Refactor GameAudio from the single clear cue into a full bank: load swap, match, combo1..combo5, win, lose once at startup, each into its own SystemSoundID via load_system_sound. Expose per-event play methods (play_swap/play_match/play_cascade/play_win/play_lose), each a single AudioServicesPlaySystemSound. play_cascade selects the ascending clip by clamping cascade depth through the pure, OS-agnostic cascade_cue_index (depth<=1 -> combo1, depth>=5 -> combo5) so P10.4 can snapshot it headlessly. Layer stays purely additive and inline-if-OS==.ios guarded; the clear trigger is migrated to sfx_cascade(mv.rounds.len) at its board_view call site, with sfx_swap/match/win/lose shims staged for P10.3 wiring. No framework added beyond the already-linked AudioToolbox/CoreFoundation (build.sx untouched).
6.8 KiB
6.8 KiB