPaths.Length) return;
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if ((uint)channel >= (uint)_sfxNames.Length) return;
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var asset = _res.Resolve(_scene, resourceId);
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var path = asset != null ? ResourceMap.AudioPath(asset) : null;
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_sfxPaths[channel] = path;
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var audio = asset != null ? LoadAudio(asset) : null;
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_sfxNames[channel] = audio?.Name;
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_timeline?.Event("sfx-load", new() { ["resource"] = resourceId, ["channel"] = channel,
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["file"] = path != null ? System.IO.Path.GetFileName(path) : null });
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if (path != null) _main.CallDeferred("LoadSoundEffect", path, channel);
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["file"] = audio?.Name });
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if (audio != null) _main.CallDeferred("LoadSoundEffect", audio.Bytes, audio.Name, channel);
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}
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public void StartSoundEffect(int channel)
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{
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if ((uint)channel >= (uint)_sfxPaths.Length || _sfxPaths[channel] == null) return;
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if ((uint)channel >= (uint)_sfxNames.Length || _sfxNames[channel] == null) return;
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_timeline?.Event("sfx-start", new() { ["channel"] = channel,
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["file"] = System.IO.Path.GetFileName(_sfxPaths[channel]) });
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["file"] = _sfxNames[channel] });
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_main.CallDeferred("StartSoundEffect", channel);
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}
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public void ReleaseSoundEffect(int channel)
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{
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if ((uint)channel >= (uint)_sfxPaths.Length) return;
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if ((uint)channel >= (uint)_sfxNames.Length) return;
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_timeline?.Event("sfx-release", new() { ["channel"] = channel,
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["file"] = _sfxPaths[channel] != null ? System.IO.Path.GetFileName(_sfxPaths[channel]) : null });
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_sfxPaths[channel] = null;
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["file"] = _sfxNames[channel] });
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_sfxNames[channel] = null;
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_main.CallDeferred("ReleaseSoundEffect", channel);
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}
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private AudioPayload? LoadAudio(AssetEntry asset)
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{
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try { return _res.ReadAudio(asset); }
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catch (System.Exception e)
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{
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Godot.GD.Print($"audio read failed {asset.Name}: {e.Message}");
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return null;
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}
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}
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public void FadeBgm(int targetPercent, long durationMs)
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{
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long ms = System.Math.Clamp(durationMs, 0, 60_000);
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