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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3.2 KiB
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 hoversfx_cursor_entity_lock.ogg— short pulse when locking to entitysfx_interaction_confirm.ogg— gentle chime on [E] presssfx_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