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>
55 lines
1.9 KiB
Markdown
55 lines
1.9 KiB
Markdown
# Audio Asset Pipeline
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Status: **Active** — Sprint 7 (first audio sprint)
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## Summary
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| Category | File | Total | Planned | In-Progress | Placeholder | Final |
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|----------|------|-------|---------|-------------|-------------|-------|
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| Ambient | [ambient.md](ambient.md) | 4 | 4 | 0 | 0 | 0 |
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| SFX | [sfx.md](sfx.md) | 2 | 2 | 0 | 0 | 0 |
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| UI | [ui.md](ui.md) | 6 | 4 | 0 | 0 | 0 |
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| **Total** | | **12** | **10** | **0** | **0** | **0** |
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Update counts when asset status changes.
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## Palette
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See [palette.md](palette.md) for the sonic identity: two sonic families (insert-tech / organic), station palette (functional warmth), generation approach, bus architecture.
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## Generation Tools
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- **Stable Audio Open:** Self-hosted, >200ms organic sounds. ~47s ceiling per generation.
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- **Manual synthesis:** <200ms insert-tech sounds. Audacity / Python oscillator.
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- **Post-processing:** LUFS normalization, EQ carving, crossfade loops (3-5s overlap).
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## Bus Architecture
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5 player-facing buses (see palette.md for full spec):
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| Bus | Content |
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|-----|---------|
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| Music | Future — empty |
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| Ambient | Station hum, zone overlays |
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| World SFX | NPC footsteps, doors, conversation murmur |
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| Player Actions | Player footsteps, combat |
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| UI Sounds | Cursor, implant, chimes, recognition |
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## Sprint Scope
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### Sprint 7 (#440 — 8 assets)
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- 4 UI sounds: cursor hover, fog recognition, implant open, weapon aim (sketch)
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- 2 UI sounds: monologue chime normal + urgent (PLACEHOLDER — Sprint 8 redo)
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- 2 mix specs: dialogue dip, confrontation dip (documentation, not audio files)
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### Sprint 8+ (D-038 — 6 remaining assets)
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- 4 ambient loops: station base, workplace layer, bar layer, corridor layer
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- 2 SFX: footstep metal walk, footstep metal run
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- Monologue chime redo (priority #1)
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## Decision References
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- D-038: Audio in v0.1 scope
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- D-018: Three-range sound model
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- D-045: Environmental neutrality
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