Files
skate-3-rust-engine/mods
Hails fc38e09039 Audio modding 2: native mod voices, live tuning, mod emitters and zones, sound rules
- Mod WAVs can play through the game's own mixer (per-mod mixer banks, retail emitter
  words, a private MixMap), beside the existing Bevy path (mod_voices.rs).
- Tuning can change while the game runs: sdk.audio.set_tuning / tuning / tuned, applied
  between passes, exact restore on nil or mod disable (tuning.rs, audio_tuning.rs).
- Mods add world emitters and reverb zones through the published WorldEmitter /
  ReverbZoneVolume components (world_audio kinds).
- Sound rules: mods mute, replace or layer the game's own sounds by identity, from
  audio.json `rules` or sdk.audio.rule (mod_rules.rs, audio_rules.rs); empty or
  rules-only overlays no longer restart the sound.
- Capabilities: audio 3, audio_tuning 1, audio_events 2, audio_content 2, world_audio 2.
- Dev test mod: F8 native voices, F9 tuning, F10 emitter + reverb zone, F11 a mute rule.
- Headless e2e bench byte-identical to the #36 head after every step; doc 16 section L.
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