Audio 1: the simulation names no sound; delete the dead Wwise path on EquippedItem
Removes EquippedItem's SoundBank, AudioEvents/AudioParameters, every FireAudioEvent/PlaySound/StopSound/SetAudioParameter overload and Update's AudioStats loop, the four audio enums, WwiseMetadata and WwiseSoundBinding, the weapon/reactor/thruster call sites, and the Wwise Sounds counters in FireControlPerWeaponTests (Announced and Starts keep the refused-round pins). Catalog keys 21, 22 and 13-15 stay, unread. Builds. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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11 changed files with 7 additions and 259 deletions
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@ -145,7 +145,6 @@ public class ChargedWeapon : InstantWeapon
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if (_charging)
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{
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_charge += dt / ChargeTime;
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Item.SetAudioParameter(SpecialAudioParameter.ChargeLevel, saturate(_charge));
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if (!_charged)
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{
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AddHeat(ChargeHeat * (dt / ChargeTime));
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@ -162,7 +161,6 @@ public class ChargedWeapon : InstantWeapon
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_coolingDown = true;
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_charge = 0;
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OnFailed?.Invoke();
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Item.FireAudioEvent(ChargedWeaponAudioEvent.Fail);
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CauseDamage(_data.FailureDamage);
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}
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}
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@ -177,7 +175,6 @@ public class ChargedWeapon : InstantWeapon
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if(!_charging && CanFire && !FireControl.Refuses(this, Entity))
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{
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OnStartCharging?.Invoke();
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Item.FireAudioEvent(ChargedWeaponAudioEvent.Start);
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_charging = true;
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_charged = false;
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}
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@ -193,7 +190,6 @@ public class ChargedWeapon : InstantWeapon
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_charge = 0;
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}
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OnStopCharging?.Invoke();
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Item.FireAudioEvent(ChargedWeaponAudioEvent.Stop);
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_charging = false;
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}
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}
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@ -240,7 +240,6 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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}
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}
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var firedThisFrame = false;
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_burstTimer += dt;
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while (_burstRemaining > 0 && _burstTimer > 0)
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{
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@ -280,11 +279,6 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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// Evaluate it into a local first.
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var shotId = FireControl.Fire(this, Item, Entity);
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OnFire?.Invoke(shotId);
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if(!firedThisFrame)
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{
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Item.FireAudioEvent(WeaponAudioEvent.Fire);
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firedThisFrame = true;
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}
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CauseWearDamage(1);
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AddHeat(Heat);
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Entity.SetSignature(this, SignatureChannel.LaunchFlash, Visibility, Item);
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@ -94,8 +94,6 @@ public class Reactor : Behavior
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Draw = 0;
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}
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Item.SetAudioParameter(SpecialAudioParameter.Intensity, max(.25f, 1 - 1 / CurrentLoadRatio));
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AddHeat(heat);
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return true;
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}
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@ -109,7 +109,6 @@ public class Thruster : Behavior, IPowerConsumer
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public override bool Execute(float dt)
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{
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Item.SetAudioParameter(SpecialAudioParameter.Intensity, _input);
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// Cut 7 (docs/stats-and-power-target.md): "continuous consumers brown out ... through a power supply
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// curve on their performance stats." Thrust below is a plain Evaluate() read, so once the catalog's own
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// Thrust stat carries a PowerSupply term, a partial grant already comes back reduced -- this gate no
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