Audio
Architecture
- All playback goes through a central audio manager; gameplay-relevant sounds are synchronized across clients through the networked audio path.
- Every clip is referenced through an audio-clip asset wrapper — never a raw clip — so sounds are swappable data.
- Enemies carry per-archetype born/damage/death sound sets, themed per planet (e.g. Earth enemies share an Earth voice set).
Direction
🚧 TBD — music style and per-planet themes, combat mix rules (how many simultaneous hits may sound), wave-start/wave-end stingers, card phase ambience, and the audio identity of Purgatory.