feat: implement 3D spatial audio, boss SFX, and optimize audio loading

  • Add Snd3d class for spatialized audio with distance attenuation and panning.
  • Rename SoundWave to SndWav and integrate with audio sinks in Scene/Gameplay.
  • Implement Crystal Sanctuary Guardian SFX: attack, damage, death, intro barks, and animation-synced footsteps.
  • Optimize audio loading by removing the normalization pass and reusing buffers.
  • Improve SkMesh::getAnimTime for precise animation-to-SFX synchronization.
  • Add Bitwig source projects and raw WAV assets for new sound effects.
  • Create doc/journal.md and update doc/todo.md with progress on rendering and boss completion.
  • Update .gitignore to exclude auto-backups.

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