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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.

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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