diff --git a/client/assets/audio/sfx_stance_change.ogg b/client/assets/audio/sfx_stance_change.ogg new file mode 100644 index 000000000..214d84a54 Binary files /dev/null and b/client/assets/audio/sfx_stance_change.ogg differ diff --git a/client/assets/audio/sfx_weapon_aim_lock.ogg b/client/assets/audio/sfx_weapon_aim_lock.ogg new file mode 100644 index 000000000..f4cac5ddd Binary files /dev/null and b/client/assets/audio/sfx_weapon_aim_lock.ogg differ diff --git a/docs/assets/audio/ui.md b/docs/assets/audio/ui.md index 8fa523211..0b883f2df 100644 --- a/docs/assets/audio/ui.md +++ b/docs/assets/audio/ui.md @@ -17,6 +17,8 @@ Interface sounds triggered by player interaction, insert systems, and cognitive | UI-004 | `weapon_aim.ogg` | draft | UI Sounds | SAO | 100-150ms | Harder click/lock for weapon aim state. Mechanical, deliberate. SKETCH ONLY — no weapons in Sprint 7. Needs trim (#453). | S7 #440 | | UI-005 | `sfx_monologue_chime.ogg` | draft | UI Sounds | SAO | 500-1000ms | PLACEHOLDER. Soft crystalline tone, neural lattice surfacing a thought. Quiet, non-intrusive. Redo in next audio sprint (#453). See design brief below. | S7 #440 | | UI-006 | `sfx_monologue_chime_urgent.ogg` | draft | UI Sounds | SAO | 500-1000ms | PLACEHOLDER. Sharper variant for contradiction/anomaly. Brighter, more insistent. Redo in next audio sprint (#453). See design brief below. | S7 #440 | +| UI-007 | `sfx_weapon_aim_lock.ogg` | draft | UI Sounds | SAO | 300-500ms | Sharp targeting lock-on confirmation for weapon aim. Clinical/dangerous, harder than general entity lock. Descending digital sweep with metallic precision click. | S8 #440 | +| UI-008 | `sfx_stance_change.ogg` | draft | UI Sounds | SAO | 200-400ms | Soft mechanical mode-switch click for stance toggle (Walk/Sprint/Careful/Crouch). Subtle digital detent, nearly subliminal. Fires frequently — fatigue-safe. | S8 #440 | ## Mix Specs (not audio files) @@ -46,6 +48,23 @@ These are AudioBus parameter changes, documented in `docs/audio/dialogue-ambient - **Integration:** Cognitive delay onset event → AudioManager.play_ui("fog_recognition") - **Cross-reference:** D-060 (cognitive delay), D-018 (three-range sound, medium range) +### UI-007: sfx_weapon_aim_lock +- **Sonic family:** insert-tech +- **Frequency range:** 1-3kHz primary +- **Design principle:** "Crosshair snapping to bone." Clinical confirmation that the weapon system has acquired a target. Harder and more aggressive than cursor_entity_lock — this is the weapon variant. Still UI feedback, not a combat sound. Should not startle. +- **Generation:** SAO 5s generation, trimmed to best 0.5s transient. Insert-tech prefix + UI template. CFG 8, 100 steps. +- **Integration:** cursor_state_machine.gd weapon_aim_lock signal → AudioManager.play_ui("sfx_weapon_aim_lock") +- **Cross-reference:** D-056 (cursor states), weapon_aim.ogg (aim enter, different from lock) + +### UI-008: sfx_stance_change +- **Sonic family:** insert-tech +- **Frequency range:** 1-2kHz primary +- **Design principle:** "A precision dial clicking one notch." Subtle neural insert feedback on stance toggle. Player may toggle stances many times while positioning — must be short, pleasant, fatigue-safe. No long tails, no reverb. Nearly subliminal. +- **Generation:** SAO 5s generation, trimmed to best 0.35s transient. Insert-tech prefix + UI template. CFG 8, 100 steps. +- **Debouncing:** AudioManager should enforce 150ms cooldown (rapid stance toggling). +- **Integration:** stance_indicator.gd stance_changed signal → AudioManager.play_ui("sfx_stance_change") +- **Cross-reference:** D-048 (neural insert feedback aesthetic), D-053 (movement stances) + ### UI-005 / UI-006: Monologue Chime Design Brief (PLACEHOLDER) **Target emotional register for Sprint 8 redo:**