close_reason: Phase 2 complete: Code analysis done, Harmony patches implemented for voice limits, ducking, and enemy audio

description:
Decompile and analyze game assemblies:
1. Decompile Assembly-CSharp.dll and Assembly-CSharp-firstpass.dll
2. Map audio architecture (UtageFmodVoiceManager, FMODSoundManager, etc.)
3. Find voice limit constants and hook points
4. Document enemy audio trigger classes
5. Locate audio ducking implementation
6. Identify CFVOICE event system

issue_type: task

status: closed

title: Phase 2: Code Analysis - Map audio architecture via ILSpy


description:
Package mod for sharing:
1. Organize distribution structure (BepInEx plugin + modified banks)
2. Create README with installation instructions
3. Document backup procedures
4. Test installation on clean game copy

status: open

title: Phase 6: Distribution - Package mod for release


close_reason: Phase 1 complete: Project structure created, setup guide documented, plugin skeleton ready

description:
Install and configure all required modding tools:
1. BepInEx 5.x framework for runtime patching
2. FMOD Studio 2.02.x (free) for audio bank editing
3. AssetRipper for extracting game assets
4. ILSpy for .NET assembly analysis
5. Unity 2022.3.x (optional) for script compilation
6. Verify Steam integration
7. Create project directory structure

issue_type: epic

title: Phase 1: Environment Setup - Install BepInEx, FMOD Studio, AssetRipper, ILSpy


description:
Test protocol for audio mod:
1. Quiet exploration - baseline audio
2. Combat with 3+ enemies - check distortion
3. Boss fights - heavy audio load scenarios
4. Swarm enemies - rapid sound triggers
5. Enemy behavior state changes - cue clarity
Metrics: distortion, cutting out, cue audibility, glitch frequency

title: Phase 5: Testing & Iteration


description:
Modify audio content using FMOD Studio:
1. Extract FMOD banks via AssetRipper
2. Voice limit improvements - adjust max instances, voice aging
3. Audio ducking improvements - tune fade times, duck amounts
4. Enemy behavior indicator improvements:
   - Increase volume on behavior sounds
   - Add pitch variation for distinctness
   - Use 3D positioning for directional audio
   - Add layers for enemy states (idle/alert/attack)

title: Phase 3: Audio Content Modifications - Edit FMOD banks


description:
Develop BepInEx plugin for runtime audio patches:
1. Set up BepInEx plugin project structure
2. Create HarmonyX patches for:
   - VoiceManagerPatch (increase voice limits)
   - AudioDuckingPatch (custom ducking logic)
   - EnemyAudioPatch (behavior cue enhancements)
3. Implement dynamic voice limiting based on CPU pressure
4. Add custom volume controls for enemy indicators
5. Create debug logging for audio glitches

title: Phase 4: Runtime Patches - Create BepInEx plugins