fix #417: world ambience kept playing at character select after the in-world logoff
The character-session reset manifest had no audio step: retail's logoff destroys the world's sound sources with the world, but our OpenAL world pool and ambient scheduler are process-lifetime — the continuous ambient beds played on at character select and the scheduler kept RE-FIRING deadlines against the stale listener (Suspend/StopAll had zero callers; WorldGenerationQuiescence only cycles around teleport-style generation replaces). New WorldAudioSessionGate: the reset manifest's 'world audio' step stops all sixteen world-pool voices (SuspendWorldAudio) and drops every ambient deadline (StopAll); the pool reopens at the entered-world edge through the new default-null LiveSessionEnteredWorldBindings.ResumeWorldAudio binding, invoked first in ApplyEnteredWorld. The ambient soundscape needs no explicit resume — the next objcell observation rebuilds it exactly as a cell change always did. Covers logout, reconnect, and full stop uniformly. UI-pool sounds (interface bank, portal cues) untouched by design. App tests 5568/3 skips, Runtime 1756/0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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8 changed files with 104 additions and 2 deletions
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@ -1118,6 +1118,11 @@ internal sealed class SessionPlayerCompositionPhase
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live.SelectionInteractions),
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new LiveSessionWorldRuntime(
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content.Dats,
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content.Audio?.Engine is { } sessionAudioEngine
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? new AcDream.App.Audio.WorldAudioSessionGate(
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sessionAudioEngine,
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content.Audio.Ambient)
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: null,
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live.WorldState,
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live.LiveEntities,
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sessionEvents,
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