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>
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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:
- 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).
- 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.
- 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.
- Implant/Insert open: Smooth hum/activation when insert UI opens (radial menu, inventory, stance toggle). Neural lattice powering up. ~150-250ms, rising tone.
- 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.
- 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 (
AudioManagersingleton, 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:
.oggor.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:
- Cursor hover (most frequent, Sprint 7 critical)
- Fog recognition (Sprint 7 critical, new mechanic)
- Implant open (Sprint 7 critical, radial menu/inventory)
- Dialogue dip (Sprint 7, dialogue box foundation)
- Confrontation dip (Sprint 7, but low-frequency event)
- 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