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>
This commit is contained in:
Meta Vens 2026-10-16 17:18:11 +02:00
commit 2102affb09
11 changed files with 7 additions and 259 deletions

View file

@ -145,7 +145,6 @@ public class ChargedWeapon : InstantWeapon
if (_charging)
{
_charge += dt / ChargeTime;
Item.SetAudioParameter(SpecialAudioParameter.ChargeLevel, saturate(_charge));
if (!_charged)
{
AddHeat(ChargeHeat * (dt / ChargeTime));
@ -162,7 +161,6 @@ public class ChargedWeapon : InstantWeapon
_coolingDown = true;
_charge = 0;
OnFailed?.Invoke();
Item.FireAudioEvent(ChargedWeaponAudioEvent.Fail);
CauseDamage(_data.FailureDamage);
}
}
@ -177,7 +175,6 @@ public class ChargedWeapon : InstantWeapon
if(!_charging && CanFire && !FireControl.Refuses(this, Entity))
{
OnStartCharging?.Invoke();
Item.FireAudioEvent(ChargedWeaponAudioEvent.Start);
_charging = true;
_charged = false;
}
@ -193,7 +190,6 @@ public class ChargedWeapon : InstantWeapon
_charge = 0;
}
OnStopCharging?.Invoke();
Item.FireAudioEvent(ChargedWeaponAudioEvent.Stop);
_charging = false;
}
}

View file

@ -240,7 +240,6 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
}
}
var firedThisFrame = false;
_burstTimer += dt;
while (_burstRemaining > 0 && _burstTimer > 0)
{
@ -280,11 +279,6 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
// Evaluate it into a local first.
var shotId = FireControl.Fire(this, Item, Entity);
OnFire?.Invoke(shotId);
if(!firedThisFrame)
{
Item.FireAudioEvent(WeaponAudioEvent.Fire);
firedThisFrame = true;
}
CauseWearDamage(1);
AddHeat(Heat);
Entity.SetSignature(this, SignatureChannel.LaunchFlash, Visibility, Item);

View file

@ -94,8 +94,6 @@ public class Reactor : Behavior
Draw = 0;
}
Item.SetAudioParameter(SpecialAudioParameter.Intensity, max(.25f, 1 - 1 / CurrentLoadRatio));
AddHeat(heat);
return true;
}

View file

@ -109,7 +109,6 @@ public class Thruster : Behavior, IPowerConsumer
public override bool Execute(float dt)
{
Item.SetAudioParameter(SpecialAudioParameter.Intensity, _input);
// Cut 7 (docs/stats-and-power-target.md): "continuous consumers brown out ... through a power supply
// curve on their performance stats." Thrust below is a plain Evaluate() read, so once the catalog's own
// Thrust stat carries a PowerSupply term, a partial grant already comes back reduced -- this gate no