Split audio host contract

This commit is contained in:
gamer147
2026-08-03 10:16:15 -04:00
parent 2bdd2b562d
commit e770aa0094
4 changed files with 56 additions and 34 deletions

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@@ -765,6 +765,11 @@ do not mix mechanical moves with semantic changes.
entry point; all required members, default implementations, existing hosts, and transport-record locations
are unchanged. Runtime validation remains green.
The second bounded contract slice introduced `IAudioHost` for BGM, voice, sound-effect, fade, volume, and
route-control operations. `IHost` inherits the focused contract; all fifteen members, required implementations,
compatibility overloads/default chains, and existing host classes remain behaviorally unchanged. Runtime
validation remains green.
4. **Make the build graph express source ownership.** Stop linking production `.cs` files from `godot/` and
`tools/movie-corpus-gate/` into `Age.Engine.Tests`. Extract the platform-neutral frontend/movie/diagnostic
code into a small production project referenced by Godot, tests, and the corpus gate. Retain both existing
@@ -1124,9 +1129,9 @@ layer's rendering diverges from ADV; save layout.
## 8. Immediate next step
Continue step 3 of the **codebase consolidation** maintenance slice: clarify runtime contracts without changing
behavior or the aggregate host accepted by the VM. With diagnostic and lifecycle contracts established beneath
`IHost`, introduce the audio host contract next as the smallest remaining self-contained domain, preserving every
required/default member and all existing host implementations before tackling interdependent ADV/input/graphics
surfaces.
behavior or the aggregate host accepted by the VM. With diagnostic, lifecycle, and audio contracts established
beneath `IHost`, introduce the movie host contract next while leaving movie request/graphics transport records in
their current locations for a separate dependency-cleanup slice; preserve every required/default member and all
existing host implementations.
Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
not replace Phase B gameplay validation or the open cross-platform gates.