Refactor audio effect handling: remove cooldown logic and enhance sound playback functionality
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@@ -25,17 +25,14 @@ func run() -> void:
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check(not player.play_effect("select"), "Playing effect is not restarted")
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check(player.stream == selected_stream and player.playing, "Rejected duplicate keeps current playback")
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player.stop()
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check(not player.play_effect("select"), "Named effect is rejected during its two-second cooldown")
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check(player.play_effect("blast"), "Different effect starts without waiting for another name")
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player.stop()
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player._last_played_msec.select -= player.EFFECT_COOLDOWN_MSEC
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check(player.play_effect("select"), "Named effect starts after its cooldown")
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check(player.play_effect("select"), "Stopped effect can start again immediately")
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check(player.play_effect("blast"), "Different effect starts immediately")
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check(not player.play_effect("missing_effect"), "Unknown effect is rejected")
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check(player.stream == player._effects.select, "Unknown effect does not interrupt playback")
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check(player.stream == player._effects.blast, "Unknown effect does not interrupt playback")
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player.set_enabled(false)
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check(player.stream_paused, "Disabling effects pauses current playback")
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check(not player.play_effect("blast") and player.stream == player._effects.select, "Disabled player rejects new effects")
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check(not player.play_effect("select") and player.stream == player._effects.blast, "Disabled player rejects new effects")
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player.set_enabled(true)
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check(not player.stream_paused, "Enabling effects resumes current playback")
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