Merge remote-tracking branch 'origin/audio'

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2026-02-18 11:20:16 +01:00
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@@ -5,20 +5,20 @@ Interface sounds triggered by player interaction, insert systems, and cognitive
## Generation Approach
- **All UI sounds:** Generated via Stable Audio Open with sonic family prefix prompts, then trimmed/normalized/converted via `audio-post pipeline`.
- **Monologue chimes:** Currently PLACEHOLDER (Sprint 7). Redo scheduled next audio sprint (#453). Design brief below captures target register.
- **Monologue chimes:** Re-generated in Sprint 9 (#453). Insert-tech prefix + Chimes template, 5s SAO generation trimmed to 0.8s.
## Assets
| ID | Filename | Status | Bus | Method | Duration | Prompt/Notes | Sprint |
|----|----------|--------|-----|--------|----------|-------------|--------|
| UI-001 | `cursor_hover.ogg` | draft | UI Sounds | SAO | 50-100ms | Subtle tick/ping on entity hover (D-056). Insert-tech: clean, precise, synthetic. Almost subliminal — notice if missing, not if present. Needs trim to target duration (#453). | S7 #440 |
| UI-002 | `implant_open.ogg` | draft | UI Sounds | SAO | 150-250ms | Rising tone when insert UI opens (radial menu, inventory, stance). Neural lattice powering up. Frequency sweep, harmonic shimmer. Needs trim (#453). | S7 #440 |
| UI-003 | `fog_recognition.ogg` | draft | UI Sounds | SAO | 300-400ms | Warm organic chime at onset of cognitive delay (D-060). Character recognizing a person. Unresolved tone. Needs trim (#453). | S7 #440 |
| 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 |
| UI-001 | `cursor_hover.ogg` | done | UI Sounds | SAO | 77ms | Subtle tick/ping on entity hover (D-056). Insert-tech: clean, precise, synthetic. Trimmed + normalized to 44.1kHz in S9 #453. | S7 #440, S9 #453 |
| UI-002 | `implant_open.ogg` | done | UI Sounds | SAO | 217ms | Rising tone when insert UI opens (radial menu, inventory, stance). Neural lattice powering up. Trimmed + normalized in S9 #453. | S7 #440, S9 #453 |
| UI-003 | `fog_recognition.ogg` | done | UI Sounds | SAO | 400ms | Warm organic chime at onset of cognitive delay (D-060). Re-generated in S9 — original was silent. Organic prefix + Chimes template. | S7 #440, S9 #453 |
| UI-004 | `weapon_aim.ogg` | done | UI Sounds | SAO | 127ms | Harder click/lock for weapon aim state. Mechanical, deliberate. Trimmed + normalized in S9 #453. | S7 #440, S9 #453 |
| UI-005 | `sfx_monologue_chime.ogg` | done | UI Sounds | SAO | 800ms | Re-generated in S9. Insert-tech prefix + Chimes template. Crystalline tone, neural lattice surfacing a thought. See design brief below. | S7 #440, S9 #453 |
| UI-006 | `sfx_monologue_chime_urgent.ogg` | done | UI Sounds | SAO | 800ms | Re-generated in S9. Insert-tech prefix + Chimes template (sharper/brighter variant). CFG 8. See design brief below. | S7 #440, S9 #453 |
| UI-007 | `sfx_weapon_aim_lock.ogg` | done | UI Sounds | SAO | 505ms | Sharp targeting lock-on confirmation for weapon aim. Downsampled to 44.1kHz + normalized in S9 #453. | S8 #440, S9 #453 |
| UI-008 | `sfx_stance_change.ogg` | done | UI Sounds | SAO | 349ms | Soft mechanical mode-switch click for stance toggle. Downsampled to 44.1kHz + normalized in S9 #453. | S8 #440, S9 #453 |
## Mix Specs (not audio files)
@@ -65,9 +65,9 @@ These are AudioBus parameter changes, documented in `docs/audio/dialogue-ambient
- **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)
### UI-005 / UI-006: Monologue Chime Design Brief
**Target emotional register for Sprint 8 redo:**
**Target emotional register (achieved Sprint 9 #453):**
The monologue chimes are the two poles of augmented cognition made audible:
@@ -84,9 +84,9 @@ The monologue chimes are the two poles of augmented cognition made audible:
**Quality bar:** If the urgent chime feels like a quest marker ping, it has failed. If it feels like Ubisoft, it has failed. The delta between normal and urgent = "someone thinking quietly" vs "someone's eyes going slightly wide."
**Placeholder spec (Sprint 7):**
- Normal: pure sine 1.2kHz, 600ms, gentle attack, natural decay. Conservative volume.
- Urgent: sine 1.2kHz + harmonic 2.4kHz, 400ms, sharper attack, 15% louder.
- Deliberately undersized — obviously temporary. Ugly placeholders get replaced.
**Sprint 9 generation spec:**
- Normal: SAO 5s generation (insert-tech prefix + chimes template), CFG 7, 100 steps. Trimmed to 0.8s (attack + initial decay). LUFS normalized to -16.
- Urgent: SAO 5s generation (insert-tech prefix + chimes template, sharper/brighter descriptors), CFG 8, 100 steps. Trimmed to 0.8s. Stronger attack (-6.3dB peak vs -15.3dB normal), more sustained energy.
- Both at 44.1kHz stereo, Vorbis q6 encoding.
**Evaluation gate:** First internal playtest after Sprint 7: "Does the normal chime feel like a thought arriving? Does the urgent chime create a physiological response?" If no → trigger chime redesign.
**Evaluation gate:** First internal playtest: "Does the normal chime feel like a thought arriving? Does the urgent chime create a physiological response?" If no → iterate with manual synthesis.