23 KiB
Aetherbound Guild: Audio, Music, And Voice Catalog
Authority: sonic identity, adaptive music, ambience, voice scope, event-to- sound map, mix priority, captions, accessibility, and production evidence.
Companions: SCREEN_AND_STATE_MAP.md, UI_AND_VISUAL_SYSTEM.md, and ART_ASSET_AND_ANIMATION_CATALOG.md.
Current status: specification only. No SFX, ambience, music, or voice is generated, licensed, recorded, integrated, human-listened, or release-accepted.
1. Sonic Thesis
A world of distinct local cadences being repaired without being forced into one voice.
The audio identity combines close, practical repair materials with separable regional instruments. Ceramic bells, wood, cloth, paper, glass, hand tools, water, pressure valves, struck metal, and controlled breath make action physical. Aether is a clean double-tone whose direction and stability remain audible. The score does not use a constant heroic orchestra or a dense fantasy loop. It leaves room for telegraphs, named adventurers, and the player's diagnostic attention.
The eight regions retain different meters, instruments, room tones, and route materials. The final chapter combines them without blending them into an indistinct wall. The player should hear difference cooperating.
1.1 Audio Priority
From highest to lowest:
- accessibility/system block, save conflict, or destructive confirmation;
- imminent enemy telegraph that requires a decision;
- committed Directive, damage prevention, rescue, or failure cause;
- spoken line selected by the voice-priority rules;
- player navigation, equip, reward, Cache, and route commits;
- ordinary combat action and profession resource feedback;
- ambience and automatic/routine events;
- music detail layers.
Lower layers duck, thin, or defer. They never solve priority by becoming louder. Mute, captions-only, mono output, and low-power modes preserve every gameplay decision.
2. Bus And Routing Contract
Master
|- Music
| |- MusicBase
| |- MusicPulse
| |- MusicTension
| `- MusicResolution
|- Ambience
| |- Weather
| |- Settlement
| `- Machinery
|- Voice
| |- Critical
| |- Dialogue
| `- Bark
|- SFX
| |- CriticalTelegraph
| |- PlayerAction
| |- Combat
| |- World
| `- UI
`- Accessibility
`- OptionalAudioCues
Master, Music, Ambience, Voice, and Effects are separately adjustable. The UI may expose a single Effects slider while preserving sub-bus mix internally. Master mute is immediate and reversible. Focus loss pauses/ducks according to platform policy; resume fades in over 150-350 ms and never restarts the track.
2.1 Voice And Event Caps
| Family | Concurrent cap | Rate rule |
|---|---|---|
| Critical telegraph | 2 | never suppress the earliest; later one becomes visual/caption and queued short cue |
| Character semantic voice | 1 | next line waits or is replaced by caption; no six-character overlap |
| Character effort | 3 | group within 120 ms; lowest-priority effort suppressed first |
| Enemy signature | 3 | boss phase has priority over ordinary enemies |
| UI navigation | 2 | repeated focus movement grouped to max 8 cues/s |
| Damage impacts | 6 | same-material impacts inside 80 ms group into one layered event |
| Automatic/routine actions | 2 | same source max 1 cue/1.5 s unless a new player decision appears |
| Reward/commit stinger | 1 | no new stinger until prior transient completes, max 1/1.2 s |
3. Loudness, Format, And Lifecycle Targets
These are starting engineering targets, not a substitute for listening:
- deliver masters as lossless WAV, 48 kHz, 24-bit; runtime compression selected by platform after ABX and memory tests;
- preserve at least 1 dB true-peak headroom in individual assets and mix;
- no DC offset, unintended leading silence, clipped transient, or cut tail;
- loops align at musical bars or edited ambience seams and survive ten repeats;
- critical SFX remain intelligible at low device volume and through mono fold;
- spoken language remains intelligible without requiring music below audibility;
- pause, suspend, headphones/output change, interruption, background/foreground, and device route change resume without duplicate or orphaned voices.
Every loop is machine-checked for format, duration, peak, silence, and seam proxy, then listened to for at least 10-15 minutes in its real context on speakers and headphones. Machine checks do not grant human listening.
4. Leitmotif And Material Vocabulary
| Motif | Sound identity | Gameplay meaning |
|---|---|---|
| Guild repair | four-note open cadence, ceramic bell plus wood | practical shared work, objective, safe commitment |
| Aether route | two clean tones separated by a fifth, directional shimmer | path flow; interval narrows or breaks when ruptured |
| Quiet Choir | attractive unison that removes one voice on repetition | efficient uniformity becoming dangerous |
| Named difference | separate timbres answer without doubling pitch | different roles/actions creating stability |
| Unsecured Cache | open copper clasp, soft unresolved downward tick | owned only conditionally; risk remains |
| Secured result | clasp closes, low wood confirmation, no casino sparkle | atomic bank/commit |
| Command | mechanical four-point seal arm and precise blue-toned strike | player-authored intervention |
| Break | material fracture followed by exposed quiet center | enemy stability opened; high-priority window |
| Recovery | repair knot, breath, and incomplete cadence offered again | retained people and credible next plan |
The motif is never the only information channel. Captions, geometry, values, and event logs remain authoritative.
5. Adaptive Music Scope: 30 Suites
Each suite is an authored musical identity, not one exported loop. A normal
suite contains synchronized base, pulse, tension, and resolution
stems/cues; low-density screens may omit pulse or tension. Total stem count is
finalized after arrangement, but the complete scope is 30 suites.
| ID family | Count | Emotional job | Starting tempo / loop guidance |
|---|---|---|---|
MUS-TITLE |
1 | invitation: a broken line is repairable | 66-74 BPM, 90-150 s base, sparse motif |
MUS-GUILD |
1 | sustained ownership and working concentration | 74-82 BPM, 120-180 s; eight optional regional timbre layers |
MUS-FORMATION |
1 | quiet prediction and comparison | 70-78 BPM, low percussion, phrases leave decision rests |
MUS-RECORDS |
1 | recollection without museum solemnity | free/60-72 BPM, intimate material, no constant lead |
MUS-RELATIONSHIP |
1 | attentive human space | 58-72 BPM, small ensemble, dialogue-first ducking |
MUS-RECOVERY |
1 | diagnosis, retained possibility, no shame dirge | 62-70 BPM, unresolved-to-open cadence |
MUS-CH01..08-ROUTE |
8 | regional travel and route anticipation | 72-96 BPM, 120-180 s bases, branch pulse layer |
MUS-CH01..08-BATTLE |
8 | readable automatic execution and rising pressure | 88-116 BPM, 90-150 s, removable tension/percussion |
MUS-CH01..08-BOSS |
8 | each chapter thesis under pressure | mechanic-timed but not rhythm-game locked; multi-phase stems |
| Total | 30 | complete campaign music identity | ending and Second Weave arrange existing motifs into new suite states |
The ending uses the Guild suite plus eight independently audible regional layers and an authored resolution extension. Second Weave reorders meter, instrumentation, and stem-entry laws; it does not simply pitch or speed up the campaign music.
5.1 Chapter Music Briefs
| Chapter | Route palette | Battle pressure | Boss distinction | Anti-goal |
|---|---|---|---|---|
| CH-01 | open wind, wood pump, ceramic bell, plucked strings | dry frame drum and broken pulse gaps | silent missing beat becomes an Anchored counter rhythm | pastoral flute wallpaper |
| CH-02 | water slap, reed breath, voiceglass harmonics | delayed ripples and numbered echoes | recital phrases replay with secondary clauses audibly missing | wet reverb obscuring timing |
| CH-03 | work rhythm, anvil, pressure valve, low strings | resource-spend clicks accumulate into heat | alternating band rhythm vents the oppressive mint meter | constant loud forge percussion |
| CH-04 | leaf brush, paper, ink scratch, woodwind pairs | bounded Echo phrases and intentional contradiction | repeated phrase is physically redacted, counter phrase remains | random mysterious whispering |
| CH-05 | harbor rope, shell, two offset melodic lines | mirrored timing and left/right source separation | uniform lines collapse; asymmetric answer creates Break | stereo-only identity clue |
| CH-06 | vane whistle, lift cable, cloud drum, rotating meter | directional gust accents with stable HUD pulse | four ward meters rotate around one calm, quiet center | exhausting thunder bed |
| CH-07 | close lantern room, registry page, subdued market hands | comforting motif reveals a missing relational beat | false saint stays attractive while source markers expose it | generic dark-purple horror drone |
| CH-08 | eight retained material timbres | linked telegraphs pass across distinct role motifs | unison mutes itself; three roles rebuild a plural cadence | maximal orchestral wall |
5.2 State Transitions
basebegins on entry and never restarts for tab changes within a location;pulseenters after an expedition/formation commit at the next bar;tensionfollows committed pressure: boss phase, imminent linked telegraph, critical rescue window, or exposed high-value Cache, not arbitrary low HP;resolutionis a 2-8 second authored cue, then yields to the next base;- pause applies a low-pass/level reduction without losing musical position;
- dialogue ducks lead/pulse material by rule, not the entire world to silence;
- reduced-audio preference removes high-density pulse ornament but preserves state transition and critical motifs.
6. Ambience Scope
Ambience communicates place and process without becoming a second score.
| Family | Count | Examples / states |
|---|---|---|
| Guild Yard | 10 | broken opening, eight accumulated regional service layers, completed federation; day/evening handled as layers |
| Chapter settlement | 16 | before and after restoration for each chapter |
| Chapter route | 24 | three route material/weather families per chapter |
| Battle stage | 24 | ordinary/camp, elite/sub-boss, and boss environment beds per chapter |
| Camp/Anchor | 8 | one region-specific quiet recovery bed per chapter |
| Narrative/indoors | 12 | workshop, clinic, records, training, ferry, archive, foundry, harbor, ward council, Nullmarket, First Junction, ending hall |
| Total authored ambience configurations | 94 | built from fewer reusable raw layers plus state-specific mixes |
Every configuration specifies loop length, entry/exit fade, positional sources, foreground process events, low-power density, and silence budget. Machinery and weather layers respond to the restored service and chapter consequence. A completion state cannot use the unchanged pre-restoration ambience.
7. Voice Scope
All 30 adventurers have authored vocal identities. Voice acting is localized for English and Simplified Chinese; no locale uses an imitation of a protected performer. Casting, actor consent, contracts, union/territory requirements, voice cloning rights, and commercial terms must be verified before recording.
The Character Bible currently specifies exactly:
- 773 semantic combat/Hub lines across 30 characters;
- 144 character relationship/arc scenes;
- 30 distinct voice identities and localization notes.
7.1 Recording Budget Per Locale
| Family | Count per locale | Purpose |
|---|---|---|
| Authored combat/Hub semantic lines | 773 | deployment, skill intent, warning, counter confirmation, rescue, reward, route/Guild response |
| Nonverbal effort palette | 240 | 8 per character: light/heavy effort, hit, forced move, downed, rescue, relief, strain; no repeated words |
| Scene bookends | 288 | two voiced lines for each of 144 scenes: opening intention and closing changed position |
| Minimum recorded assets per locale | 1,301 | scene bodies remain fully authored text unless production later approves full scene voice |
| English + zh_CN minimum | 2,602 | retakes/alternates excluded from release count |
This selective-voice contract keeps every gameplay-critical warning and character identity audible while avoiding an unbudgeted promise to voice every line in 144 scenes. Full scene voice is a later scope decision and cannot remove subtitle or transcript requirements.
7.2 Semantic Bark Matrix
Every character's authored line budget covers compatible rows; lines are not filled merely to hit a number.
| Event | Priority | Cooldown / suppression | Caption behavior |
|---|---|---|---|
| First deployment / chapter return | medium | once per expedition/chapter context | speaker + line |
| Profession active intent | low-medium | signature line max once/45 s; efforts otherwise | speaker + action only when semantic |
| Correct counter recognized | high | once per mechanic/encounter | speaker + counter cause |
| Imminent danger warning | critical voice | one best-informed eligible speaker | speaker, target, event direction |
| Directive target/commit | high | selected actor or commander only | speaker + committed effect |
| Downed / Rescue Window | high | affected unit then rescuer; no group chorus | speaker + state and timer |
| Rescue success | high | one rescuer/returned unit exchange | two ordered captions |
| Strain gained / deployment blocked | medium | once at result/Guild | speaker + exact state |
| Reward/build interaction | medium | only character with a specific authored interaction | speaker + item relation |
| Anchor/route consequence | medium | one context owner, max one/decision | speaker + choice consequence |
| Victory | low | one character chosen by contribution/story priority | optional caption |
| Defeat recovery | high | one diagnosis line, never blame/shame | speaker + first preventable event |
Voice selection is deterministic from relevance, story ownership, current condition, last-spoken time, and stable character ID. It does not use random rarity or favor the same lead character indefinitely.
7.3 Subtitles And Captions
- Subtitle includes localized speaker, semantic line, and offscreen direction.
- Information-bearing nonverbal sounds use captions:
[Bell-Feeder winding up, center lane],[Cache clasp opens],[Anchor pulse reaches clinic]. - Character efforts are not captioned unless they communicate Downed, rescue, or another state not already explicit.
- Subtitle size, background opacity, speaker label, caption detail, and on-screen position are configurable. Captions never cover telegraphs or Directive controls.
- Event log stores critical spoken/caption information and links it to the authoritative event.
- A muted or missing voice file falls back to subtitle and event cue with no timing or gameplay change.
8. SFX Event Catalog
An event identity is not necessarily one file. Runtime sound composes reusable material transients, movement, tail, and one unique semantic sweetener. Unique mechanics retain a distinct cue while common body/weapon movement is shared.
8.1 System And Interface Events
| Family | Event IDs | Examples |
|---|---|---|
| Navigation and focus | 18 | focus move, tab/dock, page, drawer, inspect, compare, filter, back, invalid |
| Confirmation and review | 14 | review open, legal confirm, cancel, destructive arm, stale rejection, receipt returned |
| Save and recovery | 12 | saving, saved, recovered, backup, migration, conflict, blocked; critical states include caption |
| Resource transaction | 20 | Crown/material gain/spend, Supply, Cache enter/loss/bank, Strain, Mastery, XP/level |
| Equipment and craft | 20 | equip by material, unequip, craft, upgrade, salvage review/commit, unique dormant, attune |
| Route and world | 24 | node forecast/select/commit, reroute, close, camp, Anchor, service inactive/start/stable |
| System/interface event identities | 108 | variants and material layers not included |
8.2 Combat Events
| Family | Event IDs | Contract |
|---|---|---|
| Core physical actions | 32 | six weapon/material families, projectile release/arrival, channel, device, movement, forced move |
| Damage/defense | 24 | light/heavy/true damage, Guard/Ward gain/absorb/break, block, barrier, immunity, heal, overheal |
| Status and control | 24 | each authoritative status family apply/tick/resist/cleanse/expire language |
| Telegraph and timing | 18 | arm, countdown thresholds, target change, interrupt, fizzle, Fracture Clock, phase |
| Directive | 16 | charge gain/full, legal/illegal, target, review, spend, effect families, duplicate rejection |
| Downed/rescue/retreat/result | 18 | Downed, window, rescue, lost, retreat channel/interruption, victory, defeat, diagnosis |
| Shared combat event identities | 132 | content-specific cues below layer on top |
8.3 Content-Specific Events
| Family | Required identities | Reuse boundary |
|---|---|---|
| Profession active skills | 72 | each owns a signature action/impact sweetener; may share material/body layers |
| Profession resources/passives | 36 | distinct low/full/spend cadence and restrained trigger |
| Character talents | 30 | identity-linked cue; voice may replace it only when cap permits |
| Enemy mechanics | 100 | one recognizable forecast/resolution signature per enemy |
| Boss phase mechanisms | 24 | minimum three additional phase/Break/defeat cues per boss |
| Behavior-changing items | 160 | trigger identity tied to item cause; repeated items rate-limited by unique group |
| Chapter hazards/services | 48 | three hazards and three service states per chapter minimum |
| Content-specific event identities | 470 | not 470 wholly unique raw recordings; every identity has an audible semantic difference |
The complete catalog therefore specifies 108 + 132 + 470 = 710 SFX event
identities. A material library, layering, pitch-safe variants, and source
grouping reduce raw-file count. They do not reduce the number of gameplay
events that require a reviewed audible outcome.
9. Material Library
Reusable source libraries are recorded with close, medium, and distant perspectives where needed:
- ceramic/enamel bell and plate;
- dry wood, wet wood, reed, paper, leaf, cloth, rope;
- clear, frosted, salt, and voice glass;
- brass, copper, iron, multi-metal tool/weapon impacts;
- water fill/drain/surge, wind direction/gust/calm, furnace/pressure/valve;
- pen, seal, abacus, clasp, latch, gear, vane, relay switch;
- six weapon movement/contact families;
- foot movement on eight regional stage materials;
- aether stable/flow/rupture/repair double tone;
- non-musical tonal markers for Command, Break, Hush, Anchor, Cache, Strain.
Pitch variation remains within identity-safe ranges and never changes urgency or suggests a different material. Critical telegraphs and transaction receipts are not randomly pitched.
10. Haptic Relationship
Haptics are optional and never the only cue:
- light: legal selection, equip, node latch;
- medium: Directive commit, Guard/Break, reward bank;
- strong but bounded: boss Break, rescue, chapter restoration;
- no haptic: disabled input, automatic routine, ambient animation, hover/focus;
- vibration-off produces identical event timing and results.
Repeated combat impacts are rate-limited independently from SFX. No sustained vibration follows music or environmental loops.
11. Production And Evidence Workflow
- Lock the event, authoritative state change, material, scale, timing, bus, cooldown, caption, fallback, and exclusions.
- Choose owned recording, licensed source, commissioned performance, or explicitly authorized generation. Record commercial license and rights.
- Produce 2-3 candidates for signature SFX/music states; never accept the first response by default.
- Machine-check format, duration, silence, peak/clipping, and loop seam proxy.
- Human A/B listen in the intended game state on speakers and headphones.
- Process only accepted source; retain rejected decision and reason.
- Import, route, bind to committed events, and set concurrency/rate limits.
- Capture real runtime: opening, first action, telegraph, Directive, failure, recovery, reward, restoration, mute, pause/resume, and output change.
- Perform 10-15 minute fatigue/masking tests per representative music suite.
- Record evidence states independently:
planned -> sourced/generated -> machine_checked -> human_selected -> processed -> imported -> integrated -> runtime_seen -> human_listened -> device_verified -> release_accepted
No current task authorizes paid SFX, ambience, or music generation. Voice/TTS standing authorization does not imply approval to cast synthetic final voices, clone a person, or replace performer rights review.
12. CH-01 Dynamic Audio Slice
The first presentation slice requires:
| Moment | Audio contract |
|---|---|
| Opening | wind/pump/yard ambience, broken route interval, sparse CH-01 base |
| Bell-Feeder telegraph | centered mechanical inhale, lane direction marker, critical caption; music yields |
| Mara intercept | coat/step/shield-enamel layers, Guard absorb, optional relevant bark |
| Retune selection | Command mechanism arms; illegal/legal states distinct |
| Retune commit | charge spend, aether interval retunes, event position changes, no fake damage cue |
| Pressure/failure | knockback chain remains ordered; first divergence audible and logged, no shame sting |
| Reward to Cache | object material plus open copper clasp; unresolved risk tick |
| Anchor bank | clasp close and low wood receipt; atomically synchronized |
| Service restoration | route pulse crosses scene; clinic or tower adds a persistent new ambience layer |
The slice music uses CH-01 route, battle, and boss candidates with real base-to- tension-to-resolution transitions. It is reviewed for telegraph masking, voice overlap, repetitive automatic actions, mono information, captions, mute, focus loss, pause/resume, speakers, and headphones.
13. Acceptance Gates
- Thirty character voice identities remain distinct and properly localized; 773 semantic lines and 144 scene bookends have production tracking.
- The 30 music suites have different emotional jobs, regional material, and state transitions; no constant dense loop fills the campaign.
- All 94 ambience configurations reflect place, restoration, and power state.
- All 710 SFX event identities agree with authoritative gameplay and follow concurrency/rate limits.
- Critical telegraph, Directive, rescue, failure cause, Cache, Anchor, save, and destructive confirmation are readable without music and without voice.
- Master mute, captions, mono compatibility, low volume, output change, interruption, background/foreground, and low power preserve play.
- Machine checks, human selection, runtime use, human listening, device, and release evidence remain separate.
- The CH-01 dynamic slice passes masking, fatigue, transition, caption, and state-truth review before bulk audio production.
Human listening, performer casting, commercial licenses, final provider/source, runtime integration, device verification, and release acceptance remain open.