Audio
Not implemented yet in GalaxyEggbertCNA.
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 (SoundChannel0–SoundChannel92).
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)
- Add a sound wrapper around CNA's audio API.
- Reuse
sound000.wav–sound092.wavdirectly (asset reuse, no code copy). - Reuse/cross-check the
SoundChannelenum against mobile-eggbert. - 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).