Adds an AudioManager autoload with three buses (Master, Music routed to
Master, SFX routed to Master), a small catalog of looping music + one-shot
SFX, and a single persistent AudioStreamPlayer for the music director.
Music
* Day and night loops swap on Clock.phase_changed (night during the night
phase, day everywhere else). Tracks pulled from Retro Farming Music 1
(day) and Cozy Melodies Pack 1 (night), both loopable OGG.
SFX
* Tree.fell, Rock.mined, BigRock.mined → tree_fell / mine_tick.
* EventBus.pawn_took_damage → combat_hit (Sword Pack 1).
* EventBus.storyteller_event_fired → ui_confirm sting.
* EventBus.alert_added → ui_click.
* play_sfx is rate-limited per key (80ms cooldown) so fast-sim doesn't
saturate the mixer.
Settings + suspend
* SettingsMenu master/music/sfx sliders now live-bind to the bus dB via
Audio.set_*_linear (linear → dB internally, 0 → -80dB silence). The
ambient slider is intentionally unwired; no ambient bus this pass.
* NOTIFICATION_APPLICATION_PAUSED + FOCUS_OUT mute the Master bus to
match the existing "no background sim" rule. Resume + focus restore it.
Bundle housekeeping
* Two zipped packs in the ElvGames bundle (Cozy Melodies Pack 1, Retro
Farming Music 1) extracted in place to keep pack identity intact for
the license/credits string. 8 OGG files curated into audio/ at ~5.3MB.
Verified end-to-end via MCP runtime: buses online, day_loop plays at
boot, manual phase swap day→night→day round-trips, slider linear→dB
mapping correct (0.5 → -6.02dB, 0.0 → -80dB), tree_fell SFX triggers.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>