HALL PASS audio cue sheet
Audited 2026-09-22 against game revision 50256f7 + cast VO book. This is a code-and-file audit, not a listening approval. Counts are cue roles and source pools, not unique sounds: several weapons, bosses and events share the same effect. Runtime status and production task are independent.
Open the interactive sound library. Search by cue ID or character, filter by runtime status, production task or priority, listen to current previews, and use Download filtered brief to get a text checklist with spaces for chosen URLs, filenames and audition notes. The default page loads no audio until you play it; cues are paged in groups of 30.
Anime battle auditions — September 16
Compare the new takes. 81 source auditions cover the Janitor entrance, all four primary weapons and every proposed non-vocal cue: domain endings, card reveals, readiness, elemental weapons, elite actions, survival warnings and room ambience. Missing boss/character dialogue remains on the voice-production list.
- Blade & Breath: Dry anime foley: fine material detail and sculpted air. Close, warm, precise.
- Cursed Resonance: Occult anime: inward suction, hollow overtones, soft spectral decay. Eerie.
- Kinetic Energy: Battle anime: energized sweep, tight midrange pulse, smooth low punch. Agile.
Room ambience uses three locations instead: library, boiler room and rooftop. Each cue shows its three candidates separately from any current reference. Choose this take saves one favorite per cue; add notes and use Export shortlist to download exact take IDs, filenames and source hashes. The shortlist stays in this browser; it does not change game audio or approve an integration. If storage is blocked, choices still export but cannot survive navigation.
The batch has approximately 2 MB of mono MP3 previews, decoded and checked for duration and peaks. Source takes were level matched with peak headroom; older runtime references retain their own level. Raw masters are preserved. Short weapon auditions need trimming for rapid fire and testing under the actual music. Technical checks do not establish artistic fit or final mix approval.
Prompts: anime-audition-prompts.json. Generation and per-file mix provenance: anime-20260916.
Live recorded cues
The first pilots are integrated for playthrough feedback. The Janitor's original crashing entrance now needs a replacement; its three alternatives above build tension through bristles, air and iron resonance with a soft landing.
- Kuroinu arrival — shiki.ren.entry: canine snarl, claw strike and a hard pressure crack.
- Shirasagi arrival — shiki.yui.entry: taut filament cut, heavy wingbeat and a brief harsh heron cry.
- Janitor arrival — boss.janitor.entry: the current steel-slam recording remains available for comparison until a new take is chosen.
All four shikigami arrivals, the Janitor arrival and one shared boss-loot reveal now use recorded samples, with procedural fallback. The library previews the actual runtime files. Raiju, Kitsune and the reward reveal are new playtest takes. P1 covers the remaining arrivals, primary attacks, critical impact and directional warning palette. P2 is the second production pass; P3 is optional polish. The full list is a map; shared material kits can serve many cues. Reuse a physical material kit across related cues and supply several short cuts.
What the audit found
| Status | Entries | Meaning |
|---|---|---|
| In game | 244 | An actual event or playback path is wired, possibly sharing another cue. |
| Available but unused | 35 | A recording, audition pool or dormant synth method exists; selection/integration remains. |
| Proposed but missing | 48 | No dedicated runtime cue. Non-vocal proposals now have separate auditions; some still need a new event hook. |
| Historical reference | 9 | Preserved collaborator references; not evidence of the current sound. |
- 42 shipped voice files: 39 are event-triggered. Three Sora boss-kill reads are loaded but never triggered; attribution to the actual killing student must be solved before wiring them.
- 157 current audition VO files versus only 84 in the old library manifest. Of those 157, 35 map to triggered slots and 122 are not triggered. These counts overlap the runtime exports and must not be added together.
- 367 public clone takes, including source performances underlying some selected Sora cuts. They are not 367 wholly unused performances. The 65 rejected private Sora takes remain excluded.
- Existing candidates include 12 Yui dash, 18 Yui hurt, and 30 Ren hurt takes. Audition these before requesting new voices for those roles.
- 27 current music tracks versus 12 historical exports, plus 8 integrated reactive boss-score assets. Boss tracks rotate across encounters; an old label naming a boss does not mean that song is locked to that boss.
- 25 earlier procedural SFX exports are preserved as references. The cue sheet lists 49 combat recipe captures in versioned folders. They are mono isolated previews, with no VO/music and no artistic approval.
- Six compact ElevenLabs recordings cover summons, Janitor entry and boss loot. Bell variants and night ambience exist. The 81 new source auditions expand the candidate pool; they do not change those runtime counts.
Sourcing and generation
The target is physical supernatural combat: sharp contact, torn air, controlled low-end weight and textured creature/material detail. Keep midrange attack audible on phone speakers. UI and pickup confirmations can remain simple while we establish combat identity. All durations below are final edit targets; longer clean source takes are fine. Variation counts are requested deliverables.
- Use cue IDs as filename prefixes, e.g. shiki.ren.entry__hound-snarl__v01.wav.
- Put downloaded masters in Downloads/Hallpass Audio Incoming; include the Envato item URL or ElevenLabs prompt in a same-name text file.
- Prefer original WAV at its native sample rate; do not normalize, denoise, cut or convert before handoff. Retain a little tail.
- For frequent sounds collect 3–4 useful variations; for arrivals start with 2 candidates. Target durations are final edit targets, not mandatory source lengths.
- Dry isolated sounds are easiest to layer. For combat avoid music beds, speech, long reverb and cartoon boings. Actual room ambience is the exception.
- First three recordings approved and integrated; Raiju, Kitsune and the boss-loot reveal added for live playthrough review. Source remaining replacements by priority.
Envato audition starting points
These are catalog leads, not listened-to or approved assets. The individual cue briefs below provide the more useful material search phrases.
- Anime effects: search for impact cracks and air cuts.
- Big Alien Monster Growl: a candidate texture to audition for creature weight; not a claim that it suits Kuroinu.
- Wing/cloth flap effects: audition physical feather and wing transients for Shirasagi.
Keep the Envato item URL and license/project record with your downloaded source. Licensed masters remain in ignored assets-src; only approved edited game cuts or intentionally published audition previews enter assets.
ElevenLabs attempt and reusable prompts
Six source prompts are in audition-prompts.json. The replacement key successfully generated all six recordings. Raw takes and sanitized receipts remain in assets-src; separate auditions are in assets/library, and runtime files and per-cue gains are in assets/sfx/combat/manifest.json. The prior permission and prompt-length errors returned no audio. No uncertain request was automatically retried. Never include a key in source or chat.
The official Sound Effects endpoint accepts the text prompt, duration, influence and model parameters used by the local helper. This helper is opt-in and never called by a build:
python scripts/eleven-sfx.py
## Only after Sound Effects permission is enabled; spends account credits:
python scripts/eleven-sfx.py --generate shiki-ren-entry shiki-yui-entry boss-janitor-entry
## List the new directions without a key, network request or charge:
python scripts/eleven-sfx.py --prompts assets/library/anime-audition-prompts.json
## Generating a specifically chosen new take uses credits; never rerun on build:
python scripts/eleven-sfx.py --prompts assets/library/anime-audition-prompts.json --generate boss-janitor-entry__curse
It makes at most one request per selected cue, stops on the first failure, preserves raw output and sanitized receipts, and creates separate new audition previews. Speech generation is not substituted for sound effects.
Integration handoff
- Audition the source and choose exact takes by cue ID. Record whether it is a replacement, a missing function, or an available take needing integration.
- Edit and layer offline. Keep separate wind-up/release and exorcism rupture/tear/seal cuts so the existing presentation clock controls timing.
- Verify in the actual music/VO mix on headphones and a phone speaker before approving the palette. Peak/duration checks do not prove artistic fit.
- Preserve existing directional placement, priority limits, cancellation, music sample-clock and no-mid-run-decode/reload contracts. See Audio Cue Review and Music Engine.
- Mark selected assets and integration state in assets/library/cue-sheet.json, then run node scripts/render-audio-cue-sheet.mjs. Audio generation is never part of this command or the normal game build.
The authoritative editable inventory is cue-sheet.json. The source inventory accounts for 720 existing media files at the audit snapshot, plus private-source group metadata. The 49 current-cue previews have separate capture provenance in cue-sheet.json. Source paths and evidence lines describe 50256f7 + cast VO book; reassess after runtime changes.
Complete cue map
Each linked ID opens that entry in the interactive library. “Keep” can mean a shared source is sufficient for this pass; it does not imply listener approval. Proposed dedicated elemental effects may currently inherit generic hit audio.
In game
| Cue | Trigger | Current source | Production task |
|---|---|---|---|
| boss.detention.entry — DETENTION — entrance | boss event / filmstrip arrival | src/combat-audio.js: combatRecipe('bossEnter', 'detention') | P1 · Source replacement |
| boss.exam.entry — EXAM SEASON — entrance | boss event / filmstrip arrival | src/combat-audio.js: combatRecipe('bossEnter', 'exam') | P1 · Source replacement |
| boss.group.entry — GROUP PROJECT — entrance | boss event / filmstrip arrival | src/combat-audio.js: combatRecipe('bossEnter', 'group') | P1 · Source replacement |
| boss.janitor.entry — THE JANITOR — entrance | boss event / filmstrip arrival | ElevenLabs Sound Effects v2; mono runtime recording with procedural fallback | P1 · Source replacement |
| boss.monitor.entry — HALL MONITOR — entrance | boss event / filmstrip arrival | src/combat-audio.js: combatRecipe('bossEnter', 'monitor') | P1 · Source replacement |
| boss.parent.entry — PARENT-TEACHER NIGHT — entrance | boss event / filmstrip arrival | src/combat-audio.js: combatRecipe('bossEnter', 'parent') | P1 · Source replacement |
| boss.quiz.entry — POP QUIZ — entrance | boss event / filmstrip arrival | src/combat-audio.js: combatRecipe('bossEnter', 'quiz') | P1 · Source replacement |
| boss.substitute.entry — THE SUBSTITUTE — entrance | boss event / filmstrip arrival | src/combat-audio.js: combatRecipe('bossEnter', 'substitute') | P1 · Source replacement |
| boss.vice.entry — THE VICE PRINCIPAL — entrance | boss event / filmstrip arrival | src/combat-audio.js: combatRecipe('bossEnter', 'vice') | P1 · Source replacement |
| warning.charge — Charge warning | telegraph: brute / fallback boss | src/combat-audio.js: combatRecipe('threatCharge', '') | P1 · Source replacement |
| warning.conductor — Conductor gathering | eliteTell(kind conductor) | src/combat-audio.js: combatRecipe('threatElite', 'conductor') | P1 · Source replacement |
| warning.pouncer — Pouncer preparation | eliteTell(kind pouncer) | src/combat-audio.js: combatRecipe('threatElite', 'pouncer') | P1 · Source replacement |
| warning.ranged — Ranged warning | windup: spitter, warden, quiz-family or fallback boss | src/combat-audio.js: combatRecipe('threatShot', '') | P1 · Source replacement |
| warning.sweep — Sweep warning | sweepwind: Janitor | src/combat-audio.js: combatRecipe('threatSweep', '') | P1 · Source replacement |
| warning.zone — Area danger warning | appear, zone, cage | src/combat-audio.js: combatRecipe('threatZone', '') | P1 · Source replacement |
| impact.crit — Critical hit | Critical enemy hit | src/audio.js: Sound.hit | P1 · Source replacement |
| primary.kaito — Kaito — Static Orb | Primary cast: orb | src/audio.js: Sound.shoot | P1 · Source replacement |
| primary.ren — Ren — Reversal Palm | Primary cast: cone | src/audio.js: Sound.shoot | P1 · Source replacement |
| primary.sora — Sora — Talisman Volley | Primary cast: volley | src/audio.js: Sound.shoot | P1 · Source replacement |
| primary.yui — Yui — Needle Thread | Primary cast: bolt | src/audio.js: Sound.shoot | P1 · Source replacement |
| shiki.kaito.entry — Raiju — arrival | shiki event, retaining original owner after a tag | ElevenLabs Sound Effects v2; mono runtime recording with procedural fallback | P1 · Audition existing takes |
| shiki.ren.entry — Kuroinu — arrival | shiki event, retaining original owner after a tag | ElevenLabs Sound Effects v2; mono runtime recording with procedural fallback | P1 · Audition existing takes |
| shiki.sora.entry — Kitsune — arrival | shiki event, retaining original owner after a tag | ElevenLabs Sound Effects v2; mono runtime recording with procedural fallback | P1 · Audition existing takes |
| shiki.yui.entry — Shirasagi — arrival | shiki event, retaining original owner after a tag | ElevenLabs Sound Effects v2; mono runtime recording with procedural fallback | P1 · Audition existing takes |
| loot.card-equip — Equip boss signature card | cardequip event | src/combat-audio.js: combatRecipe('cardEquip', '') | P2 · Source replacement |
| loot.weapon-bind — Bind dropped weapon | weaponBind event | src/combat-audio.js: combatRecipe('weaponBind', '') | P2 · Source replacement |
| loot.weapon-drop — Weapon forms on ground | Exorcism seal callback; immediate fallback without exorcism | ElevenLabs Sound Effects v2; mono runtime recording with procedural fallback | P2 · Audition existing takes |
| boss.detention.exorcism — DETENTION — exorcism release / sever / seal | Three presentation-clock beats after a real boss death | src/audio.js: Sound.bossExorcism(stage, family) | P2 · Source replacement |
| boss.exam.exorcism — EXAM SEASON — exorcism release / sever / seal | Three presentation-clock beats after a real boss death | src/audio.js: Sound.bossExorcism(stage, family) | P2 · Source replacement |
| boss.group.exorcism — GROUP PROJECT — exorcism release / sever / seal | Three presentation-clock beats after a real boss death | src/audio.js: Sound.bossExorcism(stage, family) | P2 · Source replacement |
| boss.janitor.exorcism — THE JANITOR — exorcism release / sever / seal | Three presentation-clock beats after a real boss death | src/audio.js: Sound.bossExorcism(stage, family) | P2 · Source replacement |
| boss.monitor.exorcism — HALL MONITOR — exorcism release / sever / seal | Three presentation-clock beats after a real boss death | src/audio.js: Sound.bossExorcism(stage, family) | P2 · Source replacement |
| boss.parent.exorcism — PARENT-TEACHER NIGHT — exorcism release / sever / seal | Three presentation-clock beats after a real boss death | src/audio.js: Sound.bossExorcism(stage, family) | P2 · Source replacement |
| boss.quiz.exorcism — POP QUIZ — exorcism release / sever / seal | Three presentation-clock beats after a real boss death | src/audio.js: Sound.bossExorcism(stage, family) | P2 · Source replacement |
| boss.substitute.exorcism — THE SUBSTITUTE — exorcism release / sever / seal | Three presentation-clock beats after a real boss death | src/audio.js: Sound.bossExorcism(stage, family) | P2 · Source replacement |
| boss.vice.exorcism — THE VICE PRINCIPAL — exorcism release / sever / seal | Three presentation-clock beats after a real boss death | src/audio.js: Sound.bossExorcism(stage, family) | P2 · Source replacement |
| vo.kaito.bosskill — Kaito — bosskill | Proposed boss-kill ownership cue | assets/vo/kaito_bosskill.mp3, assets/vo/kaito_bosskill2.mp3, assets/vo/kaito_bosskill3.mp3, assets/vo/kaito_bosskill4.mp3 | Keep |
| vo.ren.bosskill — Ren — bosskill | Proposed boss-kill ownership cue | assets/vo/ren_bosskill.mp3, assets/vo/ren_bosskill2.mp3, assets/vo/ren_bosskill3.mp3, assets/vo/ren_bosskill4.mp3 | Keep |
| vo.ren.hurt — Ren — hurt | Existing hurt dispatch | assets/vo/ren_hurt.mp3, assets/vo/ren_hurt2.mp3, assets/vo/ren_hurt3.mp3, assets/vo/ren_hurt4.mp3, assets/vo/ren_hurt5.mp3, assets/vo/ren_hurt6.mp3 | Keep |
| vo.yui.bosskill — Yui — bosskill | Proposed boss-kill ownership cue | assets/vo/yui_bosskill.mp3, assets/vo/yui_bosskill2.mp3, assets/vo/yui_bosskill3.mp3, assets/vo/yui_bosskill4.mp3 | Keep |
| vo.yui.dash — Yui — dash | Existing dash dispatch | assets/vo/yui_dash.mp3, assets/vo/yui_dash2.mp3, assets/vo/yui_dash3.mp3, assets/vo/yui_dash4.mp3, assets/vo/yui_dash5.mp3, assets/vo/yui_dash6.mp3 | Keep |
| vo.yui.hurt — Yui — hurt | Existing hurt dispatch | assets/vo/yui_hurt.mp3, assets/vo/yui_hurt2.mp3, assets/vo/yui_hurt3.mp3, assets/vo/yui_hurt4.mp3, assets/vo/yui_hurt5.mp3, assets/vo/yui_hurt6.mp3 | Keep |
| player.death — Run lost | death event / _onDeath | src/audio.js: Sound.death | P2 · Source replacement |
| player.knockout — Crew member knocked out | knockout event | src/combat-audio.js: combatRecipe('knockout', '') | P2 · Source replacement |
| player.tag — Crew tag | Successful manual tag or non-KO forced swap | src/audio.js: Sound.tag | P2 · Source replacement |
| domain.kaito.open — Kaito — Blackout Grid activation | domain event / cast | src/audio.js: Sound.domain | P2 · Source replacement |
| domain.kaito.strike — Blackout Grid strike | strike event | src/audio.js: Sound.hit | P2 · Source replacement |
| domain.ren.close — Iron Cell final crush | cellcrush event | src/audio.js: Sound.kill | P2 · Source replacement |
| domain.ren.open — Ren — Iron Cell activation | domain event / cast | src/audio.js: Sound.domain | P2 · Source replacement |
| domain.sora.open — Sora — Paper Storm activation | domain event / cast | src/audio.js: Sound.domain | P2 · Source replacement |
| domain.yui.open — Yui — Silk Cathedral activation | domain event / cast | src/audio.js: Sound.domain | P2 · Source replacement |
| weapon.kaito-arc — Storm Relay | Equipped boss-drop weapon cast | src/audio.js: Sound.shoot | P2 · Source replacement |
| weapon.kaito-nova — Nova Core | Equipped boss-drop weapon cast | src/audio.js: Sound.shoot | P2 · Source replacement |
| weapon.kaito-well — Gravity Well | Equipped boss-drop weapon cast | src/audio.js: Sound.shoot | P2 · Source replacement |
| weapon.ren-arc — Thunder Palm | Equipped boss-drop weapon cast | src/audio.js: Sound.shoot | P2 · Source replacement |
| weapon.ren-ember — Cinder Palm | Equipped boss-drop weapon cast | src/audio.js: Sound.shoot | P2 · Source replacement |
| weapon.ren-wave — Rupture Palm | Equipped boss-drop weapon cast | src/audio.js: Sound.shoot | P2 · Source replacement |
| weapon.sora-burst — Festival Script | Equipped boss-drop weapon cast | src/audio.js: Sound.shoot | P2 · Source replacement |
| weapon.sora-razor — Razor Script | Equipped boss-drop weapon cast | src/audio.js: Sound.shoot | P2 · Source replacement |
| weapon.sora-seek — Hunting Script | Equipped boss-drop weapon cast | src/audio.js: Sound.shoot | P2 · Source replacement |
| weapon.yui-blast — Shatter Thread | Equipped boss-drop weapon cast | src/audio.js: Sound.shoot | P2 · Source replacement |
| weapon.yui-frost — Winter Thread | Equipped boss-drop weapon cast | src/audio.js: Sound.shoot | P2 · Source replacement |
| weapon.yui-lance — Horizon Thread | Equipped boss-drop weapon cast | src/audio.js: Sound.shoot | P2 · Source replacement |
| enemy.burst — Fallback boss radial burst | shoot(burst) | src/combat-audio.js: combatRecipe('enemyShot', 'burst') | P2 · Source replacement |
| enemy.cage — Detention cage collapses | cagedown event | src/combat-audio.js: combatRecipe('enemyImpact', 'cage') | P2 · Source replacement |
| enemy.charge — Charge release | charge event | src/combat-audio.js: combatRecipe('enemyImpact', 'charge') | P2 · Source replacement |
| enemy.quiz — Quiz / Group spiral release | enemyVolley(kind quiz) | src/combat-audio.js: combatRecipe('enemyShot', 'quiz') | P2 · Source replacement |
| enemy.slam — Teleport boss landing | slam event | src/combat-audio.js: combatRecipe('enemyImpact', 'slam') | P2 · Source replacement |
| enemy.smash — Brute landing / melee smash | smash event | src/combat-audio.js: combatRecipe('enemyImpact', 'smash') | P2 · Source replacement |
| enemy.spit — Spitter / warden / spotlight / Conductor release | shoot(spit) | src/combat-audio.js: combatRecipe('enemyShot', 'spit') | P2 · Source replacement |
| enemy.summon — Hostile reinforcement summon | summon event | src/combat-audio.js: combatRecipe('enemySummon', 'summon') | P2 · Source replacement |
| enemy.sweep — Janitor sweep release | sweep event | src/combat-audio.js: combatRecipe('enemyImpact', 'sweep') | P2 · Source replacement |
| enemy.vanish — Teleport disappearance | vanish event | src/combat-audio.js: combatRecipe('enemySummon', 'vanish') | P2 · Source replacement |
| enemy.zone — Timed area detonates | zonepop event | src/combat-audio.js: combatRecipe('enemyImpact', 'zone') | P2 · Source replacement |
| impact.big-kill — Large curse defeated / fallback boss death | Kill radius above 0.9; boss with no exorcism presenter | src/audio.js: Sound.kill | P2 · Source replacement |
| impact.hit — Ordinary enemy hit | Any noncritical enemy hit or strike event | src/audio.js: Sound.hit | P2 · Source replacement |
| impact.kill — Ordinary curse defeated | Non-boss kill, radius at most 0.9 | src/audio.js: Sound.kill | P2 · Source replacement |
| music.fallback — Emergency procedural score | Authored music unavailable | src/audio.js: Sound._schedule / _step | P2 · Source replacement |
| player.dash — Flash Step | dash event | src/audio.js: Sound.dash | P2 · Source replacement |
| player.hurt — Player hurt | hurt event | src/audio.js: Sound.hurt | P2 · Source replacement |
| shiki.kaito.attack — Raiju — bite / lunge hit | shikibite event, retaining original owner after a tag | src/combat-audio.js: combatRecipe('shikibite', 'kaito') | P2 · Source replacement |
| shiki.kaito.exit — Raiju — duration expiration | shikiout event, retaining original owner after a tag | src/combat-audio.js: combatRecipe('shikiout', 'kaito') | P2 · Source replacement |
| shiki.ren.attack — Kuroinu — bite / lunge hit | shikibite event, retaining original owner after a tag | src/combat-audio.js: combatRecipe('shikibite', 'ren') | P2 · Source replacement |
| shiki.ren.exit — Kuroinu — duration expiration | shikiout event, retaining original owner after a tag | src/combat-audio.js: combatRecipe('shikiout', 'ren') | P2 · Source replacement |
| shiki.sora.attack — Kitsune — bite / lunge hit | shikibite event, retaining original owner after a tag | src/combat-audio.js: combatRecipe('shikibite', 'sora') | P2 · Source replacement |
| shiki.sora.exit — Kitsune — duration expiration | shikiout event, retaining original owner after a tag | src/combat-audio.js: combatRecipe('shikiout', 'sora') | P2 · Source replacement |
| shiki.yui.attack — Shirasagi — bite / lunge hit | shikibite event, retaining original owner after a tag | src/combat-audio.js: combatRecipe('shikibite', 'yui') | P2 · Source replacement |
| shiki.yui.exit — Shirasagi — duration expiration | shikiout event, retaining original owner after a tag | src/combat-audio.js: combatRecipe('shikiout', 'yui') | P2 · Source replacement |
| special.circuit — Circuit Break cast | elective event id circuit | src/combat-audio.js: combatRecipe('elective', 'circuit') | P2 · Source replacement |
| special.decoy — Paper Decoy / Paper Doll cast | elective event id decoy | src/combat-audio.js: combatRecipe('elective', 'decoy') | P2 · Source replacement |
| special.decoy.detonate — Paper Decoy / Paper Doll detonation | decoyboom event | src/combat-audio.js: combatRecipe('enemyImpact', 'decoy') | P2 · Source replacement |
| special.flash — Flash Transfer cast | elective event id flash | src/combat-audio.js: combatRecipe('elective', 'flash') | P2 · Source replacement |
| wave.incoming — Pressure waves / Wisp surges | surge event | src/audio.js: Sound.surge | P2 · Source replacement |
| vo-live-sora-bosskill — Sora - Boss defeated | Boss defeated | assets/vo/sora_bosskill.mp3, assets/vo/sora_bosskill2.mp3, assets/vo/sora_bosskill3.mp3, assets/vo/sora_bosskill4.mp3 | Keep |
| cards.ground-drop — Boss card appears | cardDrop ground event | ElevenLabs Sound Effects v2; mono runtime recording with procedural fallback | P3 · Audition existing takes |
| vo.kaito.heal — Kaito — heal | Existing heal dispatch | assets/vo/kaito_heal.mp3, assets/vo/kaito_heal2.mp3, assets/vo/kaito_heal3.mp3, assets/vo/kaito_heal4.mp3 | Keep |
| vo.kaito.tag — Kaito — tag | Existing tag dispatch | assets/vo/kaito_tag.mp3, assets/vo/kaito_tag2.mp3, assets/vo/kaito_tag3.mp3, assets/vo/kaito_tag4.mp3, assets/vo/kaito_tag5.mp3 | Keep |
| vo.ren.heal — Ren — heal | Existing heal dispatch | assets/vo/ren_heal.mp3, assets/vo/ren_heal2.mp3, assets/vo/ren_heal3.mp3, assets/vo/ren_heal4.mp3 | Keep |
| vo.ren.tag — Ren — tag | Existing tag dispatch | assets/vo/ren_tag.mp3, assets/vo/ren_tag2.mp3, assets/vo/ren_tag3.mp3, assets/vo/ren_tag4.mp3, assets/vo/ren_tag5.mp3 | Keep |
| vo.sora.tag — Sora — tag | Existing tag dispatch | assets/vo/sora_tag.mp3, assets/vo/sora_tag2.mp3, assets/vo/sora_tag3.mp3, assets/vo/sora_tag4.mp3, assets/vo/sora_tag5.mp3 | Keep |
| vo.yui.heal — Yui — heal | Existing heal dispatch | assets/vo/yui_heal.mp3, assets/vo/yui_heal2.mp3, assets/vo/yui_heal3.mp3, assets/vo/yui_heal4.mp3 | Keep |
| vo.yui.tag — Yui — tag | Existing tag dispatch | assets/vo/yui_tag.mp3, assets/vo/yui_tag2.mp3, assets/vo/yui_tag3.mp3, assets/vo/yui_tag4.mp3, assets/vo/yui_tag5.mp3 | Keep |
| ambience.title — Night campus ambience | Title intro and menu ambience | assets/sfx/ambience.mp3 | Keep |
| loot.bonus-drop — Non-weapon boss bonus forms | bossRewardDrop event | ElevenLabs Sound Effects v2; mono runtime recording with procedural fallback | Audition existing takes |
| boss.detention.attack — DETENTION — attack sequence | cage -> cagedown | src/combat-audio.js: threatZone + enemyImpact(cage) | Keep |
| boss.exam.attack — EXAM SEASON — attack sequence | zone -> zonepop | src/combat-audio.js: threatZone + enemyImpact(zone) | Keep |
| boss.group.attack — GROUP PROJECT — attack sequence | windup and enemyVolley(kind quiz) | src/combat-audio.js: threatShot + enemyShot(quiz) | Keep |
| boss.janitor.attack — THE JANITOR — attack sequence | sweepwind -> sweep | src/combat-audio.js: threatSweep + enemyImpact(sweep) | Keep |
| boss.monitor.attack — HALL MONITOR — attack sequence | shoot(spit) and summon; caught state is otherwise silent | src/combat-audio.js: enemyShot(spit) + enemySummon | Keep |
| boss.parent.attack — PARENT-TEACHER NIGHT — attack sequence | shoot(spit) and summon; caught state is otherwise silent | src/combat-audio.js: enemyShot(spit) + enemySummon | Keep |
| boss.quiz.attack — POP QUIZ — attack sequence | windup and enemyVolley(kind quiz) | src/combat-audio.js: threatShot + enemyShot(quiz) | Keep |
| boss.substitute.attack — THE SUBSTITUTE — attack sequence | vanish -> appear -> slam | src/combat-audio.js: enemySummon(vanish) + threatZone + enemyImpact(slam) | Keep |
| boss.vice.attack — THE VICE PRINCIPAL — attack sequence | vanish -> appear -> slam | src/combat-audio.js: enemySummon(vanish) + threatZone + enemyImpact(slam) | Keep |
| player.rally — Rally recovery | rally event | src/combat-audio.js: combatRecipe('rally', '') | Keep |
| player.revive — Second Heart / charter revival | revive event | src/audio.js: Sound.levelup | Keep |
| elite.bulwark.arrival — Bulwark arrival | eliteSpawn event | src/audio.js: Sound.surge | Keep |
| elite.bulwark.defeat — Bulwark defeated | eliteDown event | src/audio.js: Sound.upgrade | Keep |
| elite.conductor.arrival — Conductor arrival | eliteSpawn event | src/audio.js: Sound.surge | Keep |
| elite.conductor.defeat — Conductor defeated | eliteDown event | src/audio.js: Sound.upgrade | Keep |
| elite.pouncer.arrival — Pouncer arrival | eliteSpawn event | src/audio.js: Sound.surge | Keep |
| elite.pouncer.defeat — Pouncer defeated | eliteDown event | src/audio.js: Sound.upgrade | Keep |
| ui.click — Menu activation / navigation | UI.button activation, keyboard/gamepad focus, common back/toggle controls | src/audio.js: Sound.click | Keep |
| ui.deny — Unavailable / insufficient resource | Invalid store action, exhausted mana, unready domain/shiki/step/tag | src/audio.js: Sound.deny | Keep |
| ui.purchase — Purchase / card pull / slot / unlock / buyback | Successful in-game currency purchase commit | src/audio.js: Sound.buy | Keep |
| ui.select — Select an owned elective | Choose an already-owned special in the store | src/audio.js: Sound.select | Keep |
| music-annex — ANNEX - Between Bells 5 | Level music shuffle | assets/music/annex.mp3 | Keep |
| music-boss — BOSS - Devil On The Run | Boss encounter rotation / fallback | assets/music/boss.mp3 | Keep |
| music-boss-01 — BOSS 01 - Devil On The Run loop 01 | Boss encounter rotation / fallback | assets/music/boss-01.mp3 | Keep |
| music-boss-02 — BOSS 02 - Devil On The Run loop 02 | Boss encounter rotation / fallback | assets/music/boss-02.mp3 | Keep |
| music-boss-03 — BOSS 03 - Devil On The Run loop 03 | Boss encounter rotation / fallback | assets/music/boss-03.mp3 | Keep |
| music-boss-04 — BOSS 04 - Devil On The Run loop 04 | Boss encounter rotation / fallback | assets/music/boss-04.mp3 | Keep |
| music-boss-05 — BOSS 05 - Devil On The Run loop 05 | Boss encounter rotation / fallback | assets/music/boss-05.mp3 | Keep |
| music-boss-06 — BOSS 06 - Devil On The Run loop 06 | Boss encounter rotation / fallback | assets/music/boss-06.mp3 | Keep |
| music-boss-07 — BOSS 07 - Devil On The Run loop 07 | Boss encounter rotation / fallback | assets/music/boss-07.mp3 | Keep |
| music-boss-08 — BOSS 08 - Devil On The Run loop 08 | Boss encounter rotation / fallback | assets/music/boss-08.mp3 | Keep |
| music-boss-09 — BOSS 09 - Devil On The Run loop 09 | Boss encounter rotation / fallback | assets/music/boss-09.mp3 | Keep |
| music-boss-new-2 — Boss 2 - Boss 2 | Boss encounter rotation / fallback | assets/music/boss-new-2.mp3 | Keep |
| music-boss-new-3 — Boss 3 - Boss 3 | Boss encounter rotation / fallback | assets/music/boss-new-3.mp3 | Keep |
| music-boss-new-4 — Boss 4 - Boss 4 | Boss encounter rotation / fallback | assets/music/boss-new-4.mp3 | Keep |
| music-boss-new-5 — Boss 5 - Boss 5 | Boss encounter rotation / fallback | assets/music/boss-new-5.mp3 | Keep |
| music-boss-new-6 — Boss 6 - Boss 6 | Boss encounter rotation / fallback | assets/music/boss-new-6.mp3 | Keep |
| music-boss-new-7 — Boss 7 - Boss 7 | Boss encounter rotation / fallback | assets/music/boss-new-7.mp3 | Keep |
| music-boss-new-8 — Boss 8 - Boss 8 | Boss encounter rotation / fallback | assets/music/boss-new-8.mp3 | Keep |
| music-boss-wow — BOSS WOW — EXPERIMENTAL - Boss Experiments - WOW | Boss encounter rotation / fallback | assets/music/boss-wow.mp3 | Keep |
| music-curfew — CURFEW - Between Bells 3 | Level music shuffle | assets/music/curfew.mp3 | Keep |
| music-detention — DETENTION - Between Bells 2 | Level music shuffle | assets/music/detention.mp3 | Keep |
| music-drive — DRIVE - Night Drive Synthwave | Level music shuffle | assets/music/drive.mp3 | Keep |
| music-lockers — LOCKERS - Between Bells 4 | Level music shuffle | assets/music/lockers.mp3 | Keep |
| music-night — NIGHT - Between Bells | Level music shuffle | assets/music/night.mp3 | Keep |
| music-rooftop — ROOFTOP - Between Bells 7 | Level music shuffle | assets/music/rooftop.mp3 | Keep |
| music-stairwell — STAIRWELL - Between Bells 6 | Level music shuffle | assets/music/stairwell.mp3 | Keep |
| music-title — TITLE - Gangsta | Title/menu | assets/music/title.mp3 | Keep |
| boss-score-clap — Clap | Below-40% boss pressure | assets/music/boss-score/clap.wav | Keep |
| boss-score-drum — Drum | Below-40% boss pressure | assets/music/boss-score/drum.wav | Keep |
| boss-score-knock — Knock | Below-40% boss pressure | assets/music/boss-score/knock.wav | Keep |
| boss-score-metal — Metal | Below-40% boss pressure | assets/music/boss-score/metal.wav | Keep |
| boss-score-paper — Paper | Below-40% boss pressure | assets/music/boss-score/paper.wav | Keep |
| boss-score-resolve — Resolve | Last living boss defeat ending | assets/music/boss-score/resolve.wav | Keep |
| boss-score-resolve-cage — Resolve Cage | Last living boss defeat ending | assets/music/boss-score/resolve-cage.wav | Keep |
| boss-score-resolve-impact — Resolve Impact | Last living boss defeat ending | assets/music/boss-score/resolve-impact.wav | Keep |
| pickup.frag — Coins | pickup event, kind frag | src/audio.js: Sound.pickup | Keep |
| pickup.heal — Heart healing | pickup event, kind heal | src/audio.js: Sound.pickup | Keep |
| pickup.mana — Purple mana orb | pickup kind ce | src/combat-audio.js: combatRecipe('mana', '') | Keep |
| pickup.xp — Blue / golden XP flame | pickup event, kind xp | src/audio.js: Sound.pickup | Keep |
| combo.clean-sweep — Ren–Yui Clean Sweep | cleansweep event | src/audio.js: Sound.dash | Keep |
| progress.bank — Level banked | banked event | src/audio.js: Sound.upgrade | Keep |
| progress.level — Level reached | level event | src/audio.js: Sound.levelup | Keep |
| progress.streak — Kill streak milestone | Every fifth streak kill starting at five | src/audio.js: Sound.streak | Keep |
| progress.upgrade — Upgrade chosen | Commit a level-up choice or store improvement | src/audio.js: Sound.upgrade | Keep |
| boss.detention.music-ending — DETENTION — defeat musical ending | Final living boss defeated during a compatible boss song | assets/music/boss-score/resolve-cage.wav | Keep |
| boss.detention.music-pressure — DETENTION — low-health pressure | Boss HP at or below configured danger fraction, compatible boss song playing | assets/music/boss-score/knock.wav; assets/music/boss-score/metal.wav | Keep |
| boss.exam.music-ending — EXAM SEASON — defeat musical ending | Final living boss defeated during a compatible boss song | assets/music/boss-score/resolve-impact.wav | Keep |
| boss.exam.music-pressure — EXAM SEASON — low-health pressure | Boss HP at or below configured danger fraction, compatible boss song playing | assets/music/boss-score/drum.wav; assets/music/boss-score/clap.wav | Keep |
| boss.group.music-ending — GROUP PROJECT — defeat musical ending | Final living boss defeated during a compatible boss song | assets/music/boss-score/resolve-impact.wav | Keep |
| boss.group.music-pressure — GROUP PROJECT — low-health pressure | Boss HP at or below configured danger fraction, compatible boss song playing | assets/music/boss-score/clap.wav; assets/music/boss-score/paper.wav | Keep |
| boss.janitor.music-ending — THE JANITOR — defeat musical ending | Final living boss defeated during a compatible boss song | assets/music/boss-score/resolve.wav | Keep |
| boss.janitor.music-pressure — THE JANITOR — low-health pressure | Boss HP at or below configured danger fraction, compatible boss song playing | assets/music/boss-score/drum.wav; assets/music/boss-score/metal.wav | Keep |
| boss.monitor.music-ending — HALL MONITOR — defeat musical ending | Final living boss defeated during a compatible boss song | assets/music/boss-score/resolve-impact.wav | Keep |
| boss.monitor.music-pressure — HALL MONITOR — low-health pressure | Boss HP at or below configured danger fraction, compatible boss song playing | assets/music/boss-score/knock.wav; assets/music/boss-score/metal.wav | Keep |
| boss.parent.music-ending — PARENT-TEACHER NIGHT — defeat musical ending | Final living boss defeated during a compatible boss song | assets/music/boss-score/resolve-cage.wav | Keep |
| boss.parent.music-pressure — PARENT-TEACHER NIGHT — low-health pressure | Boss HP at or below configured danger fraction, compatible boss song playing | assets/music/boss-score/drum.wav; assets/music/boss-score/knock.wav | Keep |
| boss.quiz.music-ending — POP QUIZ — defeat musical ending | Final living boss defeated during a compatible boss song | assets/music/boss-score/resolve-impact.wav | Keep |
| boss.quiz.music-pressure — POP QUIZ — low-health pressure | Boss HP at or below configured danger fraction, compatible boss song playing | assets/music/boss-score/paper.wav; assets/music/boss-score/clap.wav | Keep |
| boss.substitute.music-ending — THE SUBSTITUTE — defeat musical ending | Final living boss defeated during a compatible boss song | assets/music/boss-score/resolve-cage.wav | Keep |
| boss.substitute.music-pressure — THE SUBSTITUTE — low-health pressure | Boss HP at or below configured danger fraction, compatible boss song playing | assets/music/boss-score/knock.wav; assets/music/boss-score/paper.wav | Keep |
| boss.vice.music-ending — THE VICE PRINCIPAL — defeat musical ending | Final living boss defeated during a compatible boss song | assets/music/boss-score/resolve-impact.wav | Keep |
| boss.vice.music-pressure — THE VICE PRINCIPAL — low-health pressure | Boss HP at or below configured danger fraction, compatible boss song playing | assets/music/boss-score/drum.wav; assets/music/boss-score/metal.wav | Keep |
| bell.clear — Room cleared bell | Actual clear announcement after exorcism finishes | assets/sfx/bell.mp3 | Keep |
| bell.held — Held bell | Room-end bell while a boss still stands | assets/sfx/bell.mp3 | Keep |
| time.bell-warning — Approaching bell warning | warnAt toast in the frame loop | src/audio.js: Sound.surge | Keep |
| time.recoil — Wave-clearing recoil | recoil event | src/audio.js: Sound.dash | Keep |
| time.skip — Night time skip | skip event | src/audio.js: Sound.dash | Keep |
| time.turntable — Time Stop record slowdown / release | Intentional time stop and level-up wind-down / resume | Current playing music through Sound.platter playback-rate ramps | Keep |
| wave.graduate — Difficulty graduation | graduate event | src/audio.js: Sound.surge | Keep |
| vo-live-kaito-dash — Kaito - Flash Step | Flash Step | assets/vo/kaito_dash.mp3, assets/vo/kaito_dash2.mp3, assets/vo/kaito_dash3.mp3, assets/vo/kaito_dash4.mp3 | Keep |
| vo-live-kaito-death — Kaito - Expelled | Expelled | assets/vo/kaito_death.mp3, assets/vo/kaito_death2.mp3, assets/vo/kaito_death3.mp3, assets/vo/kaito_death4.mp3, assets/vo/kaito_death5.mp3 | Keep |
| vo-live-kaito-domain — Kaito - Domain cast | Domain cast | assets/vo/kaito_domain.mp3, assets/vo/kaito_domain2.mp3, assets/vo/kaito_domain3.mp3, assets/vo/kaito_domain4.mp3 | Keep |
| vo-live-kaito-hurt — Kaito - Damage taken | Damage taken | assets/vo/kaito_hurt.mp3, assets/vo/kaito_hurt2.mp3 | Keep |
| vo-live-kaito-win — Kaito - First Bell | First Bell | assets/vo/kaito_win.mp3, assets/vo/kaito_win2.mp3, assets/vo/kaito_win3.mp3 | Keep |
| vo-live-ren-dash — Ren - Flash Step | Flash Step | assets/vo/ren_dash.mp3, assets/vo/ren_dash2.mp3, assets/vo/ren_dash3.mp3, assets/vo/ren_dash4.mp3 | Keep |
| vo-live-ren-death — Ren - Expelled | Expelled | assets/vo/ren_death.mp3, assets/vo/ren_death2.mp3, assets/vo/ren_death3.mp3, assets/vo/ren_death4.mp3 | Keep |
| vo-live-ren-domain — Ren - Domain cast | Domain cast | assets/vo/ren_domain.mp3, assets/vo/ren_domain2.mp3, assets/vo/ren_domain3.mp3, assets/vo/ren_domain4.mp3, assets/vo/ren_domain5.mp3, assets/vo/ren_domain6.mp3, assets/vo/ren_domain7.mp3, assets/vo/ren_domain8.mp3 | Keep |
| vo-live-ren-win — Ren - First Bell | First Bell | assets/vo/ren_win.mp3, assets/vo/ren_win2.mp3, assets/vo/ren_win3.mp3 | Keep |
| vo-live-sora-dash — Sora - Flash Step | Flash Step | assets/vo/sora_dash.mp3, assets/vo/sora_dash2.mp3, assets/vo/sora_dash3.mp3, assets/vo/sora_dash4.mp3, assets/vo/sora_dash5.mp3 | Keep |
| vo-live-sora-death — Sora - Expelled | Expelled | assets/vo/sora_death.mp3, assets/vo/sora_death2.mp3, assets/vo/sora_death3.mp3, assets/vo/sora_death4.mp3, assets/vo/sora_death5.mp3, assets/vo/sora_death6.mp3 | Keep |
| vo-live-sora-domain — Sora - Domain cast | Domain cast | assets/vo/sora_domain.mp3, assets/vo/sora_domain2.mp3, assets/vo/sora_domain3.mp3, assets/vo/sora_domain4.mp3 | Keep |
| vo-live-sora-heal — Sora - Heart pickup or Vitality | Heart pickup or Vitality | assets/vo/sora_heal.mp3, assets/vo/sora_heal2.mp3, assets/vo/sora_heal3.mp3, assets/vo/sora_heal4.mp3, assets/vo/sora_heal5.mp3, assets/vo/sora_heal6.mp3, assets/vo/sora_heal7.mp3 | Keep |
| vo-live-sora-hurt — Sora - Damage taken | Damage taken | assets/vo/sora_hurt.mp3, assets/vo/sora_hurt2.mp3, assets/vo/sora_hurt3.mp3, assets/vo/sora_hurt4.mp3 | Keep |
| vo-live-sora-win — Sora - First Bell | First Bell | assets/vo/sora_win.mp3, assets/vo/sora_win2.mp3, assets/vo/sora_win3.mp3 | Keep |
| vo-live-yui-death — Yui - Expelled | Expelled | assets/vo/yui_death.mp3, assets/vo/yui_death2.mp3, assets/vo/yui_death3.mp3, assets/vo/yui_death4.mp3, assets/vo/yui_death5.mp3 | Keep |
| vo-live-yui-domain — Yui - Domain cast | Domain cast | assets/vo/yui_domain.mp3, assets/vo/yui_domain2.mp3, assets/vo/yui_domain3.mp3, assets/vo/yui_domain4.mp3, assets/vo/yui_domain5.mp3 | Keep |
| vo-live-yui-win — Yui - First Bell | First Bell | assets/vo/yui_win.mp3, assets/vo/yui_win2.mp3, assets/vo/yui_win3.mp3 | Keep |
| special.backdraft — Ren: Backdraft cast | elective event id backdraft | src/combat-audio.js: combatRecipe('elective', 'backdraft') | P2 · Source replacement |
| special.backdraft.release — Ren: Backdraft release | backdraftHit event | src/combat-audio.js: combatRecipe('secondaryImpact', 'backdraft') | P2 · Source replacement |
| special.binding_stitch — Yui: Binding Stitch cast | elective event id binding_stitch | src/combat-audio.js: combatRecipe('elective', 'binding_stitch') | P2 · Source replacement |
| special.binding_stitch.release — Yui: Binding Stitch release | stitchSnap event | src/combat-audio.js: combatRecipe('secondaryImpact', 'binding_stitch') | P2 · Source replacement |
| special.dead_zone — Kaito: Dead Zone cast | elective event id dead_zone | src/combat-audio.js: combatRecipe('elective', 'dead_zone') | P2 · Source replacement |
| special.dead_zone.release — Kaito: Dead Zone release | voidBurst event | src/combat-audio.js: combatRecipe('secondaryImpact', 'dead_zone') | P2 · Source replacement |
| special.curtain_call — Sora: Curtain Call cast | elective event id curtain_call | src/combat-audio.js: combatRecipe('elective', 'curtain_call') | P2 · Source replacement |
| special.curtain_call.release — Sora: Curtain Call release | curtainBurst event | src/combat-audio.js: combatRecipe('secondaryImpact', 'curtain_call') | P2 · Source replacement |
| crew.ren-yui.threadbreaker — Ren + Yui: Threadbreaker | crewLink event after an eligible Binding Stitch-to-Ren tag | src/combat-audio.js: combatRecipe('crewLink', 'ren-yui') | P2 · Source replacement |
| boss.janitor.seal-break — Janitor: seal break | janitorBreak event after a deliberate Special or Threadbreaker interrupts the exposed sweep seal | src/combat-audio.js: combatRecipe('bossBreak', 'janitor') | P2 · Source replacement |
| environment.library.falling-stacks — Library: Falling Stacks | schoolFixtureStacks event after a deliberate aim-and-fire hold on the marked shelf | src/combat-audio.js: combatRecipe('fallingStacks', 'library') | P2 · Audition existing takes |
| vo-live-ren-hurt — Ren - Damage taken | Damage taken | assets/vo/ren_hurt.mp3, assets/vo/ren_hurt2.mp3, assets/vo/ren_hurt3.mp3, assets/vo/ren_hurt4.mp3 | Keep |
| vo-live-ren-tag — Ren - Student tagged in | Student tagged in | assets/vo/ren_tag.mp3, assets/vo/ren_tag2.mp3, assets/vo/ren_tag3.mp3, assets/vo/ren_tag4.mp3, assets/vo/ren_tag5.mp3, assets/vo/ren_tag6.mp3 | Keep |
| vo-live-ren-heal — Ren - Heart pickup or Vitality | Heart pickup or Vitality | assets/vo/ren_heal.mp3, assets/vo/ren_heal2.mp3, assets/vo/ren_heal3.mp3 | Keep |
| vo-live-ren-bosskill — Ren - Boss defeated | Boss defeated | assets/vo/ren_bosskill.mp3, assets/vo/ren_bosskill2.mp3, assets/vo/ren_bosskill3.mp3, assets/vo/ren_bosskill4.mp3 | Keep |
| vo-live-ren-bell — Ren - Hour or period cleared | Hour or period cleared | assets/vo/ren_bell.mp3, assets/vo/ren_bell2.mp3, assets/vo/ren_bell3.mp3, assets/vo/ren_bell4.mp3 | Keep |
| vo-live-yui-dash — Yui - Flash Step | Flash Step | assets/vo/yui_dash.mp3, assets/vo/yui_dash2.mp3 | Keep |
| vo-live-yui-hurt — Yui - Damage taken | Damage taken | assets/vo/yui_hurt.mp3, assets/vo/yui_hurt2.mp3, assets/vo/yui_hurt3.mp3, assets/vo/yui_hurt4.mp3 | Keep |
| vo-live-yui-tag — Yui - Student tagged in | Student tagged in | assets/vo/yui_tag.mp3, assets/vo/yui_tag2.mp3, assets/vo/yui_tag3.mp3, assets/vo/yui_tag4.mp3 | Keep |
| vo-live-yui-heal — Yui - Heart pickup or Vitality | Heart pickup or Vitality | assets/vo/yui_heal.mp3, assets/vo/yui_heal2.mp3 | Keep |
| vo-live-yui-bosskill — Yui - Boss defeated | Boss defeated | assets/vo/yui_bosskill.mp3, assets/vo/yui_bosskill2.mp3, assets/vo/yui_bosskill3.mp3, assets/vo/yui_bosskill4.mp3 | Keep |
| vo-live-yui-bell — Yui - Hour or period cleared | Hour or period cleared | assets/vo/yui_bell.mp3, assets/vo/yui_bell2.mp3, assets/vo/yui_bell3.mp3 | Keep |
| vo-live-kaito-tag — Kaito - Student tagged in | Student tagged in | assets/vo/kaito_tag.mp3, assets/vo/kaito_tag2.mp3, assets/vo/kaito_tag3.mp3, assets/vo/kaito_tag4.mp3, assets/vo/kaito_tag5.mp3 | Keep |
| vo-live-kaito-heal — Kaito - Heart pickup or Vitality | Heart pickup or Vitality | assets/vo/kaito_heal.mp3 | Keep |
| vo-live-kaito-bosskill — Kaito - Boss defeated | Boss defeated | assets/vo/kaito_bosskill.mp3, assets/vo/kaito_bosskill2.mp3, assets/vo/kaito_bosskill3.mp3, assets/vo/kaito_bosskill4.mp3 | Keep |
| vo-live-kaito-bell — Kaito - Hour or period cleared | Hour or period cleared | assets/vo/kaito_bell.mp3, assets/vo/kaito_bell2.mp3, assets/vo/kaito_bell3.mp3, assets/vo/kaito_bell4.mp3 | Keep |
| vo-live-sora-tag — Sora - Student tagged in | Student tagged in | assets/vo/sora_tag.mp3, assets/vo/sora_tag2.mp3, assets/vo/sora_tag3.mp3, assets/vo/sora_tag4.mp3 | Keep |
| vo-live-sora-bell — Sora - Hour or period cleared | Hour or period cleared | assets/vo/sora_bell.mp3, assets/vo/sora_bell2.mp3, assets/vo/sora_bell3.mp3, assets/vo/sora_bell4.mp3 | Keep |
| vo-live-ren-entry — Ren - The club walks in | The club walks in | assets/vo/ren_entry.mp3, assets/vo/ren_entry2.mp3, assets/vo/ren_entry3.mp3, assets/vo/ren_entry4.mp3 | Keep |
| vo-live-yui-entry — Yui - The club walks in | The club walks in | assets/vo/yui_entry.mp3, assets/vo/yui_entry2.mp3, assets/vo/yui_entry3.mp3, assets/vo/yui_entry4.mp3 | Keep |
| vo-live-kaito-entry — Kaito - The club walks in | The club walks in | assets/vo/kaito_entry.mp3, assets/vo/kaito_entry2.mp3, assets/vo/kaito_entry3.mp3, assets/vo/kaito_entry4.mp3 | Keep |
| vo-live-sora-entry — Sora - The club walks in | The club walks in | assets/vo/sora_entry.mp3, assets/vo/sora_entry2.mp3, assets/vo/sora_entry3.mp3 | Keep |
Available but unused
| Cue | Trigger | Current source | Production task |
|---|---|---|---|
| vo-clone-kaito-bosskill — Kaito clone - Boss defeated (not dispatched) | Boss defeated (not dispatched) candidate | assets/clone/kaito/ | P2 · Audition existing takes |
| vo-clone-kaito-dash — Kaito clone - Flash Step | Flash Step candidate | assets/clone/kaito/ | P2 · Audition existing takes |
| vo-clone-kaito-death — Kaito clone - Run death | Run death candidate | assets/clone/kaito/ | P2 · Audition existing takes |
| vo-clone-kaito-domain — Kaito clone - Domain cast | Domain cast candidate | assets/clone/kaito/ | P2 · Audition existing takes |
| vo-clone-kaito-hurt — Kaito clone - Low-health threshold | Low-health threshold candidate | assets/clone/kaito/ | P2 · Audition existing takes |
| vo-clone-kaito-win — Kaito clone - Room clear / win | Room clear / win candidate | assets/clone/kaito/ | P2 · Audition existing takes |
| vo-clone-ren-bosskill — Ren clone - Boss defeated (not dispatched) | Boss defeated (not dispatched) candidate | assets/clone/ren/ | P2 · Audition existing takes |
| vo-clone-ren-dash — Ren clone - Flash Step | Flash Step candidate | assets/clone/ren/ | P2 · Audition existing takes |
| vo-clone-ren-death — Ren clone - Run death | Run death candidate | assets/clone/ren/ | P2 · Audition existing takes |
| vo-clone-ren-domain — Ren clone - Domain cast | Domain cast candidate | assets/clone/ren/ | P2 · Audition existing takes |
| vo-clone-ren-hurt — Ren clone - Low-health threshold | Low-health threshold candidate | assets/clone/ren/ | P2 · Audition existing takes |
| vo-clone-ren-win — Ren clone - Room clear / win | Room clear / win candidate | assets/clone/ren/ | P2 · Audition existing takes |
| vo-clone-sora-bosskill — Sora clone - Boss defeated (not dispatched) | Boss defeated (not dispatched) candidate | assets/clone/sora/ | P2 · Audition existing takes |
| vo-clone-sora-dash — Sora clone - Flash Step | Flash Step candidate | assets/clone/sora/ | P2 · Audition existing takes |
| vo-clone-sora-death — Sora clone - Run death | Run death candidate | assets/clone/sora/ | P2 · Audition existing takes |
| vo-clone-sora-domain — Sora clone - Domain cast | Domain cast candidate | assets/clone/sora/ | P2 · Audition existing takes |
| vo-clone-sora-hurt — Sora clone - Low-health threshold | Low-health threshold candidate | assets/clone/sora/ | P2 · Audition existing takes |
| vo-clone-sora-win — Sora clone - Room clear / win | Room clear / win candidate | assets/clone/sora/ | P2 · Audition existing takes |
| vo-clone-yui-bosskill — Yui clone - Boss defeated (not dispatched) | Boss defeated (not dispatched) candidate | assets/clone/yui/ | P2 · Audition existing takes |
| vo-clone-yui-dash — Yui clone - Flash Step | Flash Step candidate | assets/clone/yui/ | P2 · Audition existing takes |
| vo-clone-yui-death — Yui clone - Run death | Run death candidate | assets/clone/yui/ | P2 · Audition existing takes |
| vo-clone-yui-domain — Yui clone - Domain cast | Domain cast candidate | assets/clone/yui/ | P2 · Audition existing takes |
| vo-clone-yui-hurt — Yui clone - Low-health threshold | Low-health threshold candidate | assets/clone/yui/ | P2 · Audition existing takes |
| vo-clone-yui-win — Yui clone - Room clear / win | Room clear / win candidate | assets/clone/yui/ | P2 · Audition existing takes |
| vo-pool-kaito-assigned — Kaito - named role candidates | Human audition / assignment | assets-src/incoming/vo-seedance/kaito-lib/ | P2 · Audition existing takes |
| vo-pool-kaito-numbered — Kaito - numbered unassigned takes | Human audition / assignment | assets-src/incoming/vo-seedance/kaito-lib/ | P2 · Audition existing takes |
| vo-pool-ren-assigned — Ren - named role candidates | Human audition / assignment | assets-src/incoming/vo-seedance/ren-lib/ | P2 · Audition existing takes |
| vo-pool-ren-numbered — Ren - numbered unassigned takes | Human audition / assignment | assets-src/incoming/vo-seedance/ren-lib/ | P2 · Audition existing takes |
| vo-pool-sora-assigned — Sora - named role candidates | Human audition / assignment | assets-src/incoming/vo-seedance/sora-lib/ | P2 · Audition existing takes |
| vo-pool-sora-numbered — Sora - numbered unassigned takes | Human audition / assignment | assets-src/incoming/vo-seedance/sora-lib/ | P2 · Audition existing takes |
| vo-pool-yui-numbered — Yui - numbered unassigned takes | Human audition / assignment | assets-src/incoming/vo-seedance/yui-lib/ | P2 · Audition existing takes |
| bell.variant-02 — School bell alternate 02 | Possible bell or metal-texture source; unused | assets-src/incoming/audio/school-bell-2026-05-18-23-46-27-utc/School Bell_02.wav | P3 · Audition existing takes |
| bell.variant-03 — School bell alternate 03 | Possible bell or metal-texture source; unused | assets-src/incoming/audio/school-bell-2026-05-18-23-46-27-utc/School Bell_03.wav | P3 · Audition existing takes |
| legacy.pause-drone — Paused meditation drone | Sound.pauseBed(true), currently never requested by Game | src/audio.js: Sound.pauseBed | Reference only |
| legacy.summon — Legacy Kuroinu summon synth | Former elective summon path | src/audio.js: Sound.summon | Reference only |
Proposed but missing
| Cue | Trigger | Current source | Production task |
|---|---|---|---|
| domain.kaito.close — Blackout Grid closes | Kaito domain ends | No dedicated asset or cue currently supplied | P2 · Source new cue |
| domain.sora.close — Paper Storm closes | Sora domain ends | No dedicated asset or cue currently supplied | P2 · Source new cue |
| domain.yui.close — Silk Cathedral closes | Yui domain ends | No dedicated asset or cue currently supplied | P2 · Source new cue |
| ambience.rooms — Room-specific school ambience | Inside each map | No dedicated asset or cue currently supplied | P3 · Source new cue |
| cards.signature-proc — Signature card major proc accent | Selected bossCardProc event | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.detention.death — DETENTION — death vocal | Proposed short voiced death punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.detention.entry — DETENTION — entry vocal | Proposed short voiced entry punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.exam.death — EXAM SEASON — death vocal | Proposed short voiced death punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.exam.entry — EXAM SEASON — entry vocal | Proposed short voiced entry punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.group.death — GROUP PROJECT — death vocal | Proposed short voiced death punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.group.entry — GROUP PROJECT — entry vocal | Proposed short voiced entry punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.janitor.death — THE JANITOR — death vocal | Proposed short voiced death punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.janitor.entry — THE JANITOR — entry vocal | Proposed short voiced entry punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.monitor.death — HALL MONITOR — death vocal | Proposed short voiced death punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.monitor.entry — HALL MONITOR — entry vocal | Proposed short voiced entry punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.parent.death — PARENT-TEACHER NIGHT — death vocal | Proposed short voiced death punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.parent.entry — PARENT-TEACHER NIGHT — entry vocal | Proposed short voiced entry punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.quiz.death — POP QUIZ — death vocal | Proposed short voiced death punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.quiz.entry — POP QUIZ — entry vocal | Proposed short voiced entry punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.substitute.death — THE SUBSTITUTE — death vocal | Proposed short voiced death punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.substitute.entry — THE SUBSTITUTE — entry vocal | Proposed short voiced entry punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.vice.death — THE VICE PRINCIPAL — death vocal | Proposed short voiced death punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.boss.vice.entry — THE VICE PRINCIPAL — entry vocal | Proposed short voiced entry punctuation | No dedicated asset or cue currently supplied | P3 · Source new cue |
| boss.spotlight.caught — Searchlight catches player | Hall Monitor / Parent caught state turns true | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.kaito.checkpoint — Kaito — checkpoint exchange | Optional checkpoint exchange | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.kaito.shiki — Kaito — summon callout | Optional summon callout | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.ren.checkpoint — Ren — checkpoint exchange | Optional checkpoint exchange | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.ren.shiki — Ren — summon callout | Optional summon callout | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.sora.checkpoint — Sora — checkpoint exchange | Optional checkpoint exchange | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.sora.shiki — Sora — summon callout | Optional summon callout | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.yui.checkpoint — Yui — checkpoint exchange | Optional checkpoint exchange | No dedicated asset or cue currently supplied | P3 · Source new cue |
| vo.yui.shiki — Yui — summon callout | Optional summon callout | No dedicated asset or cue currently supplied | P3 · Source new cue |
| crew.checkpoint — Room secured / next room door | School checkpoint / next room entry | No dedicated asset or cue currently supplied | P3 · Source new cue |
| player.low-health — Critical-health edge warning | Cross below low health threshold | No dedicated asset or cue currently supplied | P3 · Source new cue |
| weapon.blast — Weapon explosion / Nova Core release | weaponBlast event | No dedicated asset or cue currently supplied | P3 · Source new cue |
| weapon.chain — Thunder Palm / Storm Relay arc | chain event with weaponId | No dedicated asset or cue currently supplied | P3 · Source new cue |
| weapon.frost — Winter Thread ice contact | Weapon-specific hit / chill application | No dedicated asset or cue currently supplied | P3 · Source new cue |
| weapon.impact — Elemental / heavy weapon contact variants | weaponImpact event | No dedicated asset or cue currently supplied | P3 · Source new cue |
| elite.bulwark.guard — Bulwark guard opens / closes | Guard/open phase transition | No dedicated asset or cue currently supplied | P3 · Source new cue |
| elite.pouncer.release — Pouncer leap release | Windup turns into charge | No dedicated asset or cue currently supplied | P3 · Source new cue |
| cards.flip — Card flip / seal break | Actual face-up reveal after successful card pull | No dedicated asset or cue currently supplied | P3 · Source new cue |
| cards.rare — Rare card reveal accent | Reveal of a genuinely rare card | No dedicated asset or cue currently supplied | P3 · Source new cue |
| combo.clean-sweep.signature — Clean Sweep signature accent | Successful Ren–Yui combo | No dedicated asset or cue currently supplied | P3 · Source new cue |
| ready.domain — Domain ready | Domain charge crosses fully ready | No dedicated asset or cue currently supplied | P3 · Source new cue |
| ready.shiki — Shikigami ready | Cooldown and mana permit summon | No dedicated asset or cue currently supplied | P3 · Source new cue |
| ready.special — Special becomes affordable | Mana recovers above equipped-special cost | No dedicated asset or cue currently supplied | P3 · Source new cue |
| ready.step — Flash Step charge recharged | Spent dash charge completes refill | No dedicated asset or cue currently supplied | P3 · Source new cue |
| special.circuit.chain — Circuit Break arc detail | Actual elchain links for Circuit Break | No dedicated asset or cue currently supplied | P3 · Source new cue |
Historical reference
| Cue | Trigger | Current source | Production task |
|---|---|---|---|
| sfx-reference-combat — Combat historical synth exports | Reference audition only | assets/library/sfx/ | Reference only |
| sfx-reference-interface — Interface historical synth exports | Reference audition only | assets/library/sfx/ | Reference only |
| sfx-reference-pickups-progress — Pickups & Progress historical synth exports | Reference audition only | assets/library/sfx/ | Reference only |
| sfx-reference-set-pieces — Set Pieces historical synth exports | Reference audition only | assets/library/sfx/ | Reference only |
| sfx-reference-weapons — Weapons historical synth exports | Reference audition only | assets/library/sfx/ | Reference only |
| vo-reference-kaito — Kaito original voice reference | Casting / continuity reference | assets/library/mashup-kaito.mp3 | Reference only |
| vo-reference-ren — Ren original voice reference | Casting / continuity reference | assets/library/mashup-ren.mp3 | Reference only |
| vo-reference-sora — Sora original voice reference | Casting / continuity reference | assets/library/mashup-sora.mp3 | Reference only |
| vo-reference-yui — Yui original voice reference | Casting / continuity reference | assets/library/mashup-yui.mp3 | Reference only |
Production briefs
These describe desired work. Separate source auditions may be supplied in the interactive library; runtime status and current-source columns remain authoritative.
P1 · DETENTION — entrance (boss.detention.entry)
Source replacement · In game · target 0.7–1.5 s · 2 variations.
DETENTION — entrance: chains pulled taut, iron bars bending and a cell-door slam. The final impact marks the reveal. Leave space for the music entrance and any future boss voice.
Search: chain tension; metal stress; prison door slam
Generation brief: One isolated supernatural anime battle game sound effect: DETENTION — entrance: chains pulled taut, iron bars bending and a cell-door slam. The final impact marks the reveal. Leave space for the music entrance and any future boss voice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Identity-specific procedural pitch/filter profile; no recorded boss entrance sound or spoken line.
Evidence: src/combat-audio.js:17; src/game.js:2415.
P1 · EXAM SEASON — entrance (boss.exam.entry)
Source replacement · In game · target 0.7–1.5 s · 2 variations.
EXAM SEASON — entrance: rapid mechanical clock ticks tightening into a dry desk slam. The final impact marks the reveal. Leave space for the music entrance and any future boss voice.
Search: mechanical clock tick; ticking tension; desk slam
Generation brief: One isolated supernatural anime battle game sound effect: EXAM SEASON — entrance: rapid mechanical clock ticks tightening into a dry desk slam. The final impact marks the reveal. Leave space for the music entrance and any future boss voice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Identity-specific procedural pitch/filter profile; no recorded boss entrance sound or spoken line.
Evidence: src/combat-audio.js:17; src/game.js:2415.
P1 · GROUP PROJECT — entrance (boss.group.entry)
Source replacement · In game · target 0.7–1.5 s · 2 variations.
GROUP PROJECT — entrance: overlapping paper slaps and staggered hand knocks converging into one impact. The final impact marks the reveal. Leave space for the music entrance and any future boss voice.
Search: stack paper slap; wooden knock; layered impact
Generation brief: One isolated supernatural anime battle game sound effect: GROUP PROJECT — entrance: overlapping paper slaps and staggered hand knocks converging into one impact. The final impact marks the reveal. Leave space for the music entrance and any future boss voice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Identity-specific procedural pitch/filter profile; no recorded boss entrance sound or spoken line.
Evidence: src/combat-audio.js:17; src/game.js:2415.
P1 · THE JANITOR — entrance (boss.janitor.entry)
Source replacement · In game · target 1.5–2.2 s · 3 variations.
A controlled supernatural anime reveal: soft broom bristles, gathering air and low iron resonance, resolving gently. Build menace without a crash, steel slam or startling attack. Leave room for the music.
Search: anime ominous reveal; broom bristles swish; soft metal resonance; supernatural air swell
Generation brief: Cursed janitor reveal: quiet broom bristles slide into a low iron hum, air gathers, then a rounded low pulse. Menace grows smoothly; soft landing. No slam, explosion, debris or startling transient. Occult anime: inward suction, hollow overtones, soft spectral decay. Eerie. Isolated SFX. Clean tail. No music, speech or cartoon sounds.
September 16 feedback: current entrance sounds like a jarring crash. Three new auditions explore a gradual reveal; the current runtime file stays in place until a replacement is selected and mixed.
Evidence: src/combat-audio.js; src/game.js; assets/sfx/combat/manifest.json.
P1 · HALL MONITOR — entrance (boss.monitor.entry)
Source replacement · In game · target 0.7–1.5 s · 2 variations.
HALL MONITOR — entrance: harsh whistle breath, a baton crack and a heavy authority stamp. The final impact marks the reveal. Leave space for the music entrance and any future boss voice.
Search: referee whistle short; baton strike; heavy stamp
Generation brief: One isolated supernatural anime battle game sound effect: HALL MONITOR — entrance: harsh whistle breath, a baton crack and a heavy authority stamp. The final impact marks the reveal. Leave space for the music entrance and any future boss voice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Identity-specific procedural pitch/filter profile; no recorded boss entrance sound or spoken line.
Evidence: src/combat-audio.js:17; src/game.js:2415.
P1 · PARENT-TEACHER NIGHT — entrance (boss.parent.entry)
Source replacement · In game · target 0.7–1.5 s · 2 variations.
PARENT-TEACHER NIGHT — entrance: two stern percussive knocks, a sharp whistle breath and a resonant stamp. The final impact marks the reveal. Leave space for the music entrance and any future boss voice.
Search: wood knock; low whistle short; heavy rubber stamp
Generation brief: One isolated supernatural anime battle game sound effect: PARENT-TEACHER NIGHT — entrance: two stern percussive knocks, a sharp whistle breath and a resonant stamp. The final impact marks the reveal. Leave space for the music entrance and any future boss voice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Identity-specific procedural pitch/filter profile; no recorded boss entrance sound or spoken line.
Evidence: src/combat-audio.js:17; src/game.js:2415.
P1 · POP QUIZ — entrance (boss.quiz.entry)
Source replacement · In game · target 0.7–1.5 s · 2 variations.
POP QUIZ — entrance: frantic paper flicks, a rising chalkboard scrape and a brittle fracture. The final impact marks the reveal. Leave space for the music entrance and any future boss voice.
Search: paper flurry; chalk squeak; glass fracture short
Generation brief: One isolated supernatural anime battle game sound effect: POP QUIZ — entrance: frantic paper flicks, a rising chalkboard scrape and a brittle fracture. The final impact marks the reveal. Leave space for the music entrance and any future boss voice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Identity-specific procedural pitch/filter profile; no recorded boss entrance sound or spoken line.
Evidence: src/combat-audio.js:17; src/game.js:2415.
P1 · THE SUBSTITUTE — entrance (boss.substitute.entry)
Source replacement · In game · target 0.7–1.5 s · 2 variations.
THE SUBSTITUTE — entrance: reverse breath suction, a ripping air vacuum and a close impact. The final impact marks the reveal. Leave space for the music entrance and any future boss voice.
Search: ghost breath reverse; vacuum whoosh; air rupture
Generation brief: One isolated supernatural anime battle game sound effect: THE SUBSTITUTE — entrance: reverse breath suction, a ripping air vacuum and a close impact. The final impact marks the reveal. Leave space for the music entrance and any future boss voice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Identity-specific procedural pitch/filter profile; no recorded boss entrance sound or spoken line.
Evidence: src/combat-audio.js:17; src/game.js:2415.
P1 · THE VICE PRINCIPAL — entrance (boss.vice.entry)
Source replacement · In game · target 0.7–1.5 s · 2 variations.
THE VICE PRINCIPAL — entrance: a low pressure intake, twisting metal and a decisive gavel-like crack. The final impact marks the reveal. Leave space for the music entrance and any future boss voice.
Search: dark air suction; metal stress; gavel impact
Generation brief: One isolated supernatural anime battle game sound effect: THE VICE PRINCIPAL — entrance: a low pressure intake, twisting metal and a decisive gavel-like crack. The final impact marks the reveal. Leave space for the music entrance and any future boss voice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Identity-specific procedural pitch/filter profile; no recorded boss entrance sound or spoken line.
Evidence: src/combat-audio.js:17; src/game.js:2415.
P1 · Charge warning (warning.charge)
Source replacement · In game · target 0.18–0.35 s · 2 variations.
A short strained intake and scraping acceleration; end before the attack releases.
Search: monster inhale; rising rush; friction whoosh
Generation brief: One isolated supernatural anime battle game sound effect: A short strained intake and scraping acceleration; end before the attack releases. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Shared rising saw/noise. Only nearest actual tell per simulation batch; bounded repetition, not a sound for every simultaneous danger.
Evidence: src/combat-audio.js:39; src/game.js:34.
P1 · Conductor gathering (warning.conductor)
Source replacement · In game · target 0.18–0.35 s · 2 variations.
A tense electrical gather with ragged small arc snaps.
Search: electric gather; arc snaps; voltage charge
Generation brief: One isolated supernatural anime battle game sound effect: A tense electrical gather with ragged small arc snaps. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Distinct high rising pair. Only nearest actual tell per simulation batch; bounded repetition, not a sound for every simultaneous danger.
Evidence: src/combat-audio.js:43; src/game.js:34.
P1 · Pouncer preparation (warning.pouncer)
Source replacement · In game · target 0.18–0.3 s · 2 variations.
A low animal inhale with claws scuffing for purchase.
Search: animal inhale; claw scrape; lunge windup
Generation brief: One isolated supernatural anime battle game sound effect: A low animal inhale with claws scuffing for purchase. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Low saw/noise rise. Only nearest actual tell per simulation batch; bounded repetition, not a sound for every simultaneous danger.
Evidence: src/combat-audio.js:43; src/game.js:34.
P1 · Ranged warning (warning.ranged)
Source replacement · In game · target 0.18–0.3 s · 2 variations.
A taut mechanical or organic tension click followed by a brief high-pressure hiss.
Search: tension click; pressure hiss; weapon charge short
Generation brief: One isolated supernatural anime battle game sound effect: A taut mechanical or organic tension click followed by a brief high-pressure hiss. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Same two-tone warning across these threats. Only nearest actual tell per simulation batch; bounded repetition, not a sound for every simultaneous danger.
Evidence: src/combat-audio.js:40; src/game.js:34.
P1 · Sweep warning (warning.sweep)
Source replacement · In game · target 0.2–0.35 s · 2 variations.
An abrasive moving scrape gathers into a short air pull.
Search: metal scrape short; air pull; blade windup
Generation brief: One isolated supernatural anime battle game sound effect: An abrasive moving scrape gathers into a short air pull. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Covered by Janitor attack sequence above; shared functional identity. Only nearest actual tell per simulation batch; bounded repetition, not a sound for every simultaneous danger.
Evidence: src/combat-audio.js:41; src/game.js:34.
P1 · Area danger warning (warning.zone)
Source replacement · In game · target 0.18–0.35 s · 2 variations.
A dry seal press and restrained pressure intake that reads as imminent danger.
Search: seal stamp; pressure charge; ominous pulse
Generation brief: One isolated supernatural anime battle game sound effect: A dry seal press and restrained pressure intake that reads as imminent danger. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
One shared warning for teleport landing, delayed explosion and closing cage. Only nearest actual tell per simulation batch; bounded repetition, not a sound for every simultaneous danger.
Evidence: src/combat-audio.js:42; src/game.js:34.
P1 · Critical hit (impact.crit)
Source replacement · In game · target 0.15–0.4 s · 3 variations.
A sharp fracture and compressed-air crack over a brief heavy impact. Make the contact unmistakable on phone speakers.
Search: anime impact crack; shockwave punch; brittle break
Generation brief: One isolated supernatural anime battle game sound effect: A sharp fracture and compressed-air crack over a brief heavy impact. Make the contact unmistakable on phone speakers. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Enhanced noise/descending impact/glint; gated 65ms.
Evidence: src/audio.js:740; src/game.js:2360.
P1 · Kaito — Static Orb (primary.kaito)
Source replacement · In game · target 0.08–0.3 s · 4 variations.
Kaito — Static Orb: irregular electrical arcs, transformer stress and short thunder cracks. Prioritize a fast physical attack with a compact decay.
Search: electric arc; transformer buzz; thunder crack
Generation brief: One isolated supernatural anime battle game sound effect: Kaito — Static Orb: irregular electrical arcs, transformer stress and short thunder cracks. Prioritize a fast physical attack with a compact decay. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Distinct orb synthesis recipe. Shared generic hit/crit/kill layers on contact; no recorded weapon sample.
Evidence: src/audio.js:726; src/game.js:2396.
P1 · Ren — Reversal Palm (primary.ren)
Source replacement · In game · target 0.08–0.3 s · 4 variations.
Ren — Reversal Palm: cloth snapping, compressed-air cracks and heavy body impacts. Prioritize a fast physical attack with a compact decay.
Search: cloth snap; air punch; body impact
Generation brief: One isolated supernatural anime battle game sound effect: Ren — Reversal Palm: cloth snapping, compressed-air cracks and heavy body impacts. Prioritize a fast physical attack with a compact decay. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Distinct cone synthesis recipe. Shared generic hit/crit/kill layers on contact; no recorded weapon sample.
Evidence: src/audio.js:726; src/game.js:2401.
P1 · Sora — Talisman Volley (primary.sora)
Source replacement · In game · target 0.08–0.3 s · 4 variations.
Sora — Talisman Volley: dry paper tears, talisman flicks and slicing air. Prioritize a fast physical attack with a compact decay.
Search: paper tear; paper flick; razor air whoosh
Generation brief: One isolated supernatural anime battle game sound effect: Sora — Talisman Volley: dry paper tears, talisman flicks and slicing air. Prioritize a fast physical attack with a compact decay. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Distinct volley synthesis recipe. Shared generic hit/crit/kill layers on contact; no recorded weapon sample.
Evidence: src/audio.js:726; src/game.js:2396.
P1 · Yui — Needle Thread (primary.yui)
Source replacement · In game · target 0.08–0.3 s · 4 variations.
Yui — Needle Thread: taut filament tension, wire snaps and razor-air cuts. Prioritize a fast physical attack with a compact decay.
Search: wire tension snap; razor whoosh; metal shear
Generation brief: One isolated supernatural anime battle game sound effect: Yui — Needle Thread: taut filament tension, wire snaps and razor-air cuts. Prioritize a fast physical attack with a compact decay. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Distinct bolt synthesis recipe. Shared generic hit/crit/kill layers on contact; no recorded weapon sample.
Evidence: src/audio.js:726; src/game.js:2396.
P2 · Equip boss signature card (loot.card-equip)
Source replacement · In game · target 0.15–0.35 s · 2 variations.
A card slips into place, then a dry seal stamp confirms the choice.
Search: card slide; paper snap; seal stamp
Generation brief: One isolated supernatural anime battle game sound effect: A card slips into place, then a dry seal stamp confirms the choice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
One shared card acceptance cue; unclaimed cardDrop only sets notice, no dedicated ground-drop sound.
Evidence: src/combat-audio.js:51; src/game.js:2426.
P2 · Bind dropped weapon (loot.weapon-bind)
Source replacement · In game · target 0.2–0.4 s · 2 variations.
A tactile grip or latch locks into a clean energy snap.
Search: weapon equip; metal latch; energy snap
Generation brief: One isolated supernatural anime battle game sound effect: A tactile grip or latch locks into a clean energy snap. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Shared across every weapon and character; old checkpoint inspect path can also use upgrade confirmation.
Evidence: src/combat-audio.js:50; src/game.js:2395.
P2 · DETENTION — exorcism release / sever / seal (boss.detention.exorcism)
Source replacement · In game · target 0.3–0.7 s per beat · 3 separate beats, 1 take each variations.
Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with chains pulled taut, iron bars bending and a cell-door slam; finish with a compact physical stamp. Reuse family layers across bosses.
Search: chain tension; metal stress; prison door slam; energy rupture; binding tear; heavy seal stamp
Generation brief: One isolated supernatural anime battle game sound effect: Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with chains pulled taut, iron bars bending and a cell-door slam; finish with a compact physical stamp. Reuse family layers across bosses. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Three procedural beats, reused by visual family with pitch adjustment. Release = rupture, sever = tightening + dry cuts, seal = tonal resolution. Not a recorded boss death or VO.
Evidence: src/audio.js:820; src/game.js:2298; src/boss-exorcism.js:17.
P2 · EXAM SEASON — exorcism release / sever / seal (boss.exam.exorcism)
Source replacement · In game · target 0.3–0.7 s per beat · 3 separate beats, 1 take each variations.
Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with rapid mechanical clock ticks tightening into a dry desk slam; finish with a compact physical stamp. Reuse family layers across bosses.
Search: mechanical clock tick; ticking tension; desk slam; energy rupture; binding tear; heavy seal stamp
Generation brief: One isolated supernatural anime battle game sound effect: Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with rapid mechanical clock ticks tightening into a dry desk slam; finish with a compact physical stamp. Reuse family layers across bosses. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Three procedural beats, reused by visual family with pitch adjustment. Release = rupture, sever = tightening + dry cuts, seal = tonal resolution. Not a recorded boss death or VO.
Evidence: src/audio.js:820; src/game.js:2298; src/boss-exorcism.js:16.
P2 · GROUP PROJECT — exorcism release / sever / seal (boss.group.exorcism)
Source replacement · In game · target 0.3–0.7 s per beat · 3 separate beats, 1 take each variations.
Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with overlapping paper slaps and staggered hand knocks converging into one impact; finish with a compact physical stamp. Reuse family layers across bosses.
Search: stack paper slap; wooden knock; layered impact; energy rupture; binding tear; heavy seal stamp
Generation brief: One isolated supernatural anime battle game sound effect: Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with overlapping paper slaps and staggered hand knocks converging into one impact; finish with a compact physical stamp. Reuse family layers across bosses. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Three procedural beats, reused by visual family with pitch adjustment. Release = rupture, sever = tightening + dry cuts, seal = tonal resolution. Not a recorded boss death or VO.
Evidence: src/audio.js:820; src/game.js:2298; src/boss-exorcism.js:18.
P2 · THE JANITOR — exorcism release / sever / seal (boss.janitor.exorcism)
Source replacement · In game · target 0.3–0.7 s per beat · 3 separate beats, 1 take each variations.
Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with iron scrape on concrete into a brutal steel slam; finish with a compact physical stamp. Reuse family layers across bosses.
Search: heavy metal drag concrete; steel slam; industrial metal impact; energy rupture; binding tear; heavy seal stamp
Generation brief: One isolated supernatural anime battle game sound effect: Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with iron scrape on concrete into a brutal steel slam; finish with a compact physical stamp. Reuse family layers across bosses. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Three procedural beats, reused by visual family with pitch adjustment. Release = rupture, sever = tightening + dry cuts, seal = tonal resolution. Not a recorded boss death or VO.
Evidence: src/audio.js:820; src/game.js:2298; src/boss-exorcism.js:12.
P2 · HALL MONITOR — exorcism release / sever / seal (boss.monitor.exorcism)
Source replacement · In game · target 0.3–0.7 s per beat · 3 separate beats, 1 take each variations.
Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with harsh whistle breath, a baton crack and a heavy authority stamp; finish with a compact physical stamp. Reuse family layers across bosses.
Search: referee whistle short; baton strike; heavy stamp; energy rupture; binding tear; heavy seal stamp
Generation brief: One isolated supernatural anime battle game sound effect: Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with harsh whistle breath, a baton crack and a heavy authority stamp; finish with a compact physical stamp. Reuse family layers across bosses. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Three procedural beats, reused by visual family with pitch adjustment. Release = rupture, sever = tightening + dry cuts, seal = tonal resolution. Not a recorded boss death or VO.
Evidence: src/audio.js:820; src/game.js:2298; src/boss-exorcism.js:13.
P2 · PARENT-TEACHER NIGHT — exorcism release / sever / seal (boss.parent.exorcism)
Source replacement · In game · target 0.3–0.7 s per beat · 3 separate beats, 1 take each variations.
Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with two stern percussive knocks, a sharp whistle breath and a resonant stamp; finish with a compact physical stamp. Reuse family layers across bosses.
Search: wood knock; low whistle short; heavy rubber stamp; energy rupture; binding tear; heavy seal stamp
Generation brief: One isolated supernatural anime battle game sound effect: Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with two stern percussive knocks, a sharp whistle breath and a resonant stamp; finish with a compact physical stamp. Reuse family layers across bosses. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Three procedural beats, reused by visual family with pitch adjustment. Release = rupture, sever = tightening + dry cuts, seal = tonal resolution. Not a recorded boss death or VO.
Evidence: src/audio.js:820; src/game.js:2298; src/boss-exorcism.js:19.
P2 · POP QUIZ — exorcism release / sever / seal (boss.quiz.exorcism)
Source replacement · In game · target 0.3–0.7 s per beat · 3 separate beats, 1 take each variations.
Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with frantic paper flicks, a rising chalkboard scrape and a brittle fracture; finish with a compact physical stamp. Reuse family layers across bosses.
Search: paper flurry; chalk squeak; glass fracture short; energy rupture; binding tear; heavy seal stamp
Generation brief: One isolated supernatural anime battle game sound effect: Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with frantic paper flicks, a rising chalkboard scrape and a brittle fracture; finish with a compact physical stamp. Reuse family layers across bosses. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Three procedural beats, reused by visual family with pitch adjustment. Release = rupture, sever = tightening + dry cuts, seal = tonal resolution. Not a recorded boss death or VO.
Evidence: src/audio.js:820; src/game.js:2298; src/boss-exorcism.js:14.
P2 · THE SUBSTITUTE — exorcism release / sever / seal (boss.substitute.exorcism)
Source replacement · In game · target 0.3–0.7 s per beat · 3 separate beats, 1 take each variations.
Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with reverse breath suction, a ripping air vacuum and a close impact; finish with a compact physical stamp. Reuse family layers across bosses.
Search: ghost breath reverse; vacuum whoosh; air rupture; energy rupture; binding tear; heavy seal stamp
Generation brief: One isolated supernatural anime battle game sound effect: Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with reverse breath suction, a ripping air vacuum and a close impact; finish with a compact physical stamp. Reuse family layers across bosses. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Three procedural beats, reused by visual family with pitch adjustment. Release = rupture, sever = tightening + dry cuts, seal = tonal resolution. Not a recorded boss death or VO.
Evidence: src/audio.js:820; src/game.js:2298; src/boss-exorcism.js:15.
P2 · THE VICE PRINCIPAL — exorcism release / sever / seal (boss.vice.exorcism)
Source replacement · In game · target 0.3–0.7 s per beat · 3 separate beats, 1 take each variations.
Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with a low pressure intake, twisting metal and a decisive gavel-like crack; finish with a compact physical stamp. Reuse family layers across bosses.
Search: dark air suction; metal stress; gavel impact; energy rupture; binding tear; heavy seal stamp
Generation brief: One isolated supernatural anime battle game sound effect: Deliver three separate beats: body rupture, binding tear, final seal. Color the rupture and tear with a low pressure intake, twisting metal and a decisive gavel-like crack; finish with a compact physical stamp. Reuse family layers across bosses. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Three procedural beats, reused by visual family with pitch adjustment. Release = rupture, sever = tightening + dry cuts, seal = tonal resolution. Not a recorded boss death or VO.
Evidence: src/audio.js:820; src/game.js:2298; src/boss-exorcism.js:20.
P2 · Run lost (player.death)
Source replacement · In game · target 0.8–1.6 s · 2 variations.
A final harsh curse crush followed by an exhausted air release; keep the character voice intelligible.
Search: dark impact; energy collapse; breath release
Generation brief: One isolated supernatural anime battle game sound effect: A final harsh curse crush followed by an exhausted air release; keep the character voice intelligible. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Descending saw/noise/sub tail plus active student death VO. Music fades out.
Evidence: src/audio.js:855; src/game.js:2115.
P2 · Crew member knocked out (player.knockout)
Source replacement · In game · target 0.4–0.8 s · 2 variations.
A heavy low body fall and a brief descending pressure drain, clearly separate from total run death.
Search: body fall; energy drain; low impact
Generation brief: One isolated supernatural anime battle game sound effect: A heavy low body fall and a brief descending pressure drain, clearly separate from total run death. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Dedicated descending cue. Incoming student hurt/tag VO suppressed in same batch.
Evidence: src/combat-audio.js:53; src/game.js:2458.
P2 · Crew tag (player.tag)
Source replacement · In game · target 0.3–0.6 s · 2 variations.
Two compact movements: departing air pull, then a firm incoming footplant and pressure snap.
Search: fast whoosh; foot plant; air snap
Generation brief: One isolated supernatural anime battle game sound effect: Two compact movements: departing air pull, then a firm incoming footplant and pressure snap. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Shared departing sweep and struck arrival. Tag VO hooks exist, but no tag files supplied or loaded.
Evidence: src/audio.js:787; src/game.js:2193.
P2 · Blackout Grid closes (domain.kaito.close)
Source new cue · Proposed but missing · target 0.2–0.5 s · 2 variations.
The kaito field releases its pressure in one short collapsing tail, colored by irregular electrical arcs, transformer stress and short thunder cracks. No continuous floor-effect sound.
Search: electric arc; transformer buzz; thunder crack
Generation brief: One isolated supernatural anime battle game sound effect: The kaito field releases its pressure in one short collapsing tail, colored by irregular electrical arcs, transformer stress and short thunder cracks. No continuous floor-effect sound. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
No dedicated end cue. Electrical discharge settling, not another activation blast.
Evidence: src/sim.js:3294.
P2 · Kaito — Blackout Grid activation (domain.kaito.open)
Source replacement · In game · target 0.7–1.5 s · 2 variations.
A powerful field opens with irregular electrical arcs, transformer stress and short thunder cracks; expand the physical texture into a controlled pressure bloom beneath the character's domain voice.
Search: electric arc; transformer buzz; thunder crack
Generation brief: One isolated supernatural anime battle game sound effect: A powerful field opens with irregular electrical arcs, transformer stress and short thunder cracks; expand the physical texture into a controlled pressure bloom beneath the character's domain voice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
All four share the same 1.6-second synthesis swell; character VO adds identity. Distinct physical domain texture remains an art replacement to source.
Evidence: src/audio.js:807; src/game.js:2412.
P2 · Blackout Grid strike (domain.kaito.strike)
Source replacement · In game · target 0.2–0.5 s · 2 variations.
A short electrical fracture marks a meaningful domain strike. Keep dense repeated strikes gated.
Search: electric arc; transformer buzz; thunder crack
Generation brief: One isolated supernatural anime battle game sound effect: A short electrical fracture marks a meaningful domain strike. Keep dense repeated strikes gated. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Uses generic noncritical hit synthesis; no separate thunder impact.
Evidence: src/audio.js:740; src/game.js:2498.
P2 · Iron Cell final crush (domain.ren.close)
Source replacement · In game · target 0.2–0.5 s · 2 variations.
The ren field releases its pressure in one short collapsing tail, colored by cloth snapping, compressed-air cracks and heavy body impacts. No continuous floor-effect sound.
Search: cloth snap; air punch; body impact
Generation brief: One isolated supernatural anime battle game sound effect: The ren field releases its pressure in one short collapsing tail, colored by cloth snapping, compressed-air cracks and heavy body impacts. No continuous floor-effect sound. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Uses generic big-kill synthesis, not a unique domain ending recording.
Evidence: src/audio.js:751; src/game.js:2499.
P2 · Ren — Iron Cell activation (domain.ren.open)
Source replacement · In game · target 0.7–1.5 s · 2 variations.
A powerful field opens with cloth snapping, compressed-air cracks and heavy body impacts; expand the physical texture into a controlled pressure bloom beneath the character's domain voice.
Search: cloth snap; air punch; body impact
Generation brief: One isolated supernatural anime battle game sound effect: A powerful field opens with cloth snapping, compressed-air cracks and heavy body impacts; expand the physical texture into a controlled pressure bloom beneath the character's domain voice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
All four share the same 1.6-second synthesis swell; character VO adds identity. Distinct physical domain texture remains an art replacement to source.
Evidence: src/audio.js:807; src/game.js:2412.
P2 · Paper Storm closes (domain.sora.close)
Source new cue · Proposed but missing · target 0.2–0.5 s · 2 variations.
The sora field releases its pressure in one short collapsing tail, colored by dry paper tears, talisman flicks and slicing air. No continuous floor-effect sound.
Search: paper tear; paper flick; razor air whoosh
Generation brief: One isolated supernatural anime battle game sound effect: The sora field releases its pressure in one short collapsing tail, colored by dry paper tears, talisman flicks and slicing air. No continuous floor-effect sound. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
No dedicated end cue. Talisman flutter collapses into a dry seal snap.
Evidence: src/sim.js:3294.
P2 · Sora — Paper Storm activation (domain.sora.open)
Source replacement · In game · target 0.7–1.5 s · 2 variations.
A powerful field opens with dry paper tears, talisman flicks and slicing air; expand the physical texture into a controlled pressure bloom beneath the character's domain voice.
Search: paper tear; paper flick; razor air whoosh
Generation brief: One isolated supernatural anime battle game sound effect: A powerful field opens with dry paper tears, talisman flicks and slicing air; expand the physical texture into a controlled pressure bloom beneath the character's domain voice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
All four share the same 1.6-second synthesis swell; character VO adds identity. Distinct physical domain texture remains an art replacement to source.
Evidence: src/audio.js:807; src/game.js:2412.
P2 · Silk Cathedral closes (domain.yui.close)
Source new cue · Proposed but missing · target 0.2–0.5 s · 2 variations.
The yui field releases its pressure in one short collapsing tail, colored by taut filament tension, wire snaps and razor-air cuts. No continuous floor-effect sound.
Search: wire tension snap; razor whoosh; metal shear
Generation brief: One isolated supernatural anime battle game sound effect: The yui field releases its pressure in one short collapsing tail, colored by taut filament tension, wire snaps and razor-air cuts. No continuous floor-effect sound. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
No dedicated end cue. Brief taut-thread release; use character identity.
Evidence: src/sim.js:3294.
P2 · Yui — Silk Cathedral activation (domain.yui.open)
Source replacement · In game · target 0.7–1.5 s · 2 variations.
A powerful field opens with taut filament tension, wire snaps and razor-air cuts; expand the physical texture into a controlled pressure bloom beneath the character's domain voice.
Search: wire tension snap; razor whoosh; metal shear
Generation brief: One isolated supernatural anime battle game sound effect: A powerful field opens with taut filament tension, wire snaps and razor-air cuts; expand the physical texture into a controlled pressure bloom beneath the character's domain voice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
All four share the same 1.6-second synthesis swell; character VO adds identity. Distinct physical domain texture remains an art replacement to source.
Evidence: src/audio.js:807; src/game.js:2412.
P2 · Storm Relay (weapon.kaito-arc)
Source replacement · In game · target 0.1–0.35 s · 3 variations.
A stuttering arc discharge with distinct crackling branch transients. Keep separate cast and impact cuts where needed; reuse the core material kit.
Search: A stuttering arc discharge with distinct crackling branch transients. Keep separate cast and impact cuts where needed reuse the core material kit.
Generation brief: One isolated supernatural anime battle game sound effect: A stuttering arc discharge with distinct crackling branch transients. Keep separate cast and impact cuts where needed; reuse the core material kit. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Currently inherits orb cast recipe; weaponId is not routed into Sound.shoot. Generic hits/crit/kills play. weaponImpact, weaponBlast and chain visual events have no dedicated sound dispatch. Character: kaito.
Evidence: src/audio.js:726; src/game.js:2396.
P2 · Nova Core (weapon.kaito-nova)
Source replacement · In game · target 0.1–0.35 s · 3 variations.
An electrical pressure pulse with a broad short thunder crack. Keep separate cast and impact cuts where needed; reuse the core material kit.
Search: An electrical pressure pulse with a broad short thunder crack. Keep separate cast and impact cuts where needed reuse the core material kit.
Generation brief: One isolated supernatural anime battle game sound effect: An electrical pressure pulse with a broad short thunder crack. Keep separate cast and impact cuts where needed; reuse the core material kit. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Currently inherits orb cast recipe; weaponId is not routed into Sound.shoot. Generic hits/crit/kills play. weaponImpact, weaponBlast and chain visual events have no dedicated sound dispatch. Character: kaito.
Evidence: src/audio.js:726; src/game.js:2396.
P2 · Gravity Well (weapon.kaito-well)
Source replacement · In game · target 0.1–0.35 s · 3 variations.
A low inward suction with rough electrical grain and a tight collapse. Keep separate cast and impact cuts where needed; reuse the core material kit.
Search: A low inward suction with rough electrical grain and a tight collapse. Keep separate cast and impact cuts where needed reuse the core material kit.
Generation brief: One isolated supernatural anime battle game sound effect: A low inward suction with rough electrical grain and a tight collapse. Keep separate cast and impact cuts where needed; reuse the core material kit. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Currently inherits orb cast recipe; weaponId is not routed into Sound.shoot. Generic hits/crit/kills play. weaponImpact, weaponBlast and chain visual events have no dedicated sound dispatch. Character: kaito.
Evidence: src/audio.js:726; src/game.js:2396.
P2 · Thunder Palm (weapon.ren-arc)
Source replacement · In game · target 0.1–0.35 s · 3 variations.
A heavy palm strike with a ragged electrical arc branching from the contact. Keep separate cast and impact cuts where needed; reuse the core material kit.
Search: A heavy palm strike with a ragged electrical arc branching from the contact. Keep separate cast and impact cuts where needed reuse the core material kit.
Generation brief: One isolated supernatural anime battle game sound effect: A heavy palm strike with a ragged electrical arc branching from the contact. Keep separate cast and impact cuts where needed; reuse the core material kit. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Currently inherits cone cast recipe; weaponId is not routed into Sound.shoot. Generic hits/crit/kills play. weaponImpact, weaponBlast and chain visual events have no dedicated sound dispatch. Character: ren.
Evidence: src/audio.js:726; src/game.js:2396.
P2 · Cinder Palm (weapon.ren-ember)
Source replacement · In game · target 0.1–0.35 s · 3 variations.
A tight fiery palm burst with a dry ignition crack and short flame rush. Keep separate cast and impact cuts where needed; reuse the core material kit.
Search: A tight fiery palm burst with a dry ignition crack and short flame rush. Keep separate cast and impact cuts where needed reuse the core material kit.
Generation brief: One isolated supernatural anime battle game sound effect: A tight fiery palm burst with a dry ignition crack and short flame rush. Keep separate cast and impact cuts where needed; reuse the core material kit. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Currently inherits bolt cast recipe; weaponId is not routed into Sound.shoot. Generic hits/crit/kills play. weaponImpact, weaponBlast and chain visual events have no dedicated sound dispatch. Character: ren.
Evidence: src/audio.js:726; src/game.js:2396.
P2 · Rupture Palm (weapon.ren-wave)
Source replacement · In game · target 0.1–0.35 s · 3 variations.
A fast compressed-air wave with a broad moving whoosh and solid short pressure crack. Keep separate cast and impact cuts where needed; reuse the core material kit.
Search: A fast compressed-air wave with a broad moving whoosh and solid short pressure crack. Keep separate cast and impact cuts where needed reuse the core material kit.
Generation brief: One isolated supernatural anime battle game sound effect: A fast compressed-air wave with a broad moving whoosh and solid short pressure crack. Keep separate cast and impact cuts where needed; reuse the core material kit. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Currently inherits bolt cast recipe; weaponId is not routed into Sound.shoot. Generic hits/crit/kills play. weaponImpact, weaponBlast and chain visual events have no dedicated sound dispatch. Character: ren.
Evidence: src/audio.js:726; src/game.js:2396.
P2 · Festival Script (weapon.sora-burst)
Source replacement · In game · target 0.1–0.35 s · 3 variations.
A handful of paper tears compressed into a crisp short detonation. Keep separate cast and impact cuts where needed; reuse the core material kit.
Search: A handful of paper tears compressed into a crisp short detonation. Keep separate cast and impact cuts where needed reuse the core material kit.
Generation brief: One isolated supernatural anime battle game sound effect: A handful of paper tears compressed into a crisp short detonation. Keep separate cast and impact cuts where needed; reuse the core material kit. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Currently inherits volley cast recipe; weaponId is not routed into Sound.shoot. Generic hits/crit/kills play. weaponImpact, weaponBlast and chain visual events have no dedicated sound dispatch. Character: sora.
Evidence: src/audio.js:726; src/game.js:2396.
P2 · Razor Script (weapon.sora-razor)
Source replacement · In game · target 0.1–0.35 s · 3 variations.
Dry paper blades slicing air with a harsh fine cutting edge. Keep separate cast and impact cuts where needed; reuse the core material kit.
Search: Dry paper blades slicing air with a harsh fine cutting edge. Keep separate cast and impact cuts where needed reuse the core material kit.
Generation brief: One isolated supernatural anime battle game sound effect: Dry paper blades slicing air with a harsh fine cutting edge. Keep separate cast and impact cuts where needed; reuse the core material kit. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Currently inherits volley cast recipe; weaponId is not routed into Sound.shoot. Generic hits/crit/kills play. weaponImpact, weaponBlast and chain visual events have no dedicated sound dispatch. Character: sora.
Evidence: src/audio.js:726; src/game.js:2396.
P2 · Hunting Script (weapon.sora-seek)
Source replacement · In game · target 0.1–0.35 s · 3 variations.
A dry talisman flick followed by a curved razor-air pass. Keep separate cast and impact cuts where needed; reuse the core material kit.
Search: A dry talisman flick followed by a curved razor-air pass. Keep separate cast and impact cuts where needed reuse the core material kit.
Generation brief: One isolated supernatural anime battle game sound effect: A dry talisman flick followed by a curved razor-air pass. Keep separate cast and impact cuts where needed; reuse the core material kit. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Currently inherits volley cast recipe; weaponId is not routed into Sound.shoot. Generic hits/crit/kills play. weaponImpact, weaponBlast and chain visual events have no dedicated sound dispatch. Character: sora.
Evidence: src/audio.js:726; src/game.js:2396.
P2 · Shatter Thread (weapon.yui-blast)
Source replacement · In game · target 0.1–0.35 s · 3 variations.
A taut needle snap followed by a compact piercing blast. Keep separate cast and impact cuts where needed; reuse the core material kit.
Search: A taut needle snap followed by a compact piercing blast. Keep separate cast and impact cuts where needed reuse the core material kit.
Generation brief: One isolated supernatural anime battle game sound effect: A taut needle snap followed by a compact piercing blast. Keep separate cast and impact cuts where needed; reuse the core material kit. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Currently inherits bolt cast recipe; weaponId is not routed into Sound.shoot. Generic hits/crit/kills play. weaponImpact, weaponBlast and chain visual events have no dedicated sound dispatch. Character: yui.
Evidence: src/audio.js:726; src/game.js:2396.
P2 · Winter Thread (weapon.yui-frost)
Source replacement · In game · target 0.1–0.35 s · 3 variations.
A precise filament snap with fine ice fractures and a cold brittle tail. Keep separate cast and impact cuts where needed; reuse the core material kit.
Search: A precise filament snap with fine ice fractures and a cold brittle tail. Keep separate cast and impact cuts where needed reuse the core material kit.
Generation brief: One isolated supernatural anime battle game sound effect: A precise filament snap with fine ice fractures and a cold brittle tail. Keep separate cast and impact cuts where needed; reuse the core material kit. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Currently inherits bolt cast recipe; weaponId is not routed into Sound.shoot. Generic hits/crit/kills play. weaponImpact, weaponBlast and chain visual events have no dedicated sound dispatch. Character: yui.
Evidence: src/audio.js:726; src/game.js:2396.
P2 · Horizon Thread (weapon.yui-lance)
Source replacement · In game · target 0.1–0.35 s · 3 variations.
A thin focused metal shear that pierces through a compressed air cut. Keep separate cast and impact cuts where needed; reuse the core material kit.
Search: A thin focused metal shear that pierces through a compressed air cut. Keep separate cast and impact cuts where needed reuse the core material kit.
Generation brief: One isolated supernatural anime battle game sound effect: A thin focused metal shear that pierces through a compressed air cut. Keep separate cast and impact cuts where needed; reuse the core material kit. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Currently inherits bolt cast recipe; weaponId is not routed into Sound.shoot. Generic hits/crit/kills play. weaponImpact, weaponBlast and chain visual events have no dedicated sound dispatch. Character: yui.
Evidence: src/audio.js:726; src/game.js:2396.
P2 · Fallback boss radial burst (enemy.burst)
Source replacement · In game · target 0.08–0.18 s · 3 variations.
A compact abrasive projectile release with a short pressure hiss.
Search: energy shot; pressure hiss; dark projectile
Generation brief: One isolated supernatural anime battle game sound effect: A compact abrasive projectile release with a short pressure hiss. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Same ordinary hostile-shot recipe as spit.
Evidence: src/combat-audio.js:46; src/game.js:2396.
P2 · Detention cage collapses (enemy.cage)
Source replacement · In game · target 0.12–0.3 s · 3 variations.
A compact physical pressure impact with the attacking material audible in the midrange. Several releases currently share this same impact family; source one useful family before splitting variants.
Search: heavy short impact; body slam; pressure crack
Generation brief: One isolated supernatural anime battle game sound effect: A compact physical pressure impact with the attacking material audible in the midrange. Several releases currently share this same impact family; source one useful family before splitting variants. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Common hostile impact recipe.
Evidence: src/combat-audio.js:48; src/game.js:2497.
P2 · Charge release (enemy.charge)
Source replacement · In game · target 0.12–0.3 s · 3 variations.
A compact physical pressure impact with the attacking material audible in the midrange. Several releases currently share this same impact family; source one useful family before splitting variants.
Search: heavy short impact; body slam; pressure crack
Generation brief: One isolated supernatural anime battle game sound effect: A compact physical pressure impact with the attacking material audible in the midrange. Several releases currently share this same impact family; source one useful family before splitting variants. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Common hostile impact recipe.
Evidence: src/combat-audio.js:48; src/game.js:2485.
P2 · Quiz / Group spiral release (enemy.quiz)
Source replacement · In game · target 0.08–0.2 s · 3 variations.
Several close paper snaps read as one sharp volley.
Search: paper flick; card throw; paper snap
Generation brief: One isolated supernatural anime battle game sound effect: Several close paper snaps read as one sharp volley. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Brighter noise/pitch variant; one event for a three-bullet volley and gated further in mixer.
Evidence: src/combat-audio.js:46; src/game.js:2400.
P2 · Teleport boss landing (enemy.slam)
Source replacement · In game · target 0.12–0.3 s · 3 variations.
A compact physical pressure impact with the attacking material audible in the midrange. Several releases currently share this same impact family; source one useful family before splitting variants.
Search: heavy short impact; body slam; pressure crack
Generation brief: One isolated supernatural anime battle game sound effect: A compact physical pressure impact with the attacking material audible in the midrange. Several releases currently share this same impact family; source one useful family before splitting variants. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Common hostile impact recipe; includes radial bullets.
Evidence: src/combat-audio.js:48; src/game.js:2495.
P2 · Brute landing / melee smash (enemy.smash)
Source replacement · In game · target 0.12–0.3 s · 3 variations.
A compact physical pressure impact with the attacking material audible in the midrange. Several releases currently share this same impact family; source one useful family before splitting variants.
Search: heavy short impact; body slam; pressure crack
Generation brief: One isolated supernatural anime battle game sound effect: A compact physical pressure impact with the attacking material audible in the midrange. Several releases currently share this same impact family; source one useful family before splitting variants. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Common hostile impact recipe.
Evidence: src/combat-audio.js:48; src/game.js:2486.
P2 · Spitter / warden / spotlight / Conductor release (enemy.spit)
Source replacement · In game · target 0.08–0.18 s · 3 variations.
A sharp organic spit with a small sizzling air tail.
Search: creature spit; acid shot; wet snap
Generation brief: One isolated supernatural anime battle game sound effect: A sharp organic spit with a small sizzling air tail. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Same spit recipe for several enemy types; identities are not passed through.
Evidence: src/combat-audio.js:46; src/game.js:2396.
P2 · Hostile reinforcement summon (enemy.summon)
Source replacement · In game · target 0.18–0.4 s · 2 variations.
A short rough breath through an opening air tear.
Search: air tear; creature breath; materialize
Generation brief: One isolated supernatural anime battle game sound effect: A short rough breath through an opening air tear. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Shared spectral puff for all summoning bosses.
Evidence: src/combat-audio.js:47; src/game.js:2487.
P2 · Janitor sweep release (enemy.sweep)
Source replacement · In game · target 0.12–0.3 s · 3 variations.
A compact physical pressure impact with the attacking material audible in the midrange. Several releases currently share this same impact family; source one useful family before splitting variants.
Search: heavy short impact; body slam; pressure crack
Generation brief: One isolated supernatural anime battle game sound effect: A compact physical pressure impact with the attacking material audible in the midrange. Several releases currently share this same impact family; source one useful family before splitting variants. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Common hostile impact recipe.
Evidence: src/combat-audio.js:48; src/game.js:2484.
P2 · Teleport disappearance (enemy.vanish)
Source replacement · In game · target 0.15–0.35 s · 2 variations.
A fast reverse-air intake collapsing to silence.
Search: reverse whoosh; vacuum suction short
Generation brief: One isolated supernatural anime battle game sound effect: A fast reverse-air intake collapsing to silence. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Same summon recipe despite the vanish id.
Evidence: src/combat-audio.js:47; src/game.js:2494.
P2 · Timed area detonates (enemy.zone)
Source replacement · In game · target 0.12–0.3 s · 3 variations.
A compact physical pressure impact with the attacking material audible in the midrange. Several releases currently share this same impact family; source one useful family before splitting variants.
Search: heavy short impact; body slam; pressure crack
Generation brief: One isolated supernatural anime battle game sound effect: A compact physical pressure impact with the attacking material audible in the midrange. Several releases currently share this same impact family; source one useful family before splitting variants. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Common hostile impact recipe.
Evidence: src/combat-audio.js:48; src/game.js:2496.
P2 · Large curse defeated / fallback boss death (impact.big-kill)
Source replacement · In game · target 0.2–0.5 s · 3 variations.
A heavier curse rupture with a controlled debris tail; avoid a long cinematic boom on every kill.
Search: heavy impact; organic rupture; debris short
Generation brief: One isolated supernatural anime battle game sound effect: A heavier curse rupture with a controlled debris tail; avoid a long cinematic boom on every kill. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Brute and warden qualify; heavier noise/low tones; 85ms gate. Normal boss deaths use exorcism.
Evidence: src/audio.js:751; src/game.js:2361.
P2 · Ordinary enemy hit (impact.hit)
Source replacement · In game · target 0.06–0.18 s · 4 variations.
Dry physical contact with cloth and a tight midrange body hit; quiet enough for frequent repeats.
Search: body punch; cloth snap; short impact
Generation brief: One isolated supernatural anime battle game sound effect: Dry physical contact with cloth and a tight midrange body hit; quiet enough for frequent repeats. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Shared across enemy species, weapons and many card effects; gated 35ms.
Evidence: src/audio.js:740; src/game.js:2360.
P2 · Ordinary curse defeated (impact.kill)
Source replacement · In game · target 0.1–0.25 s · 3 variations.
A short gritty curse rupture with a dry dissipating tail.
Search: organic rupture; dark magic burst; dry debris
Generation brief: One isolated supernatural anime battle game sound effect: A short gritty curse rupture with a dry dissipating tail. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Grub, husk, wisp, spitter, lurker and moth share this; no species death recordings. End-of-room automatic cleanup suppresses kills.
Evidence: src/audio.js:751; src/game.js:2361.
P2 · Emergency procedural score (music.fallback)
Source replacement · In game · target 0.15–0.5 s · 3 variations.
Replace the synthesized Emergency procedural score with a short physical texture. Use the current event as the timing reference and preserve its priority and rate limit.
Search: Emergency procedural score; physical impact; anime battle sound
Generation brief: One isolated supernatural anime battle game sound effect: Replace the synthesized Emergency procedural score with a short physical texture. Use the current event as the timing reference and preserve its priority and rate limit. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Existing synthesized bass/chord/drum sequencer fallback; intensity control affects this fallback, not authored full songs. Do not mistake for normal soundtrack.
Evidence: src/audio.js:1105; src/audio.js:997.
P2 · Flash Step (player.dash)
Source replacement · In game · target 0.12–0.3 s · 3 variations.
Cloth snaps into a very fast air displacement, landing with a dry pressure tap.
Search: fast whoosh; cloth snap; air dash
Generation brief: One isolated supernatural anime battle game sound effect: Cloth snaps into a very fast air displacement, landing with a dry pressure tap. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
All four share a whoosh and sine lift. Character dash VO is separate, gated 2.6s.
Evidence: src/audio.js:767; src/game.js:2402.
P2 · Player hurt (player.hurt)
Source replacement · In game · target 0.12–0.3 s · 3 variations.
A close blunt body hit with a brief gritty edge, leaving space for the existing hurt voice.
Search: body hit; dull impact; cloth strike
Generation brief: One isolated supernatural anime battle game sound effect: A close blunt body hit with a brief gritty edge, leaving space for the existing hurt voice. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Shared across four students; occasional character hurt VO layers separately.
Evidence: src/audio.js:763; src/game.js:2366.
P2 · Raiju — bite / lunge hit (shiki.kaito.attack)
Source replacement · In game · target 0.08–0.2 s · 3 variations.
A compact contact detail from the thunder beast palette (irregular electrical arcing, a deep animal snarl and a dry thunder crack). Focus on the strike texture; avoid repeating its full arrival call.
Search: electric arc discharge; beast growl; thunder crack
Generation brief: One isolated supernatural anime battle game sound effect: A compact contact detail from the thunder beast palette (irregular electrical arcing, a deep animal snarl and a dry thunder crack). Focus on the strike texture; avoid repeating its full arrival call. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Character: Kaito; creature: thunder beast. Shared recipe with character pitch/filter pair. No recorded creature call. Short, rate-limited one-shots; no continuous creature loop.
Evidence: src/combat-audio.js:33; src/game.js:2430.
P2 · Raiju — duration expiration (shiki.kaito.exit)
Source replacement · In game · target 0.2–0.45 s · 2 variations.
The thunder beast disperses through a short fading texture from its irregular electrical arcing, a deep animal snarl and a dry thunder crack palette. Keep the exit quiet.
Search: electric arc discharge; beast growl; thunder crack
Generation brief: One isolated supernatural anime battle game sound effect: The thunder beast disperses through a short fading texture from its irregular electrical arcing, a deep animal snarl and a dry thunder crack palette. Keep the exit quiet. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Character: Kaito; creature: thunder beast. Shared recipe with character pitch/filter pair. No recorded creature call. Short, rate-limited one-shots; no continuous creature loop.
Evidence: src/combat-audio.js:34; src/game.js:2431.
P2 · Kuroinu — bite / lunge hit (shiki.ren.attack)
Source replacement · In game · target 0.08–0.2 s · 3 variations.
A compact contact detail from the black hound palette (compressed-air crack, heavy claw strike and gritty canine snarl). Focus on the strike texture; avoid repeating its full arrival call.
Search: aggressive dog snarl; claw impact; air punch
Generation brief: One isolated supernatural anime battle game sound effect: A compact contact detail from the black hound palette (compressed-air crack, heavy claw strike and gritty canine snarl). Focus on the strike texture; avoid repeating its full arrival call. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Character: Ren; creature: black hound. Shared recipe with character pitch/filter pair. No recorded creature call. Short, rate-limited one-shots; no continuous creature loop.
Evidence: src/combat-audio.js:33; src/game.js:2430.
P2 · Kuroinu — duration expiration (shiki.ren.exit)
Source replacement · In game · target 0.2–0.45 s · 2 variations.
The black hound disperses through a short fading texture from its compressed-air crack, heavy claw strike and gritty canine snarl palette. Keep the exit quiet.
Search: aggressive dog snarl; claw impact; air punch
Generation brief: One isolated supernatural anime battle game sound effect: The black hound disperses through a short fading texture from its compressed-air crack, heavy claw strike and gritty canine snarl palette. Keep the exit quiet. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Character: Ren; creature: black hound. Shared recipe with character pitch/filter pair. No recorded creature call. Short, rate-limited one-shots; no continuous creature loop.
Evidence: src/combat-audio.js:34; src/game.js:2431.
P2 · Kitsune — bite / lunge hit (shiki.sora.attack)
Source replacement · In game · target 0.08–0.2 s · 3 variations.
A compact contact detail from the paper fox palette (dry talisman tears, a rushing paper burst and a sharp fox bark). Focus on the strike texture; avoid repeating its full arrival call.
Search: paper tear flurry; fox bark; fast air whoosh
Generation brief: One isolated supernatural anime battle game sound effect: A compact contact detail from the paper fox palette (dry talisman tears, a rushing paper burst and a sharp fox bark). Focus on the strike texture; avoid repeating its full arrival call. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Character: Sora; creature: paper fox. Shared recipe with character pitch/filter pair. No recorded creature call. Short, rate-limited one-shots; no continuous creature loop.
Evidence: src/combat-audio.js:33; src/game.js:2430.
P2 · Kitsune — duration expiration (shiki.sora.exit)
Source replacement · In game · target 0.2–0.45 s · 2 variations.
The paper fox disperses through a short fading texture from its dry talisman tears, a rushing paper burst and a sharp fox bark palette. Keep the exit quiet.
Search: paper tear flurry; fox bark; fast air whoosh
Generation brief: One isolated supernatural anime battle game sound effect: The paper fox disperses through a short fading texture from its dry talisman tears, a rushing paper burst and a sharp fox bark palette. Keep the exit quiet. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Character: Sora; creature: paper fox. Shared recipe with character pitch/filter pair. No recorded creature call. Short, rate-limited one-shots; no continuous creature loop.
Evidence: src/combat-audio.js:34; src/game.js:2431.
P2 · Shirasagi — bite / lunge hit (shiki.yui.attack)
Source replacement · In game · target 0.08–0.2 s · 3 variations.
A compact contact detail from the white heron palette (taut wire snap, razor air cut, forceful wingbeat and short harsh heron cry). Focus on the strike texture; avoid repeating its full arrival call.
Search: wire tension snap; heron call; large bird wing flap; razor whoosh
Generation brief: One isolated supernatural anime battle game sound effect: A compact contact detail from the white heron palette (taut wire snap, razor air cut, forceful wingbeat and short harsh heron cry). Focus on the strike texture; avoid repeating its full arrival call. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Character: Yui; creature: white heron. Shared recipe with character pitch/filter pair. No recorded creature call. Short, rate-limited one-shots; no continuous creature loop.
Evidence: src/combat-audio.js:33; src/game.js:2430.
P2 · Shirasagi — duration expiration (shiki.yui.exit)
Source replacement · In game · target 0.2–0.45 s · 2 variations.
The white heron disperses through a short fading texture from its taut wire snap, razor air cut, forceful wingbeat and short harsh heron cry palette. Keep the exit quiet.
Search: wire tension snap; heron call; large bird wing flap; razor whoosh
Generation brief: One isolated supernatural anime battle game sound effect: The white heron disperses through a short fading texture from its taut wire snap, razor air cut, forceful wingbeat and short harsh heron cry palette. Keep the exit quiet. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Character: Yui; creature: white heron. Shared recipe with character pitch/filter pair. No recorded creature call. Short, rate-limited one-shots; no continuous creature loop.
Evidence: src/combat-audio.js:34; src/game.js:2431.
P2 · Circuit Break cast (special.circuit)
Source replacement · In game · target 0.2–0.5 s · 3 variations.
A violent electrical break with irregular arcing and a short power collapse.
Search: electric short circuit; arc discharge
Generation brief: One isolated supernatural anime battle game sound effect: A violent electrical break with irregular arcing and a short power collapse. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Distinct compact synthetic cast; available to Kaito. Suspended legacy runs may retain another student's old equipped choice.
Evidence: src/combat-audio.js:35; src/game.js:2432.
P2 · Paper Decoy / Paper Doll cast (special.decoy)
Source replacement · In game · target 0.15–0.35 s · 3 variations.
A folded paper figure snaps open and settles with a dry talisman stamp.
Search: paper unfold; paper snap; seal stamp
Generation brief: One isolated supernatural anime battle game sound effect: A folded paper figure snaps open and settles with a dry talisman stamp. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Distinct compact synthetic cast; available to Sora. Suspended legacy runs may retain another student's old equipped choice.
Evidence: src/combat-audio.js:35; src/game.js:2432.
P2 · Paper Decoy / Paper Doll detonation (special.decoy.detonate)
Source replacement · In game · target 0.2–0.5 s · 3 variations.
Tearing paper erupts into a focused gritty pressure burst.
Search: paper tear; short explosion; dry debris
Generation brief: One isolated supernatural anime battle game sound effect: Tearing paper erupts into a focused gritty pressure burst. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Impact recipe with brighter noise than common hostile slam.
Evidence: src/combat-audio.js:48; src/game.js:2437.
P2 · Flash Transfer cast (special.flash)
Source replacement · In game · target 0.2–0.5 s · 3 variations.
A rapid hard pressure detonation, a bright air crack and a very short sizzling tail.
Search: flashbang pressure; air crack; short sizzle
Generation brief: One isolated supernatural anime battle game sound effect: A rapid hard pressure detonation, a bright air crack and a very short sizzling tail. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Distinct compact synthetic cast; available to Ren and Yui. Suspended legacy runs may retain another student's old equipped choice.
Evidence: src/combat-audio.js:35; src/game.js:2432.
P2 · Pressure waves / Wisp surges (wave.incoming)
Source replacement · In game · target 0.4–0.7 s · 2 variations.
A brief threatening air swell with one low struck accent; retain a clear gap before combat resumes.
Search: ominous air swell; short warning impact
Generation brief: One isolated supernatural anime battle game sound effect: A brief threatening air swell with one low struck accent; retain a clear gap before combat resumes. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
All names share the same noise rise + square lift; no individual wave recordings.
Evidence: src/audio.js:847; src/game.js:2438.
P3 · Room-specific school ambience (ambience.rooms)
Source new cue · Proposed but missing · target 15–30 s seamless loops · 1 per room; start with 3 contrasting rooms variations.
Quiet environmental beds per room: distant lockers/fluorescent buzz, library wood and paper, gym building creaks, cafeteria ventilation, pool water/tiles, detention cell creaks, boiler steam/pipes, lab electrical hum, rooftop wind. No music or voices.
Search: school room tone; fluorescent hum; boiler room ambience; pool water ambience; roof wind
Generation brief: One isolated supernatural anime battle game sound effect: Quiet environmental beds per room: distant lockers/fluorescent buzz, library wood and paper, gym building creaks, cafeteria ventilation, pool water/tiles, detention cell creaks, boiler steam/pipes, lab electrical hum, rooftop wind. No music or voices. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience. For ambience use a quiet seamless environmental loop instead of a transient.
Only common campus ambience is currently supplied to runtime. Optional quiet localized fluorescent buzz, pipes, wind; not a heavy always-on layer for every room.
Evidence: src/game.js:1183.
P3 · Signature card major proc accent (cards.signature-proc)
Source new cue · Proposed but missing · target 0.1–0.25 s · 3 variations.
One compact cursed seal snap for a meaningful boss-card activation; gate repeated damage ticks.
Search: cursed seal; energy snap; paper crack
Generation brief: One isolated supernatural anime battle game sound effect: One compact cursed seal snap for a meaningful boss-card activation; gate repeated damage ticks. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Major proc identities absent. Optional only for low-frequency landmark effects; not every passive card tick.
Evidence: src/sim.js:720.
P3 · DETENTION — death vocal (vo.boss.detention.death)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New DETENTION — death vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2421; src/audio.js:108.
P3 · DETENTION — entry vocal (vo.boss.detention.entry)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New DETENTION — entry vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2413; src/audio.js:108.
P3 · EXAM SEASON — death vocal (vo.boss.exam.death)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New EXAM SEASON — death vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2421; src/audio.js:108.
P3 · EXAM SEASON — entry vocal (vo.boss.exam.entry)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New EXAM SEASON — entry vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2413; src/audio.js:108.
P3 · GROUP PROJECT — death vocal (vo.boss.group.death)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New GROUP PROJECT — death vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2421; src/audio.js:108.
P3 · GROUP PROJECT — entry vocal (vo.boss.group.entry)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New GROUP PROJECT — entry vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2413; src/audio.js:108.
P3 · THE JANITOR — death vocal (vo.boss.janitor.death)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New THE JANITOR — death vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2421; src/audio.js:108.
P3 · THE JANITOR — entry vocal (vo.boss.janitor.entry)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New THE JANITOR — entry vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2413; src/audio.js:108.
P3 · HALL MONITOR — death vocal (vo.boss.monitor.death)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New HALL MONITOR — death vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2421; src/audio.js:108.
P3 · HALL MONITOR — entry vocal (vo.boss.monitor.entry)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New HALL MONITOR — entry vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2413; src/audio.js:108.
P3 · PARENT-TEACHER NIGHT — death vocal (vo.boss.parent.death)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New PARENT-TEACHER NIGHT — death vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2421; src/audio.js:108.
P3 · PARENT-TEACHER NIGHT — entry vocal (vo.boss.parent.entry)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New PARENT-TEACHER NIGHT — entry vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2413; src/audio.js:108.
P3 · POP QUIZ — death vocal (vo.boss.quiz.death)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New POP QUIZ — death vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2421; src/audio.js:108.
P3 · POP QUIZ — entry vocal (vo.boss.quiz.entry)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New POP QUIZ — entry vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2413; src/audio.js:108.
P3 · THE SUBSTITUTE — death vocal (vo.boss.substitute.death)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New THE SUBSTITUTE — death vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2421; src/audio.js:108.
P3 · THE SUBSTITUTE — entry vocal (vo.boss.substitute.entry)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New THE SUBSTITUTE — entry vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2413; src/audio.js:108.
P3 · THE VICE PRINCIPAL — death vocal (vo.boss.vice.death)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New THE VICE PRINCIPAL — death vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2421; src/audio.js:108.
P3 · THE VICE PRINCIPAL — entry vocal (vo.boss.vice.entry)
Source new cue · Proposed but missing · target 0.5–1.5 s · 3 variations.
New THE VICE PRINCIPAL — entry vocal performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No boss VO supplied or loaded. Pilot one pair first; optional nonverbal creature/character vocal is acceptable. Do not clone a real performer without consent.
Evidence: src/game.js:2413; src/audio.js:108.
P3 · Searchlight catches player (boss.spotlight.caught)
Source new cue · Proposed but missing · target 0.1–0.25 s · 2 variations.
A harsh short electrical contact and abrupt mechanical lock to mark spotlight acquisition.
Search: electrical contact; mechanism lock; short alarm
Generation brief: One isolated supernatural anime battle game sound effect: A harsh short electrical contact and abrupt mechanical lock to mark spotlight acquisition. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Summons and shots have cues; the caught transition itself is silent. One short alarm snap, not a siren loop.
Evidence: src/sim.js:1277.
P3 · Kaito — checkpoint exchange (vo.kaito.checkpoint)
Source new cue · Proposed but missing · target 0.3–1.0 s · 3 variations.
New Kaito — checkpoint exchange performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
The hour call-out itself now ships as the bell role (see vo-live-kaito-bell). This cue remains open only for a spoken exchange BETWEEN students at the checkpoint, which nothing dispatches yet.
Evidence: src/game.js:2429; src/game.js:1641.
P3 · Kaito — summon callout (vo.kaito.shiki)
Source new cue · Proposed but missing · target 0.3–1.0 s · 3 variations.
New Kaito — summon callout performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No dedicated runtime VO role or shipped recording. Optional, short and infrequent; preserve battle clarity.
Evidence: src/game.js:2429; src/game.js:1641.
P3 · Ren — checkpoint exchange (vo.ren.checkpoint)
Source new cue · Proposed but missing · target 0.3–1.0 s · 3 variations.
New Ren — checkpoint exchange performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
The hour call-out itself now ships as the bell role (see vo-live-ren-bell). This cue remains open only for a spoken exchange BETWEEN students at the checkpoint, which nothing dispatches yet.
Evidence: src/game.js:2429; src/game.js:1641.
P3 · Ren — summon callout (vo.ren.shiki)
Source new cue · Proposed but missing · target 0.3–1.0 s · 3 variations.
New Ren — summon callout performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No dedicated runtime VO role or shipped recording. Optional, short and infrequent; preserve battle clarity.
Evidence: src/game.js:2429; src/game.js:1641.
P3 · Sora — checkpoint exchange (vo.sora.checkpoint)
Source new cue · Proposed but missing · target 0.3–1.0 s · 3 variations.
New Sora — checkpoint exchange performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
The hour call-out itself now ships as the bell role (see vo-live-sora-bell). This cue remains open only for a spoken exchange BETWEEN students at the checkpoint, which nothing dispatches yet.
Evidence: src/game.js:2429; src/game.js:1641.
P3 · Sora — summon callout (vo.sora.shiki)
Source new cue · Proposed but missing · target 0.3–1.0 s · 3 variations.
New Sora — summon callout performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No dedicated runtime VO role or shipped recording. Optional, short and infrequent; preserve battle clarity.
Evidence: src/game.js:2429; src/game.js:1641.
P3 · Yui — checkpoint exchange (vo.yui.checkpoint)
Source new cue · Proposed but missing · target 0.3–1.0 s · 3 variations.
New Yui — checkpoint exchange performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
The hour call-out itself now ships as the bell role (see vo-live-yui-bell). This cue remains open only for a spoken exchange BETWEEN students at the checkpoint, which nothing dispatches yet.
Evidence: src/game.js:2429; src/game.js:1641.
P3 · Yui — summon callout (vo.yui.shiki)
Source new cue · Proposed but missing · target 0.3–1.0 s · 3 variations.
New Yui — summon callout performance. Short, close and forceful in the established character voice. Draft the exact line and approve the casting before recording; performance intent is not final dialogue.
Search: Voice casting / directed performance; do not source unrelated stock dialogue.
No dedicated runtime VO role or shipped recording. Optional, short and infrequent; preserve battle clarity.
Evidence: src/game.js:2429; src/game.js:1641.
P3 · Room secured / next room door (crew.checkpoint)
Source new cue · Proposed but missing · target 0.4–0.8 s · 2 variations.
A warm settling breath and one short wooden stamp suggest recovery at a safe checkpoint.
Search: soft exhale; wooden stamp; settle
Generation brief: One isolated supernatural anime battle game sound effect: A warm settling breath and one short wooden stamp suggest recovery at a safe checkpoint. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Optional brief door/room seal texture. Existing clear bell and music transitions are present; no need for another full reward song.
Evidence: src/game.js:1641; src/game.js:1686.
P3 · Critical-health edge warning (player.low-health)
Source new cue · Proposed but missing · target 0.5–0.9 s · 2 variations.
A restrained physical heartbeat pair used on a threshold crossing, leaving room for threat audio.
Search: muffled heartbeat; low pulse
Generation brief: One isolated supernatural anime battle game sound effect: A restrained physical heartbeat pair used on a threshold crossing, leaving room for threat audio. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Some student hurt VO exists, but no separate warning. Consider one edge cue, never continuous heartbeat over every battle.
Evidence: src/game.js:2375.
P3 · Weapon explosion / Nova Core release (weapon.blast)
Source new cue · Proposed but missing · target 0.1–0.4 s · 2 variations.
Create a distinct cue for Weapon explosion / Nova Core release. Keep it short, tactile and tied to the actual event; preserve the existing warning and voice hierarchy. The dedicated sound is not implemented. Existing presentation events may already provide the hook.
Search: Weapon explosion / Nova Core release; physical impact; short sound effect
Generation brief: One isolated supernatural anime battle game sound effect: Create a distinct cue for Weapon explosion / Nova Core release. Keep it short, tactile and tied to the actual event; preserve the existing warning and voice hierarchy. The dedicated sound is not implemented. Existing presentation events may already provide the hook. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Explosion visuals exist but no distinct event sound. Shared hits/crit/kills can be heard; this is missing explosion identity, not silent damage.
Evidence: src/sim.js:2891.
P3 · Thunder Palm / Storm Relay arc (weapon.chain)
Source new cue · Proposed but missing · target 0.1–0.4 s · 2 variations.
Create a distinct cue for Thunder Palm / Storm Relay arc. Keep it short, tactile and tied to the actual event; preserve the existing warning and voice hierarchy. The dedicated sound is not implemented. Existing presentation events may already provide the hook.
Search: Thunder Palm / Storm Relay arc; physical impact; short sound effect
Generation brief: One isolated supernatural anime battle game sound effect: Create a distinct cue for Thunder Palm / Storm Relay arc. Keep it short, tactile and tied to the actual event; preserve the existing warning and voice hierarchy. The dedicated sound is not implemented. Existing presentation events may already provide the hook. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
No dedicated chain event audio; share a bounded short electric texture with Circuit Break as appropriate.
Evidence: src/sim.js:2796.
P3 · Winter Thread ice contact (weapon.frost)
Source new cue · Proposed but missing · target 0.1–0.4 s · 2 variations.
Create a distinct cue for Winter Thread ice contact. Keep it short, tactile and tied to the actual event; preserve the existing warning and voice hierarchy. The dedicated sound is not implemented. Existing presentation events may already provide the hook.
Search: Winter Thread ice contact; physical impact; short sound effect
Generation brief: One isolated supernatural anime battle game sound effect: Create a distinct cue for Winter Thread ice contact. Keep it short, tactile and tied to the actual event; preserve the existing warning and voice hierarchy. The dedicated sound is not implemented. Existing presentation events may already provide the hook. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Distinct ice crackle identity missing; generic hit remains active. No per-tick chill sound.
Evidence: src/sim.js:3103.
P3 · Elemental / heavy weapon contact variants (weapon.impact)
Source new cue · Proposed but missing · target 0.1–0.4 s · 2 variations.
Create a distinct cue for Elemental / heavy weapon contact variants. Keep it short, tactile and tied to the actual event; preserve the existing warning and voice hierarchy. The dedicated sound is not implemented. Existing presentation events may already provide the hook.
Search: Elemental / heavy weapon contact variants; physical impact; short sound effect
Generation brief: One isolated supernatural anime battle game sound effect: Create a distinct cue for Elemental / heavy weapon contact variants. Keep it short, tactile and tied to the actual event; preserve the existing warning and voice hierarchy. The dedicated sound is not implemented. Existing presentation events may already provide the hook. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Generic damage sound exists. Suggested fire crack, paper slice, pressure punch and metallic pierce accents; choose a few shared families rather than 12 simultaneous systems.
Evidence: src/sim.js:3103.
P3 · Bulwark guard opens / closes (elite.bulwark.guard)
Source new cue · Proposed but missing · target 0.1–0.25 s · 3 variations.
A heavy shell latch and dry metal deflection mark the guard catching a strike; gate rapid repeated hits.
Search: armor deflect; shell latch; metal block
Generation brief: One isolated supernatural anime battle game sound effect: A heavy shell latch and dry metal deflection mark the guard catching a strike; gate rapid repeated hits. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
No dedicated event or cue; restrained shell/metal latch communicates vulnerability.
Evidence: src/sim.js:1952.
P3 · Pouncer leap release (elite.pouncer.release)
Source new cue · Proposed but missing · target 0.1–0.25 s · 3 variations.
A sharp claw scuff and fast air tear mark the actual leap release, separate from its wind-up warning.
Search: claw scuff; leap whoosh; air tear
Generation brief: One isolated supernatural anime battle game sound effect: A sharp claw scuff and fast air tear mark the actual leap release, separate from its wind-up warning. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Warning exists; no distinct leap launch event. Impact still has existing smash cue.
Evidence: src/sim.js:1969.
P3 · Card flip / seal break (cards.flip)
Source new cue · Proposed but missing · target 0.08–0.2 s · 3 variations.
A tactile single card turn with a dry paper edge.
Search: card flip; paper flick
Generation brief: One isolated supernatural anime battle game sound effect: A tactile single card turn with a dry paper edge. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Purchase already has sound. Need short paper snap synchronized to reveal; skipping animation must not change rewards.
Evidence: src/ui.js:2205.
P3 · Rare card reveal accent (cards.rare)
Source new cue · Proposed but missing · target 0.3–0.7 s · 2 variations.
A solid seal break with a restrained resonant glint for a rare reveal.
Search: seal break; rare item reveal; metal glint
Generation brief: One isolated supernatural anime battle game sound effect: A solid seal break with a restrained resonant glint for a rare reveal. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
No distinct rarity cue. Brief powerful seal/impact variant; source after base flip is approved.
Evidence: src/ui.js:2744.
P3 · Clean Sweep signature accent (combo.clean-sweep.signature)
Source new cue · Proposed but missing · target 0.3–0.6 s · 2 variations.
A heavy Ren pressure hit and razor-like Yui filament snap land together as one decisive cut.
Search: heavy air punch; wire snap; razor cut
Generation brief: One isolated supernatural anime battle game sound effect: A heavy Ren pressure hit and razor-like Yui filament snap land together as one decisive cut. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Current event reuses dash. Proposed bespoke handoff + pressure snap; retain double-cast suppression.
Evidence: src/game.js:2428.
P3 · Domain ready (ready.domain)
Source new cue · Proposed but missing · target 0.12–0.25 s · 2 variations.
One restrained energized pressure click at the ready edge; no persistent alarm.
Search: energy ready; power click; subtle pressure
Generation brief: One isolated supernatural anime battle game sound effect: One restrained energized pressure click at the ready edge; no persistent alarm. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
One short edge cue; no repeated ready alarm. Requires edge detection; no distinct cue today.
Evidence: src/sim.js:3234; src/game.js:2412.
P3 · Shikigami ready (ready.shiki)
Source new cue · Proposed but missing · target 0.08–0.18 s · 2 variations.
A restrained dry spirit-seal tick at the transition to ready.
Search: seal tick; paper click; spirit ready
Generation brief: One isolated supernatural anime battle game sound effect: A restrained dry spirit-seal tick at the transition to ready. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
One restrained readiness accent after cooldown; avoid cue spam during mana oscillation.
Evidence: src/sim.js:3747; src/game.js:2429.
P3 · Special becomes affordable (ready.special)
Source new cue · Proposed but missing · target 0.08–0.18 s · 2 variations.
A short clean latch with faint electrical grain at the ready edge.
Search: soft latch; energy ready tick
Generation brief: One isolated supernatural anime battle game sound effect: A short clean latch with faint electrical grain at the ready edge. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Optional single regained-readiness cue with hysteresis; no per-mana-increment sound.
Evidence: src/game.js:2646.
P3 · Flash Step charge recharged (ready.step)
Source new cue · Proposed but missing · target 0.06–0.12 s · 2 variations.
A very soft air tap for recharge completion; must survive repeated use without irritation.
Search: soft air tap; subtle click
Generation brief: One isolated supernatural anime battle game sound effect: A very soft air tap for recharge completion; must survive repeated use without irritation. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Optional soft mechanical lock-in; differentiate charged step from no-mana recharge denial.
Evidence: src/game.js:2954.
P3 · Circuit Break arc detail (special.circuit.chain)
Source new cue · Proposed but missing · target 0.1–0.4 s · 2 variations.
Create a distinct cue for Circuit Break arc detail. Keep it short, tactile and tied to the actual event; preserve the existing warning and voice hierarchy. The dedicated sound is not implemented. Existing presentation events may already provide the hook.
Search: Circuit Break arc detail; physical impact; short sound effect
Generation brief: One isolated supernatural anime battle game sound effect: Create a distinct cue for Circuit Break arc detail. Keep it short, tactile and tied to the actual event; preserve the existing warning and voice hierarchy. The dedicated sound is not implemented. Existing presentation events may already provide the hook. Strong physical transient, audible midrange detail, controlled decay, clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Cast already has its own cue; elchain visual links have no dedicated sound dispatch. Optional bounded electrical snap, never one sound per link.
Evidence: src/sim.js:836.
P2 · Ren: Backdraft cast (special.backdraft)
Source replacement · In game · target 0.1–0.4 s · 3 variations.
A short air-pressure intake and dry flame ignition.
Search: air punch; body blow; flame ignition
Generation brief: One isolated supernatural anime battle game sound effect: A short air-pressure intake and dry flame ignition. Strong physical transient, audible midrange detail, controlled decay and a clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Wired locally for Ren's signature secondary. Distinct cast and release; shared voice limits and directional placement. Procedural first pass for playthrough review.
Evidence: src/combat-audio.js; src/game.js:2446; src/secondary-combat.js.
P2 · Ren: Backdraft release (special.backdraft.release)
Source replacement · In game · target 0.15–0.4 s · 3 variations.
A heavy forward body blow with a compressed-air crack and tight flame rush.
Search: air punch; body blow; flame ignition
Generation brief: One isolated supernatural anime battle game sound effect: A heavy forward body blow with a compressed-air crack and tight flame rush. Strong physical transient, audible midrange detail, controlled decay and a clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Wired locally for Ren's signature secondary. Distinct cast and release; shared voice limits and directional placement. Procedural first pass for playthrough review.
Evidence: src/combat-audio.js; src/game.js:2446; src/secondary-combat.js.
P2 · Yui: Binding Stitch cast (special.binding_stitch)
Source replacement · In game · target 0.1–0.4 s · 3 variations.
A precise needle flick with taut metallic filament tension.
Search: wire snap; needle flick; razor shear
Generation brief: One isolated supernatural anime battle game sound effect: A precise needle flick with taut metallic filament tension. Strong physical transient, audible midrange detail, controlled decay and a clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Wired locally for Yui's signature secondary. Distinct cast and release; shared voice limits and directional placement. Procedural first pass for playthrough review.
Evidence: src/combat-audio.js; src/game.js:2446; src/secondary-combat.js.
P2 · Yui: Binding Stitch release (special.binding_stitch.release)
Source replacement · In game · target 0.15–0.4 s · 3 variations.
A dry wire snap and razor shear; a compact hit that can represent several simultaneous targets.
Search: wire snap; needle flick; razor shear
Generation brief: One isolated supernatural anime battle game sound effect: A dry wire snap and razor shear; a compact hit that can represent several simultaneous targets. Strong physical transient, audible midrange detail, controlled decay and a clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Wired locally for Yui's signature secondary. Distinct cast and release; shared voice limits and directional placement. Procedural first pass for playthrough review.
Evidence: src/combat-audio.js; src/game.js:2446; src/secondary-combat.js.
P2 · Kaito: Dead Zone cast (special.dead_zone)
Source replacement · In game · target 0.1–0.4 s · 3 variations.
A low inward vacuum pull with electrical grain.
Search: vacuum suction; electrical collapse; thunder crack
Generation brief: One isolated supernatural anime battle game sound effect: A low inward vacuum pull with electrical grain. Strong physical transient, audible midrange detail, controlled decay and a clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Wired locally for Kaito's signature secondary. Distinct cast and release; shared voice limits and directional placement. Procedural first pass for playthrough review.
Evidence: src/combat-audio.js; src/game.js:2446; src/secondary-combat.js.
P2 · Kaito: Dead Zone release (special.dead_zone.release)
Source replacement · In game · target 0.15–0.4 s · 3 variations.
A brief pressure collapse followed by an electrical thunder crack.
Search: vacuum suction; electrical collapse; thunder crack
Generation brief: One isolated supernatural anime battle game sound effect: A brief pressure collapse followed by an electrical thunder crack. Strong physical transient, audible midrange detail, controlled decay and a clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Wired locally for Kaito's signature secondary. Distinct cast and release; shared voice limits and directional placement. Procedural first pass for playthrough review.
Evidence: src/combat-audio.js; src/game.js:2446; src/secondary-combat.js.
P2 · Sora: Curtain Call cast (special.curtain_call)
Source replacement · In game · target 0.1–0.4 s · 3 variations.
A fast dry paper slip and close air cut.
Search: paper tear; paper flick; slicing air
Generation brief: One isolated supernatural anime battle game sound effect: A fast dry paper slip and close air cut. Strong physical transient, audible midrange detail, controlled decay and a clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Wired locally for Sora's signature secondary. Distinct cast and release; shared voice limits and directional placement. Procedural first pass for playthrough review.
Evidence: src/combat-audio.js; src/game.js:2446; src/secondary-combat.js.
P2 · Sora: Curtain Call release (special.curtain_call.release)
Source replacement · In game · target 0.15–0.4 s · 3 variations.
A radial tearing-paper burst with sharp talisman flicks and a tight air impact.
Search: paper tear; paper flick; slicing air
Generation brief: One isolated supernatural anime battle game sound effect: A radial tearing-paper burst with sharp talisman flicks and a tight air impact. Strong physical transient, audible midrange detail, controlled decay and a clean end. No music, speech, melodic chimes, comic pitch slides or background ambience.
Wired locally for Sora's signature secondary. Distinct cast and release; shared voice limits and directional placement. Procedural first pass for playthrough review.
Evidence: src/combat-audio.js; src/game.js:2446; src/secondary-combat.js.
P2 · Ren + Yui: Threadbreaker (crew.ren-yui.threadbreaker)
Source replacement · In game · target 0.25–0.4 s · 3 variations.
Fine taut thread tension snaps into a forceful close-range anime punch. One clear impact with a tight warm tail; leave the music readable.
Search: thread tension snap; anime punch; energy impact
Added 2026-09-21. Authored WebAudio noise and tone layers: brief thread tension, a sharp air cut and a low impact. One cue replaces ordinary tag, hit and small-kill accents for this event batch. A simultaneous Janitor seal break shares the link impact; a boss death keeps its own defeat presentation. No recorded dialogue or standalone preview has been produced for this cue.
Evidence: src/crew-link.js: strikeCrewLink; src/game.js: _dispatchEvents crewLink; src/combat-audio.js: combatRecipe crewLink.
P2 · Janitor: seal break (boss.janitor.seal-break)
Source replacement · In game · target 0.2–0.35 s · 3 variations.
A compact supernatural seal fracture with a dry material crack and brief low resonance. The sound should clearly reward interrupting the boss without resembling an entrance crash.
Search: magic seal break; material crack; anime counter impact
Added 2026-09-21. Authored WebAudio fracture noise with a short falling low tone. Suppressed when Threadbreaker already owns the impact or the boss dies in the same event batch. No generated asset, boss spoken line or standalone preview has been produced for this cue.
Evidence: src/boss-encounter.js: tryBreakJanitor; src/game.js: _dispatchEvents janitorBreak; src/combat-audio.js: combatRecipe bossBreak.