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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SFX — Audio Assets
World sound effects: footsteps, environmental events, impacts. Event-driven, often positional (AudioStreamPlayer2D).
Generation Approach
Mixed methods depending on duration and character:
- Footsteps: SAO generation (>200ms) or hybrid (generate longer clip, extract best transient)
- Future environmental SFX (doors, machinery events): SAO or foley recording
- Post-processing: normalize, trim, ensure clean attack/release
Assets
| ID | Filename | Status | Bus | Method | Duration | Prompt/Notes | Sprint |
|---|---|---|---|---|---|---|---|
| SFX-001 | sfx_footstep_metal_walk.ogg |
done | Player Actions | SAO hybrid | 0.3s | Single footstep on metal grating. Walk pace. SAO 5s/100 steps/CFG 8, best transient trimmed at 2.42s, LUFS -16 normalized. | S10 #327 |
| SFX-002 | sfx_footstep_metal_run.ogg |
done | Player Actions | SAO hybrid | 0.3s | Faster footstep, sprint pace. Louder — player is broadcasting position (D-053 acoustic footprint). SAO 5s/100 steps/CFG 8, best transient trimmed at 1.03s, LUFS -16 normalized. | S10 #327 |
Detailed Entries
SFX-001: sfx_footstep_metal
- Sonic family: organic (physical world)
- Bus rationale: Player Actions — this is feedback on YOUR movement, not world information. NPC footsteps (future) go on World SFX.
- Stance implications (D-053): Walk = normal volume. Sprint variant (SFX-002) = louder. Careful = quieter variant (future asset). Crouch = near-silent variant (future asset).
- Integration: Triggered by player movement tick. Positional (AudioStreamPlayer2D at player position) — maps to camera-relative stereo per D-018.
- Cross-reference: D-038 (#5), D-053 (movement stances as acoustic decisions)
Future Expansion
SFX will grow significantly with:
- NPC footstep variants (by surface type, stance) → World SFX bus
- Door open/close, machinery activation → World SFX bus
- Combat impacts, weapon sounds → Player Actions bus
- Environmental events per planet/biome
- NPC conversation murmur (event-driven, point-source) → World SFX bus
When this file exceeds ~50 entries, split by domain:
sfx-movement.md(footsteps, stance variants)sfx-environment.md(doors, machinery, weather)sfx-combat.md(weapons, impacts)sfx-conversation.md(murmur, vocal events)