# SFX — Audio Assets World sound effects: footsteps, environmental events, impacts. Event-driven, often positional (AudioStreamPlayer2D). ## Generation Approach Mixed methods depending on duration and character: - Footsteps: SAO generation (>200ms) or hybrid (generate longer clip, extract best transient) - Future environmental SFX (doors, machinery events): SAO or foley recording - Post-processing: normalize, trim, ensure clean attack/release ## Assets | ID | Filename | Status | Bus | Method | Duration | Prompt/Notes | Sprint | |----|----------|--------|-----|--------|----------|-------------|--------| | SFX-001 | `sfx_footstep_metal.ogg` | planned | Player Actions | hybrid | 0.3-0.5s | Single footstep on metal grating. Walk pace. Player character proprioceptive feedback. | S8+ | | SFX-002 | `sfx_footstep_metal_run.ogg` | planned | Player Actions | hybrid | 0.2-0.3s | Faster footstep, sprint pace. Louder — player is broadcasting position (D-053 acoustic footprint). | S8+ | ## Detailed Entries ### SFX-001: sfx_footstep_metal - **Sonic family:** organic (physical world) - **Bus rationale:** Player Actions — this is feedback on YOUR movement, not world information. NPC footsteps (future) go on World SFX. - **Stance implications (D-053):** Walk = normal volume. Sprint variant (SFX-002) = louder. Careful = quieter variant (future asset). Crouch = near-silent variant (future asset). - **Integration:** Triggered by player movement tick. Positional (AudioStreamPlayer2D at player position) — maps to camera-relative stereo per D-018. - **Cross-reference:** D-038 (#5), D-053 (movement stances as acoustic decisions) ## Future Expansion SFX will grow significantly with: - NPC footstep variants (by surface type, stance) → World SFX bus - Door open/close, machinery activation → World SFX bus - Combat impacts, weapon sounds → Player Actions bus - Environmental events per planet/biome - NPC conversation murmur (event-driven, point-source) → World SFX bus When this file exceeds ~50 entries, split by domain: - `sfx-movement.md` (footsteps, stance variants) - `sfx-environment.md` (doors, machinery, weather) - `sfx-combat.md` (weapons, impacts) - `sfx-conversation.md` (murmur, vocal events)