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- HTML guard passed for `tools/audio-sfx-playground-v2/index.html`: no inline `<script>`, `<style>`, or inline event handlers.
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- CSS static brace validation passed for `tools/audio-sfx-playground-v2/styles/audioSfxLayoutDensity.css`.
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- Existing Audio / SFX schema JSON parse passed.
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- Serializer validation confirmed `playbackMode: "loop"` still round-trips.
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## npm run test:workspace-v2
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Command:
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```text
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$env:PLAYWRIGHT_BROWSERS_PATH='0'; npm.cmd run test:workspace-v2
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```
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Result: `65 passed, 7 failed`.
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Per this PR's test-gate instruction, the full suite was run once and was not rerun after unrelated failures. Failing tests:
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-`Workspace Manager V2 bootstrap › captures Input Mapping V2 mouse drag from live input and keeps visual capture states observable`
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-`Workspace Manager V2 bootstrap › shows Object Vector Studio V2 layout shell and schema-only palette gate`
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-`Workspace Manager V2 bootstrap › compacts Object Vector Studio V2 geometry layouts and selected palette state`
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-`Workspace Manager V2 bootstrap › resolves game manifest schema refs from the game schema during repo discovery`
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-`Workspace Manager V2 bootstrap › enables object vector and collision tools only from manifest geometry without fallback defaults`
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-`Workspace Manager V2 bootstrap › uses header lifecycle controls and launches tools from fixed Workspace Manager V2 tiles`
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-`Workspace Manager V2 bootstrap › owns temporary UAT manifest seeding and launches Asset Manager V2 through session context`
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Notes:
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- No dirty sample/game manifest files were present in `git status`.
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-`games/AITargetDummy/game.manifest.json` was left untouched. It already contains an Audio / SFX payload without `playbackMode`, which contributes to the Active Game discovery failures above.
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## Focused Playwright validation
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Ran focused Playwright scripts against `tools/audio-sfx-playground-v2/index.html` with Chromium and a stub Web Audio API.
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Validated:
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- Status Clear is positioned on the Status accordion header before the accordion X.
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- Sound Design header contains Play, Stop, and Stop All before the accordion X.
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- Play, Stop, and Stop All are disabled until an SFX tile is selected.
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- Adding/selecting an SFX tile enables Play, Stop, and Stop All.
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- Looping checkbox appears under Noise Controls after the noise sliders.
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- Open accordion section overflow is hidden for `section.accordion-v2.tool-starter__accordion.is-open[data-accordion-v2-open="true"]`.
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- Density label `white-space` is no longer `nowrap`.
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- Wave/Noise control spacing uses the tightened CSS gaps.
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- One Shot playback stops after one cycle.
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- Looping playback continues until Stop.
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- Stop stops the selected SFX playback.
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- Stop All stops all active named SFX playback.
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- Status Clear clears the log from the header action.
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- Exported JSON preserves `playbackMode`.
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- Workspace dirty behavior is preserved: Play, Stop, and Stop All do not mark dirty; Looping edits do mark dirty.
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- No console errors.
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Result: focused impacted validation passed.
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## Full samples smoke
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Skipped. This PR only impacts Audio / SFX Playground V2 UI/playback behavior.
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## Manual validation
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1. Open Audio / SFX Playground V2.
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2. Confirm Play, Stop, and Stop All appear in the Sound Design header and are disabled before selecting a tile.
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3. Add an SFX tile and confirm the three playback actions enable.
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4. Confirm One Shot playback finishes on its own.
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5. Check Looping, click Play, then confirm Stop ends the selected SFX.
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6. Start multiple named looping sounds and confirm Stop All ends all active playback.
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7. Confirm Clear appears in the Status header and clears the Status log.
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