> 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-session02-enemy-audio-metadata/implementation-notes.md).

# Implementation Notes

**Session ID**: `phase36-session02-enemy-audio-metadata` **Started**: 2026-06-28 15:17 **Last Updated**: 2026-06-28 15:38

***

## Session Progress

| Metric              | Value   |
| ------------------- | ------- |
| Tasks Completed     | 20 / 20 |
| Estimated Remaining | 0 hours |
| Blockers            | 0       |

***

### Task T019 - Run TypeScript validation for runtime contract changes

**Started**: 2026-06-28 15:36 **Completed**: 2026-06-28 15:36 **Duration**: 1 minute

**Notes**:

* Ran the exact typecheck command required by the session task list after all runtime and test changes.

**Files Changed**:

* `.spec_system/specs/phase36-session02-enemy-audio-metadata/implementation-notes.md` - recorded typecheck evidence.

**Verification**:

* Command/check: `bun run typecheck`
  * Result: PASS - TypeScript completed with exit code 0.
  * Evidence: `tsc --noEmit` reported no errors.
* UI product-surface check: N/A - typecheck run only.
* UI craft check: N/A - no UI files changed.

***

### Task T018 - Run focused AI Rogue combat and simulation regression tests

**Started**: 2026-06-28 15:35 **Completed**: 2026-06-28 15:35 **Duration**: 1 minute

**Notes**:

* Ran the exact focused AI Rogue combat/simulation regression command required by the session task list.

**Files Changed**:

* `.spec_system/specs/phase36-session02-enemy-audio-metadata/implementation-notes.md` - recorded focused AI Rogue regression evidence.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/combat.test.ts src/extensions/ai-rogue/runtime/__tests__/simulation.test.ts src/extensions/ai-rogue/runtime/__tests__/shield-buffer.test.ts src/extensions/ai-rogue/runtime/__tests__/thief.test.ts`
  * Result: PASS - focused AI Rogue regression tests passed.
  * Evidence: 4 test files passed; 27 tests passed; duration 282ms.
* UI product-surface check: N/A - test run only.
* UI craft check: N/A - no UI files changed.

***

### Task T017 - Run focused audio tests and record evidence

**Started**: 2026-06-28 15:35 **Completed**: 2026-06-28 15:35 **Duration**: 1 minute

**Notes**:

* Ran the exact focused audio command required by the session task list.

**Files Changed**:

* `.spec_system/specs/phase36-session02-enemy-audio-metadata/implementation-notes.md` - recorded focused audio test evidence.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/audio.test.ts`
  * Result: PASS - focused audio tests passed.
  * Evidence: 1 test file passed; 11 tests passed; duration 691ms.
* UI product-surface check: N/A - test run only.
* UI craft check: N/A - no UI files changed.

***

### Task T015 - Write focused audio tests for dispatch priority and metadata routing

**Started**: 2026-06-28 15:29 **Completed**: 2026-06-28 15:31 **Duration**: 2 minutes

**Notes**:

* Extended explicit cue precedence coverage so metadata cannot override authored cue lists.
* Added metadata dispatch coverage for shield break, sentry telegraph, boss defeat, and unknown metadata no-op behavior.
* Added stable variant coverage by dispatching equivalent metadata events through separate audio engines and comparing selected asset URLs.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/__tests__/audio.test.ts` - added focused metadata dispatch tests.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/audio.test.ts`
  * Result: PASS - focused audio tests passed.
  * Evidence: 1 test file passed; 11 tests passed.
* Command/check: `bun run typecheck`
  * Result: PASS - TypeScript completed with exit code 0.
  * Evidence: `tsc --noEmit` reported no errors.
* BQC check: Duplicate action prevention and failure path completeness
  * Result: PASS - tests prove metadata does not double-trigger legacy fallback and unknown metadata no-ops.
  * Evidence: unknown metadata event did not request shield fallback audio; explicit cue event did not request enemy defeated audio.
* UI product-surface check: N/A - test-only runtime coverage.
* UI craft check: N/A - no UI files changed.

***

### Task T014 - Preserve legacy fallback recovery and unknown metadata no-op behavior

**Started**: 2026-06-28 15:29 **Completed**: 2026-06-28 15:29 **Duration**: 1 minute

**Notes**:

* Preserved existing event-type and message fallback for events without `audioMetadata`.
* Metadata-bearing events with unrecognized or incomplete combinations now no-op safely instead of falling through to message text.
* Kept explicit `audioCues` as the only path that can intentionally play multiple cues for one event.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/audio.ts` - scoped legacy fallback to metadata-free events and added null-safe metadata cue selection.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/audio.test.ts`
  * Result: PASS - existing legacy audio fallback tests still passed.
  * Evidence: 1 test file passed; 9 tests passed.
* Command/check: `bun run typecheck`
  * Result: PASS - TypeScript completed with exit code 0.
  * Evidence: `tsc --noEmit` reported no errors.
* BQC check: Failure path completeness
  * Result: PASS - unknown metadata combinations return null and dispatch no cue without throwing.
  * Evidence: `cueForAudioMetadata()` returns `null`; `dispatchMetadataSound()` returns `false`; caller returns for metadata-bearing events.
* UI product-surface check: N/A - audio routing only.
* UI craft check: N/A - no UI files changed.

***

### Task T013 - Prefer typed metadata in fallback sound dispatch

**Started**: 2026-06-28 15:27 **Completed**: 2026-06-28 15:29 **Duration**: 2 minutes

**Notes**:

* Added metadata dispatch after explicit `event.audioCues` and before legacy type/message fallback.
* Metadata dispatch plays at most one derived cue per event, preventing duplicate metadata-plus-message triggers.
* Used existing safe cue IDs only: `hit`, `surge`, `enemy_melee`, `shield_absorb`, `shield_break`, `enemy_defeated`, and `telegraph`.
* Kept explicit cue precedence unchanged.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/audio.ts` - added metadata cue selection and dispatch priority.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/audio.test.ts`
  * Result: PASS - focused audio tests passed.
  * Evidence: 1 test file passed; 9 tests passed.
* Command/check: `bun run typecheck`
  * Result: PASS - TypeScript completed with exit code 0.
  * Evidence: `tsc --noEmit` reported no errors.
* BQC check: Duplicate action prevention
  * Result: PASS - `dispatchEventSound()` returns after metadata dispatch, so legacy fallback cannot also play for the same metadata-bearing event.
  * Evidence: code inspection confirmed `if (event.audioMetadata) { dispatchMetadataSound(event, engine); return; }`.
* UI product-surface check: N/A - audio routing only.
* UI craft check: N/A - no UI files changed.

***

### Task T012 - Add metadata to direct simulation attack and defeat events

**Started**: 2026-06-28 15:25 **Completed**: 2026-06-28 15:27 **Duration**: 2 minutes

**Notes**:

* Exported and reused the enemy audio-family classifier so direct simulation events match shared combat metadata.
* Added metadata to status-caused enemy defeat events.
* Added metadata to Surge pulse events and Trace Lance direct attack/defeat events.
* Changed only event metadata fields; RNG calls, event order, pending threat state, replay state, and save decisions were not changed.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/combat.ts` - exported `audioActorKindForEnemy()`.
* `src/extensions/ai-rogue/runtime/simulation.ts` - added metadata to direct status defeat, Surge, and Trace Lance events.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/simulation.test.ts src/extensions/ai-rogue/runtime/__tests__/traversal-verbs.test.ts src/extensions/ai-rogue/runtime/__tests__/combat.test.ts`
  * Result: PASS - focused simulation, protocol traversal, and combat tests passed.
  * Evidence: 3 test files passed; 25 tests passed.
* Command/check: `bun run typecheck`
  * Result: PASS - TypeScript completed with exit code 0.
  * Evidence: `tsc --noEmit` reported no errors.
* BQC check: Contract alignment
  * Result: PASS - metadata remains optional and direct event tests kept existing behavior.
  * Evidence: deterministic simulation and Trace Lance tests still pass.
* UI product-surface check: N/A - runtime metadata only.
* UI craft check: N/A - no UI files changed.

***

### Task T011 - Add sentry telegraph metadata to ranged threat events

**Started**: 2026-06-28 15:24 **Completed**: 2026-06-28 15:25 **Duration**: 1 minute

**Notes**:

* Added `sentry-telegraph` metadata in `createRangedThreatEvent()`.
* Reused the existing enemy-kind classifier so Firewall Sentry emits `sentry` and Kernel Sentinel emits `boss`.
* Left pending-threat timing, line-of-sight checks, and event sequence untouched.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/combat.ts` - added ranged threat `audioMetadata`.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/combat.test.ts`
  * Result: PASS - focused combat tests passed.
  * Evidence: 1 test file passed; 6 tests passed.
* Command/check: `bun run typecheck`
  * Result: PASS - TypeScript completed with exit code 0.
  * Evidence: `tsc --noEmit` reported no errors.
* BQC check: Contract alignment
  * Result: PASS - metadata is additive and existing sentry tests still prove threat timing/line-of-sight behavior.
  * Evidence: sentry telegraph/fire/dodge/death tests in `combat.test.ts` still pass.
* UI product-surface check: N/A - runtime metadata only.
* UI craft check: N/A - no UI files changed.

***

### Task T010 - Add enemy-attack, shield, and boss metadata from shared combat resolution

**Started**: 2026-06-28 15:23 **Completed**: 2026-06-28 15:24 **Duration**: 1 minute

**Notes**:

* Added enemy-origin attack metadata in `resolveEnemyAttack()`.
* Classified Kernel Sentinel as `boss`, Firewall Sentry as `sentry`, and other enemy kinds as `enemy`.
* Added shield-specific intents for absorb and break without changing shield damage behavior or explicit cue emission.
* Added player-defeat metadata on enemy-caused defeat events.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/combat.ts` - added enemy attack, shield, sentry-fire, boss, and player-defeat metadata.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/combat.test.ts src/extensions/ai-rogue/runtime/__tests__/shield-buffer.test.ts`
  * Result: PASS - focused combat and shield tests passed.
  * Evidence: 2 test files passed; 10 tests passed.
* Command/check: `bun run typecheck`
  * Result: PASS - TypeScript completed with exit code 0.
  * Evidence: `tsc --noEmit` reported no errors.
* BQC check: Contract alignment
  * Result: PASS - metadata is optional and event ordering stayed compatible with existing assertions.
  * Evidence: shield absorb/pierce and combat event-order tests still pass.
* UI product-surface check: N/A - runtime metadata only.
* UI craft check: N/A - no UI files changed.

***

### Task T009 - Add player-attack and enemy-defeat metadata from shared combat resolution

**Started**: 2026-06-28 15:22 **Completed**: 2026-06-28 15:23 **Duration**: 1 minute

**Notes**:

* Added metadata to shared player attack events created by `resolveAttack()`.
* Added enemy target classification for regular enemy, sentry, and boss targets from the existing enemy-kind union.
* Added enemy defeat metadata from the same shared helper without changing attack math, event sequence, or RNG use.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/combat.ts` - added enemy target classification and player attack/defeat `audioMetadata`.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/combat.test.ts`
  * Result: PASS - focused combat tests passed.
  * Evidence: 1 test file passed; 6 tests passed.
* Command/check: `bun run typecheck`
  * Result: PASS - TypeScript completed with exit code 0.
  * Evidence: `tsc --noEmit` reported no errors.
* BQC check: Contract alignment
  * Result: PASS - metadata uses optional event contract and existing enemy-kind union.
  * Evidence: Existing tests that assert attack/defeat event ordering still pass.
* UI product-surface check: N/A - runtime metadata only.
* UI craft check: N/A - no UI files changed.

***

### Task T005 - Extend event detail plumbing so createAiRogueEvent copies audio metadata

**Started**: 2026-06-28 15:19 **Completed**: 2026-06-28 15:20 **Duration**: 1 minute

**Notes**:

* Added optional `audioMetadata` to event details accepted by `createAiRogueEvent()`.
* Copied metadata onto emitted events after ID construction, keeping `eventId()` inputs unchanged.
* Preserved existing explicit `audioCues` copying behavior.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/combat.ts` - added event-details metadata plumbing and copy into emitted events.

**Verification**:

* Command/check: `bun run typecheck`
  * Result: PASS - TypeScript completed with exit code 0.
  * Evidence: `tsc --noEmit` reported no errors after event factory plumbing.
* Command/check: `sed -n '32,190p' src/extensions/ai-rogue/runtime/combat.ts`
  * Result: PASS - metadata copy does not participate in event ID creation.
  * Evidence: `eventId(type, turn, details)` is still called before optional `event.audioMetadata = { ...details.audioMetadata }`.
* UI product-surface check: N/A - runtime event plumbing only.
* UI craft check: N/A - no UI files changed.

***

### Task T004 - Define optional typed audio metadata fields on simulation events

**Started**: 2026-06-28 15:18 **Completed**: 2026-06-28 15:19 **Duration**: 1 minute

**Notes**:

* Added optional `audioMetadata` to `AiRogueSimulationEvent`.
* Added typed actor family, target family, enemy kind, target enemy kind, and narrow audio intent fields.
* Kept the contract additive so older event logs and direct tests without metadata remain valid.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/types-simulation.ts` - added `AiRogueSimulationAudioActorKind`, `AiRogueSimulationAudioIntent`, `AiRogueSimulationAudioMetadata`, and optional `audioMetadata`.

**Verification**:

* Command/check: `bun run typecheck`
  * Result: PASS - TypeScript completed with exit code 0.
  * Evidence: `tsc --noEmit` reported no errors after the additive event contract change.
* Command/check: `sed -n '1,140p' src/extensions/ai-rogue/runtime/types-simulation.ts`
  * Result: PASS - new metadata fields are optional.
  * Evidence: `audioMetadata?: AiRogueSimulationAudioMetadata` is optional on `AiRogueSimulationEvent`.
* UI product-surface check: N/A - runtime type contract only.
* UI craft check: N/A - no UI files changed.

***

### Task T003 - Create the implementation notes ledger with required sections

**Started**: 2026-06-28 15:17 **Completed**: 2026-06-28 15:18 **Duration**: 1 minute

**Notes**:

* Created the implementation ledger with task evidence, metadata coverage, dispatch priority, determinism test map, and Session 03 handoff sections.
* Established setup evidence format with exact commands and results before checking off tasks.

**Files Changed**:

* `.spec_system/specs/phase36-session02-enemy-audio-metadata/implementation-notes.md` - added session header, progress table, required sections, environment evidence, and setup task logs.

**Verification**:

* Command/check: `sed -n '1,180p' .spec_system/specs/phase36-session02-enemy-audio-metadata/implementation-notes.md`
  * Result: PASS - ledger exists and contains required sections.
  * Evidence: File includes `Metadata Coverage Map`, `Dispatch Priority Map`, `Determinism Test Map`, `Session 03 Handoff`, and `Task Log`.
* UI product-surface check: N/A - task only created spec-system notes.
* UI craft check: N/A - no UI files changed.

***

### Task T002 - Review Phase 36 PRD, Session 02 stub, Session 01 findings, conventions, considerations, and security posture

**Started**: 2026-06-28 15:17 **Completed**: 2026-06-28 15:18 **Duration**: 1 minute

**Notes**:

* Confirmed Phase 36 requires typed enemy and boss audio identities while preserving browser-local state, static public-demo boundaries, no remote loading, autoplay unlock behavior, mute/volume preferences, deterministic simulation behavior, and silent fallback behavior.
* Confirmed Session 02 owns metadata and dispatch priority only; Session 03 owns generated enemy and boss SFX assets.
* Confirmed Session 01 specifically handed off typed enemy-family metadata before generating family and boss cue identities.
* Confirmed security posture is clean with zero open findings and no permission to widen hosted runtime, public-demo, collector, analytics, bridge, or remote-loading boundaries.

**Files Changed**:

* `.spec_system/specs/phase36-session02-enemy-audio-metadata/implementation-notes.md` - recorded source-document review evidence.

**Verification**:

* Command/check: `sed -n '1,260p' .spec_system/PRD/phase_36/session_02_enemy_audio_metadata.md`
  * Result: PASS - session stub matched the implementation objective and constraints.
  * Evidence: Stub deliverables require typed event metadata, dispatch logic preferring typed metadata over message text, and focused stable dispatch tests.
* Command/check: `sed -n '1,260p' .spec_system/PRD/phase_36/session_01_current_audio_balance_audit.md`
  * Result: PASS - Session 01 follow-up explicitly requires typed enemy-family metadata before Session 03.
  * Evidence: Session 01 implementation review findings list Session 02/03 metadata as P1 follow-up.
* Command/check: `sed -n '/Phase 36/,/Phase 37/p' .spec_system/PRD/PRD.md | sed -n '1,260p'`
  * Result: PASS - Phase 36 requirements matched this session scope.
  * Evidence: Objective 2 requires typed audio-routing metadata without simulation/replay side effects.
* 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 and institutional memory reviewed.
  * Evidence: AI Rogue remains production default-enabled; public-demo and AI Rogue gates stay bundled; security posture is CLEAN with 0 open findings.
* UI product-surface check: N/A - documentation review task only.
* UI craft check: N/A - no UI files changed.

***

## Metadata Coverage Map

| Runtime path                                 | Current source                                                                                      | Metadata to emit                                                                                                     | Cue target today                                        |
| -------------------------------------------- | --------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------- |
| Player bump/strike against enemy             | `resolvePlayerAttack()` in `combat.ts` via movement, Strike, Surge cleave, and forked payload paths | actor `player`, target enemy family/kind, intent `enemy-hit` or `enemy-defeated`                                     | `hit`, then `enemy_defeated` on defeat                  |
| Enemy melee against player                   | `resolveEnemyAttack()` in `combat.ts` via enemy turns and sentry fire                               | actor enemy family/kind, target `player`, intent `enemy-attack` or `sentry-fire`; shield intent when absorbed/broken | `enemy_melee`, `shield_absorb`, `shield_break`          |
| Sentry telegraph                             | `createRangedThreatEvent()` in `combat.ts` via `createSentryTelegraphThreat()`                      | actor `sentry` or `boss`, target `player`, intent `sentry-telegraph`                                                 | `telegraph`                                             |
| Status defeat of enemy                       | `tickActorStatusEffects()` defeat path in `simulation.ts`                                           | actor `environment`, target enemy family/kind, intent `enemy-defeated`                                               | `enemy_defeated`                                        |
| Trace Lance direct hit/defeat                | `applyProtocolCommand()` trace-lance branch in `simulation.ts`                                      | actor `player`, target enemy family/kind, intent `enemy-hit` or `enemy-defeated`                                     | explicit `protocol_trace_lance`, then `enemy_defeated`  |
| Kernel Sentinel boss attack/telegraph/defeat | same sentry and attack paths once enemy kind is `kernel-sentinel`                                   | actor/target family `boss` plus enemy kind                                                                           | existing safe sentry, melee, shield, hit, defeated cues |
| Legacy metadata-free events                  | `dispatchEventSound()` in `audio.ts`                                                                | none                                                                                                                 | message/type checks remain recovery fallback            |

***

### Task T006 - Map current enemy attack, defeat, sentry, boss, shield, and legacy fallback routes

**Started**: 2026-06-28 15:20 **Completed**: 2026-06-28 15:21 **Duration**: 1 minute

**Notes**:

* Mapped shared player and enemy combat helper coverage plus direct status and trace-lance event constructors.
* Identified Kernel Sentinel boss coverage as the same shared sentry/attack paths with enemy kind `kernel-sentinel`.
* Kept legacy metadata-free events as a dispatch recovery path rather than a metadata emission target.

**Files Changed**:

* `.spec_system/specs/phase36-session02-enemy-audio-metadata/implementation-notes.md` - filled the metadata coverage map.

**Verification**:

* Command/check: `rg -n "createAiRogueEvent|resolvePlayerAttack|resolveEnemyAttack|createRangedThreatEvent|audioCues|dispatchEventSound|handleSimulationEvents" src/extensions/ai-rogue/runtime -g '*.ts'`
  * Result: PASS - relevant event constructors and dispatch entrypoints were identified.
  * Evidence: Matches covered `combat.ts`, `simulation.ts`, `audio.ts`, `enemy-effects.ts`, and tests.
* Command/check: `sed -n '1160,2680p' src/extensions/ai-rogue/runtime/simulation.ts`
  * Result: PASS - direct status defeat and trace-lance event paths were inspected.
  * Evidence: Direct attack/defeat events exist in the trace-lance branch; status tick defeats are emitted in enemy turn processing.
* UI product-surface check: N/A - mapping task only.
* UI craft check: N/A - no UI files changed.

***

## Dispatch Priority Map

Priority order to preserve:

1. Explicit `event.audioCues` dispatch first, one play per listed cue, variant seed `${event.id}:${cue}`.
2. Typed `event.audioMetadata` fallback for existing safe cue IDs only.
3. Legacy event-type and message fallback for older tests, saved events, and manually constructed events without metadata.
4. Unknown metadata combinations no-op rather than throwing or guessing.

Fragile checks to replace or retain as recovery:

| Existing check                          | Risk                                                                            | New metadata path                                             | Recovery status                        |
| --------------------------------------- | ------------------------------------------------------------------------------- | ------------------------------------------------------------- | -------------------------------------- |
| `event.actorId === "player"` on attacks | Treats all player attacks as the same hit cue and relies on actor ID shape      | `intent: "enemy-hit"` or `intent: "player-surge"`             | Retain for metadata-free attacks       |
| `/surge/i.test(event.message)`          | Message text drives cue choice                                                  | `intent: "player-surge"`                                      | Retain for metadata-free Surge event   |
| `/shield/i.test(event.message)`         | Shield cue depends on English copy and cannot distinguish absorb/break reliably | `intent: "shield-absorb"` or `intent: "shield-break"`         | Retain as absorb recovery only         |
| `event.targetId !== "player"` on defeat | Assumes every non-player target is an enemy                                     | `intent: "enemy-defeated"` and `targetKind` enemy/sentry/boss | Retain for legacy defeat events        |
| threat type always `telegraph`          | Safe but broad                                                                  | `intent: "sentry-telegraph"`                                  | Retain for metadata-free threat events |

***

### Task T007 - Map existing audio dispatch priority and fragile message checks

**Started**: 2026-06-28 15:21 **Completed**: 2026-06-28 15:22 **Duration**: 1 minute

**Notes**:

* Confirmed explicit `event.audioCues` must remain first priority.
* Mapped metadata fallback as the second priority using existing cue IDs only.
* Kept message checks as recovery after metadata to preserve older/manual events.

**Files Changed**:

* `.spec_system/specs/phase36-session02-enemy-audio-metadata/implementation-notes.md` - filled dispatch priority and fragile-check map.

**Verification**:

* Command/check: `sed -n '458,540p' src/extensions/ai-rogue/runtime/audio.ts`
  * Result: PASS - current dispatch priority and message checks were inspected.
  * Evidence: `event.audioCues` currently return before `switch (event.type)`; message checks exist for Surge, shield, pickup, status, and blocked fallbacks.
* UI product-surface check: N/A - mapping task only.
* UI craft check: N/A - no UI files changed.

***

## Determinism Test Map

| Test file               | Existing coverage                                                                                                       | New coverage needed                                                                                             |
| ----------------------- | ----------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------- |
| `audio.test.ts`         | Silent fallback, fetch/decode failure, dispose cleanup, explicit cue precedence, broad simulation-event dispatch        | Metadata cue selection, stable variant URLs for equivalent metadata events, legacy fallback recovery            |
| `combat.test.ts`        | Player attack/defeat helper, sentry telegraph helper, enemy attack/chase, sentry warning/fire/dodge/death               | Metadata on player attacks, enemy defeats, sentry telegraphs, enemy melee, shield absorb/break, and boss events |
| `simulation.test.ts`    | Same-seed deterministic runs, turn ordering, no-op, movement, pickup, hazard, enemy order, sentry restoration, win/loss | Same deterministic snapshot/event outcome when metadata is stripped from equivalent run results                 |
| `shield-buffer.test.ts` | Shield absorb and piercing behavior                                                                                     | Focused regression remains adjacent to shield metadata changes                                                  |
| `thief.test.ts`         | Defeat/drop behavior for carried shard recovery                                                                         | Focused regression remains adjacent to enemy defeat/drop processing                                             |

***

### Task T008 - Map existing combat and simulation tests that must remain deterministic

**Started**: 2026-06-28 15:22 **Completed**: 2026-06-28 15:23 **Duration**: 1 minute

**Notes**:

* Identified focused test files that already exercise audio dispatch, combat helpers, simulation determinism, shield behavior, and enemy defeat/drop behavior.
* Planned determinism proof as a structural comparison with `audioMetadata` stripped, so new metadata can be present without changing gameplay outcomes.

**Files Changed**:

* `.spec_system/specs/phase36-session02-enemy-audio-metadata/implementation-notes.md` - filled determinism test map.

**Verification**:

* Command/check: `sed -n '1,360p' src/extensions/ai-rogue/runtime/__tests__/audio.test.ts && sed -n '1,420p' src/extensions/ai-rogue/runtime/__tests__/combat.test.ts && sed -n '1,420p' src/extensions/ai-rogue/runtime/__tests__/simulation.test.ts`
  * Result: PASS - current focused tests were inspected.
  * Evidence: Existing tests cover explicit audio cues, combat helper events, sentry behavior, and same-seed deterministic simulations.
* Command/check: `sed -n '1,220p' src/extensions/ai-rogue/runtime/__tests__/shield-buffer.test.ts && sed -n '1,160p' src/extensions/ai-rogue/runtime/__tests__/thief.test.ts`
  * Result: PASS - adjacent shield and enemy defeat/drop tests were inspected.
  * Evidence: Shield absorb/pierce and enemy defeat/drop behaviors have focused regression coverage.
* UI product-surface check: N/A - mapping task only.
* UI craft check: N/A - no UI files changed.

***

## Session 03 Handoff

* `audioMetadata.actorKind` is available for `player`, `enemy`, `sentry`, `boss`, `environment`, and `system` families.
* `audioMetadata.enemyKind` and `audioMetadata.targetEnemyKind` carry the concrete `AiRogueEnemyKind` when an enemy actor or target is in scope.
* Implemented intents ready for family-specific cue mapping: `enemy-hit`, `enemy-defeated`, `enemy-attack`, `sentry-fire`, `sentry-telegraph`, `shield-absorb`, `shield-break`, and `player-surge`.
* Current dispatch maps metadata to existing safe cue IDs only; Session 03 can add new family and boss cue IDs after assets and provenance exist.
* No new audio files, provenance entries, remote loading, hosted writes, collectors, analytics, or public-demo bridge calls were added.

***

### Task T020 - Validate ASCII/LF, no new audio assets, and handoff readiness

**Started**: 2026-06-28 15:36 **Completed**: 2026-06-28 15:38 **Duration**: 2 minutes

**Notes**:

* Ran ASCII and CRLF scans on all touched source, test, and session artifact files.
* Fixed two pre-existing non-ASCII dash characters in comments in `combat.ts` because this session touched that file and the final scan must pass.
* Confirmed no files under `src/assets/ai-rogue/audio` were added or modified.
* Reran project analysis and confirmed the current session directory includes `implementation-notes.md`, `spec.md`, and `tasks.md`.
* Filled the Session 03 handoff with ready metadata fields and current cue-mapping boundaries.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/combat.ts` - converted two touched-file comments to ASCII hyphens.
* `.spec_system/specs/phase36-session02-enemy-audio-metadata/implementation-notes.md` - recorded final verification and Session 03 handoff.
* `.spec_system/specs/phase36-session02-enemy-audio-metadata/tasks.md` - marked final task and completion checklist.

**Verification**:

* Command/check: `perl -ne 'print "$ARGV:$.:$_" if /[^\x00-\x7F]/' .spec_system/specs/phase36-session02-enemy-audio-metadata/implementation-notes.md .spec_system/specs/phase36-session02-enemy-audio-metadata/tasks.md src/extensions/ai-rogue/runtime/types-simulation.ts src/extensions/ai-rogue/runtime/combat.ts src/extensions/ai-rogue/runtime/simulation.ts src/extensions/ai-rogue/runtime/audio.ts src/extensions/ai-rogue/runtime/__tests__/audio.test.ts src/extensions/ai-rogue/runtime/__tests__/combat.test.ts src/extensions/ai-rogue/runtime/__tests__/simulation.test.ts`
  * Result: PASS - no output after comment cleanup.
  * Evidence: All touched files scanned ASCII-only.
* Command/check: `perl -ne 'print "$ARGV:$.:CRLF\n" if /\r\n?$/' .spec_system/specs/phase36-session02-enemy-audio-metadata/implementation-notes.md .spec_system/specs/phase36-session02-enemy-audio-metadata/tasks.md src/extensions/ai-rogue/runtime/types-simulation.ts src/extensions/ai-rogue/runtime/combat.ts src/extensions/ai-rogue/runtime/simulation.ts src/extensions/ai-rogue/runtime/audio.ts src/extensions/ai-rogue/runtime/__tests__/audio.test.ts src/extensions/ai-rogue/runtime/__tests__/combat.test.ts src/extensions/ai-rogue/runtime/__tests__/simulation.test.ts`
  * Result: PASS - no output.
  * Evidence: No CRLF line endings found in touched files.
* Command/check: `git status --short src/assets/ai-rogue/audio`
  * Result: PASS - no output.
  * Evidence: No AI Rogue audio asset files were added or modified.
* 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/skills/apex-spec/scripts/analyze-project.sh --json; fi`
  * Result: PASS - project analysis completed.
  * Evidence: `current_session` was `phase36-session02-enemy-audio-metadata`; session files included `implementation-notes.md`, `spec.md`, and `tasks.md`.
* UI product-surface check: N/A - no UI route or component changed.
* UI craft check: N/A - no UI route or component changed.

***

### Task T016 - Write combat and simulation tests for metadata propagation and deterministic outcomes

**Started**: 2026-06-28 15:31 **Completed**: 2026-06-28 15:34 **Duration**: 3 minutes

**Notes**:

* Added combat assertions for player attack, enemy defeat, enemy attack, shield absorb, sentry telegraph, sentry fire, and Kernel Sentinel boss metadata.
* Added a simulation determinism projection test that strips `audioMetadata` and compares events, snapshot, and state across equivalent same-seed runs.
* Verified metadata appears in runtime events while stripped gameplay state remains deterministic.

**Files Changed**:

* `src/extensions/ai-rogue/runtime/__tests__/combat.test.ts` - added metadata propagation assertions.
* `src/extensions/ai-rogue/runtime/__tests__/simulation.test.ts` - added metadata-stripping determinism projection test.

**Verification**:

* Command/check: `bun run test -- src/extensions/ai-rogue/runtime/__tests__/combat.test.ts src/extensions/ai-rogue/runtime/__tests__/simulation.test.ts`
  * Result: PASS - focused combat and simulation tests passed.
  * Evidence: 2 test files passed; 19 tests passed.
* Command/check: `bun run typecheck`
  * Result: PASS - TypeScript completed with exit code 0.
  * Evidence: `tsc --noEmit` reported no errors.
* BQC check: Contract alignment
  * Result: PASS - tests prove metadata-bearing events preserve existing runtime behavior and deterministic state projections.
  * Evidence: stripped event, snapshot, and state projections match across same-seed runs.
* UI product-surface check: N/A - runtime tests only.
* UI craft check: N/A - no UI files changed.

***

## 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 02 selection

**Started**: 2026-06-28 15:15 **Completed**: 2026-06-28 15:17 **Duration**: 2 minutes

**Notes**:

* Confirmed the active spec-system session is `phase36-session02-enemy-audio-metadata`.
* Confirmed the session directory exists with `spec.md` and `tasks.md`.
* Confirmed Bun 1.3.14 is available for required project scripts.

**Files Changed**:

* `.spec_system/specs/phase36-session02-enemy-audio-metadata/implementation-notes.md` - created implementation ledger and recorded setup evidence.

**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/skills/apex-spec/scripts/analyze-project.sh --json; fi`
  * Result: PASS - `current_session` was `phase36-session02-enemy-audio-metadata`; `current_phase` was `36`; `current_session_dir_exists` was `true`.
  * Evidence: JSON output listed Phase 36 Session 02 as incomplete and current, with the session directory containing `spec.md` and `tasks.md`.
* 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/skills/apex-spec/scripts/check-prereqs.sh --json --env; fi`
  * Result: PASS - overall environment status was `pass`.
  * Evidence: `.spec_system`, `jq-1.7`, and `git version 2.43.0` passed.
* Command/check: `if [ -d .spec_system/scripts ]; then bash .spec_system/scripts/check-prereqs.sh --json --tools bun; else bash /home/aiwithapex/.codex/plugins/cache/apex-spec-system/apex-spec/2.1.3-codex/skills/apex-spec/scripts/check-prereqs.sh --json --tools bun; fi`
  * Result: PASS - required tool status was `pass`.
  * Evidence: Bun reported version `1.3.14`.
* UI product-surface check: N/A - task only verified spec-system state.
* UI craft check: N/A - no UI files changed.

***


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