feat(a2b): audio — wire play-bgm/play-voice, fix BGM addressing
Wire audio end-to-end (OGG plays natively in Godot; no Frida, no decode):
- IHost.PlayBgm/PlayVoice + VM dispatch for play-bgm(0xbf)/play-voice(0xc4).
Non-Godot hosts no-op them so --selftest + engine 8/8 stay byte-identical.
- GodotAdvHost resolves id->OGG; Main plays via two AudioStreamPlayer nodes
(BGM looping; voice interrupt-on-new).
Key finding (by-ear, systematic-debugging): the two audio ops use DIFFERENT
addressing — the earlier "unified manifest" assumption was wrong for BGM.
- play-voice -> per-scene manifest files[base+id] (offset 0, same as textures).
Confirmed by ear; upgraded med->HIGH.
- play-bgm -> DIRECT LITERAL NAME BGM{id:03d}.OGG, NOT the manifest.
Real game: play-bgm 5->BGM005, 8->BGM008 (manifest gave +1). Proven by
play-bgm 0x23->BGM035 (real standalone track; BGM set skips 030-034) that the
manifest mis-resolved to a graphics entry. Fix is BGM-only:
ResourceMap.BgmPathById; voices/textures unchanged.
Also: Lily's silence root-caused as correct form-gating (G[0xa57/0xa58/0xa59]),
left unseeded by choice (no dummy state). Added diagnostic
`Age.Cli audio <SCENE.BIN> [0xADDR=VAL ...]`. Corrected opcodes.toml (play-bgm
direct-name, play-voice HIGH) + docs/memory (dropped the bogus unified-manifest
/ Frida-BGM006 claims).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -175,6 +175,8 @@ public sealed class VirtualMachine
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case "draw-texture": // (handle, slot, srcX, srcY, w, h, dstX, dstY)
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_host.DrawTexture((int)Read(a[1]), (int)Read(a[2]), (int)Read(a[3]), (int)Read(a[4]),
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(int)Read(a[5]), (int)Read(a[6]), (int)Read(a[7])); return pc + 1;
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case "play-bgm": _host.PlayBgm(Read(a[0])); return pc + 1;
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case "play-voice": _host.PlayVoice(Read(a[0])); return pc + 1;
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default:
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_host.OnStub(op); return pc + 1;
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}
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