> For the complete documentation index, see [llms.txt](https://ai-os-and-trend-finder.gitbook.io/ai-os-and-trend-finder-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ai-os-and-trend-finder.gitbook.io/ai-os-and-trend-finder-docs/.spec_system/archive/phases/phase_36/session_03_enemy_and_boss_sfx_pack.md).

# Session 03: Enemy And Boss SFX Pack

**Session ID**: `phase36-session03-enemy-and-boss-sfx-pack` **Status**: Not Started **Estimated Tasks**: \~12-25 **Estimated Duration**: 2-4 hours

***

## Objective

Generate, optimize, document, and wire family-specific enemy and boss cues for tactical recognition.

***

## Scope

### In Scope (MVP)

* Generate and select compact cues for small fast enemies, thief grab or escape, corruption enemies, sentry charge and fire, and boss charge, fire, hit, and shutdown.
* Convert selected masters to optimized runtime Ogg Opus assets.
* Update SFX provenance with prompt, request, render, and source metadata.
* Extend audio mapping and dispatch to use Session 02 metadata.
* Add focused tests for new cue routes and fallback behavior.

### Out of Scope

* Theme music or ambience assets.
* Adaptive stinger engine work.
* Any remote game-content loading or runtime downloads.

***

## Prerequisites

* [ ] Session 02 enemy audio metadata is complete.
* [ ] Media generation inputs and scratch location are ready.

***

## Deliverables

1. Committed runtime SFX files for enemy-family and boss identities.
2. Updated `src/assets/ai-rogue/audio/sfx/provenance.json`.
3. Updated audio mapping, dispatch logic, and focused tests.

***

## Success Criteria

* [ ] Enemy-family events route to distinct attack, telegraph, hit, or defeated cues where specified.
* [ ] `bun run test -- src/extensions/ai-rogue/runtime/__tests__/audio.test.ts` passes.
* [ ] `bash scripts/check-asset-sizes.sh` passes and provenance covers every committed file.
* [ ] The product outcome is proven end to end: new enemy and boss cues play during real AI Rogue encounters, failures fall back silently or to safe existing cues, and browser review confirms tactical readability.

## Folded Source Detail Routed To This Session

### Source Findings Owned

* A3 says enemy melee now has its own cue, but enemy-family identity still mostly collapses to shared attack, telegraph, status, and defeated sounds.
* A1 leaves sentry charge/fire and boss charge/fire/hit/shutdown open for the enemy-family audio batch.
* Batch 3 is the Enemy And Boss Audio Identity Pack.

### Asset Opportunities

* Small fast insects: high, short, brittle ticks.
* Thief: quick grab/escape chirp.
* Corruption enemies: wet digital crackle.
* Sentry: warning charge and hard line-fire pulse.
* Boss: large servo charge, core blast, heavy shutdown.

### Batch 3 Goal And Value

* Add family-specific attack, hit, and defeated cues for tactical readability.
* Enemy kind should become recognizable by sound, helping keyboard-heavy and compact-screen play.

### Required Runtime Wiring

* Use the typed enemy or actor metadata from Session 02.
* Add or update `SFX_FILE_BASENAMES` entries in `src/extensions/ai-rogue/runtime/audio.ts`.
* Preserve deterministic variant behavior when variants are used.
* Update `src/assets/ai-rogue/audio/sfx/provenance.json` beside committed files.

### Media Guardrails

* Generate masters in a scratch location.
* Commit only optimized runtime assets and provenance.
* Keep SFX short and focused, with clean starts and no long tails unless the cue is intentionally ambient.
* Prefer mono 48 kHz Ogg Opus unless stereo placement is clearly useful.
* Keep perceived loudness consistent across cue families.
* Keep variations small in count and storage size.
* Do not remote-stream game content.


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