Implement deferred SFX and voice duck control
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@@ -79,8 +79,14 @@ public interface IHost
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// Native voice playback retains a second start argument: ordinary dialogue passes 0,
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// while History replay (0x1bd) passes 1. Existing non-audio hosts may ignore it.
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void PlayVoice(long id, int playbackVariant) => PlayVoice(id);
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// Native op 0x1cf stores a transient control mask. Bit 0 suppresses the automatic
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// BGM attenuation normally applied when a voice starts.
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void SetVoiceBgmDuckControl(long flags) { }
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void LoadSoundEffect(long resourceId, int channel) { }
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void StartSoundEffect(int channel) { }
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// Native SetDelay (op 0x2bf) starts an already-loaded channel after delayMs.
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// startMode is forwarded to the same worker used by immediate SFX starts.
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void ScheduleSoundEffectStart(int channel, int startMode, long delayMs) { }
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void ReleaseSoundEffect(int channel) { }
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void FadeBgm(int targetPercent, long durationMs) { }
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// Native op 0x236 binds a DirectShow movie decoder to an existing retained texture surface.
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@@ -972,12 +972,16 @@ public sealed class VirtualMachine
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_autoVoicePending = true;
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TextHistory.AppendVoice(Read(a[0]), 1, _advTextStyle);
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_host.PlayVoice(Read(a[0]), 1); return pc + 1;
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case "set-voice-bgm-duck-control": // 0x1cf: bit 0 suppresses automatic voice ducking
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_host.SetVoiceBgmDuckControl(Read(a[0])); return pc + 1;
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case "play-sound-effect": // 0xb4 / semantics: sfx-load
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_host.LoadSoundEffect(Read(a[0]), (int)Read(a[1])); return pc + 1;
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case "u0041D050": // 0xb5 / semantics: sfx-start
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_host.StartSoundEffect((int)Read(a[0])); return pc + 1;
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case "u0041D080": // 0xb6 / semantics: sfx-release
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_host.ReleaseSoundEffect((int)Read(a[0])); return pc + 1;
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case "schedule-sfx-start": // 0x2bf / native SetDelay(channel, start mode, delay ms)
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_host.ScheduleSoundEffectStart((int)Read(a[0]), (int)Read(a[1]), Read(a[2])); return pc + 1;
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case "u0041D2B0": // 0xc2 / semantics: fade-bgm
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_host.FadeBgm((int)Read(a[0]), Read(a[1])); return pc + 1;
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case "u00415880": // 0xd9 / semantics: clear-run-state-0x1000
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