SOURCE / PINNED RELEASE
Made of little things.
Outbreak: Soycoon City
- Release
- db7750b1d009…
- Author-recorded commit
- 3ee3f5fd27a6…
- License
- LICENSE
- Author’s source reference
- nostr://npub182jczunncwe0jn6frpqwq3e0qjws7yqqnc3auccqv9nte2dnd63scjm4rf/wss%3A%2F%2Fgit.napplet.soy%2F/n-b87c04571a9
Archive hash verified: dbebdc772b142a1c…. The source-to-build association is the author’s claim; it has not been independently rebuilt.
{
"schema": "soyindent.sound-catalogue",
"version": 1,
"level": "scpd-demo",
"provider": "ElevenLabs",
"workflow": "Generate later using Codex computer use in the ElevenLabs web interface; first review this catalogue.",
"baseDirection": "Original 1990s console survival horror. Dry readable gameplay foley, restrained room tails and sparse music. No speech, copied melodies, extracted game recordings or borrowed character voices. Keep music and ambience separate from sound effects.",
"production": {
"preferredMaster": "Final MP3 delivery only: 44.1 kHz, mono effects/ambience at 64 kbps, stereo music at 80 kbps. No retained WAV editing masters.",
"generationOrder": [
"demo weapon/player/zombie effects",
"demo footsteps and doors",
"six room ambience loops",
"demo music and UI",
"polish",
"later"
],
"variants": "Generate separately named performances; do not put several variants into one untrimmed clip.",
"loopReview": "Trim transient-free loop boundaries, check at least three repeats and retain natural decay for one-shots.",
"runtimeDelivery": "33 selected normalized MP3s are retained in src/audio/runtime with hashes and provider provenance in sounds/runtime.json. Downloaded originals, WAV reviews and superseded takes were removed at user request. Full production outputs remain planned.",
"approval": "Listen to every selected clip, reject unwanted voice/music/extra events, record model/settings and selected output provenance when generated."
},
"integrationNotes": [
"All full production entries remain planned. Thirty-three audition recordings now play through the separate runtime inventory; each accepted shot schedules a distinct pump 250 ms after its blast.",
"The current 1.5-second reload emits start, one shell-insertion cue halfway through, and finish. Individual shell loading remains future work.",
"Critical head bursts, falls and player death have simulation hooks; their recordings remain pending. Locked doors and wet/paper-footstep selection need their future gameplay/material hooks.",
"Camera cuts do not make a sound; preserve continuous room ambience across angle changes.",
"The current mixer uses fixed cue gains and a master compressor; dynamic ducking remains future work. Loops stop on pause, lost focus, death and teardown."
],
"sounds": [
{
"id": "shotgun_fire",
"category": "weapon",
"priority": "demo",
"status": "planned",
"cue": "shotgun.fired",
"prompt": "A single powerful pump-action shotgun report indoors, sharp initial crack, heavy low body, short dirty stone-room tail. No pumping, no shell handling, no voices, no music. Leave a clean isolated transient.",
"durationSeconds": 1.2,
"variants": 4,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -6,
"spatial": false,
"maxVoices": 4,
"fadeMs": 1
},
"files": [
{
"path": "src/audio/generated/shotgun_fire-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/shotgun_fire-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/shotgun_fire-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/shotgun_fire-v04.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "shotgun_pump",
"category": "weapon",
"priority": "demo",
"status": "planned",
"cue": "shotgun.cycle",
"prompt": "One worn pump-action shotgun cycling: wooden fore-end slides back with a metal clack, tiny spent-shell rattle, then slides forward and locks firmly. Isolated close mechanical sound, no shot.",
"durationSeconds": 0.5,
"variants": 3,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -6,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/shotgun_pump-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/shotgun_pump-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/shotgun_pump-v03.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "shotgun_empty",
"category": "weapon",
"priority": "demo",
"status": "planned",
"cue": "shotgun.empty",
"prompt": "A single dry mechanical trigger click from an empty old pump shotgun, crisp and restrained, no gunshot or ambience.",
"durationSeconds": 0.35,
"variants": 2,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -6,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/shotgun_empty-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/shotgun_empty-v02.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "reload_start",
"category": "weapon",
"priority": "demo",
"status": "planned",
"cue": "reload.started",
"prompt": "Hands adjusting a worn pump shotgun for reloading, subtle sleeve rustle and one light receiver clack. No shot, speech or repeated shells.",
"durationSeconds": 0.7,
"variants": 2,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -6,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/reload_start-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/reload_start-v02.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "reload_shell",
"category": "weapon",
"priority": "demo",
"status": "planned",
"cue": "reload.shell_inserted",
"prompt": "One shotgun shell pressed into a tubular magazine: soft brass tap, spring compression and short metallic latch click. Close isolated foley, no firing.",
"durationSeconds": 0.55,
"variants": 4,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -6,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/reload_shell-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/reload_shell-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/reload_shell-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/reload_shell-v04.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "reload_finish",
"category": "weapon",
"priority": "demo",
"status": "planned",
"cue": "reload.completed",
"prompt": "A short decisive shotgun handling clack after loading is complete, wooden grip settling and quiet cloth movement. No shot or pumping sequence.",
"durationSeconds": 0.7,
"variants": 2,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -6,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/reload_finish-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/reload_finish-v02.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "footstep_stone",
"category": "footsteps",
"priority": "demo",
"status": "planned",
"cue": "player.step.stone",
"prompt": "One small shoe footfall on worn stone police-station tiles, compact hard tap with a tiny scuff and very short indoor tail. One step only, no walking sequence.",
"durationSeconds": 0.45,
"variants": 6,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/footstep_stone-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_stone-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_stone-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_stone-v04.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_stone-v05.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_stone-v06.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "footstep_concrete",
"category": "footsteps",
"priority": "demo",
"status": "planned",
"cue": "player.step.concrete",
"prompt": "One small shoe step on dusty damp concrete in an old boiler room. Dull contact, light gritty scuff, short isolated tail. One footfall only.",
"durationSeconds": 0.45,
"variants": 6,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/footstep_concrete-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_concrete-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_concrete-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_concrete-v04.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_concrete-v05.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_concrete-v06.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "footstep_tile",
"category": "footsteps",
"priority": "demo",
"status": "planned",
"cue": "player.step.tile",
"prompt": "One small shoe step on hard cracked laboratory tiles, slightly hollow ceramic click and gentle sole scrape. One isolated footfall, no long reverb.",
"durationSeconds": 0.45,
"variants": 6,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/footstep_tile-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_tile-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_tile-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_tile-v04.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_tile-v05.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_tile-v06.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "footstep_paper",
"category": "footsteps",
"priority": "polish",
"status": "planned",
"cue": "player.step.paper",
"prompt": "One shoe compresses scattered dry paper forms on a hard floor: brief papery crunch with a muted footfall. Isolated, no footsteps before or after.",
"durationSeconds": 0.6,
"variants": 4,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/footstep_paper-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_paper-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_paper-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_paper-v04.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "footstep_wet",
"category": "footsteps",
"priority": "polish",
"status": "planned",
"cue": "player.step.wet",
"prompt": "One shoe steps through a very shallow wet patch on concrete, light damp slap and small splash, no exaggerated puddle or running water.",
"durationSeconds": 0.6,
"variants": 4,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/footstep_wet-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_wet-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_wet-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/footstep_wet-v04.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "zombie_shuffle",
"category": "zombie",
"priority": "demo",
"status": "planned",
"cue": "zombie.step",
"prompt": "One dragging heavy shoe shuffle across dusty stone: sole scrapes, weight lands unevenly. Slow undead gait foley, isolated single step, no voice.",
"durationSeconds": 0.65,
"variants": 6,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/zombie_shuffle-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_shuffle-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_shuffle-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_shuffle-v04.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_shuffle-v05.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_shuffle-v06.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "zombie_idle_groan",
"category": "zombie",
"priority": "demo",
"status": "planned",
"cue": "zombie.idle",
"prompt": "One low strained undead groan, breathy damaged throat with irregular pitch and a decaying exhale. Original creature performance, no intelligible speech, no celebrity voice, no music or ambience.",
"durationSeconds": 2.5,
"variants": 8,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/zombie_idle_groan-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_idle_groan-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_idle_groan-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_idle_groan-v04.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_idle_groan-v05.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_idle_groan-v06.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_idle_groan-v07.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_idle_groan-v08.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "zombie_alert",
"category": "zombie",
"priority": "demo",
"status": "planned",
"cue": "zombie.alert",
"prompt": "A hungry undead creature notices prey: abrupt inhalation into a hoarse rasp and brief low growl. No words, scream, cartoon roar or background sound.",
"durationSeconds": 1.6,
"variants": 5,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/zombie_alert-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_alert-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_alert-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_alert-v04.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_alert-v05.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "zombie_attack",
"category": "zombie",
"priority": "demo",
"status": "planned",
"cue": "zombie.attack",
"prompt": "One close aggressive undead lunge grunt with ragged breath and a short throat rasp. Human-sized decayed creature, no words or impact layered in.",
"durationSeconds": 0.9,
"variants": 4,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/zombie_attack-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_attack-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_attack-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_attack-v04.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "zombie_pain",
"category": "zombie",
"priority": "demo",
"status": "planned",
"cue": "zombie.hit",
"prompt": "One short rough undead pain grunt with a damaged-throat crack and exhale. Isolated creature voice, no intelligible words, no weapon or ambience.",
"durationSeconds": 0.95,
"variants": 5,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/zombie_pain-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_pain-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_pain-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_pain-v04.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_pain-v05.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "zombie_bite",
"category": "zombie",
"priority": "demo",
"status": "planned",
"cue": "player.bitten",
"prompt": "A brief stylized monster bite impact: muted fleshy contact, cloth pull and small jaw snap. Restrained game foley, isolated, no voice or prolonged chewing.",
"durationSeconds": 0.65,
"variants": 3,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/zombie_bite-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_bite-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_bite-v03.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "zombie_body_hit",
"category": "zombie",
"priority": "demo",
"status": "planned",
"cue": "shotgun.hit",
"prompt": "One weighty stylized impact into a clothed undead body, low thud, short fabric snap and restrained wet detail. No gunshot, groan or long gore sequence.",
"durationSeconds": 0.5,
"variants": 4,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/zombie_body_hit-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_body_hit-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_body_hit-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_body_hit-v04.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "zombie_fall",
"category": "zombie",
"priority": "demo",
"status": "planned",
"cue": "zombie.killed",
"prompt": "A clothed human-sized undead body collapses onto hard stone: knee contact followed by a heavy shoulder/body thud and brief settling scuff. One fall, no voice or dramatic sting.",
"durationSeconds": 1.35,
"variants": 5,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/zombie_fall-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_fall-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_fall-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_fall-v04.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_fall-v05.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "zombie_death_groan",
"category": "zombie",
"priority": "demo",
"status": "planned",
"cue": "zombie.killed.voice",
"prompt": "One defeated undead creature emits a low broken final exhale and throat rattle, fading naturally. No words, no fall sound or music.",
"durationSeconds": 2.2,
"variants": 4,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/zombie_death_groan-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_death_groan-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_death_groan-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_death_groan-v04.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "zombie_head_burst",
"category": "zombie",
"priority": "polish",
"status": "planned",
"cue": "zombie.critical_killed",
"prompt": "A short stylized horror-game head-burst impact: sharp crack, compact wet pop and tiny fragment scatter. Keep it brief and game-like, no scream, shotgun report or extended gore.",
"durationSeconds": 0.65,
"variants": 3,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/zombie_head_burst-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_head_burst-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/zombie_head_burst-v03.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "player_hurt",
"category": "player",
"priority": "demo",
"status": "planned",
"cue": "player.damaged",
"prompt": "A small friendly creature gives one startled effort grunt after being hurt, breath and soft chesty vowel without intelligible words. Cute but restrained, no comedy squeak or borrowed character voice.",
"durationSeconds": 0.9,
"variants": 3,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/player_hurt-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/player_hurt-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/player_hurt-v03.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "player_death",
"category": "player",
"priority": "demo",
"status": "planned",
"cue": "player.died",
"prompt": "A small friendly creature gives a quiet exhausted gasp and fading breath as it falls, sympathetic rather than comic. No words, music or body impact.",
"durationSeconds": 2.3,
"variants": 2,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/player_death-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/player_death-v02.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "player_run_breath",
"category": "player",
"priority": "polish",
"status": "planned",
"cue": "player.running",
"prompt": "A small creature breathes with mild exertion, two soft breaths, no speech, wheezing illness or cartoon panting. Clean close performance for sparse playback.",
"durationSeconds": 2.0,
"variants": 3,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/player_run_breath-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/player_run_breath-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/player_run_breath-v03.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "aim_cloth",
"category": "player",
"priority": "polish",
"status": "planned",
"cue": "player.aim_started",
"prompt": "A brief sleeve and leather-grip rustle as a small character raises a shotgun. Gentle isolated cloth foley with no weapon clack or voice.",
"durationSeconds": 0.5,
"variants": 3,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/aim_cloth-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/aim_cloth-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/aim_cloth-v03.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "door_handle",
"category": "doors",
"priority": "demo",
"status": "planned",
"cue": "door.entered.handle",
"prompt": "One old brass police-station door handle turns and a latch retracts, short metal squeak followed by a mechanical click. No opening or slam.",
"durationSeconds": 0.65,
"variants": 3,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/door_handle-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/door_handle-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/door_handle-v03.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "door_open",
"category": "doors",
"priority": "demo",
"status": "planned",
"cue": "door.entered.open",
"prompt": "A heavy old wooden precinct door opens once on dry hinges, low wooden creak and short hinge squeal, stopping cleanly. No latch, slam, voice or music.",
"durationSeconds": 1.7,
"variants": 3,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/door_open-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/door_open-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/door_open-v03.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "door_close",
"category": "doors",
"priority": "demo",
"status": "planned",
"cue": "door.entered.close",
"prompt": "One heavy wood and metal precinct door closes with a muted weighty thump and firm latch click. No cinematic slam, long reverb or voice.",
"durationSeconds": 0.85,
"variants": 3,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/door_close-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/door_close-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/door_close-v03.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "door_locked",
"category": "doors",
"priority": "later",
"status": "planned",
"cue": "door.locked",
"prompt": "A brass handle rattles once against a locked old door, frustrated small latch clicks and a restrained wood knock. No voice or door opening.",
"durationSeconds": 0.75,
"variants": 2,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": true,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/door_locked-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/door_locked-v02.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "ambient_evidence",
"category": "ambience",
"priority": "demo",
"status": "planned",
"cue": "room.evidence",
"prompt": "Quiet abandoned archive room tone: low electrical fluorescent hum, faint building ventilation and occasional tiny shelf creak. Sparse and ominous, no voices, footsteps, melodic music or loud events. Seamless steady loop.",
"durationSeconds": 12,
"variants": 1,
"loop": true,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -20,
"spatial": true,
"maxVoices": 1,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/ambient_evidence-v01.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "ambient_corridor",
"category": "ambience",
"priority": "demo",
"status": "planned",
"cue": "room.corridor",
"prompt": "Long empty institutional corridor room tone: distant ventilation, faint high fluorescent buzz and a barely audible outside night wind behind a barred window. No voices, footsteps or music. Seamless steady loop.",
"durationSeconds": 12,
"variants": 1,
"loop": true,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -20,
"spatial": true,
"maxVoices": 1,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/ambient_corridor-v01.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "ambient_holding",
"category": "ambience",
"priority": "demo",
"status": "planned",
"cue": "room.holding",
"prompt": "Empty concrete holding area ambience, dark low building rumble and subtle metal resonance from cells. Sparse steady texture, no inmates, chains moving, speech or music. Seamless loop.",
"durationSeconds": 12,
"variants": 1,
"loop": true,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -20,
"spatial": true,
"maxVoices": 1,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/ambient_holding-v01.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "ambient_briefing",
"category": "ambience",
"priority": "demo",
"status": "planned",
"cue": "room.briefing",
"prompt": "Silent after-hours police briefing room tone, distant ventilation, a very faint old CRT electrical whine and gentle fluorescent hum. No speech, typing, footsteps or music. Seamless loop.",
"durationSeconds": 12,
"variants": 1,
"loop": true,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -20,
"spatial": true,
"maxVoices": 1,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/ambient_briefing-v01.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "ambient_forensics",
"category": "ambience",
"priority": "demo",
"status": "planned",
"cue": "room.forensics",
"prompt": "Cold abandoned forensic laboratory ambience: quiet refrigerator/compressor rumble and thin electrical ventilation hiss. Clean spare bed, no beeps, voices, experiments or music. Seamless loop.",
"durationSeconds": 12,
"variants": 1,
"loop": true,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -20,
"spatial": true,
"maxVoices": 1,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/ambient_forensics-v01.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "ambient_maintenance",
"category": "ambience",
"priority": "demo",
"status": "planned",
"cue": "room.maintenance",
"prompt": "Neglected boiler-room ambience: distant pump drone, low pipe resonance and faint ventilation hiss, sparse and steady. No loud knocks, drips, voices or music. Seamless loop.",
"durationSeconds": 12,
"variants": 1,
"loop": true,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -20,
"spatial": true,
"maxVoices": 1,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/ambient_maintenance-v01.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "fluorescent_buzz",
"category": "ambience",
"priority": "polish",
"status": "planned",
"cue": "room.light_flicker",
"prompt": "Thin worn fluorescent-tube electrical buzz with subtle irregular crackle, quiet continuous texture. No switch click, explosion, voice or music. Seamless loop.",
"durationSeconds": 8,
"variants": 1,
"loop": true,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -20,
"spatial": true,
"maxVoices": 1,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/fluorescent_buzz-v01.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "pipe_knock",
"category": "ambience",
"priority": "polish",
"status": "planned",
"cue": "room.maintenance.pipe",
"prompt": "One distant dull metallic knock travels through an old water pipe, with a brief resonant tail. Sparse unsettling building foley, no voices or music.",
"durationSeconds": 1.6,
"variants": 3,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -20,
"spatial": true,
"maxVoices": 4,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/pipe_knock-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/pipe_knock-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/pipe_knock-v03.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "water_drip",
"category": "ambience",
"priority": "polish",
"status": "planned",
"cue": "room.maintenance.drip",
"prompt": "One small water drop lands on damp concrete in a quiet room, tiny bright tick and very brief reflection. Single isolated drip, no ongoing water or music.",
"durationSeconds": 0.65,
"variants": 4,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -20,
"spatial": true,
"maxVoices": 4,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/water_drip-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/water_drip-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/water_drip-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/water_drip-v04.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "distant_zombie",
"category": "ambience",
"priority": "polish",
"status": "planned",
"cue": "room.distant_creature",
"prompt": "One faint undead moan behind distant closed doors, muffled and difficult to locate. Damaged human-sized creature voice without words, sparse tail, no footsteps, music or loud scare.",
"durationSeconds": 3.5,
"variants": 4,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -20,
"spatial": true,
"maxVoices": 4,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/distant_zombie-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/distant_zombie-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/distant_zombie-v03.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/distant_zombie-v04.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "music_patrol",
"category": "music",
"priority": "demo",
"status": "planned",
"cue": "game.patrol",
"prompt": "Original instrumental late-1990s console survival-horror exploration cue. Slow sparse dissonant piano notes, low restrained synthesizer drone, distant bowed textures and long silences. Uneasy abandoned municipal building at night. No vocals, beat drop, heroic theme, jump scare or recognizable game melody. Seamless restrained loop with no intro or ending.",
"durationSeconds": 60,
"variants": 1,
"loop": true,
"output": {
"channels": 2,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 80
},
"mix": {
"gainDb": -17,
"spatial": false,
"maxVoices": 1,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/music_patrol-v01.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "music_threat",
"category": "music",
"priority": "polish",
"status": "planned",
"cue": "game.threat",
"prompt": "Original understated instrumental 1990s console horror tension loop: irregular muted low pulses, dissonant string/synth textures, small metallic accents. Rising unease without overpowering footsteps or shotgun cues. No vocals, action-rock beat, copied melody or huge climax. Seamless loop.",
"durationSeconds": 45,
"variants": 1,
"loop": true,
"output": {
"channels": 2,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 80
},
"mix": {
"gainDb": -17,
"spatial": false,
"maxVoices": 1,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/music_threat-v01.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "music_title",
"category": "music",
"priority": "polish",
"status": "planned",
"cue": "game.title",
"prompt": "Original instrumental horror title-screen loop for a tiny tofu hero in an abandoned police precinct: melancholy sparse piano, dark warm synth pad and a faint uneasy interval. Restrained late-1990s console timbre, no vocals or recognizable melody. Seamless loop, no big intro/outro.",
"durationSeconds": 45,
"variants": 1,
"loop": true,
"output": {
"channels": 2,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 80
},
"mix": {
"gainDb": -17,
"spatial": false,
"maxVoices": 1,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/music_title-v01.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "music_cleared",
"category": "music",
"priority": "demo",
"status": "planned",
"cue": "game.won",
"prompt": "Original short instrumental survival-horror success cue: unresolved tension gently releases into a warm minor-to-open chord with a few quiet piano notes. Modest relief, no triumphant fanfare, vocals or copied theme. Natural complete ending.",
"durationSeconds": 7,
"variants": 1,
"loop": false,
"output": {
"channels": 2,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 80
},
"mix": {
"gainDb": -17,
"spatial": false,
"maxVoices": 1,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/music_cleared-v01.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "music_defeat",
"category": "music",
"priority": "demo",
"status": "planned",
"cue": "game.lost",
"prompt": "Original short instrumental 1990s horror defeat cue: a low descending synth/string interval and one quiet dissonant piano note, fading into silence. Somber, restrained, no scream, jump scare, vocals or borrowed melody.",
"durationSeconds": 6,
"variants": 1,
"loop": false,
"output": {
"channels": 2,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 80
},
"mix": {
"gainDb": -17,
"spatial": false,
"maxVoices": 1,
"fadeMs": 750
},
"files": [
{
"path": "src/audio/generated/music_defeat-v01.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "ui_move",
"category": "ui",
"priority": "demo",
"status": "planned",
"cue": "ui.selection",
"prompt": "One subtle vintage game-menu navigation tick, dry low electronic click with a tiny pitched edge. Restrained, no modern notification chime or ambience.",
"durationSeconds": 0.18,
"variants": 3,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/ui_move-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/ui_move-v02.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/ui_move-v03.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "ui_confirm",
"category": "ui",
"priority": "demo",
"status": "planned",
"cue": "ui.confirm",
"prompt": "A compact two-part vintage console menu confirmation tone, muted electronic click followed by a soft low note. No bright smartphone chime or long tail.",
"durationSeconds": 0.35,
"variants": 2,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/ui_confirm-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/ui_confirm-v02.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "ui_cancel",
"category": "ui",
"priority": "demo",
"status": "planned",
"cue": "ui.cancel",
"prompt": "One subdued lower-pitched retro game-menu cancellation click, brief and dry. No speech, error alarm or background sound.",
"durationSeconds": 0.3,
"variants": 2,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/ui_cancel-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/ui_cancel-v02.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "ui_error",
"category": "ui",
"priority": "demo",
"status": "planned",
"cue": "ui.invalid",
"prompt": "A quiet compact pair of low retro electronic error notes, clearly cautionary without being loud or shrill. No phone alert or speech.",
"durationSeconds": 0.5,
"variants": 2,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/ui_error-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/ui_error-v02.mp3",
"status": "planned",
"sha256": null
}
]
},
{
"id": "ui_pause",
"category": "ui",
"priority": "polish",
"status": "planned",
"cue": "game.pause",
"prompt": "A tiny muted mechanical/electronic menu click for opening or closing a retro horror pause menu. Isolated, restrained, no swoosh or music.",
"durationSeconds": 0.3,
"variants": 2,
"loop": false,
"output": {
"channels": 1,
"sampleRate": 44100,
"format": "mp3",
"bitrateKbps": 64
},
"mix": {
"gainDb": -12,
"spatial": false,
"maxVoices": 4,
"fadeMs": 10
},
"files": [
{
"path": "src/audio/generated/ui_pause-v01.mp3",
"status": "planned",
"sha256": null
},
{
"path": "src/audio/generated/ui_pause-v02.mp3",
"status": "planned",
"sha256": null
}
]
}
]
}
