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Description: Implement AudioManager (subscribes to EventBus, triggers SFX stubs), wire all visual feedback animations (HP flash, damage popup, skill activation), and verify real-time mic feedback on the power bar. The goal is that every game-state change is communicated through at least one sensory channel.
Task Acceptance Criteria:
AudioManager subscribes to 5+ events and calls playSFX(named:) without crashing on any event.
HP bar flashes red on damage and green on heal over 0.4s.
Damage popup floats 50px upward and fades to 0 alpha over 1s.
PowerBarNode color transitions are smooth (not snapping) with each mic buffer update.
All SFX file names are documented for audio production handoff.
Activity