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SoundCatalog — the game's own cue list
Every sound this game can ask for, constructed from SoundCatalog rather than
typed here. There is no audio content in this repository — not one .wav,
.ogg or .mp3 — and that is precisely why these ids exist now. A sound
id is a contract: firing sound.match.goal_scored from the scoring code as
it is written costs one line, while finding every scoring moment later costs an afternoon.
Four, because every extra bus is another slider on a screen and another decision for somebody who only wanted the music quieter. The split is where a player's intent genuinely differs.
Filter by bus or category. Every row expands for what fires it. The bar is the placeholder tone — its position is pitch and its width is duration, so the whole set reads as a shape.
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