Updated ambient.md, sfx.md, and ui.md with generation parameters, frequency specs, and integration notes for all 8 new assets. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Ambient — Audio Assets
Zone-based ambient loops. Station base plays globally; overlays crossfade based on player zone (hard tile boundary, 1.5-2s audio tween).
Generation Approach
Stable Audio Open primary. Prompt strategy: describe the SPACE, not the sound.
- Target: 45s loops with 3-5s overlap crossfade (equal-power)
- Validation: solo test → stack test → fatigue test (5+ minutes)
- Post-processing: LUFS normalize, EQ carve per-layer to avoid masking, crossfade loop points
- Environmental neutrality (D-045): warmth/character is baked into the asset, does not react to narrative state
Assets
| ID | Filename | Status | Bus | Method | Duration | Prompt/Notes | Sprint |
|---|---|---|---|---|---|---|---|
| AMB-001 | amb_station_base.ogg |
done | Ambient | SAO | 43.3s loop | Station hum, span gate vibration, ventilation. Low-freq foundation (60-120Hz), mid texture (200-800Hz). Always playing — acoustic foundation of being on a station. SAO 45s/150 steps/CFG 5, equal-power crossfade loop, LUFS -16 normalized. | S10 #327 |
| AMB-002 | amb_workplace_layer.ogg |
done | Ambient | SAO | 42.9s loop | Cargo machinery, scanner pings, distant procedural voices (designations, not conversation). Rhythmic mechanical cadence. Terminal zone overlay. SAO 45s/150 steps/CFG 6, equal-power crossfade loop, LUFS -16 normalized. | S10 #327 |
| AMB-003 | amb_bar_layer.ogg |
done | Ambient | SAO | 43.6s loop | Conversation murmur (300Hz-3kHz), softened glass sounds, faint Meridian music (barely melodic, distant radio). Social warmth. Murmur baked in — bar IS the crowd. Last Shift zone overlay. SAO 45s/150 steps/CFG 6, equal-power crossfade loop, LUFS -16 normalized. | S10 #327 |
| AMB-004 | amb_corridor_layer.ogg |
done | Ambient | SAO | 42.7s loop | Echoing footsteps, ventilation whistle with reverb tail, louder gate hum (closer to structure). Emptier mid-range, prominent low-end. Liminal emptiness. Corridor zone overlay. SAO 45s/150 steps/CFG 5, equal-power crossfade loop, LUFS -16 normalized. | S10 #327 |
Detailed Entries
AMB-001: amb_station_base
- Sonic family: organic (environmental)
- Frequency range: 60-120Hz foundation, 200-800Hz texture, 2-8kHz sparse detail
- Role: Global ambient — always playing, never stops. The acoustic reality of Station Sova. If zone overlays fade, this is "silence" — should feel empty, not quiet.
- Layering: Plays on AmbientBase sub-channel. Zone overlays play on AmbientLayer, additive.
- Integration: Starts on game load, loops indefinitely. Volume on Ambient bus.
- Cross-reference: D-038 (#1), D-039 wow moment #1 (Arrival — station hum is first thing player hears)
AMB-003: amb_bar_layer
- Sonic family: organic (social space)
- Murmur note: Conversation murmur is baked into this asset, not triggered by NPC presence. The bar sounds like a crowd whether 2 or 15 NPCs are present. This is the acoustic character of the space. Separate NPC proximity murmur (event-driven, point-source) is a future asset.
- Integration: Crossfades in when player enters bar zone, out when leaving. 1.5-2s tween.
- Cross-reference: D-038 (#3), D-045 (warmth is indifference — bar sounds warm always)
Future Expansion
As the game expands beyond Station Sova (multiple planets, biomes, weather), ambient categories will grow significantly. When this file exceeds ~50 entries, split by location:
ambient-station.md(Station Sova zones)ambient-planet-{name}.md(planetary biomes)ambient-weather.md(weather overlay loops)