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jpmschweitzerandClaude Opus 4.6 e56061ecbc docs(docs): add frontmatter to asset pipeline docs
Standardized YAML frontmatter on all 13 docs/assets/ files covering
audio, visual, and video pipeline docs, palettes, and templates.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-14 00:15:51 +01:00

3.7 KiB

title, description, type, status
title description type status
Ambient Audio Assets Zone-based ambient loop assets for station base and zone overlays with generation and layering specs design active

Ambient — Audio Assets

Zone-based ambient loops. Station base plays globally; overlays crossfade based on player zone (hard tile boundary, 1.5-2s audio tween).

Generation Approach

Stable Audio Open primary. Prompt strategy: describe the SPACE, not the sound.

  • Target: 45s loops with 3-5s overlap crossfade (equal-power)
  • Validation: solo test → stack test → fatigue test (5+ minutes)
  • Post-processing: LUFS normalize, EQ carve per-layer to avoid masking, crossfade loop points
  • Environmental neutrality (D-045): warmth/character is baked into the asset, does not react to narrative state

Assets

ID Filename Status Bus Method Duration Prompt/Notes Sprint
AMB-001 amb_station_base.ogg done Ambient SAO 43.3s loop Station hum, span gate vibration, ventilation. Low-freq foundation (60-120Hz), mid texture (200-800Hz). Always playing — acoustic foundation of being on a station. SAO 45s/150 steps/CFG 5, equal-power crossfade loop, LUFS -16 normalized. S10 #327
AMB-002 amb_workplace_layer.ogg done Ambient SAO 42.9s loop Cargo machinery, scanner pings, distant procedural voices (designations, not conversation). Rhythmic mechanical cadence. Terminal zone overlay. SAO 45s/150 steps/CFG 6, equal-power crossfade loop, LUFS -16 normalized. S10 #327
AMB-003 amb_bar_layer.ogg done Ambient SAO 43.6s loop Conversation murmur (300Hz-3kHz), softened glass sounds, faint Meridian music (barely melodic, distant radio). Social warmth. Murmur baked in — bar IS the crowd. Last Shift zone overlay. SAO 45s/150 steps/CFG 6, equal-power crossfade loop, LUFS -16 normalized. S10 #327
AMB-004 amb_corridor_layer.ogg done Ambient SAO 42.7s loop Echoing footsteps, ventilation whistle with reverb tail, louder gate hum (closer to structure). Emptier mid-range, prominent low-end. Liminal emptiness. Corridor zone overlay. SAO 45s/150 steps/CFG 5, equal-power crossfade loop, LUFS -16 normalized. S10 #327

Detailed Entries

AMB-001: amb_station_base

  • Sonic family: organic (environmental)
  • Frequency range: 60-120Hz foundation, 200-800Hz texture, 2-8kHz sparse detail
  • Role: Global ambient — always playing, never stops. The acoustic reality of Station Sova. If zone overlays fade, this is "silence" — should feel empty, not quiet.
  • Layering: Plays on AmbientBase sub-channel. Zone overlays play on AmbientLayer, additive.
  • Integration: Starts on game load, loops indefinitely. Volume on Ambient bus.
  • Cross-reference: D-038 (#1), D-039 wow moment #1 (Arrival — station hum is first thing player hears)

AMB-003: amb_bar_layer

  • Sonic family: organic (social space)
  • Murmur note: Conversation murmur is baked into this asset, not triggered by NPC presence. The bar sounds like a crowd whether 2 or 15 NPCs are present. This is the acoustic character of the space. Separate NPC proximity murmur (event-driven, point-source) is a future asset.
  • Integration: Crossfades in when player enters bar zone, out when leaving. 1.5-2s tween.
  • Cross-reference: D-038 (#3), D-045 (warmth is indifference — bar sounds warm always)

Future Expansion

As the game expands beyond Station Sova (multiple planets, biomes, weather), ambient categories will grow significantly. When this file exceeds ~50 entries, split by location:

  • ambient-station.md (Station Sova zones)
  • ambient-planet-{name}.md (planetary biomes)
  • ambient-weather.md (weather overlay loops)