Files
WoWee/include/audio
Kelsi b852eca363 fix(audio): play water splashes through the mixer, not a spawned process
Water splashes were the only activity sound that did not go through
AudioEngine. They wrote the clip to a temp file and spawned ffplay to play
it, with a single process slot guarded by `if (oneShotPid != INVALID_PROCESS)
return false`. Wading in and out of the shallows fires enter and exit
within a second, so the second one found the slot busy, was dropped, and
logged as an error — and with the landing and jump sounds now suppressed
on water exit, that left the transition silent.

Play them like every other clip: pick a sample, apply the same volume and
pitch jitter, hand it to playSound2D. Removes playOneShot along with its
temp file and process handle, since splashes were its only callers.

The failure log also drops to a warning that reports the loaded clip
count, because a missing sound is not an error worth a stack of red.
2026-07-31 09:35:08 -07:00
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