Files
settled-reach/docs/sprints/sprint-7/audio.md
T
jpmschweitzerandClaude Opus 4.6 bccdcfcdcb docs(docs): add frontmatter to all sprint briefings
Standardized YAML frontmatter on all 115 sprint briefing files across
sprints 1-26 with title, description, type, status, sprint number, and
team fields.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-14 00:15:45 +01:00

4.9 KiB

title, description, type, status, sprint, team
title description type status sprint team
Sprint 7 — Audio Briefing 6 interaction audio assets — cursor hover, weapon mode, fog recognition, dialogue sprint archived 7 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 <id> 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:

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