Feedback and audio¶
SpriteCharacterVisual provides the built-in facing, walk motion, hit flash, attack punch and death animation. PresentationSettings holds view/feedback tuning. WaveFeedback consumes simulation events for pooled damage numbers, death effects, screen shake and sound. Critical damage can use distinct size/color.
SoundCatalogAsset maps cues and events to audio clips, volume, pitch jitter, cooldown/concurrency and bus options. Music tracks use menu/combat/result contexts. Sound randomness is presentation-only and must not consume world.Random. Assign your own appropriately licensed clips; empty cues remain silent.
Options separate user preferences from authored defaults. GameOptions exposes audio volumes, damage-number visibility, reduced flashes and shake controls. Changing options must not rewrite your authored presentation settings. Localization uses content display text plus Text Key and an ITextProvider; missing keys fall back to authored text or UI defaults.
For custom events, consume SimEventKind.Custom and CustomId through ICustomEventView/WorldView registration. For another renderer, implement IWaveView: WaveStarted, Tick after each simulation step, Render with alpha, WaveEnded. Treat every callback as read-only with respect to simulation rules.
Entry point and reference fields¶
Entry point: Code-only: use the API reference for the named types.
| Field / API | Purpose |
|---|---|
PresentationSettings |
Feedback/view configuration |
SoundCue.Clips / Volume |
Cue source and level |
Cooldown / MaxConcurrent |
Playback rate/concurrency |
MusicTrack.Context |
Menu/combat/result selection |
Figure¶

Sound Catalog with cues, event mappings and music contexts.
Check your result¶
Validate connected content before starting a new measurement or run. Keep the settings, seed and content version with any result you compare. For code-only adapters, compile against the package version you ship and configure the required authored data before gameplay.
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