First Slice Audio Spec¶
Calm sea adventure — not arcade, not pirate battle
Music¶
| Track | Use | Style |
|---|---|---|
music_beach |
Main harbour loop | Gentle sea + soft marimba/ukulele/piano, very slow, no strong beat |
Bottle stinger: quiet motif on bottle landing / first sight.
Pier / boat: wood creaks, rope, soft “leaving shore” feel at boarding.
SFX¶
| Event | Key |
|---|---|
| Sand footsteps | sand_step |
| Pier footsteps | pier_step |
| Bottle pickup | bottle_pickup |
| Dialogue open | dialogue_open |
| Activity success | activity_chime |
| Boat boarding | boat_board |
| Boat sailing | boat_sail |
| UI tap | ui_tap |
Proximity ambience¶
| Source | Node | Behaviour |
|---|---|---|
| Sea | AudioStreamPlayer2D @ shoreline |
Louder near beach |
| Pier creak | AudioStreamPlayer2D @ pier |
Louder on pier |
Implementation notes¶
- Godot autoload:
AudioManager - Buses: Music, Ambience, SFX, UI
- Placeholder procedural WAV until licensed assets ship — replace and register in
docs/ASSET_REGISTER.md
Rules¶
- No loud, flashy, or reward-machine sounds
- Sound on/off must work from HUD (M5)