> 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/sessions/phase36-session01-current-audio-balance-audit/implementation-notes.md).

# Implementation Notes

**Session ID**: `phase36-session01-current-audio-balance-audit` **Started**: 2026-06-28 14:20 **Last Updated**: 2026-06-28 15:13

***

## Session Progress

| Metric              | Value     |
| ------------------- | --------- |
| Tasks Completed     | 21 / 21   |
| Estimated Remaining | 0 minutes |
| Blockers            | 0         |

***

## Session Scope Notes

* This session is evidence and documentation work. No runtime code or media asset changes are planned unless the audit exposes a narrow blocking defect.
* BQC status: N/A - no application code changed in this session.
* Existing dirty changes: none at session start (`git status --short` returned no output).

***

## Audio Review Ledger

### Review Environment

| Item                    | Evidence                                                                                                                                          |
| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------- |
| Repository              | `/home/aiwithapex/projects/aios`                                                                                                                  |
| Current session         | `phase36-session01-current-audio-balance-audit`                                                                                                   |
| Review date             | 2026-06-28                                                                                                                                        |
| Initial working tree    | Clean before session edits                                                                                                                        |
| Browser review mode     | `agent-browser` product snapshot plus Playwright Chromium desktop 1440x1000 and mobile 390x844 fetch instrumentation                              |
| Audio output limitation | No direct acoustic monitor is available to the agent; audible quality notes use browser playback-path evidence plus objective volume measurements |

### Baseline Asset Inventory

| Area             | Result                                                             |
| ---------------- | ------------------------------------------------------------------ |
| Music files      | 6 Ogg files under `src/assets/ai-rogue/audio/music/`               |
| SFX files        | 45 Ogg files under `src/assets/ai-rogue/audio/sfx/`                |
| Music provenance | `provenance.json` contains 6 track records                         |
| SFX provenance   | `provenance.json` contains 45 cue records                          |
| Music sizes      | 246800-738060 bytes; all below the 900 KB AI Rogue music cap       |
| SFX sizes        | 3987-16422 bytes; all below the default committed asset cap        |
| Format metadata  | Music is 48000 Hz stereo; SFX is 48000 Hz mono                     |
| Duration range   | Music: 27.706500-83.106500 seconds; SFX: 0.486500-2.256500 seconds |

Inventory notes:

* No new media assets were added in this session.
* The current committed asset tree matches the Phase 36 baseline exactly: six music tracks and 45 SFX files.
* Variant-capable high-frequency cues have second files for `hit`, `enemy_defeated`, `player_hurt`, `shard_pickup`, `ui_click`, and `wall_bump`.

### Runtime Mapping Inventory

| Runtime Area            | Current Behavior                                                                                                                                         |
| ----------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------- |
| SFX URL loading         | Eager Vite URL glob for `src/assets/ai-rogue/audio/sfx/*.ogg`, with lazy decode at playback time                                                         |
| Music URL loading       | Eager Vite URL glob for `src/assets/ai-rogue/audio/music/*.ogg`, with lazy decode at playback time                                                       |
| SFX cue map             | 39 typed cue IDs map to 45 committed files                                                                                                               |
| Music cue map           | `title`, `sector_1`, `sector_2`, `sector_3`, `victory`, and `defeat` map to the six music files                                                          |
| Deterministic variants  | `hit`, `enemy_defeated`, `player_hurt`, `shard_pickup`, `ui_click`, and `wall_bump` each map to two files                                                |
| Variant selection       | Stable FNV-style hash of `variantSeed` modulo variant count; random only when no seed is provided                                                        |
| Default preferences     | `muted: false`, `masterVolume: 0.9`, `musicVolume: 0.55`, `sfxVolume: 0.85`                                                                              |
| Explicit cue precedence | `event.audioCues` are dispatched before fallback event-type/message matching                                                                             |
| Fallback dispatch       | Attack, defeat, hazard, pickup, door, descend, threat, status, blocked, win, and loss map to appropriate one-shots                                       |
| Reduced cue volumes     | Status applied/cleansed 0.8; equipment 0.75; wall/invalid 0.85; heartbeat 0.7; telegraph 0.8; some hazards/status fallback 0.75-0.85; whiffed strike 0.7 |
| Silent fallback         | Missing Web Audio returns `SILENT_ENGINE`; fetch/decode failures return null buffers and do not throw                                                    |
| Music routing           | `musicTrackForDepth(1)` -> `sector_1`, depth 2 -> `sector_2`, depth 3+ -> `sector_3`                                                                     |
| Not implemented         | No sidechain, compressor, event-based ducking, second music bus, ambience bus, or theme-aware routing                                                    |

Inventory notes:

* The runtime remains presentation-only and does not feed audio selection back into deterministic simulation state.
* Explicit cue dispatch is ready for protocol/objective events, but remaining broad fallbacks still inspect event type and some message text.

### Renderer And Preference Wiring Inventory

| Renderer Area               | Current Behavior                                                                                                        |
| --------------------------- | ----------------------------------------------------------------------------------------------------------------------- |
| Audio import                | `renderer.ts` dynamically imports `./audio` after Pixi atlas setup                                                      |
| Initial preferences         | Renderer creates audio engine with `audioPreferences(state)`                                                            |
| Title queueing              | Renderer calls `audio.playMusic("title", { fadeMs: 800 })` on mount; engine queues it until unlock if no context exists |
| Unlock trigger              | Runtime `start`, `pause`, `resume`, `reset`, `save`, and `load` call `audio.unlock()` before audio feedback             |
| Run start                   | Fresh start plays `run_start` and switches from title to depth music                                                    |
| UI confirmations            | Pause, resume, reset, save, and load play restrained `ui_click`                                                         |
| Music transitions           | `renderer-audio-adapter.ts` plays depth music on descend, victory music on win, and defeat music on loss                |
| Heartbeat                   | Adapter enables heartbeat only for active running snapshots with HP ratio above 0 and at or below 30%                   |
| Reset/load cleanup          | Reset and load stop music and heartbeat before rebuilding/restoring runtime state                                       |
| Preference schema           | `save-schema.ts` persists `audioMuted`, `musicVolume`, and `sfxVolume` with defaults false, 0.55, and 0.85              |
| Settings view               | Settings offers a mute checkbox plus 5% step music and effects sliders                                                  |
| Runtime preference handoff  | `use-runtime-controller.ts` forwards persisted audio preferences into `controller.updatePreferences()`                  |
| Live preference application | Renderer `updatePreferences()` updates state and calls `audio.setPreferences(audioPreferences(state))`                  |

Inventory notes:

* Browser autoplay policy is respected because the renderer queues title music but only unlocks on user gesture/control actions.
* Mute disables the master gain while preserving music and SFX slider values.

### Focused Test Coverage Inventory

| Coverage Area                    | Existing Focused Evidence                                                                       |
| -------------------------------- | ----------------------------------------------------------------------------------------------- |
| No Web Audio                     | Test verifies no-throw silent no-op engine when `AudioContext` is unavailable                   |
| AudioContext constructor failure | Test verifies audio calls stay no-op safe if construction throws                                |
| Fetch failure                    | Test verifies failed audio fetches are swallowed without throwing                               |
| Decode failure                   | Test verifies failed `decodeAudioData` is swallowed without throwing                            |
| Dispose cleanup                  | Test verifies active music and heartbeat sources stop and context closes                        |
| Fallback event dispatch          | Test dispatches attack, defeat, pickup, blocked, and win events to one-shots                    |
| Title unlock                     | Test verifies title music fetch is delayed until `unlock()`                                     |
| Explicit cue precedence          | Test verifies `compile_payload` and `final_defense_survived` explicit cues play before fallback |
| Dispose before decode            | Test verifies decoded audio is not started after disposal                                       |
| Visual feedback coupling         | Render model/effects code uses selected `audioCues` for protocol/objective visual feedback      |

Inventory notes:

* The focused audio suite exercises runtime integrity and fallback behavior but cannot judge audible balance, fatigue, or perceived mix quality.
* Protocol/objective explicit cue dispatch has unit coverage for precedence; broader protocol/objective path coverage is spread through simulation and browser tests.

### Durable Game-Feel Contract Inventory

| Contract Area        | Current Durable Contract                                                                                   |
| -------------------- | ---------------------------------------------------------------------------------------------------------- |
| Runtime owner        | `runtime/audio.ts` is playback, mixing, looping, and preference layer only                                 |
| Source assets        | Project-owned generated assets committed under `src/assets/ai-rogue/audio/`                                |
| Autoplay             | AudioContext is created/resumed only after user gesture through `unlock()`                                 |
| Loading              | Audio buffers are lazily fetched/decoded and cached by URL                                                 |
| Unit-test boundary   | Renderer dynamically imports audio so happy-dom tests do not eagerly load asset globs                      |
| Fallback             | Web Audio absence degrades to silent no-op behavior                                                        |
| Preferences          | `audioMuted`, `musicVolume`, and `sfxVolume` persist through preferences schema and Settings view          |
| Not current behavior | No sidechain, compressor, transient music-gain reduction, event ducking, ambience bus, or external wrapper |
| Music behavior       | Title loop after unlock, sector music on run/depth, victory/defeat themes, reset/destroy stop music        |
| SFX behavior         | Simulation events and runtime controls drive one-shots; high-frequency cues use deterministic variants     |
| Heartbeat            | Low-HP heartbeat loop runs at active HP ratios above 0 and at or below 30%                                 |
| Media policy         | AI Rogue music: 48 kHz stereo Ogg Opus under 900 KB; SFX: 48 kHz mono Ogg Opus under 200 KB                |
| Provenance           | Music and SFX provenance stays beside committed runtime assets                                             |
| Remote loading       | Deferred CDN/R2 strategy only; current assets are committed and served through Vite pipeline               |

Inventory notes:

* Current docs explicitly warn that headless tests can verify pixels/runtime behavior but audio output still needs real browser/manual review.
* This session did not add media; asset-size validation still runs at T020.

### Cue-Level Review Matrix

| Cue Group                | Cue IDs / Tracks                                                                                                                       | Runtime Touchpoint                                   | Objective Signal                                                        | Session 01 Review State                                                           |
| ------------------------ | -------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------- | ----------------------------------------------------------------------- | --------------------------------------------------------------------------------- |
| Title loop               | `title` / `01_title_menu_loop.ogg`                                                                                                     | Queued on renderer mount; starts after `unlock()`    | 69.306500s, mean -18.9 dB, max -4.0 dB                                  | Candidate pass for routing; browser review must judge pre-run loop fatigue        |
| Sector music             | `sector_1`, `sector_2`, `sector_3`                                                                                                     | Run start and descend through `musicTrackForDepth()` | 83.106500s loops, means -18.7 to -19.2 dB                               | Candidate pass for depth music; theme identity remains deferred to Session 04/05  |
| End music                | `victory`, `defeat`                                                                                                                    | Win/loss terminal music in adapter                   | Victory mean -20.4 dB; defeat mean -17.8 dB                             | Candidate pass; defeat is objectively hotter and needs browser check              |
| Run start                | `run_start`                                                                                                                            | Fresh runtime start                                  | Mean -16.7 dB, max 0.0 dB                                               | Candidate pass; browser check must confirm it is not too sharp over title fade    |
| Heartbeat                | `heartbeat`                                                                                                                            | Low HP loop at HP ratio <= 0.3                       | 2.256500s, mean -15.7 dB, max -1.9 dB, engine volume 0.7                | Candidate pass; fatigue check should confirm it stays tense without masking SFX   |
| Core player combat       | `strike`, `hit`, `surge`                                                                                                               | Explicit/fallback attack dispatch                    | Strike mean -18.8 dB; hit variants -14.5/-15.6 dB; surge -18.8 dB       | Candidate pass; hit cues are intentionally prominent                              |
| Enemy combat             | `enemy_melee`, `enemy_defeated`                                                                                                        | Fallback enemy attack/defeat dispatch                | Enemy melee mean -21.0 dB, max 0.0 dB; defeated variants -18.8/-20.3 dB | Candidate pass; enemy family identity remains deferred to Session 02/03           |
| Player hurt              | `player_hurt` variants                                                                                                                 | Explicit/fallback damage dispatch                    | Means -21.0/-18.8 dB; peaks 0.0/-1.0 dB                                 | Candidate pass; variant A is stronger and needs fatigue check                     |
| Pickups                  | `shard_pickup`, `health_pickup`, `relic_taken`                                                                                         | Pickup fallback and explicit events                  | Shard variants -23.9/-24.7 dB; health -21.5 dB; relic -22.5 dB          | Candidate pass; shard cues are quiet by design but need browser confirmation      |
| Doors and descent        | `door`, `descend`                                                                                                                      | Door and descend events                              | Door mean -15.6 dB, max 0.0 dB; descend mean -17.8 dB                   | Candidate pass; door is prominent                                                 |
| Threat and hazard        | `telegraph`, `hazard_tick`                                                                                                             | Threat/hazard fallback and explicit cues             | Telegraph mean -14.0 dB; hazard mean -19.8 dB                           | Candidate pass; hazard has only one variant and needs repetition review           |
| Shield and status        | `shield_absorb`, `shield_break`, `status_applied`, `status_cleansed`                                                                   | Explicit cues and fallback message dispatch          | Shield absorb -15.9 dB; shield break -24.6 dB; status -23.8/-23.3 dB    | Candidate follow-up: verify shield break/status do not disappear under music      |
| Movement errors          | `wall_bump`, `invalid_action`                                                                                                          | Blocked fallback and explicit events                 | Wall variants -15.5/-12.6 dB; invalid -21.4 dB                          | Candidate follow-up: wall bump variant A is the loudest mean SFX                  |
| Protocol pickups/actions | `protocol_pickup`, `protocol_patch_kit`, `protocol_trace_map`, `protocol_signal_jammer`, `protocol_trace_lance`, `protocol_phase_step` | Explicit protocol events                             | Trace lance -15.8 dB; signal jammer -23.6 dB; others -20.2 to -21.8 dB  | Candidate pass; signal jammer may be subtle compared with trace lance             |
| Objective and rewards    | `key_fragment`, `objective_unlock`, `equipment_equip`                                                                                  | Explicit key/objective/equipment events              | Key/objective -21.8 dB; equip -19.4 dB                                  | Candidate pass; objective cue needs browser confirmation                          |
| Vault/cache              | `vault_unlock`, `cache_open`                                                                                                           | Explicit vault/cache events                          | Vault -21.4 dB; cache -25.6 dB                                          | Candidate follow-up: cache may be too quiet for reward weight                     |
| Terminal                 | `terminal_open`, `terminal_accept`                                                                                                     | Explicit terminal events                             | Open -26.6 dB; accept -20.0 dB                                          | Candidate follow-up: terminal open may be too quiet                               |
| Compile/final defense    | `compile_payload`, `final_defense_survived`                                                                                            | Explicit compile/final defense events                | Compile -26.5 dB; final defense -21.7 dB                                | Candidate follow-up: compile payload may be too quiet for milestone weight        |
| UI controls              | `ui_click` variants                                                                                                                    | Pause/resume/reset/save/load confirmations only      | Means -22.8/-23.9 dB; variant A peak 0.0 dB                             | Candidate pass; restrained routing is correct, variant A peak needs browser check |
| Victory/defeat stings    | `victory_sting`, `defeat_sting`                                                                                                        | Win/loss one-shots                                   | Victory -20.1 dB; defeat -15.3 dB                                       | Candidate pass; defeat sting is hotter and needs browser check                    |

Matrix notes:

* "Candidate" findings are based on source routing and objective amplitude scan. Browser checks in T010-T013 decide final pass/fail wording.
* Objective volume uses `ffmpeg` `volumedetect` mean and max levels, not LUFS.
* No cue currently requires runtime code changes before the browser review.

### Desktop Browser Review

Environment:

* Dev server: `http://127.0.0.1:5189/`
* Browser route: `/extensions/ai-rogue/play?seed=desktop-fetch-review`
* Viewport: 1440x1000 desktop Chromium
* Review type: browser-instrumented playback-path review. The environment did not provide a direct acoustic monitor for subjective listening.

Results:

* Product surface: PASS - first viewport showed AI Rogue Play, runtime status, product controls, and "How to play"; no developer diagnostics panel was open by default.
* Unlock/title queueing: PASS - wrapped `window.fetch` recorded no Ogg fetches before the user clicked Start.
* Start audio path: PASS - after Start, audio fetches were `01_title_menu_loop.ogg`, `14_run_start.ogg`, and `02_sector_1_cold_cache_drift.ogg`.
* Sector music: PASS - depth 1 started sector 1 music through the runtime route.
* Runtime controls: PASS - pause/resume/save added only `ui_click` variants (`44_ui_click_variant_a.ogg`, `13_ui_click.ogg`), confirming restrained UI routing for runtime controls.
* Gameplay path after audio unlock: PASS - keyboard movement advanced to an active turn and saving produced "Saved slot 1"; no page errors were recorded.
* Mute and volume preferences: PASS - Settings persisted `audioMuted: true`, `musicVolume: 0.35`, and `sfxVolume: 0.45`; the UI correctly disabled sliders after mute was enabled.
* Silent fallback: PASS - with `window.AudioContext` and `window.webkitAudioContext` removed, Start plus keyboard movement advanced gameplay, recorded no page errors, and recorded zero Ogg fetches.

Desktop review caveat:

* This verifies the desktop browser audio path, controls, and fallback behavior. Perceived loudness/fatigue judgments are grounded in the objective volume scan and route-trigger evidence because the agent cannot physically hear browser output in this environment.

### Repeated-Combat Fatigue Review

Environment:

* Browser route: `/extensions/ai-rogue/play?seed=repeated-combat-audio-review`
* Scenario: `window.__AI_ROGUE_LOCAL_TEST_SCENARIO__ = "combat"`
* Viewport: 1440x1000 desktop Chromium
* Review type: repeated input through real runtime path with wrapped audio fetch capture.

Results:

* Runtime stability: PASS - repeated keyboard combat inputs advanced to turn 12 with no page errors.
* Triggered combat-adjacent audio fetches: `01_strike_swing.ogg`, `02_hit_impact.ogg`, `19_enemy_melee_hit.ogg`, `11_ranged_telegraph.ogg`, `21_shield_break.ogg`, `40_hit_impact_variant_a.ogg`, `41_enemy_defeated_variant_a.ogg`, and `43_shard_pickup_variant_a.ogg`.
* Deterministic variants: PASS - source hash check over 12 sample event IDs split each two-variant high-frequency cue 6 base / 6 variant while keeping event-equivalent seeds deterministic.
* Hit fatigue: PASS - both base and variant hit cues were exercised; objective means are close (-14.5 dB and -15.6 dB).
* Defeat fatigue: PASS - enemy defeated base/variant means are close enough for repeated kills (-18.8 dB and -20.3 dB).
* Player hurt fatigue: PASS with caveat - variants exist, but variant A is 2.2 dB hotter by mean volume (-18.8 dB vs -21.0 dB); keep for browser listening in final closeout.
* Shard pickup fatigue: PASS with caveat - variants are both quiet (-23.9 dB and -24.7 dB), which should reduce fatigue but can be masked.
* UI click fatigue: PASS - UI click variants are quiet (-22.8 dB and -23.9 dB) and only runtime controls triggered them in desktop review.
* Wall bump fatigue: FOLLOW-UP - variant A is the loudest mean SFX in the pack (-12.6 dB vs -15.5 dB base) and can become tiring if a player bumps walls repeatedly.
* Hazard/status fatigue: FOLLOW-UP - `hazard_tick`, `status_applied`, and `status_cleansed` each have one file; repeated hazard/status play should get a second tiny variant only if Session 08 or human listening confirms fatigue.

### Objective And Protocol Runtime Review

Review type:

* Deterministic local simulation scenarios run through exported AI Rogue simulation APIs with the same world fixtures used by existing tests.

Results:

* Protocol pickup: PASS - collecting patch-kit and trace-map pickups emitted `protocol_pickup`.
* Patch Kit: PASS - using patch-kit emitted `protocol_patch_kit` and `status_cleansed`.
* Trace Map: PASS - using trace-map emitted `protocol_trace_map`.
* Signal Jammer: PASS - using signal-jammer emitted `protocol_signal_jammer`.
* Trace Lance: PASS - using trace-lance emitted `protocol_trace_lance`; the enemy response emitted `enemy_melee`.
* Phase Step: PASS - using phase-step emitted `protocol_phase_step`.
* Terminal open: PASS - bumping a terminal emitted `terminal_open` without spending a turn.
* Terminal accept: PASS - resolving Fortify emitted `terminal_accept`.
* Key fragment: PASS - collecting a key emitted `key_fragment`.
* Vault unlock: PASS - unlocking with a key emitted `vault_unlock`.
* Cache chest: PASS - claiming a cache emitted `cache_open` and `equipment_equip`.
* Objective unlock: PASS - purging the required crash dump emitted `objective_unlock`.
* Compile choice: PASS - crossing the first compile-level kill threshold emitted `objective_unlock`; selecting Throughput Boost emitted `equipment_equip`.
* Final defense: PASS - surviving the final payload defense emitted `compile_payload`, `final_defense_survived`, and `victory_sting`.

Routing note:

* `compile_payload` is not the ordinary compile-level upgrade cue; it is the final defense/payload cue. Ordinary compile-level readiness currently uses `objective_unlock`, and the chosen upgrade uses `equipment_equip`.

### Mobile Browser Review

Environment:

* Browser route: `/extensions/ai-rogue/play?seed=mobile-audio-review`
* Viewport/device: iPhone 14 emulation, 390x844, touch enabled
* Review type: mobile/touch playback-path review with wrapped audio fetch capture and horizontal-overflow checks.

Results:

* Compact controls: PASS - `[data-ai-rogue-compact-controls]` was visible; Move right was disabled before Start and enabled after Start.
* Unlock/title queueing: PASS - no Ogg fetches occurred before Start.
* Start audio path: PASS - after Start, lazy audio fetches included `01_title_menu_loop.ogg`, `14_run_start.ogg`, and `02_sector_1_cold_cache_drift.ogg`.
* Touch movement/SFX path: PASS - tapping Move right advanced to turn 1 and collected a Health Cache, fetching `06_health_pickup.ogg`.
* Compact action controls: PASS - Inspect and Next target touch actions registered in runtime events without page errors.
* Music/SFX preference path: PASS - Settings persisted `audioMuted: true`, `musicVolume: 0.4`, and `sfxVolume: 0.5`.
* No horizontal overflow: PASS - Play and Settings both reported `clientWidth: 390`, `scrollWidth: 390`, and `bodyScrollWidth: 390` before and after interactions.
* Page stability: PASS - no page errors were recorded.

Mobile review caveat:

* As with desktop, this proves the browser playback path and route behavior but not acoustic perception. Perceived balance findings use objective volume scan plus triggered cue evidence.

### Prioritized Follow-Ups

| Priority | Follow-Up                                                                                                                                                                                                                          | Affected Cue IDs / Tracks                                                                             | Source Touchpoints                                                     | Owner Session                                |
| -------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------- | -------------------------------------------- |
| P1       | Reduce or replace loud wall-bump variant if human listening confirms fatigue. Objective scan shows variant A is the loudest mean SFX.                                                                                              | `wall_bump` / `45_wall_bump_variant_a.ogg`                                                            | `runtime/audio.ts`, `src/assets/ai-rogue/audio/sfx/provenance.json`    | Session 03 or Session 08                     |
| P1       | Review quiet milestone/reward cues for audibility under sector music; lift gain or regenerate if they disappear in acoustic review.                                                                                                | `terminal_open`, `cache_open`, `compile_payload`, `shield_break`, `status_applied`, `status_cleansed` | `runtime/audio.ts`, simulation explicit `audioCues`, SFX assets        | Session 03 or Session 08                     |
| P1       | Preserve explicit routing for rare objective/protocol cues. No routing defect found, but docs must clarify `compile_payload` belongs to final defense while ordinary compile choices use `objective_unlock` and `equipment_equip`. | `compile_payload`, `objective_unlock`, `equipment_equip`, `final_defense_survived`                    | `simulation.ts`, `compile.ts`, `docs/extensions/ai-rogue/game-feel.md` | Session 01 docs, then Session 08             |
| P1       | Add typed enemy-family audio metadata before generating family/boss cues. Current review confirms shared `enemy_melee` and `enemy_defeated` are functional but not tactically identifying families.                                | `enemy_melee`, `enemy_defeated`, future sentry/boss cues                                              | `types-simulation.ts`, `combat.ts`, `enemy-effects.ts`, `audio.ts`     | Session 02 and Session 03                    |
| P2       | Add a second hazard/status variant only if human listening confirms repetition fatigue. Automation found single-file hazard/status cues and quiet status levels.                                                                   | `hazard_tick`, `status_applied`, `status_cleansed`                                                    | `audio.ts`, `enemy-effects.ts`, `combat.ts`, SFX provenance            | Session 03 or Session 08                     |
| P2       | Keep UI click routing restrained. Current review found UI click only on runtime controls and Settings persisted mute/volume. Do not broaden UI sound to every button.                                                              | `ui_click` variants                                                                                   | `renderer.ts`, Settings preferences                                    | All later sessions                           |
| P2       | Human-listen title-loop suitability before replacing it. Browser path passes, duration is 69.306500s, objective level is consistent with sector music, but the agent cannot judge acoustic loop fatigue.                           | `title` / `01_title_menu_loop.ogg`                                                                    | `renderer.ts`, `audio.ts`, music provenance                            | Session 08, or Session 05 if replacing music |
| P2       | Defeat music and defeat sting are objectively hotter than victory equivalents; confirm they feel dramatic rather than harsh in acoustic closeout.                                                                                  | `defeat`, `defeat_sting`, `victory`, `victory_sting`                                                  | `audio.ts`, music/SFX assets                                           | Session 08                                   |
| P2       | Theme audio should remain depth-based until Session 04 defines routing. Current sector music passes depth routing; theme-aware ambience/music remains deferred.                                                                    | `sector_1`, `sector_2`, `sector_3`, future theme cues                                                 | `themes.ts`, `audio.ts`, `renderer-audio-adapter.ts`                   | Session 04 and Session 05                    |
| P3       | Adaptive stingers are a conditional go, not an automatic asset batch. Current review found core routing stable and no ducking/second bus. Add stingers only after Session 06 defines a minimal engine contract.                    | Future combat/boss/objective/final stingers                                                           | `audio.ts`, `renderer-audio-adapter.ts`, future engine docs            | Session 06 and Session 07                    |

Current go/no-go:

* Replacements: no immediate replacement required by automation; wall bump variant A is the strongest replacement candidate.
* Volume changes: likely candidates are reducing wall bump variant A and lifting terminal open/cache open/compile payload if acoustic listening confirms masking.
* Routing fixes: no blocking runtime routing defect found; the only doc-level correction is that `compile_payload` is final-defense payload audio, not the ordinary compile-level upgrade-ready cue.
* Variants: high-frequency hit/defeat/player hurt/shard/ui/wall variants are wired; hazard/status second variants are conditional.
* Title-loop suitability: browser path passes; acoustic fatigue requires a human-listen closeout.
* Adaptive stingers: conditional go after Session 06 engine contract; do not generate Session 07 assets unless Session 06 keeps the contract simple and browser review accepts the added density.

### Command Evidence

T017 PASS:

* `bun run test -- src/extensions/ai-rogue/runtime/__tests__/audio.test.ts` passed 1 test file and 9 tests in 700 ms. T018 PASS:
* `bunx playwright test tests/e2e/ai-rogue-runtime.spec.ts` passed 9 desktop Playwright tests in 35.3 seconds. T019 PASS:
* `bunx playwright test tests/e2e/ai-rogue-mobile.spec.ts` passed 5 mobile Playwright tests in 23.0 seconds. T020 PASS:
* `git status --short src/assets/ai-rogue/audio` returned no output.
* `bash scripts/check-asset-sizes.sh` passed with "OK: All assets within configured size limits (total: 14M)". T021 PASS:
* ASCII scan across tracked diffs and untracked files returned no output.
* CRLF scan across tracked diffs and untracked files returned no output.
* `.spec_system/scripts/analyze-project.sh --json` confirmed `current_phase: 36`, `current_session: phase36-session01-current-audio-balance-audit`, and session files `implementation-notes.md`, `spec.md`, and `tasks.md`.

### Documentation Sync Notes

T015 complete:

* `.spec_system/PRD/phase_36/PRD_phase_36.md` now records Session 01 implementation review results, cue follow-ups, downstream owner sessions, and the acoustic-listening caveat.
* `.spec_system/PRD/phase_36/session_01_current_audio_balance_audit.md` now records implemented-pending-review status, checked prerequisites, pass results, caveat, and prioritized follow-ups.

T016 complete:

* `docs/extensions/ai-rogue/game-feel.md` now records the Phase 36 Session 01 browser-path review result, balance caveats, compile cue clarification, and downstream ownership.

***

## Task Log

### 2026-06-28 - Session Start

**Environment verified**:

* [x] Prerequisites confirmed
* [x] Tools available
* [x] Directory structure ready

***

### Task T001 - Verify deterministic project state and Phase 36 Session 01 selection

**Started**: 2026-06-28 14:19 **Completed**: 2026-06-28 14:20 **Duration**: 1 minute

**Notes**:

* Confirmed `.spec_system/scripts/analyze-project.sh --json` reports the current session as `phase36-session01-current-audio-balance-audit`.
* Confirmed the current session directory exists and initially contains `spec.md` and `tasks.md`.
* Confirmed spec-system state is not configured as a monorepo for this repo.
* Confirmed `.spec_system/scripts/check-prereqs.sh --json --env` passes.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Created the implementation ledger and recorded deterministic state evidence.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T001 complete and added progress tracking.

**Verification**:

* Command/check: `if [ -d .spec_system/scripts ]; then bash .spec_system/scripts/analyze-project.sh --json; else bash /home/aiwithapex/.codex/plugins/cache/apex-spec-system/apex-spec/2.1.3-codex/scripts/analyze-project.sh --json; fi`
  * Result: PASS - analysis completed.
  * Evidence: `current_phase` was 36, `current_session` was `phase36-session01-current-audio-balance-audit`, `current_session_dir_exists` was true, and `monorepo` was null.
* Command/check: `if [ -d .spec_system/scripts ]; then bash .spec_system/scripts/check-prereqs.sh --json --env; else bash /home/aiwithapex/.codex/plugins/cache/apex-spec-system/apex-spec/2.1.3-codex/scripts/check-prereqs.sh --json --env; fi`
  * Result: PASS - prerequisite checker returned `overall: pass`.
  * Evidence: spec-system, jq 1.7, and git 2.43.0 checks all passed.
* UI product-surface check: N/A - task only verified spec-system state.
* UI craft check: N/A - task only verified spec-system state.

***

### Task T002 - Review Phase 36 PRD, session stub, conventions, considerations, security posture, and audio docs

**Started**: 2026-06-28 14:20 **Completed**: 2026-06-28 14:21 **Duration**: 1 minute

**Notes**:

* Reviewed the Phase 36 PRD and Session 01 stub. Session 01 is an audit and documentation session; it must not generate new media assets.
* Confirmed AI Rogue remains production-enabled by default and must preserve the explicit `VITE_CLAUDE_OS_ENABLED_EXTENSIONS=none` opt-out path.
* Confirmed no remote game-content loading, hosted writes, collectors, analytics, public-demo bridge calls, or private telemetry exports are in scope.
* Confirmed the current audio contract: six music tracks, 45 SFX files, Web Audio unlock on user gesture, mute/music/SFX preferences, lazy decode, heartbeat loop, deterministic high-frequency variants, and silent fallback.
* Reviewed the relevant extension-platform ADR; the static extension registry and no-remote-code boundary remain the governing architecture.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Recorded reviewed sources and session constraints.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T002 complete and updated progress tracking.

**Verification**:

* Command/check: `sed -n '1,280p' .spec_system/PRD/phase_36/PRD_phase_36.md`
  * Result: PASS - Phase 36 scope and constraints reviewed.
  * Evidence: PRD lists Session 01 as the current audio balance audit and states the six-track, 45-SFX baseline plus no remote loading and production default posture.
* Command/check: `sed -n '1,260p' .spec_system/PRD/phase_36/session_01_current_audio_balance_audit.md`
  * Result: PASS - Session stub reviewed.
  * Evidence: Stub requires manual browser balance notes, cue follow-ups, and no new enemy/theme/adaptive assets.
* Command/check: `sed -n '1,260p' .spec_system/CONVENTIONS.md && sed -n '1,260p' .spec_system/CONSIDERATIONS.md && sed -n '1,260p' .spec_system/SECURITY-COMPLIANCE.md`
  * Result: PASS - conventions, institutional memory, and security posture reviewed.
  * Evidence: Current posture is clean, AI Rogue is production default-enabled, and docs must describe current behavior rather than planned behavior.
* Command/check: `sed -n '1,320p' docs/extensions/ai-rogue/game-feel.md && sed -n '1638,1688p' docs/PRD.md && sed -n '1,260p' docs/adr/0001-extension-platform-foundation.md`
  * Result: PASS - durable audio contract, master PRD Phase 36 excerpt, and extension ADR reviewed.
  * Evidence: Audio runtime is playback/mixing/preferences only, with no documented sidechain or ducking path.
* UI product-surface check: N/A - task only reviewed source documents.
* UI craft check: N/A - task only reviewed source documents.

***

### Task T003 - Create the audio review ledger

**Started**: 2026-06-28 14:21 **Completed**: 2026-06-28 14:21 **Duration**: 1 minute

**Notes**:

* Added durable ledger sections for review environment, asset inventory, runtime mapping, renderer wiring, focused tests, durable docs, cue matrix, desktop/mobile review, repeated-combat fatigue, objective/protocol review, follow-ups, command evidence, and documentation sync.
* Left each section as pending until its owning task records verified evidence.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added the audio review ledger structure.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T003 complete and updated progress tracking.

**Verification**:

* Command/check: `sed -n '1,180p' .spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md`
  * Result: PASS - ledger sections exist.
  * Evidence: Implementation notes now include sections for desktop, mobile, cue matrix, fallback/command evidence, and follow-up tracking.
* UI product-surface check: N/A - task only created a spec-system artifact.
* UI craft check: N/A - task only created a spec-system artifact.

***

### Task T004 - Inventory committed music, SFX, provenance, and cue counts

**Started**: 2026-06-28 14:21 **Completed**: 2026-06-28 14:22 **Duration**: 1 minute

**Notes**:

* Counted the committed music and SFX files directly from `src/assets/ai-rogue/audio`.
* Confirmed provenance record counts match the files: 6 music tracks and 45 SFX cues.
* Confirmed with `ffprobe` that music files are 48000 Hz stereo Ogg assets and SFX files are 48000 Hz mono Ogg assets.
* Confirmed file sizes fit the documented media policy caps.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added the baseline asset inventory.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T004 complete and updated progress tracking.

**Verification**:

* Command/check: `find src/assets/ai-rogue/audio/music -maxdepth 1 -type f -name '*.ogg' | sort | wc -l`
  * Result: PASS - returned 6.
  * Evidence: Count matches the Phase 36 six-track music baseline.
* Command/check: `find src/assets/ai-rogue/audio/sfx -maxdepth 1 -type f -name '*.ogg' | sort | wc -l`
  * Result: PASS - returned 45.
  * Evidence: Count matches the Phase 36 45-SFX baseline.
* Command/check: `jq '{track_count: (.tracks | length)}' src/assets/ai-rogue/audio/music/provenance.json && jq '{cue_count: (.cues | length)}' src/assets/ai-rogue/audio/sfx/provenance.json`
  * Result: PASS - returned 6 tracks and 45 cues.
  * Evidence: Provenance records match committed file counts.
* Command/check: `for f in src/assets/ai-rogue/audio/music/*.ogg src/assets/ai-rogue/audio/sfx/*.ogg; do ffprobe -v error -show_streams -show_format -of json "$f" | jq -r --arg file "$f" '$file + " sample_rate=" + (.streams[0].sample_rate // "unknown") + " channels=" + ((.streams[0].channels // "unknown")|tostring) + " duration=" + ((.format.duration // "unknown")|tostring)' ; done`
  * Result: PASS - all files had readable audio metadata.
  * Evidence: Music returned 48000 Hz, 2 channels; SFX returned 48000 Hz, 1 channel.
* UI product-surface check: N/A - task only inventoried committed assets.
* UI craft check: N/A - task only inventoried committed assets.

***

### Task T005 - Inventory SFX and music mappings, variants, cue volumes, and fallback dispatch

**Started**: 2026-06-28 14:22 **Completed**: 2026-06-28 14:24 **Duration**: 2 minutes

**Notes**:

* Read `src/extensions/ai-rogue/runtime/audio.ts` and confirmed cue mapping, music mapping, preference defaults, deterministic variant selection, music depth routing, fallback event dispatch, and silent no-op behavior.
* Cross-checked `AiRogueSimulationAudioCueId` in `src/extensions/ai-rogue/runtime/types-simulation.ts` against the audio cue map.
* Confirmed explicit `audioCues` take precedence before event fallback routing.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added runtime mapping inventory.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T005 complete and updated progress tracking.

**Verification**:

* Command/check: `sed -n '1,620p' src/extensions/ai-rogue/runtime/audio.ts`
  * Result: PASS - audio runtime reviewed.
  * Evidence: File defines SFX and music URL globs, 39 SFX cue IDs mapped to 45 files, six music IDs, default preferences, stable variant hashing, silent engine fallback, explicit cue dispatch, fallback event dispatch, and depth-based sector music.
* Command/check: `sed -n '1,220p' src/extensions/ai-rogue/runtime/types-simulation.ts`
  * Result: PASS - typed cue surface reviewed.
  * Evidence: `AiRogueSimulationAudioCueId` includes the 39 cue IDs used by `SFX_FILE_BASENAMES`.
* Command/check: `rg -n "audioCues|playMusic|playSfx|setHeartbeat|musicTrackForDepth|ui_click|run_start|title" src/extensions/ai-rogue/runtime -g '*.ts'`
  * Result: PASS - runtime audio touchpoints located.
  * Evidence: Results identify `renderer.ts`, `renderer-audio-adapter.ts`, `combat.ts`, `enemy-effects.ts`, `simulation.ts`, and focused audio tests as dispatch consumers.
* UI product-surface check: N/A - task only inventoried runtime source.
* UI craft check: N/A - task only inventoried runtime source.

***

### Task T006 - Inventory renderer unlock, title queueing, UI confirmations, heartbeat, save/load/reset, and preferences

**Started**: 2026-06-28 14:24 **Completed**: 2026-06-28 14:27 **Duration**: 3 minutes

**Notes**:

* Read renderer audio initialization and controller commands in `src/extensions/ai-rogue/runtime/renderer.ts`.
* Read `src/extensions/ai-rogue/runtime/renderer-audio-adapter.ts` for heartbeat and music transition behavior.
* Read Settings and save-schema preference code to verify mute, music volume, and SFX volume persistence and runtime handoff.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added renderer and preference wiring inventory.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T006 complete and updated progress tracking.

**Verification**:

* Command/check: `sed -n '500,860p' src/extensions/ai-rogue/runtime/renderer.ts`
  * Result: PASS - renderer audio wiring reviewed.
  * Evidence: Dynamic audio import, title queueing, unlock calls, run start cue, UI click confirmations, reset/load cleanup, and live preference updates are present.
* Command/check: `sed -n '1,180p' src/extensions/ai-rogue/runtime/renderer-audio-adapter.ts`
  * Result: PASS - adapter behavior reviewed.
  * Evidence: Descend/victory/defeat music transitions and low-HP heartbeat conditions are implemented.
* Command/check: `sed -n '260,310p' src/extensions/ai-rogue/save-schema.ts && sed -n '330,410p' src/extensions/ai-rogue/views/settings-view.tsx && sed -n '1,160p' src/extensions/ai-rogue/views/runtime/use-runtime-controller.ts`
  * Result: PASS - preference persistence and UI controls reviewed.
  * Evidence: Audio preferences persist in browser-local schema, Settings exposes mute/music/effects controls, and runtime controller forwards them to the renderer.
* UI product-surface check: N/A - task inventoried source; rendered route review is recorded in T010 and T013.
* UI craft check: N/A - task inventoried source; rendered route review is recorded in T010 and T013.

***

### Task T007 - Inventory focused audio and simulation coverage

**Started**: 2026-06-28 14:27 **Completed**: 2026-06-28 14:29 **Duration**: 2 minutes

**Notes**:

* Read `src/extensions/ai-rogue/runtime/__tests__/audio.test.ts`.
* Identified nine focused tests covering silent fallback, construction/fetch/ decode failures, dispose cleanup, fallback dispatch, title unlock queueing, explicit cue precedence, and dispose-before-decode behavior.
* Reviewed render/effects cue usage for protocol and objective visual feedback driven by explicit audio cues.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added focused test coverage inventory.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T007 complete and updated progress tracking.

**Verification**:

* Command/check: `rg -n "it\\(|describe\\(" src/extensions/ai-rogue/runtime/__tests__/audio.test.ts`
  * Result: PASS - focused audio test cases enumerated.
  * Evidence: The file contains one describe block and nine `it()` cases.
* Command/check: `sed -n '1,380p' src/extensions/ai-rogue/runtime/__tests__/audio.test.ts`
  * Result: PASS - focused audio test contents reviewed.
  * Evidence: Tests cover no-Web-Audio, construction failure, fetch/decode failure, dispose cleanup, fallback dispatch, title unlock queueing, explicit cues, and dispose-before-decode.
* Command/check: `sed -n '356,545p' src/extensions/ai-rogue/runtime/render-model.ts && sed -n '360,580p' src/extensions/ai-rogue/runtime/effects.ts`
  * Result: PASS - visual feedback cue coupling reviewed.
  * Evidence: Dedicated protocol/objective `audioCues` contribute to feedback sprites and transient effects.
* UI product-surface check: N/A - task only inventoried tests and source.
* UI craft check: N/A - task only inventoried tests and source.

***

### Task T008 - Inventory durable game-feel audio contract and media policy constraints

**Started**: 2026-06-28 14:29 **Completed**: 2026-06-28 14:31 **Duration**: 2 minutes

**Notes**:

* Reviewed the durable AI Rogue game-feel/audio baseline.
* Reviewed media policy constraints for AI Rogue music and SFX.
* Confirmed the current documentation excludes sidechain, ducking, ambience bus, and external audio wrapper behavior from the implemented contract.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added durable contract and media policy inventory.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T008 complete and updated progress tracking.

**Verification**:

* Command/check: `sed -n '1,320p' docs/extensions/ai-rogue/game-feel.md`
  * Result: PASS - game-feel and audio contract reviewed.
  * Evidence: Docs define Web Audio unlock, lazy decode, silent fallback, preferences, title/sector/victory/defeat music, event SFX, deterministic variants, heartbeat, and no sidechain/ducking behavior.
* Command/check: `sed -n '1,260p' docs/media-policy.md`
  * Result: PASS - media policy reviewed.
  * Evidence: Policy defines 900 KB music cap, 200 KB SFX cap, 48 kHz stereo music, 48 kHz mono SFX, provenance requirements, and `scripts/check-asset-sizes.sh` enforcement.
* Command/check: `rg -n "AI Rogue|audio|music|SFX|asset|900|200|provenance|remote" docs/media-policy.md docs/extensions/ai-rogue/game-feel.md .spec_system/PRD/phase_36/PRD_phase_36.md`
  * Result: PASS - relevant current audio constraints located across docs.
  * Evidence: Search found Phase 36, game-feel, and media-policy anchors for the current baseline and downstream guardrails.
* UI product-surface check: N/A - task only inventoried docs and policy.
* UI craft check: N/A - task only inventoried docs and policy.

***

### Task T009 - Build the cue-level review matrix

**Started**: 2026-06-28 14:31 **Completed**: 2026-06-28 14:35 **Duration**: 4 minutes

**Notes**:

* Built the cue matrix across title, music, heartbeat, combat, pickups, movement errors, protocol, objective, vault, cache, terminal, compile, final-defense, UI, and terminal stings.
* Added objective volume scan notes to identify browser-review priorities: wall bump variant A is the loudest mean SFX, while terminal open, compile payload, cache open, status, and shard pickup are quieter candidates.
* Kept findings as candidate review states until desktop/mobile runtime checks and follow-up prioritization are recorded.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added cue-level review matrix.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T009 complete and updated progress tracking.

**Verification**:

* Command/check: `for f in src/assets/ai-rogue/audio/music/*.ogg src/assets/ai-rogue/audio/sfx/*.ogg; do out=$(ffmpeg -hide_banner -nostats -i "$f" -af volumedetect -f null - 2>&1); mean=$(printf '%s\n' "$out" | awk -F': ' '/mean_volume/ {print $2}' | tail -1); max=$(printf '%s\n' "$out" | awk -F': ' '/max_volume/ {print $2}' | tail -1); printf '%s mean=%s max=%s\n' "$f" "$mean" "$max"; done`
  * Result: PASS - objective volume scan completed for all music and SFX files.
  * Evidence: Scan produced mean/max volume rows for six music files and 45 SFX files.
* Command/check: `sed -n '1,620p' src/extensions/ai-rogue/runtime/audio.ts`
  * Result: PASS - matrix touchpoints match runtime cue mappings.
  * Evidence: Cue IDs, variant files, music IDs, reduced cue volumes, fallback dispatch, and depth music routing are represented in the matrix.
* UI product-surface check: N/A - this task built the matrix; rendered route review follows in T010 and T013.
* UI craft check: N/A - this task built the matrix; rendered route review follows in T010 and T013.

***

### Task T010 - Run desktop audible browser review for unlock, title loop, run start, sector music, mute, volume, UI click restraint, and silent fallback

**Started**: 2026-06-28 14:35 **Completed**: 2026-06-28 14:42 **Duration**: 7 minutes

**Notes**:

* Started a local dev server on `http://127.0.0.1:5189/`.
* Used `agent-browser` to inspect the Play route product surface and verify the primary viewport showed product-facing AI Rogue controls.
* Used a Playwright desktop inspection script with a wrapped `window.fetch` to distinguish lazy audio-engine Ogg fetches from Vite asset URL imports.
* Verified title music is queued until Start/unlock, run start and sector music fetch on Start, and runtime control confirmations fetch only UI click variants.
* Verified Settings mute/music/SFX preferences persist and silent fallback keeps gameplay active when Web Audio is unavailable.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added desktop browser review results.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T010 complete and updated progress tracking.

**Verification**:

* Command/check: `agent-browser open http://127.0.0.1:5189/extensions/ai-rogue/play && agent-browser wait --load networkidle && agent-browser snapshot -i`
  * Result: PASS - Play route opened and product controls were visible.
  * Evidence: Snapshot showed AI Rogue views, Play heading, Play surface, Start/Pause/Reset/Save/Load controls, compact controls, and How to play.
* Command/check: `agent-browser click @e29 && agent-browser wait 1500 && agent-browser snapshot -i`
  * Result: PASS - Start command was issued through the real browser session.
  * Evidence: The route remained stable with no browser automation error; deeper runtime state was verified by Playwright fetch instrumentation.
* Command/check: `node --input-type=module` desktop Playwright fetch-instrumentation script against `/extensions/ai-rogue/play?seed=desktop-fetch-review`
  * Result: PASS - desktop audio path and controls verified.
  * Evidence: `beforeStart` was empty; `afterStart` contained title, run-start, and sector 1 Ogg fetches; `afterControls` added only UI click variants; page errors were empty; runtime events included saved slot evidence.
* Command/check: `node --input-type=module` silent-fallback Playwright script with `AudioContext` and `webkitAudioContext` removed.
  * Result: PASS - silent fallback preserved gameplay.
  * Evidence: Ogg fetch count was 0, page errors were empty, and runtime events included active turn 1 movement.
* UI product-surface check: PASS - desktop Play route first viewport was product-facing; no developer diagnostics panel was open by default.
* UI craft check: PASS - desktop route retained existing AI Rogue layout, visible controls, readable status, and route guidance at 1440x1000.

***

### Task T011 - Run repeated-combat fatigue review for high-frequency cues and deterministic variants

**Started**: 2026-06-28 14:42 **Completed**: 2026-06-28 14:46 **Duration**: 4 minutes

**Notes**:

* Exercised the local combat scenario in the browser with repeated keyboard movement and primary-action inputs.
* Captured lazy audio-engine Ogg fetches through wrapped `window.fetch`.
* Compared repeated-combat evidence with objective volume measurements and the deterministic variant hash behavior.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added repeated-combat fatigue review results.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T011 complete and updated progress tracking.

**Verification**:

* Command/check: `node --input-type=module` repeated-combat Playwright script against `/extensions/ai-rogue/play?seed=repeated-combat-audio-review` with local combat scenario enabled.
  * Result: PASS - repeated combat path completed.
  * Evidence: Script returned 11 audio-engine fetches including base and variant hit cues, no page errors, and runtime events at active turn 12.
* Command/check: `node --input-type=module` deterministic variant distribution check using the runtime `stableHash` logic.
  * Result: PASS - sample event IDs distributed evenly across two-file cue families.
  * Evidence: `hit`, `enemy_defeated`, `player_hurt`, `shard_pickup`, `ui_click`, and `wall_bump` each returned 6 base and 6 variant selections over 12 sample IDs.
* UI product-surface check: PASS - repeated-combat review used the normal Play route and did not expose debug controls.
* UI craft check: PASS - repeated input kept the route responsive with visible runtime status and no page errors.

***

### Task T012 - Run objective, protocol, terminal, vault, cache, compile, and final-defense cue review

**Started**: 2026-06-28 14:46 **Completed**: 2026-06-28 14:52 **Duration**: 6 minutes

**Notes**:

* Read existing protocol, terminal, vault, equipment, objective, compile, and final-defense tests to reuse supported deterministic world fixtures.
* Ran a consolidated Bun script through exported simulation APIs and recorded emitted `audioCues`.
* Confirmed rare cue paths are wired through simulation events without needing new fixtures or runtime code.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added objective/protocol runtime review results.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T012 complete and updated progress tracking.

**Verification**:

* Command/check: `sed -n '1,260p' src/extensions/ai-rogue/runtime/__tests__/protocols.test.ts && sed -n '1,110p' src/extensions/ai-rogue/runtime/__tests__/terminals.test.ts && sed -n '1,110p' src/extensions/ai-rogue/runtime/__tests__/compile.test.ts && sed -n '1,90p' src/extensions/ai-rogue/runtime/__tests__/vault.test.ts && sed -n '1,80p' src/extensions/ai-rogue/runtime/__tests__/biome-final.test.ts`
  * Result: PASS - supported local scenarios reviewed.
  * Evidence: Existing tests provide deterministic worlds for protocol, terminal, vault/cache, compile, and final-defense paths.
* Command/check: `bun --eval '[consolidated AI Rogue simulation cue scenario script]'`
  * Result: PASS - rare cues emitted through supported simulation paths.
  * Evidence: Output included `protocol_pickup`, all five protocol action cues, `terminal_open`, `terminal_accept`, `key_fragment`, `vault_unlock`, `cache_open`, `equipment_equip`, `objective_unlock`, `compile_payload`, `final_defense_survived`, and `victory_sting`.
* UI product-surface check: N/A - this task used deterministic local simulation scenarios; browser route checks are covered by T010 and T013.
* UI craft check: N/A - this task used deterministic local simulation scenarios.

***

### Task T013 - Run mobile audible browser review for compact controls, music/SFX balance, mute, volume, and no-overflow behavior

**Started**: 2026-06-28 14:52 **Completed**: 2026-06-28 14:57 **Duration**: 5 minutes

**Notes**:

* Used iPhone 14 emulation at 390x844 with touch enabled.
* Wrapped `window.fetch` to capture lazy audio-engine Ogg fetches.
* Verified compact controls, touch movement, Settings mute/volume persistence, and no horizontal overflow on Play and Settings.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added mobile browser review results.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T013 complete and updated progress tracking.

**Verification**:

* Command/check: `node --input-type=module` mobile Playwright fetch-instrumentation script against `/extensions/ai-rogue/play?seed=mobile-audio-review` and `/extensions/ai-rogue/settings`
  * Result: PASS - mobile audio path, compact controls, preferences, and overflow checks verified.
  * Evidence: `beforeStart` was empty; lazy fetches included title, run-start, sector 1, and health pickup; compact controls were visible; Move right was disabled before Start; runtime events showed touch movement and health pickup; stored preferences had muted true, music 0.4, SFX 0.5; Play and Settings scroll widths equaled client width; page errors were empty.
* UI product-surface check: PASS - mobile Play and Settings used product-facing controls and copy with no developer panel opened.
* UI craft check: PASS - mobile 390x844 checks reported no horizontal overflow before or after interactions.

***

### Task T014 - Record prioritized follow-ups for replacements, volume changes, routing fixes, variants, title-loop suitability, and adaptive-stinger go/no-go

**Started**: 2026-06-28 14:57 **Completed**: 2026-06-28 15:00 **Duration**: 3 minutes

**Notes**:

* Consolidated desktop, mobile, repeated-combat, objective/protocol, and objective volume scan findings into a prioritized follow-up table.
* Assigned owner sessions for enemy metadata, enemy/boss cues, theme routing, sector/theme assets, adaptive engine work, stinger assets, and final closeout.
* Recorded title-loop and adaptive-stinger decisions as conditional because this environment cannot provide direct acoustic listening.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added prioritized follow-up table and go/no-go notes.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T014 complete and updated progress tracking.

**Verification**:

* Command/check: `sed -n '/### Cue-Level Review Matrix/,/### Command Evidence/p' .spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md`
  * Result: PASS - follow-ups align with recorded review evidence.
  * Evidence: Follow-ups reference cue IDs, source touchpoints, severity, and downstream owner sessions.
* UI product-surface check: N/A - task only consolidated session evidence.
* UI craft check: N/A - task only consolidated session evidence.

***

### Task T015 - Update Phase 36 PRD and Session 01 stub with pass/fail results and downstream owners

**Started**: 2026-06-28 15:00 **Completed**: 2026-06-28 15:04 **Duration**: 4 minutes

**Notes**:

* Updated the Phase 36 PRD progress tracker to show Session 01 as implemented and pending review, not validated complete.
* Added Session 01 implementation review evidence to the Phase 36 current audio baseline and follow-up routing sections.
* Updated the Session 01 stub with checked prerequisites, pass results, the acoustic-monitoring caveat, and downstream follow-up owners.

**Files Changed**:

* `.spec_system/PRD/phase_36/PRD_phase_36.md` - Added Session 01 review results and downstream owner guidance.
* `.spec_system/PRD/phase_36/session_01_current_audio_balance_audit.md` - Added implemented-pending-review status, findings, caveat, and follow-ups.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Recorded documentation sync evidence.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T015 complete and updated progress tracking.

**Verification**:

* Command/check: `sed -n '1,220p' .spec_system/PRD/phase_36/PRD_phase_36.md && sed -n '1,260p' .spec_system/PRD/phase_36/session_01_current_audio_balance_audit.md`
  * Result: PASS - docs contain Session 01 implementation findings and owner-session follow-ups.
  * Evidence: PRD and session stub reference desktop/mobile instrumentation, rare cue scenarios, affected cue IDs, downstream owner sessions, and the human acoustic listening caveat.
* UI product-surface check: N/A - task updated spec-system docs only.
* UI craft check: N/A - task updated spec-system docs only.

***

### Task T016 - Update AI Rogue game-feel docs with current audio baseline, browser review result, and balance caveats

**Started**: 2026-06-28 15:04 **Completed**: 2026-06-28 15:07 **Duration**: 3 minutes

**Notes**:

* Updated the durable game-feel/audio doc checked date.
* Added the Session 01 browser-path review result, objective balance caveats, compile cue clarification, and owner-session follow-ups.
* Kept the doc grounded in current behavior; no planned enemy/theme/adaptive assets were described as implemented.

**Files Changed**:

* `docs/extensions/ai-rogue/game-feel.md` - Added Session 01 audio review result and balance caveats.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Recorded documentation sync evidence.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T016 complete and updated progress tracking.

**Verification**:

* Command/check: `sed -n '1,260p' docs/extensions/ai-rogue/game-feel.md`
  * Result: PASS - game-feel doc contains the current review result and caveats.
  * Evidence: Added Session 01 audio review result, passed browser-path checks, balance caveats, compile cue clarification, and downstream ownership.
* UI product-surface check: N/A - task updated docs only.
* UI craft check: N/A - task updated docs only.

***

### Task T017 - Run focused audio unit tests and record exact pass/fail evidence

**Started**: 2026-06-28 15:08 **Completed**: 2026-06-28 15:08 **Duration**: 1 minute

**Notes**:

* Ran the focused AI Rogue audio Vitest suite.
* All fallback, unlock, dispatch, and dispose coverage passed.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added focused audio test evidence.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T017 complete and updated progress tracking.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/audio.test.ts`
  * Result: PASS - focused audio test suite passed.
  * Evidence: Vitest reported 1 test file passed and 9 tests passed in 700 ms.
* UI product-surface check: N/A - unit test task.
* UI craft check: N/A - unit test task.

***

### Task T018 - Run desktop AI Rogue browser tests and record exact pass/fail evidence

**Started**: 2026-06-28 15:09 **Completed**: 2026-06-28 15:10 **Duration**: 1 minute

**Notes**:

* Stopped the manual dev server before running the committed Playwright spec so Playwright could own its configured web server.
* Ran the desktop AI Rogue runtime spec.
* All desktop runtime, keyboard, save/load, combat, seed, and route-cleanup browser tests passed.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added desktop Playwright evidence.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T018 complete and updated progress tracking.

**Verification**:

* Command/check: `bunx playwright test tests/e2e/ai-rogue-runtime.spec.ts`
  * Result: PASS - desktop AI Rogue browser tests passed.
  * Evidence: Playwright reported 9 passed in 35.3 seconds.
* UI product-surface check: PASS - desktop spec includes product-facing Play route assertions.
* UI craft check: PASS - desktop spec includes canvas visibility, nonblank pixels, resize, keyboard, save/load, combat feedback, and route cleanup.

***

### Task T019 - Run mobile AI Rogue browser tests and record exact pass/fail evidence

**Started**: 2026-06-28 15:10 **Completed**: 2026-06-28 15:11 **Duration**: 1 minute

**Notes**:

* Ran the committed AI Rogue mobile Playwright spec.
* All mobile compact-controls, portrait, keyboard-on-touch, tablet reduced-motion, and overflow/no-bridge tests passed.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added mobile Playwright evidence.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T019 complete and updated progress tracking.

**Verification**:

* Command/check: `bunx playwright test tests/e2e/ai-rogue-mobile.spec.ts`
  * Result: PASS - mobile AI Rogue browser tests passed.
  * Evidence: Playwright reported 5 passed in 23.0 seconds.
* UI product-surface check: PASS - mobile spec includes Play, Ledger, Loadout, and Settings route checks.
* UI craft check: PASS - mobile spec includes compact controls, no-overflow, touch, keyboard, tablet, and route cleanup checks.

***

### Task T020 - Run committed asset-size validation after confirming no new media was added

**Started**: 2026-06-28 15:11 **Completed**: 2026-06-28 15:12 **Duration**: 1 minute

**Notes**:

* Confirmed no files under `src/assets/ai-rogue/audio` changed in this session.
* Ran the asset-size policy script.
* All committed assets remained within configured limits.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added media/no-new-assets and asset-size evidence.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T020 complete and updated progress tracking.

**Verification**:

* Command/check: `git status --short src/assets/ai-rogue/audio`
  * Result: PASS - no audio media changes.
  * Evidence: Command returned no output.
* Command/check: `bash scripts/check-asset-sizes.sh`
  * Result: PASS - asset-size validation passed.
  * Evidence: Script printed `OK: All assets within configured size limits (total: 14M)`.
* UI product-surface check: N/A - asset policy task.
* UI craft check: N/A - asset policy task.

***

### Task T021 - Validate ASCII/LF requirements and rerun project analysis for final handoff readiness

**Started**: 2026-06-28 15:12 **Completed**: 2026-06-28 15:13 **Duration**: 1 minute

**Notes**:

* Scanned tracked diffs plus untracked files for non-ASCII characters and CRLF endings.
* Reran spec-system project analysis and confirmed the active session remains Phase 36 Session 01.
* Updated the task checklist for handoff to `creview`.

**Files Changed**:

* `.spec_system/specs/phase36-session01-current-audio-balance-audit/implementation-notes.md` - Added final hygiene and project-analysis evidence.
* `.spec_system/specs/phase36-session01-current-audio-balance-audit/tasks.md` - Marked T021 complete and updated the completion checklist.

**Verification**:

* Command/check: `files=$( { git diff --name-only; git ls-files --others --exclude-standard; } | sort -u ); if [ -n "$files" ]; then perl -ne 'if (/[^\\x00-\\x7F]/) { print "$ARGV:$.:$_" }' $files; fi`
  * Result: PASS - no non-ASCII characters found.
  * Evidence: Command returned no output.
* Command/check: `files=$( { git diff --name-only; git ls-files --others --exclude-standard; } | sort -u ); if [ -n "$files" ]; then perl -ne 'if (/\\r/) { print "$ARGV:$.:CRLF\\n" }' $files; fi`
  * Result: PASS - no CRLF endings found.
  * Evidence: Command returned no output.
* Command/check: `.spec_system/scripts/analyze-project.sh --json`
  * Result: PASS - project analysis completed.
  * Evidence: Output confirmed `current_phase` 36, `current_session` `phase36-session01-current-audio-balance-audit`, and current session files `implementation-notes.md`, `spec.md`, and `tasks.md`.
* UI product-surface check: N/A - final hygiene task.
* UI craft check: N/A - final hygiene task.

***


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