Files
skate-3-rust-engine/crates/skate-data
Hails e7af7b77e0 Game audio: ambience, water, rolling, trick cues, footsteps, settings
New crates/skate-game/src/game_audio/ module (Bevy audio):
- Loudness rules: master 25 % by default (settings/audio.json, Master/
  Ambience/Effects rows in the GRAPHICS menu), --mute; a clip may be
  raised only to its own full-scale peak (x4 max); fades, voice and
  repeat limits; silent while the menu is open or a replay runs. Mod
  audio follows the master volume and shares the one listener.
- Per-map ambience beds; water emitters on the map's water bodies
  (fountains: moving water, canals/lakes: lapping).
- Rolling: grain speed bands by board speed and the wheels' audio
  surface (new WheelLineState::audio_surfaces in skate-core, additive),
  restarted cleanly after leaving the ground.
- Cues found from physics/animation state each tick: pop, flip/grab
  (new trick only), landing (+ weight layer by impact), board-down,
  grind (metal vs other surfaces), powerslide and foot drag (shuffled),
  push, bail tiers, splash (retail patch record 869, played with its
  layers), footsteps from foot strikes. Sample picks confirmed by ear;
  each matches a retail SPLC patch record.
- AUDIO_CUE / AUDIO_LOOP / AUDIO_EVENT log lines; SKATE_AUDIO_TRACE=1.
- Read-only helpers: physics::foot_clearance, an animation-event latch
  in AnimationInput (physics never reads it).
- skate-data example audio_surfaces (per-map audio IDs, AT= point query).
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