Battle BGM follows the round: rounds 1–7 无畏者 (bat_kazimierz2_2), rounds 8–13 骑士之日 (bat_kazimierz2_1), as in the official level data (#72)
联防 keeps the escaped stage's corrosion track (#110). Contributed by @Convey123.
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@@ -505,11 +505,19 @@ export function buildPlan({ assets07, ops03, enemies05, maps05, audio, modelsDat
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// bank is missing (the client then falls back to `bgm.combat`; public/js/audio.js resolveBgm), so the manifest stays
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// valid for an older audio_data.
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const unite = flatBgm(bgmLeaf('battle.ON_GAME_READY.corrosion'));
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// 开战 BGM: the two official battle tracks of the mode's own 卡西米尔 act (music_act13side_1 骑士之日 /
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// music_act13side_2 无畏者, 塞壬唱片). The client does not draw them: the round decides (audio.js combatTrackFor —
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// 无畏者 for rounds 1–7, 骑士之日 from round 8 on), so index 0 must stay `bat_kazimierz2_1` and index 1
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// `bat_kazimierz2_2` (test/ui/audio.test.js pins both the order and the round table).
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// Kept out of `bgm` below when the index has neither bank, so the manifest stays valid for an older audio_data.
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const combatAlts = ['battle.ON_GAME_READY.bat_kazimierz2_1', 'battle.ON_GAME_READY.bat_kazimierz2_2']
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.map((n) => flatBgm(bgmLeaf(n))).filter(Boolean);
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const bgm = {
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lobby: flatBgm(bgmLeaf('sys.ON_ACTIVITY_LOADED.act2autochess')),
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prep: flatBgm(bgmLeaf('battle.ON_GAME_READY.act1autochess_shop')),
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combat: flatBgm(bgmLeaf('battle.ON_GAME_READY.act1autochess_shop')),
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boss: flatBgm(bgmLeaf('battle.ON_GAME_READY.rglk1phantomcastle')),
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...(combatAlts.length ? { combatAlts } : {}),
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...(unite ? { unite } : {}),
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};
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const bossBgm = {};
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