World Sound
In plain words: Foundry: in-game sound
How Foundry designs world sound tied to exact game events, states, zones and listener positions (door variants, machine loops, ambience zones) and proves it works in the engine.
- 1A cue map says how sound responds; it still has to be bound and tested in the engine.
- 2Import success proves only import; event, loop and listener behaviour need separate evidence.
- 3Changes to world, events or engine make dependent sound work stale.
Words on this page, decoded click one for its card
A machine starts, loops while running, and stops when its game state changes. An ambience zone answers the listener's position. Foundry owns these world sound relations because their acceptance depends on exact interactive events, states, places, listeners, and runtime behavior.
One bounded Pattern
game.design_world_sound@1 begins with WorldSoundBrief@1, exact project source, WorldAssemblyPlan@1, event schema, EngineProfile@1, source/rights references, channel/spatial profile, resources, and acceptance. It returns WorldSoundBundle@1, WorldSoundFindingSet@1, or exact refusal, preserving the project derivative and bindings it made. A later build pins that source revision in a new InvocationJob Request; the PatternsWorkflows never nest or silently resume one another.
Recording, synthesis, procedures, licensed samples, processing, and models can propose layers. Each retains source/derivative digests, author/performer, tool/provider, transforms, rights/consent, role, and loss. Codec or waveform resemblance cannot establish role.
From cue to audible behavior
The cue map describes how the world should respond. A door can choose admitted variants; a machine has start/loop/stop; a zone crossfades by listener position. These relations still need to be installed and tried in the engine; the map itself is no rendered soundtrack.
game.import_world_sound@1, game.bind_world_sound@1, and game.validate_world_sound@1 keep sound-specific records of import, binding, and observation. They do not widen generic asset, bake, or playtest schemas. Import success answers only the import question. Event, zone, loop, listener, priority, and failure behavior require their own evidence.
| Record | Required meaning |
|---|---|
WorldSoundBrief@1 |
exact project/world/event frame, requested roles, listener and spatial policy, target engine/profile, source constraints, rights, budget, and acceptance line |
WorldSoundRevision@1 |
immutable selected layers and edits with source lineage, variants, loop and transition facts, loudness and channel facts, and approval |
WorldSoundCueMap@1 |
event and state ids, world regions, listener perspective, conditions, priorities, concurrency, randomization, start/stop/loop/crossfade, attenuation, occlusion, reverb-send, and timing relations |
WorldSoundBindingPlan@1 |
exact world-plan digest plus proposed event, state, zone, listener, bus, and runtime mappings; inert data rather than engine code or mutation authority |
WorldSoundBundle@1 |
accepted revisions, cue map, manifests, probes, findings, admission receipts, and exact target constraints |
WorldSoundImportReceipt@1 |
source-to-engine asset conversion, importer/profile revision, bus and resource facts, outputs, checks, warnings, and declared loss |
WorldSoundBindingReceipt@1 |
exact event, state, zone, listener, mixer-bus, and runtime binding installed into one world derivative |
WorldSoundObservationSet@1 |
exact scenario tick/time, emitted cue and engine-event ids, listener zone, mixer state, gaps, and assertions |
WorldSoundFindingSet@1 |
attributable unsupported role, stale source, rights, timing, spatial, import, binding, resource, or playtest evidence |
Model-native sound fails closed
Pre-execution MediaFacetAuthoritySet@1 must declare world_sound, game.foundry revision 4, and exact WorldSoundBrief@1 digest. After Prism technical settlement, Foundry issues its independent SemanticFacetAdmissionReceipt@1 over child/compound digests, use, rights, findings, and disposition. Other owners, demux, and provider labels cannot do this for it. Undeclared sound is quarantined/deleted, with no guessed event or library admission. Inseparable compounds need every required owner to accept the exact digest/use.
Neighboring offices
Riffmaw owns music even when a game plays it. Language Edition owns timed dialogue/narration/captions and EchoVoice supplies speech operations. Broadcast owns picture-bound sound; Atelier visual direction. Foundry binds admitted material to its game without rewriting it. External packs retain producer lineage; exporting a folder cannot create a universal sound-library CompositionApp.
Recovery and proof
A sound result depends on the world it was judged against. Changes to project source, world plan, event schema, listener/coordinates, target engine, timebase, rights, or brief make dependent cues/imports/bindings/builds/playtests stale. Preserve those dependencies so review can identify which work must return.
If a recorder, generator, importer, or engine loses an acknowledgement, keep the result unknown until the exact job, derivative, destination, and digest reconcile. A fallback requires a declared branch or forward InvocationJob Request. Cancellation alone cannot prove that capture, output, or mutation stopped; partial/mismatched material stays quarantined. On deletion, inventory derivatives/imports/bindings/builds/exports and retain an honest account of other custodians' copies.
The first network-disabled synthetic world has deterministic interaction sound, a start/loop/stop machine, ambience zone, listener transition, and bounded failure. Prove cue/event order, loop/crossfade bounds, buses/resources, rebuild/restart, WorldSoundBindingReceipt@1, and WorldSoundObservationSet@1. This is no proof of universal sound libraries, photoreal acoustics, public release, or another engine profile.