> For the complete documentation index, see [llms.txt](https://faction-os.gitbook.io/faction-os-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://faction-os.gitbook.io/faction-os-docs/docs/ongoing-projects/game-design-audio-production-slate.md).

# Game Design Audio Production Slate

**Created:** 2026-07-08 **Last verified:** 2026-07-09 **Scope:** Music, speech, and sound-effect production needs for `docs/game-design/` and FactionOS: The War Effort. **Status:** Findings, production checklist, and generated SoundFX production evidence. This file is not a runtime promotion record and does not mark any asset release-ready.

## Sources Checked

* `docs/game-design/01-product-vision-brief.md`
* `docs/game-design/02-core-gameplay-and-player-verbs.md`
* `docs/game-design/03-game-loops-and-onboarding.md`
* `docs/game-design/04-world-map-and-combat-systems.md`
* `docs/game-design/05-progression-economy-and-collections.md`
* `docs/game-design/06-social-and-scoring-systems.md`
* `docs/game-design/07-content-audio-and-feature-inventory.md`
* `docs/game-design/08-production-roadmap-and-phase-a-spec.md`
* `docs/game-design/09-risk-boredom-and-integrity-audit.md`
* `docs/game-design/10-technical-design-and-game-projection.md`
* `docs/game-design/11-open-questions-and-change-log.md`
* `docs/game-design/12-utility-admin-holdout-inventory.md`
* `docs/game-design/13-implementation-phase-outline.md`
* `docs/game-design/14-implemented-phases.md`
* `docs/game-design/15-phases-yet-to-be-implemented.md`
* `docs/game-design/manifest.md`
* `docs/media/elevenlabs-soundfx.md`
* `docs/media/media-assets.md`
* `docs/ongoing-projects/synthetic-sound-map.md`
* `docs/ongoing-projects/phase-4-verbs-and-ceremony-plan.md`
* `.spec_system/state.json`
* `.spec_system/PRD/PRD.md`
* `.spec_system/archive/phases/phase_24/PRD_phase_24.md`
* `.spec_system/PRD/phase_25/PRD_phase_25.md`
* `.spec_system/PRD/phase_25/session_07_audio_routing_media_decisions_and_fatigue_control.md`
* `.spec_system/PRD/phase_25/session_08_integration_reduced_motion_and_dogfood_closeout.md`
* Runtime audio anchors:
  * `apps/web/src/data/mediaCatalog.ts`
  * `apps/web/src/lib/backgroundMusic.ts`
  * `apps/web/src/lib/factionVoiceLines.ts`
  * `apps/web/src/lib/sfxAssets.ts`
  * `apps/web/src/lib/worldCues.ts`
  * `apps/web/public/music/`
  * `apps/web/public/speech/`
  * `apps/web/public/sfx/`
  * `public-demo/assets/music/`
  * `public-demo/assets/speech/`

## Executive Findings

Generated image coverage is now represented by `docs/game-design/manifest.md`. Generated SoundFX source-candidate coverage is now represented by the pass tracked below and by `docs/game-design/manifest.md`. The remaining media risk for the full game-design package is runtime promotion, final audition and loudness review, app mapping, credits, fallback evidence, tests, and Lobster speech promotion evidence. This slate records the higher-production direction: produce dedicated bark SFX, keep the new Lobster app speech as click speech, use nonverbal class identity cues, build a true dynamic score package, and use text plus music/SFX for data-driven reports instead of static voiceover. The corresponding open questions in `docs/game-design/11-open-questions-and-change-log.md` still need decision-log synchronization before these choices become canonical there.

**Current spec routing:** Spec-system Phase 24 is complete. Spec-system Phase 25 maps game-design Phase 4 and is planned but not started (0 of 8 sessions, with no active session). Phase 25 Session 07 is the planned owner for Phase 4 audio decisions, supported-cue routing, fatigue controls, visible status, and tests after its prerequisites land. Session 08 owns audio-on, audio-off, and reduced-motion closeout. The Phase 25 planning baseline predates the 2026-07-09 asset updates; the runtime and generated-candidate inventory below supersedes that older media snapshot without changing Phase 25 scope or status.

Hard gaps found:

| Family                                              |                                                                           Required remaining need | Current state                                                                                                                                           | First owner                             |
| --------------------------------------------------- | ------------------------------------------------------------------------------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------- |
| Human and Elf bark SFX                              |                                                            10 approved and mapped runtime masters | Generated source candidates exist under `assets/generated/game-design/`; app runtime files and mappings are still absent or fallback-backed             | Phase 4-5                               |
| Orc and Undead dedicated error barks                |                                                                              2 final mapped files | Generated source candidates exist and `/sfx/orc-error.mp3` and `/sfx/undead-error.mp3` exist, but app behavior still needs primary mapping              | Phase 4-5                               |
| Existing Orc, Undead, and Lobster bark finalization |                                                                         15 final approved masters | Generated source candidates exist under `assets/generated/game-design/`; existing runtime files are partly mapped and credits still mark them as drafts | Phase 4-5                               |
| Lobster click speech                                |                                                         Promotion evidence for 4 mapped app clips | App runtime files and `FACTION_CLICK_VOICE_LINES` mapping now exist; credits, provenance, loudness, catalog, and demo-parity evidence remain pending    | Phase 4                                 |
| Recorded world cues                                 |                                                               6 approved and mapped runtime files | Generated source candidates exist; `SFX_FILES.world` is still empty and falls back to synth until runtime promotion                                     | Phase 4                                 |
| Phase 4 ceremony cue subset                         |                      Approval and routing decisions for 18 candidates covering 13 supported verbs | Generated source candidates exist; Phase 25 Session 07 must decide which approved cues can be routed without implying that the broader pack ships       | Game Phase 4 / Spec Phase 25 Session 07 |
| Phase 5 ceremony extensions                         |                                             Promotion of 5 class-flare and achievement candidates | Generated source candidates exist; runtime consumers and promotion remain                                                                               | Phase 5                                 |
| Phase 8 ceremony extensions                         |                                                 Promotion of 5 loot, relic, and naming candidates | Generated source candidates exist; runtime consumers and promotion remain                                                                               | Phase 8                                 |
| Class and role cues                                 |                                                                    8 nonverbal role identity cues | Generated source candidates exist; class-advantage runtime mapping remains                                                                              | Phase 5                                 |
| Core musical stingers                               | Approval, score-manifest wiring, and runtime exposure for 17 manifest-listed generated candidates | Generated source candidates exist; score manifest and runtime exposure remain                                                                           | Phases 5-6, 8-12                        |
| Dynamic music stems                                 |         State-addressable stems and loops for idle, active, flare, siege, boss, and report states | Generated source candidates exist; 12 full MP3 songs remain the only runtime playlist until a score manifest lands                                      | Phase 9                                 |
| Boss and alliance punctuation                       |                                                                                    9 SFX/stingers | Generated source candidates exist; visual assets are present and audio runtime promotion remains                                                        | Phase 9-10                              |

Each row below gets its own semantic cue id even when production later derives multiple cues from the same recording session. Do not collapse urgency, approval, and success cues into one generic sound.

## Audio Ground Rules

* Audio is optional. Every audible cue needs an equal visible and screen-reader equivalent.
* Route app playback through the existing opt-in runtime: `audioRuntime.ts`, `useAudioRuntimeStore.ts`, `sfxAssets.ts`, `worldCues.ts`, `useWorldCues.ts`, `useVoiceBarks.ts`, and `useFactionVoiceLine.ts`.
* Keep audio rate-limited. Long missions must not repeat the same cue enough to create fatigue.
* Do not use audio as the only urgency channel. Flares, gates, sieges, and approvals must remain readable with audio muted or blocked.
* Do not embed raw prompts, transcripts, terminal output, absolute paths, secrets, tokens, or unredacted local data in audio, captions, filenames, or metadata.
* Runtime promotion still needs an app catalog record or documented replacement catalog path, plus playback-manifest wiring, credits, rights, byte-size, duration, loudness, metadata cleanup, fallback behavior, and tests.

## Generated SoundFX Production Pass

**Generation pass status:** 141 of 141 SoundFX cues under `assets/generated/game-design/`; the generation pass was recorded on 2026-07-08, and inventory/file coverage was reverified on 2026-07-09. **Provider and format:** ElevenLabs Sound Effects API, `eleven_text_to_sound_v2`, `mp3_44100_128`; local FFmpeg re-encode strips metadata before tracked asset save. **Runtime posture:** These files are source candidates for owning phases. Runtime promotion still requires playback-manifest wiring, credits, loudness review, fallback evidence, tests, and any public-demo mirror/cache work. **Scope note:** Lobster click speech is a separate non-SoundFX asset class; app files and runtime mapping now exist, while promotion evidence remains pending.

| Cue ID                                  | Family                        | Generated asset                                                                                      | Duration |   Size | Production status | Runtime posture   |
| --------------------------------------- | ----------------------------- | ---------------------------------------------------------------------------------------------------- | -------: | -----: | ----------------- | ----------------- |
| `bark.orc.idle`                         | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/orc-idle.mp3`                                      |    0.68s |  12 KB | Generated         | Promotion pending |
| `bark.orc.active`                       | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/orc-active.mp3`                                    |    0.80s |  14 KB | Generated         | Promotion pending |
| `bark.orc.complete`                     | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/orc-complete.mp3`                                  |    1.08s |  18 KB | Generated         | Promotion pending |
| `bark.orc.error`                        | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/orc-error.mp3`                                     |    0.80s |  14 KB | Generated         | Promotion pending |
| `bark.orc.celebration`                  | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/orc-celebration.mp3`                               |    1.48s |  24 KB | Generated         | Promotion pending |
| `bark.human.idle`                       | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/human-idle.mp3`                                    |    0.68s |  12 KB | Generated         | Promotion pending |
| `bark.human.active`                     | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/human-active.mp3`                                  |    0.80s |  14 KB | Generated         | Promotion pending |
| `bark.human.complete`                   | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/human-complete.mp3`                                |    1.08s |  18 KB | Generated         | Promotion pending |
| `bark.human.error`                      | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/human-error.mp3`                                   |    0.80s |  14 KB | Generated         | Promotion pending |
| `bark.human.celebration`                | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/human-celebration.mp3`                             |    1.48s |  24 KB | Generated         | Promotion pending |
| `bark.elf.idle`                         | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/elf-idle.mp3`                                      |    0.68s |  12 KB | Generated         | Promotion pending |
| `bark.elf.active`                       | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/elf-active.mp3`                                    |    0.80s |  14 KB | Generated         | Promotion pending |
| `bark.elf.complete`                     | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/elf-complete.mp3`                                  |    1.08s |  18 KB | Generated         | Promotion pending |
| `bark.elf.error`                        | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/elf-error.mp3`                                     |    0.80s |  14 KB | Generated         | Promotion pending |
| `bark.elf.celebration`                  | Faction bark SFX              | `assets/generated/game-design/phase04/audio/barks/elf-celebration.mp3`                               |    1.48s |  24 KB | Generated         | Promotion pending |
| `bark.undead.idle`                      | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/undead-idle.mp3`                                   |    0.68s |  12 KB | Generated         | Promotion pending |
| `bark.undead.active`                    | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/undead-active.mp3`                                 |    0.80s |  14 KB | Generated         | Promotion pending |
| `bark.undead.complete`                  | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/undead-complete.mp3`                               |    1.08s |  18 KB | Generated         | Promotion pending |
| `bark.undead.error`                     | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/undead-error.mp3`                                  |    0.80s |  14 KB | Generated         | Promotion pending |
| `bark.undead.celebration`               | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/undead-celebration.mp3`                            |    1.48s |  24 KB | Generated         | Promotion pending |
| `bark.lobster.idle`                     | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/lobster-idle.mp3`                                  |    0.68s |  12 KB | Generated         | Promotion pending |
| `bark.lobster.active`                   | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/lobster-active.mp3`                                |    0.80s |  14 KB | Generated         | Promotion pending |
| `bark.lobster.complete`                 | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/lobster-complete.mp3`                              |    1.08s |  18 KB | Generated         | Promotion pending |
| `bark.lobster.error`                    | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/lobster-error.mp3`                                 |    0.80s |  14 KB | Generated         | Promotion pending |
| `bark.lobster.celebration`              | Faction bark SFX              | `assets/generated/game-design/phase05/audio/barks/lobster-celebration.mp3`                           |    1.48s |  24 KB | Generated         | Promotion pending |
| `world.camp_hit`                        | World cue SFX                 | `assets/generated/game-design/phase04/audio/world/world-camp-hit.mp3`                                |    0.68s |  12 KB | Generated         | Promotion pending |
| `world.camp_collapse`                   | World cue SFX                 | `assets/generated/game-design/phase04/audio/world/world-camp-collapse.mp3`                           |    1.36s |  22 KB | Generated         | Promotion pending |
| `world.ram_crash`                       | World cue SFX                 | `assets/generated/game-design/phase04/audio/world/world-ram-crash.mp3`                               |    1.00s |  17 KB | Generated         | Promotion pending |
| `world.ram_break_triumph`               | World cue SFX                 | `assets/generated/game-design/phase04/audio/world/world-ram-break-triumph.mp3`                       |    1.28s |  21 KB | Generated         | Promotion pending |
| `world.skirmisher_red_slash`            | World cue SFX                 | `assets/generated/game-design/phase04/audio/world/world-skirmisher-red-slash.mp3`                    |    0.60s |  10 KB | Generated         | Promotion pending |
| `world.flare_attention`                 | World cue SFX                 | `assets/generated/game-design/phase04/audio/world/world-flare-attention.mp3`                         |    0.68s |  12 KB | Generated         | Promotion pending |
| `event.fire_puff`                       | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-fire-puff.mp3`                              |    0.68s |  12 KB | Generated         | Promotion pending |
| `event.forge_hit`                       | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-forge-hit.mp3`                              |    0.80s |  14 KB | Generated         | Promotion pending |
| `event.lore_glint`                      | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-lore-glint.mp3`                             |    0.80s |  14 KB | Generated         | Promotion pending |
| `event.summon_shimmer`                  | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-summon-shimmer.mp3`                         |    1.00s |  17 KB | Generated         | Promotion pending |
| `event.shield_clang`                    | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-shield-clang.mp3`                           |    0.80s |  14 KB | Generated         | Promotion pending |
| `event.courier_wing_flap`               | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-courier-wing-flap.mp3`                      |    0.88s |  15 KB | Generated         | Promotion pending |
| `event.low_supply_horn`                 | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-low-supply-horn.mp3`                        |    1.20s |  20 KB | Generated         | Promotion pending |
| `event.trophy_pin_tap`                  | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-trophy-pin-tap.mp3`                         |    0.60s |  10 KB | Generated         | Promotion pending |
| `event.scout_report_whisper`            | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-scout-report-whisper.mp3`                   |    1.00s |  17 KB | Generated         | Promotion pending |
| `event.flag_flutter`                    | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-flag-flutter.mp3`                           |    0.80s |  14 KB | Generated         | Promotion pending |
| `event.inspector_seal`                  | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-inspector-seal.mp3`                         |    0.80s |  14 KB | Generated         | Promotion pending |
| `event.patrol_footsteps`                | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-patrol-footsteps.mp3`                       |    1.60s |  26 KB | Generated         | Promotion pending |
| `event.skitter`                         | Event cue SFX                 | `assets/generated/game-design/phase04/audio/events/event-skitter.mp3`                                |    0.60s |  10 KB | Generated         | Promotion pending |
| `ceremony.summon_banner_raise`          | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-summon-banner-raise.mp3`               |    1.48s |  24 KB | Generated         | Promotion pending |
| `ceremony.rally_horn`                   | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-rally-horn.mp3`                        |    1.20s |  20 KB | Generated         | Promotion pending |
| `ceremony.counsel_flare_douse`          | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-counsel-flare-douse.mp3`               |    1.00s |  17 KB | Generated         | Promotion pending |
| `ceremony.plan_wax_seal`                | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-plan-wax-seal.mp3`                     |    0.88s |  15 KB | Generated         | Promotion pending |
| `ceremony.plan_scroll_tear`             | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-plan-scroll-tear.mp3`                  |    0.88s |  15 KB | Generated         | Promotion pending |
| `ceremony.portcullis_raise`             | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-portcullis-raise.mp3`                  |    1.36s |  22 KB | Generated         | Promotion pending |
| `ceremony.portcullis_drop`              | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-portcullis-drop.mp3`                   |    1.00s |  17 KB | Generated         | Promotion pending |
| `ceremony.target_flag_plant`            | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-target-flag-plant.mp3`                 |    1.00s |  17 KB | Generated         | Promotion pending |
| `ceremony.class_flare`                  | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-class-flare.mp3`                       |    0.80s |  14 KB | Generated         | Promotion pending |
| `ceremony.contract_stamp`               | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-contract-stamp.mp3`                    |    0.80s |  14 KB | Generated         | Promotion pending |
| `ceremony.tome_pickup`                  | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-tome-pickup.mp3`                       |    0.88s |  15 KB | Generated         | Promotion pending |
| `ceremony.salute_banner_fold`           | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-salute-banner-fold.mp3`                |    1.48s |  24 KB | Generated         | Promotion pending |
| `ceremony.decree_gavel`                 | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-decree-gavel.mp3`                      |    0.80s |  14 KB | Generated         | Promotion pending |
| `ceremony.dispatch_scout_horn`          | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-dispatch-scout-horn.mp3`               |    1.00s |  17 KB | Generated         | Promotion pending |
| `ceremony.dispatch_hoofbeats`           | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-dispatch-hoofbeats.mp3`                |    1.68s |  27 KB | Generated         | Promotion pending |
| `ceremony.report_unfurl`                | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-report-unfurl.mp3`                     |    0.88s |  15 KB | Generated         | Promotion pending |
| `ceremony.missive_unfurl`               | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-missive-unfurl.mp3`                    |    0.88s |  15 KB | Generated         | Promotion pending |
| `ceremony.emissary_gate_horn`           | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-emissary-gate-horn.mp3`                |    1.28s |  21 KB | Generated         | Promotion pending |
| `ceremony.banners_unite`                | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-banners-unite.mp3`                     |    1.76s |  29 KB | Generated         | Promotion pending |
| `ceremony.achievement_bronze`           | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-achievement-bronze.mp3`                |    1.28s |  21 KB | Generated         | Promotion pending |
| `ceremony.achievement_silver`           | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-achievement-silver.mp3`                |    1.48s |  24 KB | Generated         | Promotion pending |
| `ceremony.achievement_gold`             | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-achievement-gold.mp3`                  |    1.68s |  27 KB | Generated         | Promotion pending |
| `ceremony.achievement_platinum`         | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-achievement-platinum.mp3`              |    2.00s |  32 KB | Generated         | Promotion pending |
| `ceremony.loot_roll_start`              | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-loot-roll-start.mp3`                   |    1.20s |  20 KB | Generated         | Promotion pending |
| `ceremony.loot_common`                  | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-loot-common.mp3`                       |    0.88s |  15 KB | Generated         | Promotion pending |
| `ceremony.loot_rare_plus`               | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-loot-rare-plus.mp3`                    |    1.48s |  24 KB | Generated         | Promotion pending |
| `ceremony.relic_reveal`                 | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-relic-reveal.mp3`                      |    1.76s |  29 KB | Generated         | Promotion pending |
| `ceremony.naming_ritual`                | Ceremony cue SFX              | `assets/generated/game-design/phase04/audio/ceremony/ceremony-naming-ritual.mp3`                     |    1.36s |  22 KB | Generated         | Promotion pending |
| `class.bug_hunter`                      | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-bug-hunter.mp3`                            |    0.80s |  14 KB | Generated         | Promotion pending |
| `class.test_engineer`                   | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-test-engineer.mp3`                         |    0.80s |  14 KB | Generated         | Promotion pending |
| `class.operator`                        | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-operator.mp3`                              |    0.88s |  15 KB | Generated         | Promotion pending |
| `class.refactor_specialist`             | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-refactor-specialist.mp3`                   |    0.80s |  14 KB | Generated         | Promotion pending |
| `class.scribe`                          | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-scribe.mp3`                                |    0.80s |  14 KB | Generated         | Promotion pending |
| `class.quartermaster`                   | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-quartermaster.mp3`                         |    0.88s |  15 KB | Generated         | Promotion pending |
| `class.feature_architect`               | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-feature-architect.mp3`                     |    0.88s |  15 KB | Generated         | Promotion pending |
| `class.wandering_generalist`            | Class identity SFX            | `assets/generated/game-design/phase05/audio/classes/class-wandering-generalist.mp3`                  |    0.88s |  15 KB | Generated         | Promotion pending |
| `music.base.calm_idle`                  | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-base-calm-idle.mp3`                    |   12.00s | 189 KB | Generated         | Promotion pending |
| `music.base.exploration`                | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-base-exploration.mp3`                  |   12.00s | 189 KB | Generated         | Promotion pending |
| `music.layer.active_hero_percussion`    | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-active-hero-percussion.mp3`      |   12.00s | 189 KB | Generated         | Promotion pending |
| `music.layer.multi_hero_drive`          | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-multi-hero-drive.mp3`            |   12.00s | 189 KB | Generated         | Promotion pending |
| `music.layer.flare_horn`                | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-flare-horn.mp3`                  |   12.00s | 189 KB | Generated         | Promotion pending |
| `music.layer.siege_horn`                | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-siege-horn.mp3`                  |   12.00s | 189 KB | Generated         | Promotion pending |
| `music.layer.boss_low`                  | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-boss-low.mp3`                    |   12.00s | 189 KB | Generated         | Promotion pending |
| `music.layer.boss_high`                 | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-boss-high.mp3`                   |   12.00s | 189 KB | Generated         | Promotion pending |
| `music.layer.alliance_front`            | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-alliance-front.mp3`              |   12.00s | 189 KB | Generated         | Promotion pending |
| `music.layer.golden_age`                | Dynamic score stem            | `assets/generated/game-design/phase09/audio/music-stems/music-layer-golden-age.mp3`                  |   12.00s | 189 KB | Generated         | Promotion pending |
| `stinger.dawn_report_open`              | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-dawn-report-open.mp3`                   |    2.00s |  32 KB | Generated         | Promotion pending |
| `stinger.dawn_report_focus`             | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-dawn-report-focus.mp3`                  |    1.60s |  26 KB | Generated         | Promotion pending |
| `stinger.battle_report_close`           | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-battle-report-close.mp3`                |    2.00s |  32 KB | Generated         | Promotion pending |
| `stinger.war_council_open`              | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-war-council-open.mp3`                   |    1.76s |  29 KB | Generated         | Promotion pending |
| `stinger.objective_complete`            | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-objective-complete.mp3`                 |    1.60s |  26 KB | Generated         | Promotion pending |
| `stinger.war_tide_advance`              | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-war-tide-advance.mp3`                   |    1.36s |  22 KB | Generated         | Promotion pending |
| `stinger.war_tide_holding`              | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-war-tide-holding.mp3`                   |    1.28s |  21 KB | Generated         | Promotion pending |
| `stinger.war_tide_losing`               | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-war-tide-losing.mp3`                    |    1.48s |  24 KB | Generated         | Promotion pending |
| `stinger.victory_banner`                | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-victory-banner.mp3`                     |    1.76s |  29 KB | Generated         | Promotion pending |
| `stinger.camp_kill`                     | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-camp-kill.mp3`                          |    1.60s |  26 KB | Generated         | Promotion pending |
| `stinger.nemesis_slain`                 | Musical stinger               | `assets/generated/game-design/phase06/audio/stingers/stinger-nemesis-slain.mp3`                      |    2.20s |  36 KB | Generated         | Promotion pending |
| `stinger.boss_week`                     | Musical stinger               | `assets/generated/game-design/phase09/audio/stingers/stinger-boss-week.mp3`                          |    2.40s |  38 KB | Generated         | Promotion pending |
| `stinger.world_boss_reveal`             | Musical stinger               | `assets/generated/game-design/phase10/audio/stingers/stinger-world-boss-reveal.mp3`                  |    2.48s |  40 KB | Generated         | Promotion pending |
| `stinger.season_rollover`               | Musical stinger               | `assets/generated/game-design/phase11/audio/stingers/stinger-season-rollover.mp3`                    |    2.20s |  36 KB | Generated         | Promotion pending |
| `stinger.saga_page`                     | Musical stinger               | `assets/generated/game-design/phase11/audio/stingers/stinger-saga-page.mp3`                          |    1.76s |  29 KB | Generated         | Promotion pending |
| `stinger.golden_age`                    | Musical stinger               | `assets/generated/game-design/phase11/audio/stingers/stinger-golden-age.mp3`                         |    2.20s |  36 KB | Generated         | Promotion pending |
| `stinger.war_games_start`               | Musical stinger               | `assets/generated/game-design/phase12/audio/stingers/stinger-war-games-start.mp3`                    |    1.76s |  29 KB | Generated         | Promotion pending |
| `boss.blight_titan_reveal`              | Boss/alliance punctuation SFX | `assets/generated/game-design/phase09/audio/boss-alliance/boss-blight-titan-reveal.mp3`              |    2.20s |  36 KB | Generated         | Promotion pending |
| `boss.blight_titan_pressure`            | Boss/alliance punctuation SFX | `assets/generated/game-design/phase09/audio/boss-alliance/boss-blight-titan-pressure.mp3`            |    1.36s |  22 KB | Generated         | Promotion pending |
| `boss.blight_titan_kill`                | Boss/alliance punctuation SFX | `assets/generated/game-design/phase09/audio/boss-alliance/boss-blight-titan-kill.mp3`                |    2.40s |  38 KB | Generated         | Promotion pending |
| `siege.advance`                         | Boss/alliance punctuation SFX | `assets/generated/game-design/phase09/audio/boss-alliance/siege-advance.mp3`                         |    1.28s |  21 KB | Generated         | Promotion pending |
| `siege.breach_warning`                  | Boss/alliance punctuation SFX | `assets/generated/game-design/phase09/audio/boss-alliance/siege-breach-warning.mp3`                  |    1.20s |  20 KB | Generated         | Promotion pending |
| `siege.repelled`                        | Boss/alliance punctuation SFX | `assets/generated/game-design/phase09/audio/boss-alliance/siege-repelled.mp3`                        |    1.68s |  27 KB | Generated         | Promotion pending |
| `alliance.banners_unite`                | Boss/alliance punctuation SFX | `assets/generated/game-design/phase10/audio/boss-alliance/alliance-banners-unite.mp3`                |    1.76s |  29 KB | Generated         | Promotion pending |
| `alliance.world_boss_damage`            | Boss/alliance punctuation SFX | `assets/generated/game-design/phase10/audio/boss-alliance/alliance-world-boss-damage.mp3`            |    1.00s |  17 KB | Generated         | Promotion pending |
| `alliance.world_boss_kill`              | Boss/alliance punctuation SFX | `assets/generated/game-design/phase10/audio/boss-alliance/alliance-world-boss-kill.mp3`              |    2.40s |  38 KB | Generated         | Promotion pending |
| `stinger.war_council_reroll`            | Phase-summary SFX             | `assets/generated/game-design/phase06/audio/phase-summary/stinger-war-council-reroll.mp3`            |    1.20s |  20 KB | Generated         | Promotion pending |
| `onboarding.oath_prompt`                | Phase-summary SFX             | `assets/generated/game-design/phase06/audio/phase-summary/onboarding-oath-prompt.mp3`                |    1.48s |  24 KB | Generated         | Promotion pending |
| `onboarding.first_banner`               | Phase-summary SFX             | `assets/generated/game-design/phase06/audio/phase-summary/onboarding-first-banner.mp3`               |    1.48s |  24 KB | Generated         | Promotion pending |
| `onboarding.single_camp_reveal`         | Phase-summary SFX             | `assets/generated/game-design/phase06/audio/phase-summary/onboarding-single-camp-reveal.mp3`         |    1.36s |  22 KB | Generated         | Promotion pending |
| `music.bed.dawn_report_underscore`      | Phase-summary SFX             | `assets/generated/game-design/phase06/audio/phase-summary/music-bed-dawn-report-underscore.mp3`      |   10.00s | 157 KB | Generated         | Promotion pending |
| `ambience.map_building_smoke_fire_bed`  | Phase-summary SFX             | `assets/generated/game-design/phase07/audio/phase-summary/ambience-map-building-smoke-fire-bed.mp3`  |    8.00s | 126 KB | Generated         | Promotion pending |
| `event.resource_essence_tick`           | Phase-summary SFX             | `assets/generated/game-design/phase07/audio/phase-summary/event-resource-essence-tick.mp3`           |    0.68s |  12 KB | Generated         | Promotion pending |
| `event.fog_push`                        | Phase-summary SFX             | `assets/generated/game-design/phase07/audio/phase-summary/event-fog-push.mp3`                        |    1.00s |  17 KB | Generated         | Promotion pending |
| `event.refog`                           | Phase-summary SFX             | `assets/generated/game-design/phase07/audio/phase-summary/event-refog.mp3`                           |    1.08s |  18 KB | Generated         | Promotion pending |
| `event.corruption_spread`               | Phase-summary SFX             | `assets/generated/game-design/phase07/audio/phase-summary/event-corruption-spread.mp3`               |    1.20s |  20 KB | Generated         | Promotion pending |
| `ceremony.tome_pickup_rare`             | Phase-summary SFX             | `assets/generated/game-design/phase08/audio/phase-summary/ceremony-tome-pickup-rare.mp3`             |    1.08s |  18 KB | Generated         | Promotion pending |
| `ceremony.hall_of_banners_enshrinement` | Phase-summary SFX             | `assets/generated/game-design/phase08/audio/phase-summary/ceremony-hall-of-banners-enshrinement.mp3` |    1.76s |  29 KB | Generated         | Promotion pending |
| `ceremony.hero_quirk_flourish`          | Phase-summary SFX             | `assets/generated/game-design/phase08/audio/phase-summary/ceremony-hero-quirk-flourish.mp3`          |    1.00s |  17 KB | Generated         | Promotion pending |
| `stinger.nemesis_reveal`                | Phase-summary SFX             | `assets/generated/game-design/phase08/audio/phase-summary/stinger-nemesis-reveal.mp3`                |    1.76s |  29 KB | Generated         | Promotion pending |
| `stinger.nemesis_mention`               | Phase-summary SFX             | `assets/generated/game-design/phase08/audio/phase-summary/stinger-nemesis-mention.mp3`               |    1.00s |  17 KB | Generated         | Promotion pending |
| `ambience.shared_front`                 | Phase-summary SFX             | `assets/generated/game-design/phase10/audio/phase-summary/ambience-shared-front.mp3`                 |    8.00s | 126 KB | Generated         | Promotion pending |
| `event.faction_league_login`            | Phase-summary SFX             | `assets/generated/game-design/phase10/audio/phase-summary/event-faction-league-login.mp3`            |    1.00s |  17 KB | Generated         | Promotion pending |
| `event.seasonal_bragging`               | Phase-summary SFX             | `assets/generated/game-design/phase10/audio/phase-summary/event-seasonal-bragging.mp3`               |    1.20s |  20 KB | Generated         | Promotion pending |
| `event.tavern_contract_coop`            | Phase-summary SFX             | `assets/generated/game-design/phase10/audio/phase-summary/event-tavern-contract-coop.mp3`            |    1.00s |  17 KB | Generated         | Promotion pending |
| `ceremony.veteran_retirement`           | Phase-summary SFX             | `assets/generated/game-design/phase11/audio/phase-summary/ceremony-veteran-retirement.mp3`           |    1.76s |  29 KB | Generated         | Promotion pending |
| `stinger.slain_nemesis_chronicle`       | Phase-summary SFX             | `assets/generated/game-design/phase11/audio/phase-summary/stinger-slain-nemesis-chronicle.mp3`       |    1.68s |  27 KB | Generated         | Promotion pending |
| `stinger.illuminated_page`              | Phase-summary SFX             | `assets/generated/game-design/phase11/audio/phase-summary/stinger-illuminated-page.mp3`              |    1.48s |  24 KB | Generated         | Promotion pending |
| `stinger.war_games_outro`               | Phase-summary SFX             | `assets/generated/game-design/phase12/audio/phase-summary/stinger-war-games-outro.mp3`               |    1.76s |  29 KB | Generated         | Promotion pending |
| `music.loop.war_games_demo`             | Phase-summary SFX             | `assets/generated/game-design/phase12/audio/phase-summary/music-loop-war-games-demo.mp3`             |   10.00s | 157 KB | Generated         | Promotion pending |
| `event.progress_inert`                  | Phase-summary SFX             | `assets/generated/game-design/phase12/audio/phase-summary/event-progress-inert.mp3`                  |    0.88s |  15 KB | Generated         | Promotion pending |

## Existing Runtime Audio Baseline

### Music

The app has 12 full MP3 tracks under `apps/web/public/music/`, mirrored to `public-demo/assets/music/`:

* `01_mythic_battle_theme_take_1.mp3`
* `02_mythic_battle_theme_take_2.mp3`
* `03_noble_heroic_oath_take_1.mp3`
* `04_noble_heroic_oath_take_2.mp3`
* `05_dark_tribal_war_march_take_1.mp3`
* `06_dark_tribal_war_march_take_2.mp3`
* `07_elven_moonlit_overture_take.mp3`
* `08_elven_guardian_hymn_take.mp3`
* `09_elven_blades_dance_take.mp3`
* `10_undead_necropolis_theme_take.mp3`
* `11_undead_lament_of_the_hollow_crown_take.mp3`
* `12_undead_graveborn_war_march_take.mp3`

These are useful as the current background playlist. They do not satisfy the design requirement for dynamic layering because they are complete songs, not state-addressable stems, loops, or stingers.

### Speech

The app has 20 click voice-line MP3s under `apps/web/public/speech/`:

| Faction | App clips |
| ------- | --------- |
| Orc     | 4 clips   |
| Human   | 4 clips   |
| Elf     | 4 clips   |
| Undead  | 4 clips   |
| Lobster | 4 clips   |

The public demo has 4 Lobster-like `claw-*` speech clips under `public-demo/assets/speech/`, but the app now uses the new `lobster-*` speech files under `apps/web/public/speech/`. Public-demo parity is still separate until a promotion record closes rights, catalog, mirror/cache, credits, metadata, accessibility, and tests.

### Bark SFX

The app has 15 MP3 bark SFX files under `apps/web/public/sfx/` for Orc, Undead, and Lobster. Current `sfxAssets.ts` maps Orc non-error, Undead non-error, and all five Lobster bark kinds. Human and Elf non-error bark SFX are absent. Human, Elf, Orc, and Undead error barks currently reuse recorded speech pools. `orc-error.mp3` and `undead-error.mp3` exist but are not mapped as the active error behavior.

The `apps/web/public/sfx/CREDITS.md` file still labels these clips as draft assets selected by filename. Final production must deliver approved masters for the same semantic cue ids and record the final source/provenance evidence.

### World Cues

The Phase 24 implementation added typed world cues and synth fallback. The defined world cue kinds are:

* `camp_hit`
* `camp_collapse`
* `ram_crash`
* `ram_break_triumph`
* `skirmisher_red_slash`
* `flare_attention`

`SFX_FILES.world` is intentionally empty. All six generated candidates still need audition, mastering, approval, app-runtime promotion, `SFX_FILES.world` playback-manifest mapping, and tests before synth fallback can be retired.

## Speech Production Slate

### Required Speech

| Asset need                | Count | Trigger or surface                            | Status                                   | Notes                                                                                                                                                        |
| ------------------------- | ----: | --------------------------------------------- | ---------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Lobster click voice lines |     4 | Hero/faction click for hidden Lobster faction | Present and mapped; promotion incomplete | Browser-served `lobster-*` app files are present under `apps/web/public/speech/` and mapped in `FACTION_CLICK_VOICE_LINES`; promotion evidence remains open. |

### Speech Explicitly Out Of Scope

| Topic                      | Production call              | Reason                                                                                                        |
| -------------------------- | ---------------------------- | ------------------------------------------------------------------------------------------------------------- |
| Dawn Report narration      | No static VO files           | Report beats are synthetic and data-driven. Text plus stingers avoids stale or misleading voice lines.        |
| Town Crier announcements   | No spoken announcement files | Work-critical toasts must stay precise and bounded; spoken templates risk clutter and localization debt.      |
| Nemesis names              | Do not record name VO        | Names are deterministic from a table and can grow combinatorially. Use text, nameplate visuals, and stingers. |
| War Council objective copy | No fixed objective VO files  | Objectives are selected from live work state; text copy and objective-complete stingers are safer.            |

## Faction Bark SFX Matrix

Bark kinds are `idle`, `active`, `complete`, `error`, and `celebration`. The required target is 25 dedicated bark SFX files. Speech-backed errors remain runtime fallback only; the final production target maps dedicated SFX for every faction and bark kind.

| Faction | Idle                                       | Active                                       | Complete                                       | Error                                       | Celebration                                       |
| ------- | ------------------------------------------ | -------------------------------------------- | ---------------------------------------------- | ------------------------------------------- | ------------------------------------------------- |
| Orc     | Finalize `/sfx/orc-idle.mp3`               | Finalize `/sfx/orc-active.mp3`               | Finalize `/sfx/orc-complete.mp3`               | Map final `/sfx/orc-error.mp3`              | Finalize `/sfx/orc-celebration.mp3`               |
| Human   | Promote candidate as `/sfx/human-idle.mp3` | Promote candidate as `/sfx/human-active.mp3` | Promote candidate as `/sfx/human-complete.mp3` | Promote candidate as `/sfx/human-error.mp3` | Promote candidate as `/sfx/human-celebration.mp3` |
| Elf     | Promote candidate as `/sfx/elf-idle.mp3`   | Promote candidate as `/sfx/elf-active.mp3`   | Promote candidate as `/sfx/elf-complete.mp3`   | Promote candidate as `/sfx/elf-error.mp3`   | Promote candidate as `/sfx/elf-celebration.mp3`   |
| Undead  | Finalize `/sfx/undead-idle.mp3`            | Finalize `/sfx/undead-active.mp3`            | Finalize `/sfx/undead-complete.mp3`            | Map final `/sfx/undead-error.mp3`           | Finalize `/sfx/undead-celebration.mp3`            |
| Lobster | Finalize `/sfx/lobster-idle.mp3`           | Finalize `/sfx/lobster-active.mp3`           | Finalize `/sfx/lobster-complete.mp3`           | Finalize `/sfx/lobster-error.mp3`           | Finalize `/sfx/lobster-celebration.mp3`           |

Required bark actions:

* Audition, master, approve, and promote the 10 generated Human/Elf candidates into app runtime paths.
* Audition, master, and approve the 15 existing Orc/Undead/Lobster files or replace any failed drafts.
* Map dedicated Orc and Undead error SFX as primary behavior.
* Keep recorded speech as click speech and fallback only, not as the final bark solution.

## World And Combat SFX Slate

These six are already typed and should be treated as hard needs because they replace active synth fallbacks:

| Cue ID                       | Trigger                                 | Needed asset character                                |
| ---------------------------- | --------------------------------------- | ----------------------------------------------------- |
| `world.camp_hit`             | Linked mission strike on a camp         | Short heavy thud or impact, low-mid, non-musical      |
| `world.camp_collapse`        | Verified camp burn-down or collapse     | Crumble plus short victory lift, under 1.5s           |
| `world.ram_crash`            | Build error ram appears or strikes gate | Heavy wooden/stone crash, urgent but not alarm-only   |
| `world.ram_break_triumph`    | Build fix clears ram                    | Break plus quick triumphant release                   |
| `world.skirmisher_red_slash` | Test failure skirmisher surfaces        | Fast red slash sting, sharp and brief                 |
| `world.flare_attention`      | Highest-priority awaiting-input flare   | Attention sting; must support flare fatigue reduction |

Additional combat and exchange-table SFX that are needed for the complete design layer:

| Cue ID                       | Trigger                                                 | First phase | Notes                                                |
| ---------------------------- | ------------------------------------------------------- | ----------- | ---------------------------------------------------- |
| `event.fire_puff`            | `tool_use: Bash`; fire essence and smoke puff           | 4-7         | Short fire puff distinct from generic camp impact.   |
| `event.forge_hit`            | `tool_use: Edit/Write`; forge essence and hammer flash  | 4-7         | Distinct from generic camp hit.                      |
| `event.lore_glint`           | `tool_use: Read/Grep/Glob`; lore essence and fog reveal | 4-7         | Subtle, non-urgent.                                  |
| `event.summon_shimmer`       | `tool_use: Task`; subagent mini-unit appears            | 4           | Magical summon shimmer for subagent lineage moments. |
| `event.shield_clang`         | `file_conflict_prevented`                               | 4           | Must read as protection, not failure.                |
| `event.courier_wing_flap`    | Notice Board post/resolve courier treatment             | 4           | Wing-flap cue for courier treatment.                 |
| `event.low_supply_horn`      | Plan budget warning or exhausted                        | 4-7         | Warning tone, lower priority than flare/gate.        |
| `event.trophy_pin_tap`       | `hero_evidence_update` proof/regalia                    | 5           | Small metal pin cue.                                 |
| `event.scout_report_whisper` | `idle_suggestion` / `suggestion_update` rumor marker    | 4           | Quiet, should not create fake urgency.               |
| `event.flag_flutter`         | `file_intent_declare` / clear, claim pennant            | 4           | Soft cloth flag cue.                                 |
| `event.inspector_seal`       | `task_verification` verified banner glow                | 4-5         | Wax stamp or seal tone.                              |
| `event.patrol_footsteps`     | `loop_update` patrol route                              | 7           | Low-loop or sparse step cue; avoid constant looping. |
| `event.skitter`              | TypeScript/lint nuisance unit count changes             | 3-7         | Low-priority cue; keep subtle and sparse.            |

## Cross-Phase Ceremony Cue Pack

The broader production backlog across game-design Phases 4, 5, and 8 needs a coherent 28-cue pack: 18 Phase 4 core cues, 5 Phase 5 class-flare and achievement extensions, and 5 Phase 8 loot, relic, and naming extensions. Current spec-system Phase 25 covers 13 Phase 4 verb IDs and may route only the approved, supported subset; it does not claim the wider pack ships. Every cue keeps a distinct semantic id and needs a production-approved file before runtime promotion.

| Cue ID                          | Player verb or event                       | Asset need                                                                                    |
| ------------------------------- | ------------------------------------------ | --------------------------------------------------------------------------------------------- |
| `ceremony.summon_banner_raise`  | Spawn hero / summon champion               | Banner lift, cloth snap, short heroic lift                                                    |
| `ceremony.rally_horn`           | Send orders, mission start, quest accept   | Compact war horn                                                                              |
| `ceremony.counsel_flare_douse`  | Answer `awaiting_input`                    | Flare extinguish and release                                                                  |
| `ceremony.plan_wax_seal`        | Approve plan                               | Thick wax seal slam                                                                           |
| `ceremony.plan_scroll_tear`     | Reject plan                                | Paper tear, controlled and non-comic                                                          |
| `ceremony.portcullis_raise`     | Approve permission or guarded action       | Gate lift                                                                                     |
| `ceremony.portcullis_drop`      | Deny or hold permission/gate               | Gate drop, firm but not error alarm                                                           |
| `ceremony.target_flag_plant`    | Muster against camp / accept quest         | Flag plant into ground                                                                        |
| `ceremony.class_flare`          | Class Advantage match                      | Short class-colored flare cue                                                                 |
| `ceremony.contract_stamp`       | Quest/notice contract accept or resolve    | Stamp on parchment                                                                            |
| `ceremony.tome_pickup`          | `collect_scroll`                           | Delicious scroll/tome pickup with rarity room                                                 |
| `ceremony.salute_banner_fold`   | Dismiss hero / honorable discharge         | Slow salute and cloth fold                                                                    |
| `ceremony.decree_gavel`         | `hero_state_override` / Warchief decision  | Brief gavel hit                                                                               |
| `ceremony.dispatch_scout_horn`  | Manual scan trigger                        | Scout horn, lighter than rally                                                                |
| `ceremony.dispatch_hoofbeats`   | Scan running                               | Fading hoofbeats or scout departure                                                           |
| `ceremony.report_unfurl`        | Scan/report completion                     | Report parchment unfurl                                                                       |
| `ceremony.missive_unfurl`       | Inbound channel command / emissary         | Sealed message opens                                                                          |
| `ceremony.emissary_gate_horn`   | Receive/approve inbound command            | Gate horn plus seal cue                                                                       |
| `ceremony.banners_unite`        | Local Phase 4 War Room join or approval    | Shared-banner flourish or short fanfare; do not co-trigger with the Phase 10 shared-front cue |
| `ceremony.achievement_bronze`   | Bronze achievement unlock                  | Tiered fanfare, smallest                                                                      |
| `ceremony.achievement_silver`   | Silver achievement unlock                  | Tiered fanfare                                                                                |
| `ceremony.achievement_gold`     | Gold achievement unlock                    | Tiered fanfare                                                                                |
| `ceremony.achievement_platinum` | Platinum achievement unlock                | Tiered fanfare, largest                                                                       |
| `ceremony.loot_roll_start`      | Mission-complete loot roll                 | Wheel/roll start cue                                                                          |
| `ceremony.loot_common`          | Common loot reveal                         | Small reveal                                                                                  |
| `ceremony.loot_rare_plus`       | Rare/epic/legendary loot reveal            | Larger reveal variants or layered additions                                                   |
| `ceremony.relic_reveal`         | Relic drop                                 | Strong relic burst                                                                            |
| `ceremony.naming_ritual`        | Naming ceremony reroll / treasury cosmetic | Formal naming seal                                                                            |

## Class And Role Cue Slate

Under this slate's pending production direction, Class Advantage requires eight short nonverbal identity SFX cues. Do not produce recorded class speech; it would create chatter risk without improving the real-work signal.

| Class                | Cue need                                      |
| -------------------- | --------------------------------------------- |
| Bug Hunter           | Crisp bug-hunt sting or blade/snap cue        |
| Test Engineer        | Test-pass chime or calibration tick           |
| Operator             | Heavy machinery, console, or gate-control cue |
| Refactor Specialist  | Clean cut, tool reset, or structural shift    |
| Scribe               | Page turn, quill, or ink stamp                |
| Quartermaster        | Supply crate, coin, or ledger stamp           |
| Feature Architect    | Blueprint unfurl or construction chime        |
| Wandering Generalist | Small adaptable neutral flourish              |

## Music And Stinger Slate

The current 12 full MP3 tracks cover opt-in background music. To produce the full game-design package, Phase 9 needs a state-aware score package.

### Dynamic Music Stems

| Stem ID                              | State                                | Asset need                                                |
| ------------------------------------ | ------------------------------------ | --------------------------------------------------------- |
| `music.base.calm_idle`               | Idle, no urgent work                 | Loopable calm base                                        |
| `music.base.exploration`             | Normal map browsing / territory view | Loopable exploration bed in the same score family as calm |
| `music.layer.active_hero_percussion` | One or more active heroes            | Percussion layer that can stack or scale without clutter  |
| `music.layer.multi_hero_drive`       | Many active heroes or joint assault  | Stronger rhythmic layer                                   |
| `music.layer.flare_horn`             | Flares / awaiting input              | Horn layer, used sparingly by flare budget                |
| `music.layer.siege_horn`             | Siege or ram pressure                | Darker horn or pressure layer                             |
| `music.layer.boss_low`               | Boss present                         | Boss tension layer                                        |
| `music.layer.boss_high`              | Boss active or near kill             | Higher-intensity boss layer                               |
| `music.layer.alliance_front`         | War Room shared front                | Cooperative motif for shared-front state                  |
| `music.layer.golden_age`             | Clean repo / Golden Age              | Rare aspirational layer, quiet and celebratory            |

### Musical Stingers

Produce these as score-owned musical stingers and expose them through a score manifest.

| Stinger ID                    | Trigger or surface                      | First phase |
| ----------------------------- | --------------------------------------- | ----------- |
| `stinger.dawn_report_open`    | Dawn Report begins                      | 6           |
| `stinger.dawn_report_focus`   | Dawn Report hands off to urgent focus   | 6           |
| `stinger.battle_report_close` | Battle Report close / session end       | 5-6         |
| `stinger.war_council_open`    | War Council objective board opens       | 6           |
| `stinger.objective_complete`  | War Council objective complete          | 6           |
| `stinger.war_tide_advance`    | War Tide advancing                      | 6           |
| `stinger.war_tide_holding`    | War Tide holding                        | 6           |
| `stinger.war_tide_losing`     | War Tide losing ground                  | 6           |
| `stinger.victory_banner`      | Verified banner plant / mission success | 5           |
| `stinger.camp_kill`           | Verified camp kill                      | 3-5         |
| `stinger.nemesis_slain`       | Named nemesis verified kill             | 8           |
| `stinger.boss_week`           | Boss week / Blight Titan reveal         | 9           |
| `stinger.world_boss_reveal`   | Alliance campaign world boss reveal     | 10          |
| `stinger.season_rollover`     | Season end/start                        | 11          |
| `stinger.saga_page`           | Saga chronicle or illuminated page      | 11          |
| `stinger.golden_age`          | Golden Age state                        | 11          |
| `stinger.war_games_start`     | War Games demo mode starts              | 12          |

## Boss And Alliance Punctuation Slate

These nine cues are required for the boss, siege, and cooperative peaks that visual generation already covers.

| Cue ID                       | Trigger or surface                                                                                             | First phase |
| ---------------------------- | -------------------------------------------------------------------------------------------------------------- | ----------- |
| `boss.blight_titan_reveal`   | Weekly Blight Titan appears from entrenched debt                                                               | 9           |
| `boss.blight_titan_pressure` | Blight Titan active pressure or phase escalation                                                               | 9           |
| `boss.blight_titan_kill`     | Verified Blight Titan kill                                                                                     | 9           |
| `siege.advance`              | Siege pressure advances toward the keep                                                                        | 9           |
| `siege.breach_warning`       | Siege reaches a high-danger threshold                                                                          | 9           |
| `siege.repelled`             | Siege is repelled through real recovery/fix action                                                             | 9           |
| `alliance.banners_unite`     | Phase 10 transition into an established shared front; mutually exclusive with the local join/approval ceremony | 10          |
| `alliance.world_boss_damage` | Shared campaign world-boss HP chunk                                                                            | 10          |
| `alliance.world_boss_kill`   | Shared campaign world-boss kill and loot-for-all moment                                                        | 10          |

## Phase-By-Phase Audio Needs

| Phase                             | Audio production needs                                                                                                                                                                                                      |
| --------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 4 - Verbs & Ceremony              | Optional audio routing for 13 supported verb ceremonies; media decisions for bark SFX, the broader cue pack, the 4 mapped Lobster click lines, and the 6 generated world cues; rate limits and visible-equivalent statuses. |
| 5 - Banners, XP & Class Advantage | Eight class identity SFX; banner/victory stingers; Battle Report close; title/regalia/trophy pin cues.                                                                                                                      |
| 6 - Stakes & The Return Loop      | War Council open, reroll, and objective-complete stingers; War Tide state cues; Dawn Report underscore/stingers; First Ten Minutes oath/first-banner/single-camp reveal cues.                                               |
| 7 - The Living Map                | Low-priority ambient map cues: patrol footsteps, building smoke/fire bed, resource/essence tick, fog push/re-fog/corruption cue. Keep these quiet and sparse.                                                               |
| 8 - Loot & Legends                | Loot roll/reveal tiers, tome pickup variants, relic reveal, Hall of Banners enshrinement, hero quirk flourish, nemesis reveal/mention/slain stingers.                                                                       |
| 9 - Bosses & Dynamic Audio        | Dynamic music stems, boss intensity layers, siege horns, Blight Titan reveal/kill, recorded world cues replacing synth fallback.                                                                                            |
| 10 - The Alliance War             | Banners Unite fanfare, shared-front ambience, world boss reveal/damage/kill stingers, faction league login/seasonal bragging cue, tavern contract cooperative cue.                                                          |
| 11 - Seasons & Saga               | Season rollover, saga page, Golden Age, veteran retirement, re-fog, slain-nemesis chronicle, illuminated page cues.                                                                                                         |
| 12 - War Games, Demo & Hardening  | War Games intro, outro, demo loop, progress-inert state cue, final fatigue pass across all repeated audio.                                                                                                                  |

## Suggested File Naming

Keep app runtime assets under `apps/web/public/` and serve them from root paths matching existing conventions.

Speech:

```
apps/web/public/speech/lobster-whatshellitbe-01.mp3
apps/web/public/speech/lobster-whatshellitbe-02.mp3
apps/web/public/speech/lobster-snipsnipprobsolved-01.mp3
apps/web/public/speech/lobster-snipsnipprobsolved-02.mp3
```

Faction bark SFX:

```
apps/web/public/sfx/<faction>-<bark-kind>.mp3
apps/web/public/sfx/human-idle.mp3
apps/web/public/sfx/elf-celebration.mp3
```

World cues:

```
apps/web/public/sfx/world-camp-hit.mp3
apps/web/public/sfx/world-camp-collapse.mp3
apps/web/public/sfx/world-ram-crash.mp3
apps/web/public/sfx/world-ram-break-triumph.mp3
apps/web/public/sfx/world-skirmisher-red-slash.mp3
apps/web/public/sfx/world-flare-attention.mp3
```

Ceremony cues:

```
apps/web/public/sfx/ceremony-rally-horn.mp3
apps/web/public/sfx/ceremony-plan-wax-seal.mp3
apps/web/public/sfx/ceremony-banners-unite.mp3
```

Music stems and stingers:

```
apps/web/public/music/stems/idle-base.mp3
apps/web/public/music/stems/active-hero-percussion.mp3
apps/web/public/music/stingers/dawn-report-open.mp3
apps/web/public/music/stingers/season-rollover.mp3
```

Public-demo mirrors are required only when the owning phase explicitly includes demo parity.

## Promotion Checklist For Any Audio File

* Add or update the playback manifest:
  * `factionVoiceLines.ts` for speech.
  * `sfxAssets.ts` for bark, world, and ceremony cues.
  * A new score manifest for music stems and musical stingers.
* Record source, owner, license, attribution, and credits.
* Record duration, loudness/normalization target, byte size, format, and metadata cleanup.
* Add visible-equivalent labels and screen-reader copy for blocked, muted, unavailable, or failed playback.
* Add tests for manifest coverage and fallback behavior.
* Add rate-limit tests for repeated cues.
* Mirror to `public-demo/` and update service-worker cache only when the phase owns demo parity.
* Re-run media gates appropriate to the promotion scope.

## Production Direction Pending Decision-Log Sync

| Area                | Production direction                                                                                                                                                                   |
| ------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Bark SFX            | Approve and promote 25 dedicated bark SFX masters. Speech-backed error cues become fallback only.                                                                                      |
| Lobster speech      | Use the 4 new mapped app speech clips as click voice lines. Public-demo `claw-*` files remain reference only unless demo parity is explicitly promoted.                                |
| Class identity      | Approve and promote 8 nonverbal class SFX cues. Do not produce class speech in this pass.                                                                                              |
| Dynamic score       | Deliver true state-addressable stems plus score-owned stingers. Do not rely only on the current 12 full-song playlist.                                                                 |
| Ceremony cues       | Approve and promote one file per semantic ceremony cue id. Do not collapse unrelated work meanings into generic UI audio.                                                              |
| Banners Unite cues  | Use `ceremony.banners_unite` for the local Phase 4 join/approval ceremony and `alliance.banners_unite` for the Phase 10 shared-front transition. Never play both for one state change. |
| Data-driven reports | Use text plus stingers. Do not produce static narration for Dawn Report, War Council, Town Crier, or nemesis names.                                                                    |

## Immediate Next Promotion Batch

The highest-leverage audio work after source-candidate generation is:

1. Finish Lobster app speech promotion evidence for the 4 mapped clips.
2. Audition, master, approve, and promote the 10 generated Human/Elf bark candidates.
3. Audition the 15 existing Orc/Undead/Lobster runtime bark drafts against the generated candidates, approve or replace each master, and map dedicated Orc and Undead error barks.
4. Audition, master, approve, and promote the 6 generated world-cue candidates, then populate `SFX_FILES.world` and test synth fallback.
5. In spec-system Phase 25 Session 07, after its prerequisites land, decide the supported Phase 4 ceremony subset and promote only approved candidates, starting with rally horn, wax seal, scroll tear, portcullis raise/drop, target flag, contract stamp, tome pickup, missive unfurl, scout horn, report unfurl, local Banners Unite, and decree gavel.
6. Audition and approve the 8 generated class identity candidates for the Phase 5 consumer; defer runtime mapping until that consumer exists.
7. Audition the generated dynamic-score candidates for loop and layering suitability, write the score manifest and direction brief, and replace any candidate that does not behave as a true Phase 9 stem or score-owned stinger.

SoundFX source-candidate generation for items 2 through 7, plus the expanded phase-summary cues tracked above, is complete under `assets/generated/game-design/`; no additional generation is required unless audition rejects a candidate. Item 1 now has app files and runtime mapping. Credits, provenance, rights, loudness review, catalog evidence, public-demo parity decisions, fallback evidence, and tests remain open before the broader audio set is release-ready.


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