--- title: "Sprint 7 — Audio Briefing" description: "6 interaction audio assets — cursor hover, weapon mode, fog recognition, dialogue" type: sprint status: archived sprint: 7 team: "audio" --- # Sprint 7: Talk — Audio Tasks **Goal:** Complete interaction UI layer and activate basic dialogue system with NPC conversations. **Branch:** `audio` **Agents:** Inigo (sound design) ## Carry-over from Sprint 6 None — no Sprint 6 audio tickets. ## New Tickets | # | Title | Blocked by | |---|-------|------------| | #440 | 6 interaction audio assets — cursor hover, weapon mode, fog recognition, implant, dialogue, confrontation dip | — | Use `db/connectors/ticket show ` for full details. ## Key Decisions - `decisions/perception.md` — D-056 (cursor states), D-059 (fog entity visualization), D-060 (cognitive delay), D-061 (dialogue box), D-063 (confrontation styling) - `decisions/content.md` — D-048 (neural insert overlay) ## Notes ### #440: 6 interaction audio assets **What exists:** - Audio manager foundation (client, Sprint 3-4) - D-018 three-range sound model - Insert-styled UI aesthetic (D-048, D-056) **What the ticket needs:** - **6 audio assets** for new interaction states introduced in Sprint 6-7: 1. **Cursor hover (entity):** Subtle tick/ping when cursor transitions to entity hover state (D-056). Insert-tech sound — clean, precise, synthetic. ~50-100ms, quiet (background confirmation). 2. **Weapon mode (future):** Harder click/lock sound when cursor enters weapon aim state. Mechanical, deliberate. ~100-150ms. Deferred to future sprint (no weapon selection in Sprint 7), but design now for consistency. 3. **Fog recognition:** Soft chime when cognitive delay completes and entity transitions from grey blob → recognized (D-060). Organic resolve feeling — "ah, that's Kael". ~200-300ms, warm tone. 4. **Implant/Insert open:** Smooth hum/activation when insert UI opens (radial menu, inventory, stance toggle). Neural lattice powering up. ~150-250ms, rising tone. 5. **Dialogue start:** Quiet ambient dip when dialogue box appears (D-061). NOT a sound effect — an audio mix shift. Background audio reduces -6dB to -8dB, dialogue takes focus. Reverses when dialogue ends. 6. **Confrontation dip:** Deeper ambient dip when confrontation dialogue begins (D-063). Background audio reduces -10dB to -12dB, slight muffling (low-pass filter). Character's focus narrows — world recedes. **Audio aesthetic:** - Insert-related sounds (cursor, implant): synthetic, precise, clinical. Neural tech interface. - Recognition sound: organic, warm. Human cognition, not machine beep. - Ambient dips: subtle mix changes, not hard cuts. World doesn't disappear, just recedes. **Integration points:** - Client #429 (cursor states) triggers hover sound - Client #431 (fog recognition) triggers recognition chime - Client #433 (radial menu), #438 (inventory), #439 (stance toggle) trigger implant open sound - Client #434 (dialogue box) triggers dialogue dip and confrontation dip - Audio manager plays sounds via autoload (`AudioManager` singleton, if exists, or direct AudioStreamPlayer nodes) **Gotchas:** - Ambient dip is NOT a sound file — it's a mix parameter change (AudioBus volume adjustment in Godot) - Confrontation dip uses low-pass filter (AudioEffectLowPassFilter on ambient bus) for muffling - Recognition chime timing: fires DURING cognitive delay (monologue IS the recognition per D-060), not after - All sounds should be non-intrusive — UI feedback, not foreground events - Insert sounds reinforce diegetic nature of UI (cursor, radial menu, inventory are all insert-rendered) **File format:** - `.ogg` or `.wav` (Godot-compatible) - Sample rate: 44.1kHz or 48kHz - Mono for point-source sounds (cursor, recognition), stereo for ambient shifts (dialogue dip) **Deliverables:** - 5 audio files: `cursor_hover.ogg`, `weapon_aim.ogg`, `fog_recognition.ogg`, `implant_open.ogg` - 1 implementation spec: `audio/docs/dialogue-ambient-dip.md` (how to configure AudioBus for dialogue and confrontation dips) ## Dependency Chain ``` #440 (6 audio assets) → standalone ``` ## Sprint 7 Audio Load Sprint 7 has **1 audio ticket** — 6 sound assets + 1 implementation spec. Estimated 8-12 hours (2-3 hours per asset design + iteration). Asset priority order: 1. Cursor hover (most frequent, Sprint 7 critical) 2. Fog recognition (Sprint 7 critical, new mechanic) 3. Implant open (Sprint 7 critical, radial menu/inventory) 4. Dialogue dip (Sprint 7, dialogue box foundation) 5. Confrontation dip (Sprint 7, but low-frequency event) 6. Weapon aim (future sprint, design now for consistency) If time is constrained, defer weapon aim sound to Sprint 8 or later. ## PR Workflow When ready to submit, create a PR with `tea` CLI. All flags are required to avoid TTY prompts: ```bash tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(audio): 6 interaction audio assets" --description "See docs/sprints/sprint-7/audio.md" --base main --head audio ```