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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.