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settled-reach/docs/assets/audio/sfx.md
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jpmschweitzerandClaude Opus 4.6 34d0e7211c docs(assets): add asset pipeline documentation system
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>
2026-02-16 01:03:18 +01:00

2.2 KiB

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.ogg planned Player Actions hybrid 0.3-0.5s Single footstep on metal grating. Walk pace. Player character proprioceptive feedback. S8+
SFX-002 sfx_footstep_metal_run.ogg planned Player Actions hybrid 0.2-0.3s Faster footstep, sprint pace. Louder — player is broadcasting position (D-053 acoustic footprint). S8+

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)