docs: bind audio cues to battle outcomes

This commit is contained in:
2026-08-11 08:46:52 +08:00
parent edbd281702
commit 404e996e85
@@ -1,6 +1,6 @@
# Aetherbound Guild: Audio, Music, And Voice Catalog
> Revision: `audio-direction-v2-r2`
> Revision: `audio-direction-v2-r3`
>
> Authority: music, ambience, SFX, voice, mix, caption, accessibility, audio
> lifecycle, production count, and audio acceptance rules.
@@ -561,7 +561,7 @@ SFX-BAT-037 guard_break
SFX-BAT-038 barrier_gain
SFX-BAT-039 barrier_absorb
SFX-BAT-040 barrier_end
SFX-BAT-041 dodge
SFX-BAT-041 component_blocked
SFX-BAT-042 immunity
SFX-BAT-043 heal_small
SFX-BAT-044 heal_large
@@ -583,6 +583,26 @@ SFX-BAT-059 elite_state_change
SFX-BAT-060 boss_phase_change
```
#### Terminal Outcome Cue And Caption Bindings
The following existing shared identities bind only to terminal outcome records
declared by `docs/product/SYSTEMS_AND_BATTLE.md`, Section 11.2. This mapping
adds no SFX identity or rendered master.
| Shared cue | Terminal outcome ID | Required causal caption | Exclusion |
|---|---|---|---|
| `SFX-BAT-014 reach_blocked` | `AO_INVALID_REACH` | `Out of reach` plus old/current depth and required reach | not a forecast comparison or target-change cue |
| `SFX-BAT-041 component_blocked` | `AO_BLOCKED` | `Blocked` plus blocker actor or rule ID | barrier absorption remains `AO_APPLIED` and uses the barrier state cue |
| `SFX-BAT-042 immunity` | `AO_IMMUNE` | `Immune` plus immunity tag and source ID | no resistance draw is consumed |
| `SFX-BAT-051 status_resist` | `AO_RESISTED` | `Resisted` plus roll, threshold, Potency, and Tenacity | status components only; never a general action result |
`FORECAST_DIVERGED` may select `SFX-BAT-013 target_changed` only when the
authoritative target changes; it is not a terminal outcome. A legal moved target
with `TARGET_MOVED_STILL_LEGAL` remains `AO_APPLIED` and uses its ordinary
component/state audio. Every other `AO_*` record uses its exact causal label,
specific state cue when one exists, and event-log evidence rather than a
catch-all failure transient.
At 2x and 4x, simulation events remain unchanged while
routine audio density is reduced: keep every forecast, state change, casualty,
retreat, and result; group attacks by source/material; keep at most one routine