Audio

Not implemented yet in GalaxyEggbertCNA.

Planned, not implemented GalaxyEggbertCNA plays no sound at all today. This page describes the sound system it must eventually replicate faithfully from mobile-eggbert (per the E3D-MIG-080…083 roadmap tasks), plus what already works in the GalaxyEggbertSimple3D reference target.

The Target: 93-Channel WAV Playback

mobile-eggbert (and GalaxyEggbertSimple3D, which already ports this faithfully) uses 93 WAV files, sound000.wav through sound092.wav, indexed 1:1 by the SoundChannel enum (SoundChannel0SoundChannel92). Channel 0 is reserved; channels 1–92 are sound effects. These indices are frozen — they must not be renumbered, matching the original game's sound table exactly.

The WAV assets themselves are already copied into Content/sounds/ at build time (part of the standard mobile-eggbert asset copy), so they are available on disk — CNA simply doesn't load or play them yet.

Roadmap (plan.md, E3D-MIG-080…083)

  1. Add a sound wrapper around CNA's audio API.
  2. Reuse sound000.wavsound092.wav directly (asset reuse, no code copy).
  3. Reuse/cross-check the SoundChannel enum against mobile-eggbert.
  4. Reach 93-channel playback parity with mobile-eggbert / GalaxyEggbertSimple3D.

Documentation Gap

mobile-eggbert-reference/07-sounds.md is currently pointer-only — the 93 channels are known to exist and be ID-matched, but no per-channel trigger/purpose catalog has been written yet (tracked as an open documentation task, not a code task).