Drive event-appropriate cues from the existing System Sound Services bank, purely additively — no board/score/move state is read or written and every call stays inline-if-OS==.ios guarded. board_view.sx (move-commit path): a committed gesture now plays the swap slide cue for any swipe intent (legal or the reverted ping-back); a legal move adds the match pop on its first clearing round; a multi-round chain adds the escalating cascade cue keyed to the recorded AnimMove depth (mv.rounds.len), kept distinct from the match pop so a single clear is never doubled. An illegal swap plays only the swap cue. main.sx (frame loop): the win/lose stinger fires EXACTLY ONCE, edge-triggered on the frame the banner comes up — the level has settled won/lost and any in-flight cascade has finished animating. Status is read-only from the model; a restart re-arms the edge for a fresh win/lose. audio.sx: each play_* method logs a per-cue NSLog line at play time so the ordering is observable via `log show`; cascade_cue_name maps the clamped combo index to a stable literal (literals only — the string→NSString bridge needs NUL-terminated bytes).
7.7 KiB
7.7 KiB