Category-based asset index for audio, visual, and video pipelines. Audio pipeline fully populated: palette (sonic identity bible), ambient loops, SFX, UI sounds with generation specs and mix parameters. Visual and video are stubs pending their respective workshops. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
42 lines
2.2 KiB
Markdown
42 lines
2.2 KiB
Markdown
# SFX — Audio Assets
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World sound effects: footsteps, environmental events, impacts. Event-driven, often positional (AudioStreamPlayer2D).
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## Generation Approach
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Mixed methods depending on duration and character:
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- Footsteps: SAO generation (>200ms) or hybrid (generate longer clip, extract best transient)
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- Future environmental SFX (doors, machinery events): SAO or foley recording
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- Post-processing: normalize, trim, ensure clean attack/release
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## Assets
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| ID | Filename | Status | Bus | Method | Duration | Prompt/Notes | Sprint |
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|----|----------|--------|-----|--------|----------|-------------|--------|
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| 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+ |
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| 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+ |
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## Detailed Entries
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### SFX-001: sfx_footstep_metal
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- **Sonic family:** organic (physical world)
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- **Bus rationale:** Player Actions — this is feedback on YOUR movement, not world information. NPC footsteps (future) go on World SFX.
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- **Stance implications (D-053):** Walk = normal volume. Sprint variant (SFX-002) = louder. Careful = quieter variant (future asset). Crouch = near-silent variant (future asset).
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- **Integration:** Triggered by player movement tick. Positional (AudioStreamPlayer2D at player position) — maps to camera-relative stereo per D-018.
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- **Cross-reference:** D-038 (#5), D-053 (movement stances as acoustic decisions)
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## Future Expansion
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SFX will grow significantly with:
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- NPC footstep variants (by surface type, stance) → World SFX bus
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- Door open/close, machinery activation → World SFX bus
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- Combat impacts, weapon sounds → Player Actions bus
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- Environmental events per planet/biome
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- NPC conversation murmur (event-driven, point-source) → World SFX bus
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When this file exceeds ~50 entries, split by domain:
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- `sfx-movement.md` (footsteps, stance variants)
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- `sfx-environment.md` (doors, machinery, weather)
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- `sfx-combat.md` (weapons, impacts)
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- `sfx-conversation.md` (murmur, vocal events)
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