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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@ -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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