refactor(app): compose content effects and audio startup
Move Phase-2 startup behind typed composition/publication boundaries, replace the GameWindow-capturing PhysicsScript gate with a focused deferred source, and own animation-hook registrations reversibly. Make OpenAL construction and teardown transactional so every device, context, source, and buffer prefix is retryable without replay.
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@ -22,7 +22,8 @@ namespace AcDream.App.Rendering.Vfx;
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/// (<c>0x00513260</c>) and both <c>play_default_script</c> overloads
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/// (<c>0x005132B0</c>, <c>0x00513300</c>).
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/// </remarks>
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public sealed class EntityEffectController : IAnimationHookSink
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public sealed class EntityEffectController : IAnimationHookSink,
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IEntityEffectAdvanceSource
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{
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private readonly LiveEntityRuntime _liveEntities;
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private readonly PhysicsScriptRunner _runner;
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