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

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title, description, type, status
title description type status
UI Audio Assets Interface sound assets for cursor, implant, monologue chimes, and weapon aim with generation specs design active

UI — Audio Assets

Interface sounds triggered by player interaction, insert systems, and cognitive events. Non-positional (AudioStreamPlayer). Routes to UI Sounds bus.

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: Replaced in Sprint 10 (#327) with manual synthesis. Insert-tech aesthetic: pure sine harmonics, mathematical envelope, no SAO. Previous S9 SAO versions were acknowledged placeholders per D-038 amendment.

Assets

ID Filename Status Bus Method Duration Prompt/Notes Sprint
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 manual synthesis 800ms Production-quality manual synthesis in S10. Insert-tech: 1200Hz fundamental + harmonics (2400Hz -12dB, 3600Hz -24dB, 6000Hz -30dB). 15ms attack, 0.2 sustain ratio, exp decay. Peak -15dB. No SAO — pure mathematical precision. S7 #440, S9 #453, S10 #327
UI-006 sfx_monologue_chime_urgent.ogg done UI Sounds manual synthesis 800ms Production-quality manual synthesis in S10. Insert-tech: 1220Hz fundamental (detuned +20Hz for tension) + stronger harmonics (2440Hz -6dB, 3660Hz -18dB, 5087Hz -24dB, inharmonic 5087Hz -28dB). 8ms attack, 0.3 sustain ratio. Peak -6.3dB. S7 #440, S9 #453, S10 #327
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)

These are AudioBus parameter changes, documented in docs/audio/dialogue-ambient-dip.md:

Spec Trigger Effect Sprint
Dialogue dip Dialogue box opens Ambient -6 to -8dB, 300ms ease-in, 500ms ease-out S7 #440
Confrontation dip Confrontation dialogue Ambient -10 to -12dB + LP (800Hz), World SFX -4 to -6dB, 500ms ease-in, 1000ms ease-out S7 #440

Detailed Entries

UI-001: cursor_hover

  • Sonic family: insert-tech
  • Frequency range: 3-4kHz primary
  • Design principle: "Like breathing — present, functional, invisible." Player shouldn't describe it if asked, but would notice absence. Fatigue test critical — plays 300+ times per session.
  • Generation: Pure synthesis. Sine tone at 3.2kHz, exponential decay over 40-50ms. No SAO — precision and purity are the point.
  • Debouncing: AudioManager enforces 100ms cooldown between plays (rapid mouse movement).
  • Integration: CursorRenderer.cursor_state_changed signal → AudioManager.play_ui("cursor_hover")
  • Cross-reference: D-056 (cursor states)

UI-003: fog_recognition

  • Sonic family: organic
  • Frequency range: 300Hz-1.5kHz
  • Design principle: "The sound you hear internally when something clicks into place." Not a chime — more like a soft exhalation of tone. Sits BETWEEN insert sounds and ambient — not UI, not world, cognition.
  • Timing (Q-014 resolved): Fires at ONSET of cognitive delay. Sequence: hear something in fog → chime plays → 0.6s delay → monologue during delay → blob transitions to D-033 color. Chime is "your character is processing," color transition is "recognition complete."
  • Integration: Cognitive delay onset event → AudioManager.play_ui("fog_recognition")
  • Cross-reference: D-060 (cognitive delay), D-018 (three-range sound, medium range)

UI-007: sfx_weapon_aim_lock

  • Sonic family: insert-tech
  • Frequency range: 1-3kHz primary
  • Design principle: "Crosshair snapping to bone." Clinical confirmation that the weapon system has acquired a target. Harder and more aggressive than cursor_entity_lock — this is the weapon variant. Still UI feedback, not a combat sound. Should not startle.
  • Generation: SAO 5s generation, trimmed to best 0.5s transient. Insert-tech prefix + UI template. CFG 8, 100 steps.
  • Integration: cursor_state_machine.gd weapon_aim_lock signal → AudioManager.play_ui("sfx_weapon_aim_lock")
  • Cross-reference: D-056 (cursor states), weapon_aim.ogg (aim enter, different from lock)

UI-008: sfx_stance_change

  • Sonic family: insert-tech
  • Frequency range: 1-2kHz primary
  • Design principle: "A precision dial clicking one notch." Subtle neural insert feedback on stance toggle. Player may toggle stances many times while positioning — must be short, pleasant, fatigue-safe. No long tails, no reverb. Nearly subliminal.
  • Generation: SAO 5s generation, trimmed to best 0.35s transient. Insert-tech prefix + UI template. CFG 8, 100 steps.
  • Debouncing: AudioManager should enforce 150ms cooldown (rapid stance toggling).
  • 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

Target emotional register (achieved Sprint 9 #453):

The monologue chimes are the two poles of augmented cognition made audible:

Variant Meaning Feel Target
Normal "My lattice surfaced this" A thought arriving — not a notification. Like your own attention shifting. Player never consciously notices it. Pavlovian: text appeared, brain registered, moved on.
Urgent "My lattice flagged a contradiction" Productive discomfort. "Wait, what did I miss?" Micro-spike of alertness. Not alarm. The delta from normal must be SMALL but unmistakable.

Relationship to fog recognition chime:

  • Fog recognition = organic (biological cognition, warm, 300-800Hz)
  • Monologue normal = insert-tech (crystalline, clean, higher register, ~1.2kHz)
  • Monologue urgent = insert-tech (sharper, brighter, adds second harmonic ~2.4kHz)
  • Same cognitive family, different branches. Cousins, not twins.

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."

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: "Does the normal chime feel like a thought arriving? Does the urgent chime create a physiological response?" If no → iterate with manual synthesis.