Phase 1: Setup project structure and tool installation guide
- Created project directory structure - Added docs/SETUP_PHASE1.md with tool installation instructions - Added docs/AUDIO_ANALYSIS.md with game audio architecture - Added src/HomuraHimeAudioMod/ BepInEx plugin skeleton - Added patch stubs for VoiceManager, AudioDucking, EnemyAudio - Configured .gitignore for build artifacts and game files - Initialized beads issue tracker
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src/HomuraHimeAudioMod/Plugin.cs
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47
src/HomuraHimeAudioMod/Plugin.cs
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using BepInEx;
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using BepInEx.Logging;
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using HarmonyLib;
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namespace HomuraHimeAudioMod
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{
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[BepInPlugin(PluginInfo.PLUGIN_GUID, PluginInfo.PLUGIN_NAME, PluginInfo.PLUGIN_VERSION)]
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public class Plugin : BaseUnityPlugin
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{
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public const string PLUGIN_GUID = "com.homurahime.audiomod";
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public const string PLUGIN_NAME = "HomuraHime Audio Mod";
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public const string PLUGIN_VERSION = "1.0.0";
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private static Plugin instance;
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private static ManualLogSource logger;
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private Harmony harmony;
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public static ManualLogSource Log => logger;
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private void Awake()
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{
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instance = this;
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logger = Logger;
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harmony = new Harmony(PluginInfo.PLUGIN_GUID);
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ApplyPatches();
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}
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private void ApplyPatches()
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{
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Log.LogInfo($"Applying audio patches...");
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// Phase 2 will populate these patch classes after code analysis
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// VoiceManagerPatch.Apply(ref harmony);
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// AudioDuckingPatch.Apply(ref harmony);
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// EnemyAudioPatch.Apply(ref harmony);
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Log.LogInfo($"Patches applied successfully");
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}
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private void OnDestroy()
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{
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harmony?.UnpatchAll();
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}
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}
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}
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