Extract VM audio opcode handler
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@@ -624,6 +624,12 @@ do not mix mechanical moves with semantic changes.
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accounting, scene reset, persistence, and locking. The planned `GfxState` decomposition is complete; runtime
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validation remains green.
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The first bounded `VirtualMachine.Step` extraction converted the sealed VM type to a sealed partial class and
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moved VM-owned audio state, BGM restart semantics, and the existing BGM/voice/SFX/mixer case bodies into
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`engine/Age.Engine/Vm/VirtualMachine.Audio.cs`. The top-level dispatcher retains the exact opcode labels and
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routes only that family through `StepAudio`; public VM behavior and case-body logic remain unchanged. Runtime
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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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@@ -995,7 +1001,8 @@ 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`, `GodotAdvHost`, and `GfxState`
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domains isolated, begin thinning `VirtualMachine.Step` through existing domain handler methods without replacing
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the proven dispatcher or changing public types, commands, and generated output.
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domains isolated and the first `VirtualMachine.Step` family routed through a domain handler, extract the movie
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opcode family next without replacing the proven dispatcher or changing public types, commands, and generated
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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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