--- title: "SFX Audio Assets" description: "World sound effect assets for footsteps, NPC murmur, and environmental events with generation specs" type: design status: active --- # 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_walk.ogg` | done | Player Actions | SAO hybrid | 0.3s | Single footstep on metal grating. Walk pace. SAO 5s/100 steps/CFG 8, best transient trimmed at 2.42s, LUFS -16 normalized. | S10 #327 | | SFX-002 | `sfx_footstep_metal_run.ogg` | done | Player Actions | SAO hybrid | 0.3s | Faster footstep, sprint pace. Louder — player is broadcasting position (D-053 acoustic footprint). SAO 5s/100 steps/CFG 8, best transient trimmed at 1.03s, LUFS -16 normalized. | S10 #327 | | SFX-003 | `sfx_npc_murmur.ogg` | done | World SFX | SAO | 5s | NPC proximity conversation murmur. Human voices in adjacent room, direction and cadence distinguishable, words not. Organic family. SAO 5s/100 steps/CFG 8, LUFS -16 normalized. Selected from 3 candidates (richest texture). | S13 #532 | ## 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) ### SFX-003: sfx_npc_murmur - **Sonic family:** organic (physical world — human warmth, natural decay) - **Bus rationale:** World SFX — this is information about other people in the world, not player feedback. Positional (AudioStreamPlayer2D at NPC cluster position). - **Design intent (D-072):** Universal asset — single murmur plays at all NPC proximity events. Zone ambient determines conspicuousness naturally: bar's dense ambient buries it, corridor's sparse ambient exposes it. No zone-specific variants needed. - **Aesthetic (D-074):** Organic family. Warm, lived-in, no lattice processing. Mid-freq 200-800Hz texture per station palette "functional warmth" (D-074 conversation murmur band). - **Propagation (D-018):** Close range: intelligible as "voices, nearby." Medium range: muffled. Long range: lost in ambient floor. - **Eavesdrop interaction (D-071):** Player ListeningFocus boost increases effective reception range. Same asset, confidence varies with proximity and skill. - **Generation:** SAO 5s / 100 steps / CFG 8. Prompt: "Warm organic audio, natural sound recording, slight room ambience, lived-in industrial space, realistic acoustic properties, authentic environmental sound. Single isolated sound effect, clean recording, 5 seconds duration, clear attack and natural decay, no background noise, no reverb tail beyond natural. Human voices murmuring through a thin wall or partition, two or three people in low conversation in the adjacent room, words muffled and indistinct, direction and gentle cadence audible, warm mid-frequency vocal texture 200-800Hz, soft intimate conversation murmur, no music, no intelligible words." 3 candidates generated (5s/CFG8, 6s/CFG7, 4s/CFG9). Candidate 1 selected (richest OGG texture, clearest spatial framing). Post-processed: trim, LUFS -16, OGG. - **Integration:** Event-driven — fires when player enters NPC cluster proximity range. Not looped continuously; retriggered on proximity events. Loop-capable (5s has natural loop structure) if client opts to sustain during eavesdrop. - **Cross-reference:** D-072 (universal murmur decision), D-071 (ListeningFocus eavesdrop), D-074 (organic aesthetic), D-018 (sound propagation model) ## 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 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)