# Sound Design Papaya Shooter's mix is **stylized impact, comfortable repetition**: graphic and energetic enough to match the cel-shaded action, but deliberately free of the clipped white-noise and narrow resonant tones that make a fast shooter fatiguing. Character movement follows the same 90/10 rule as `docs/CHARACTER_ART_DIRECTION.md`: about 90% clean motion/thrust/body and 10% actuator, latch or servo. Mechanics explain a verb; they do not become a constant texture over the character. ## Runtime mix `AudioManager` owns registration, aliases, variation, routing and pooled playback. The hierarchy is: ```text Master (hard limiter) ├── SFX │ ├── Weapons (light parallel compression) │ ├── Explosions (slower body compression) │ ├── Impacts │ ├── Footsteps │ ├── Movement │ ├── Ambience │ ├── UI │ └── Wind └── Music ``` The limiter is only a safety net for coincident shots/explosions. Assets are mastered below full scale, and category gain establishes the hierarchy before the limiter is reached. Legacy event ids such as `m4_fire`, `explosion`, `wind` and `ui_hover` resolve to premium families in `globals/audio_manager.gd`. This preserves gameplay API compatibility while keeping source filenames out of weapon and UI code. ## Asset construction Run: ```powershell python tools/build_audio_assets.py python tools/audio_audit.py ``` The builder is deterministic except for downloading the pinned CC0 menu track. It: - retains the transient of the CC0 firearm recordings; - layers a low-passed body and a short, dark reflection tail; - reduces the abrasive 3–5 kHz region and controls peaks; - creates four concrete, metal, wood and glass footstep variations; - constructs a 48.5-second speed-wind master plus softened scrape, wall-run and grapple loops from recordings; - constructs mono mechanical projectile loops for correct 3D localization; - layers low relay/clunk UI hover/click/confirm/error/equip feedback; - masters the CC0 menu loop to a conservative music level. `tools/audio_audit.py` gates family coverage, 48 kHz format, mono/stereo intent, clipping, DC offset, headroom, loop duration, seam continuity, spectral flatness, high-frequency centroid and the explosion/firearm loudness hierarchy. ## Gameplay behavior - Footsteps raycast the actual floor collider and use its `acoustic_material`; brick and untagged structure map to concrete. - Local and remote footsteps use the same surface families. Remote steps remain positional and pass through material-aware occlusion. - Slides switch recorded friction gestures if the floor material changes and scale restrained pitch/gain with speed. - Wall-run friction scales with speed and gets a restrained wood/metal resonance shift. - Speed wind is a narrowed, filtered field recording and fades in above 12 m/s with a stronger velocity-pitch relationship. Its 48.5-second cycle prevents a short gust cadence from becoming audible. There is no global noise bed. - Jump and double-jump are compact jump-jet impulses. Dash is an equally brief thrust-jet cue; clean air and low engine body dominate both. - Grapple launch/latch/reel use distinct air, padded latch and restrained motor cues. The reel stays below the character movement and never becomes a continuous metallic foreground. - Automatic weapon players keep eight overlapping voices; a new shot no longer cuts the previous shot's body and tail. - Explosion pitch and gain scale with blast radius, while reflections and occlusion locate the source in the environment. Masters carry a measured body advantage over firearms and a dark industrial debris layer. - UI hover has a short cooldown so crossing dense menus does not become a buzz. All UI feedback is built from softened relay/clunk gestures with 8 ms transient ramps and a two-pole 2.4 kHz ceiling. - Menu music fades in and is owned by the menu scene, so it stops cleanly when a match begins. ## Source and naming conventions Licenses and download pages are recorded in `assets/sounds/SOURCES.md`. - Positional one-shots and projectile loops: 48 kHz, 16-bit mono WAV. - Player-local movement beds: 48 kHz, 16-bit stereo WAV. - Music: 48 kHz stereo Ogg Vorbis. - Variations: `_00.wav`, `_01.wav`, etc. - Runtime event families, bus gains and pitch ranges live in `AudioManager.EVENT_TUNING`.