Split Main audio into partial class

This commit is contained in:
gamer147
2026-08-02 17:52:54 -04:00
parent 20fd9cb694
commit a31db0468b
4 changed files with 320 additions and 307 deletions

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@@ -135,9 +135,10 @@ The Godot deliverable includes `Himegari.sln` because Godot's .NET exporter requ
the project do not enter its import or export scan. `tools/export-linux-x64.ps1` produces and validates the
complete disposable artifact under `build/export/linux-x64/`.
`godot/Main.cs` retains the front-end's startup and runtime coordination. Its synthetic threaded/headless
regression harness lives in the behavior-neutral partial-class companion `godot/Main.SelfTest.cs`, keeping
the validation surface independently navigable without changing the Godot node type or invocation path.
`godot/Main.cs` retains the front-end's startup and runtime coordination. Behavior-neutral partial-class
companions keep cohesive surfaces independently navigable without changing the Godot node type or invocation
paths: `godot/Main.SelfTest.cs` owns the synthetic threaded/headless regression harness, while
`godot/Main.Audio.cs` owns BGM, voice, sound-effect, mixer-routing/persistence, and audio-bus control.
The disposable `build/page-map-<SCENE>.jsonl` files are produced by editor/development Godot runs and map
runtime ADV page ordinals to their authoritative script offsets for `tools/locate_page.py`. Packaged exports