> 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_07_adaptive_stinger_pack.md).

# Session 07: Adaptive Stinger Pack

**Session ID**: `phase36-session07-adaptive-stinger-pack` **Status**: Complete **Completed**: 2026-06-28 **Estimated Tasks**: \~12-25 **Estimated Duration**: 2-4 hours

***

## Objective

Generate, document, and wire adaptive stingers for high-value state changes after the engine contract is in place.

***

## Scope

### In Scope (MVP)

* Generate and select stingers for combat start, low HP, boss reveal, objective unlock, final defense, victory transition, and defeat transition.
* Optimize runtime assets and update provenance.
* Route stingers from typed event metadata or snapshot state through the adaptive-audio contract.
* Manually review repeated trigger behavior and volume interactions.

### Out of Scope

* Adding stingers before Session 06 defines the runtime contract.
* Masking core gameplay SFX or adding long music layers without review.

***

## Prerequisites

* [x] Session 06 adaptive audio engine contract is complete.
* [x] The balance audit did not reject stingers as intrusive or unnecessary.

***

## Deliverables

1. Committed adaptive stinger assets.
2. Updated provenance and audio mapping.
3. Tests for requested stingers and fallback behavior.

### Delivered Assets

Committed SFX files:

* `src/assets/ai-rogue/audio/sfx/58_stinger_combat_start.ogg`
* `src/assets/ai-rogue/audio/sfx/59_stinger_low_hp.ogg`
* `src/assets/ai-rogue/audio/sfx/60_stinger_boss_reveal.ogg`
* `src/assets/ai-rogue/audio/sfx/61_stinger_objective_unlock.ogg`
* `src/assets/ai-rogue/audio/sfx/62_stinger_final_defense.ogg`
* `src/assets/ai-rogue/audio/sfx/63_stinger_victory_transition.ogg`
* `src/assets/ai-rogue/audio/sfx/64_stinger_defeat_transition.ogg`

All seven files are mono 48 kHz Ogg Opus, below 12 KB each, and below the 200 KB SFX media cap. Raw WAV masters were generated under the gitignored `tmp/ai-rogue-adaptive-stingers/` scratch directory.

### Runtime Wiring

* `AiRogueSimulationAudioCueId` now includes dedicated stinger cue IDs.
* `SFX_FILE_BASENAMES` registers files 58-64 behind those cue IDs.
* `AI_ROGUE_ADAPTIVE_AUDIO_PROFILES` maps the existing adaptive request IDs to dedicated stingers while preserving cooldowns and music/theme ducking.
* Renderer-adapter duplicate suppression was relaxed for objective, final-defense, victory, and defeat because those requests no longer replay the same provisional one-shot.
* Explicit `playCue: false` remains available in the audio engine for cue-free ducking paths.

### Validation Evidence

* `bun run typecheck` passed after runtime cue and profile changes.
* `bun run typecheck:scripts` passed after generator changes.
* `bunx vitest run src/extensions/ai-rogue/runtime/__tests__/audio.test.ts src/extensions/ai-rogue/runtime/__tests__/renderer-audio-adapter.test.ts` passed with 2 files and 40 tests.
* `bunx vitest run src/extensions/ai-rogue/runtime/__tests__/audio.test.ts src/extensions/ai-rogue/runtime/__tests__/renderer-audio-adapter.test.ts src/extensions/ai-rogue/runtime/__tests__/combat.test.ts src/extensions/ai-rogue/runtime/__tests__/protocols.test.ts src/extensions/ai-rogue/runtime/__tests__/compile.test.ts src/extensions/ai-rogue/runtime/__tests__/objective-lock.test.ts` passed with 6 files and 66 tests.
* `bunx playwright test tests/e2e/ai-rogue-runtime.spec.ts -g "AI Rogue browser audio pack fetches enemy, boss, and theme audio"` passed with desktop and mobile Chromium browser proof.
* `bun run lint`, `bun run typecheck`, and `bun run typecheck:scripts` passed.
* `bash scripts/check-asset-sizes.sh` passed with all assets within configured size limits.
* `ffprobe` confirmed files 58-64 are Opus, mono, 48000 Hz, and below 200 KB.

### Review Caveats And Session 08 Handoff

* Session 07 can prove routing, file metadata, cooldowns, fallback behavior, source starts, and product-surface cleanliness through tests.
* It cannot provide a human acoustic judgment for masking, fatigue, or whether local synthesized stingers should be replaced by externally generated masters.
* Session 08 should perform final full-pack listening across combat, low HP, boss reveal, objective, final defense, victory, and defeat transitions, then decide whether to keep these local stingers or regenerate them with an available external SFX key.

***

## Success Criteria

* [x] Each stinger can be triggered from the intended gameplay state or event.
* [x] Repeated triggers do not create audio clutter or volume spikes in manual review.
* [x] `bash scripts/check-asset-sizes.sh` passes.
* [x] The product outcome is proven end to end: stingers play during real gameplay state changes, repeated triggers are controlled, decode/load failures recover safely, and browser review confirms they support rather than mask gameplay.

## Folded Source Detail Routed To This Session

### Source Findings Owned

* A5 identifies stingers and optional stems for combat starts, low HP, boss reveal, objective unlock, final defense, victory transition, and defeat transition.
* Batch 5 is Adaptive Stingers And Engine Expansion.

### Stinger Asset Targets

* Combat start stinger.
* Low HP tension layer or sting.
* Boss reveal sting.
* Objective unlock sting.
* Final defense sting.
* Victory transition stinger.
* Defeat transition stinger.

### Batch 5 Goal And Value

* Add music moments only after the runtime contract supports them cleanly.
* Keep stingers restrained and avoid masking core SFX during keyboard-heavy play.
* Route stingers from typed event metadata or snapshot state through the adaptive-audio contract from Session 06.

### Media Guardrails

* Generate masters in a scratch location.
* Commit only optimized runtime assets and provenance.
* Keep stingers short, focused, and consistent in perceived loudness.
* Keep variations small in count and storage size.
* Run `bash scripts/check-asset-sizes.sh` after media changes.


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