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settled-reach/docs/sprints/sprint-8/audio.md
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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

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title, description, type, status, sprint, team
title description type status sprint team
Sprint 8 — Audio Briefing Interaction audio assets carry-over — remaining 2 of 6 assets sprint archived 8 audio

Sprint 8: React — Audio Tasks

Goal: Activate the dialogue pipeline end-to-end — player talks to NPCs, NPCs respond, the world reacts.

Branch: audio Agents: Inigo (sound design)

Carry-over from Sprint 7

# Title Status Notes
#440 6 interaction audio assets — cursor hover, weapon aim, etc. in_progress 4/6 assets delivered, 2 remaining

New Tickets

None for Sprint 8. Focus on completing carry-over #440.

Use db/connectors/ticket show <id> for full details.

Key Decisions

  • decisions/scope.md — D-038 (audio in v0.1 scope: 8 files via Stable Audio Open)
  • decisions/perception.md — D-018 (three-range sound model)
  • decisions/content.md — D-063 (confrontation weight via audio dip)

Notes

#440: 6 interaction audio assets (MEDIUM, carry-over)

What exists:

  • 4/6 assets delivered in Sprint 7:
    • sfx_cursor_hover.ogg — soft tick on entity hover
    • sfx_cursor_entity_lock.ogg — short pulse when locking to entity
    • sfx_interaction_confirm.ogg — gentle chime on [E] press
    • sfx_weapon_aim_enter.ogg — tense metallic slide when entering aim mode

What the ticket needs to deliver (2 remaining assets):

  • sfx_weapon_aim_lock.ogg — sharper variant of cursor_entity_lock for weapon targeting. Distinct from general entity lock — should feel more clinical/dangerous. 0.3-0.5s. Weapon-selected + entity in sights = this sound plays.
  • sfx_stance_change.ogg — soft mechanical click for stance toggle (Walk ↔ Sprint ↔ Careful ↔ Crouch). Subtle, not intrusive. Neural insert feedback aesthetic (D-048). 0.2-0.4s. Plays on every stance change (Shift/Ctrl toggle).

Integration:

  • Both assets use Stable Audio Open (per D-038: self-hosted, free commercial use)
  • Client integration: audio events emitted by cursor_state_machine.gd (weapon_aim_lock) and stance_indicator.gd (stance_change)
  • Audio autoload (SoundManager) handles playback

Non-obvious gotchas:

  • weapon_aim_lock should NOT be loud or startling — it's UI feedback, not a combat sound. Think "confirmation beep" not "alarm."
  • stance_change fires frequently (player may toggle stances multiple times while positioning). Keep it short and pleasant — no long tails or reverb.
  • Both sounds are UI/insert layer (z-layer 7), not diegetic world sounds. They don't spatialize or attenuate with distance.

Sprint goal: Deliver final 2 assets. Audio team unblocked after this — no new audio tickets planned for Sprint 9 unless design requests.

Dependency Chain

#440 (interaction audio) → standalone, completes Sprint 7 audio scope

PR Workflow

When ready to submit, create a PR with tea CLI. All flags are required to avoid TTY prompts (see CLAUDE.md "Gitea access" section):

tea pr create --repo jpmschweitzer/settled-reach --login schweitz --title "feat(audio): interaction audio completion (Sprint 8)" --description "Delivers final 2/6 interaction audio assets (#440) — weapon aim lock, stance change" --base main --head audio