Implement deferred SFX and voice duck control
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@@ -8,7 +8,7 @@ using Xunit;
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public class SfxOpsTests
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{
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[Fact]
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public void Sc0000SfxLifecycleAndBgmFadeReachHost()
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public void Sc0000AudioLifecycleDelayAndDuckControlReachHost()
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{
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var table = OpcodeTableJson.Load(Paths.OpcodesJson);
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var script = ScriptAssembler.Assemble(table, "SFX",
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@@ -16,6 +16,8 @@ public class SfxOpsTests
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{
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(0xb4, new[] { new Operand(0, 0x28), new Operand(0, 0) }),
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(0xb5, new[] { new Operand(0, 0) }),
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(0x1cf, new[] { new Operand(0, 1) }),
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(0x2bf, new[] { new Operand(0, 4), new Operand(0, 0), new Operand(0, 100) }),
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(0xb6, new[] { new Operand(0, 0) }),
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(0xc2, new[] { new Operand(0, 25), new Operand(0, 3000) }),
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(0xd9, Array.Empty<Operand>()),
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@@ -29,6 +31,8 @@ public class SfxOpsTests
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Assert.Equal("exit", vm.HaltReason);
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Assert.Equal((0x28L, 0), Assert.Single(host.SfxLoads));
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Assert.Equal(0, Assert.Single(host.SfxStarts));
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Assert.Equal(1, Assert.Single(host.VoiceBgmDuckControls));
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Assert.Equal((4, 0, 100L), Assert.Single(host.ScheduledSfxStarts));
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Assert.Equal(0, Assert.Single(host.SfxReleases));
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Assert.Equal((25, 3000L), Assert.Single(host.BgmFades));
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}
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@@ -30,7 +30,9 @@ internal class RecordingHost : IHost
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public readonly List<(long Resource, int Channel)> SfxLoads = new();
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public readonly List<long> Voices = new();
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public readonly List<(long Id, int PlaybackVariant)> VoiceRequests = new();
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public readonly List<long> VoiceBgmDuckControls = new();
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public readonly List<int> SfxStarts = new();
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public readonly List<(int Channel, int StartMode, long DelayMs)> ScheduledSfxStarts = new();
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public readonly List<int> SfxReleases = new();
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public readonly List<(int Target, long Duration)> BgmFades = new();
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public readonly List<(long Resource, int Surface, long Flags, long SyncMask)> Movies = new();
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@@ -113,8 +115,11 @@ internal class RecordingHost : IHost
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Voices.Add(id);
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VoiceRequests.Add((id, playbackVariant));
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}
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public void SetVoiceBgmDuckControl(long flags) => VoiceBgmDuckControls.Add(flags);
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public void LoadSoundEffect(long resourceId, int channel) => SfxLoads.Add((resourceId, channel));
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public void StartSoundEffect(int channel) => SfxStarts.Add(channel);
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public void ScheduleSoundEffectStart(int channel, int startMode, long delayMs)
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=> ScheduledSfxStarts.Add((channel, startMode, delayMs));
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public void ReleaseSoundEffect(int channel) => SfxReleases.Add(channel);
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public void FadeBgm(int targetPercent, long durationMs) => BgmFades.Add((targetPercent, durationMs));
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public void PlayMovieToSurface(long resourceId, int surfaceSlot, long movieFlags, long syncMask)
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