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# Implementation Summary

**Session ID**: `phase24-session06-world-cues-and-bark-reuse` **Package**: apps/web **Completed**: 2026-07-08 **Duration**: 0.7 hours

***

## Overview

Session 06 added Phase 24 world cue support for the web battlefield. The work extends the existing audio runtime with typed world cues, synth fallback recipes, file-first adapter routing, pure cue derivation, transient hook orchestration, and Battlefield integration. It also reuses the existing hero bark runtime for actor moments and preserves the product boundary: no recorded audio assets, storage keys, protocol events, server routes, rewards, or diagnostic UI were added.

***

## Deliverables

### Files Created

| File                                                                                     | Purpose                                                                                       | Lines |
| ---------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------- | ----- |
| `apps/web/src/lib/worldCues.ts`                                                          | Pure world cue and hero actor bark derivation, rate limits, keys, and replay/unlinked filters | 448   |
| `apps/web/src/store/useWorldCues.ts`                                                     | React hook for cue histories, seen keys, runtime calls, and cleanup                           | 99    |
| `apps/web/tests/worldCues.test.ts`                                                       | Pure derivation, rate-limit, replay, linkage, and privacy coverage                            | 395   |
| `apps/web/tests/useWorldCues.test.tsx`                                                   | Hook coverage for playback, disabled audio, duplicate prevention, cleanup, and bark reuse     | 259   |
| `.spec_system/specs/phase24-session06-world-cues-and-bark-reuse/spec.md`                 | Session specification                                                                         | 213   |
| `.spec_system/specs/phase24-session06-world-cues-and-bark-reuse/tasks.md`                | Session task checklist                                                                        | 66    |
| `.spec_system/specs/phase24-session06-world-cues-and-bark-reuse/implementation-notes.md` | Task evidence and verification log                                                            | 558   |
| `.spec_system/specs/phase24-session06-world-cues-and-bark-reuse/code-review.md`          | Review findings, repairs, and evidence                                                        | 93    |
| `.spec_system/specs/phase24-session06-world-cues-and-bark-reuse/security-compliance.md`  | Security and GDPR assessment                                                                  | 91    |
| `.spec_system/specs/phase24-session06-world-cues-and-bark-reuse/validation.md`           | Validation report and evidence ledger                                                         | 215   |

### Files Modified

| File                                                  | Changes                                                                                                              |
| ----------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------- |
| `apps/web/src/lib/sfxAssets.ts`                       | Added `WorldCueKind`, world SFX bucket, lookup helper, and ASCII comment cleanup                                     |
| `apps/web/src/lib/voiceSynth.ts`                      | Added synth recipes and playback support for six world cue kinds                                                     |
| `apps/web/src/lib/fileVoiceSynth.ts`                  | Added world cue file-first routing and synth fallback                                                                |
| `apps/web/src/lib/audioRuntime.ts`                    | Added world cue request validation, playback mapping, guarded status handling, and redacted failures                 |
| `apps/web/src/store/useAudioRuntimeStore.ts`          | Exposed `playWorldCue` through the existing cue guard and cleanup path                                               |
| `apps/web/src/store/useVoiceBarks.ts`                 | Exported shared hero bark request construction for actor moments                                                     |
| `apps/web/src/components/battlefield/Battlefield.tsx` | Wired `useWorldCues` to existing combat, live enemy, alert focus, event, hero, mission, projection, and audio inputs |
| `apps/web/tests/audioRuntime.test.ts`                 | Added world cue runtime validation, mute, unsupported, duplicate, and failure coverage                               |
| `apps/web/tests/fileVoiceSynth.test.ts`               | Added world manifest lookup, file-first routing, fallback, and unchanged bark coverage                               |
| `apps/web/tests/Battlefield.test.tsx`                 | Added event-to-cue integration coverage without visible debug UI                                                     |
| `apps/web/tests/HeroDetailDrawerComplexity.test.tsx`  | Updated `voiceSynth` mock for the new world cue export                                                               |
| `apps/web/tests/HeroDetailDrawerEfficiency.test.tsx`  | Updated `voiceSynth` mock for the new world cue export                                                               |
| `apps/web/tests/HeroDetailDrawerToolUsage.test.tsx`   | Updated `voiceSynth` mock for the new world cue export                                                               |
| `apps/web/tests/MissionComplexityOverlay.test.tsx`    | Updated `voiceSynth` mock for the new world cue export                                                               |
| `apps/web/tests/ToolUsageOverlay.test.tsx`            | Updated `voiceSynth` mock for the new world cue export                                                               |
| `apps/web/tests/heroAttribution.test.tsx`             | Updated `voiceSynth` mock for the new world cue export                                                               |

***

## Technical Decisions

1. **Keep world cue derivation pure**: `worldCues.ts` owns candidate selection, keying, category history decisions, safe labels, and replay/unlinked rejection so the behavior is testable without React or Web Audio.
2. **Route through existing audio boundaries**: Runtime and store additions use the existing opt-in, support, muted, duplicate guard, redaction, and cleanup semantics instead of adding a parallel audio path.
3. **Use synth fallback until assets exist**: `SFX_FILES.world` is typed but empty, so the adapter remains file-first while all Session 06 cues currently fall back to deterministic synth recipes.
4. **Do not spend rate budget while audio is disabled**: Disabled or zero-volume cues are marked seen so stale evidence cannot autoplay later, but they do not consume future category budgets.

***

## Test Results

| Metric                | Value                       |
| --------------------- | --------------------------- |
| Focused Session Tests | 74 passed / 74              |
| Full Test Files       | 287 passed / 288, 1 skipped |
| Total Tests           | 3376                        |
| Passed                | 3375                        |
| Failed                | 0                           |
| Skipped               | 1                           |
| Coverage              | Not collected               |

Additional gates passed: `npm --workspace apps/web run typecheck`, `npm run typecheck --workspaces --if-present`, `npm run format:check`, `npm run lint`, `npm run security:secrets`, `git diff --check`, and ASCII/LF checks over touched session, source, and test files.

***

## Lessons Learned

1. Adding a new `voiceSynth` export requires updating all test mocks that import the module, even when the test surface does not directly exercise audio.
2. Disabled-audio observations need separate seen-key and rate-budget handling so explicit opt-in can still play newly observed cues.
3. Battlefield audio wiring can stay presentation-owned and invisible when pure derivation and hook orchestration stay separate.

***

## Future Considerations

Items for future sessions:

1. Session 07 should regression-test replay, reconnect, mock, persistence, and privacy boundaries across the new world cue and actor bark paths.
2. Session 08 should promote generated Phase 3 assets through typed app/catalog references without direct runtime loading from generated source folders.
3. Session 09 should include the new world cue behavior in the final Phase 24 acceptance and documentation closeout.

***

## Session Statistics

* **Tasks**: 20 completed
* **Files Created**: 11
* **Files Modified**: 16
* **Tests Added**: 4 focused test surfaces created or expanded
* **Blockers**: 0


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