Where the same semantic message ends up: a game log line, a compact HUD number, an
accessibility announcement, a debug dump, or the sound effect played alongside it - one
simulation event, several presentations. The audio entry holds a sound path (an asset
path mwg/audio's Sound plays), not display text, so it resolves through tRaw
rather than t(): no typographic spacing, no right-to-left wrapping.
Where the same semantic message ends up: a game log line, a compact HUD number, an accessibility announcement, a debug dump, or the sound effect played alongside it - one simulation event, several presentations. The
audioentry holds a sound path (an asset pathmwg/audio'sSoundplays), not display text, so it resolves throughtRawrather thant(): no typographic spacing, no right-to-left wrapping.