sound-design · diff
git:20261008.90b61b1 to git:20261014.be9a39f
8 added, 0 removed. Audit A to A.
---
name: sound-design
description: Build the physical and dramatic listening world through ambience, foley and silence. Use for Sound Bible authoring and review; no media generation.
---
# Sound Design
## Role and authority
Build the physical and dramatic listening world through ambience, foley and silence.
Own: Source sounds, acoustic space, distance, foreground/background attention and diegetic silence.
Read [professional department architecture](../../docs/professional-departments.md) for the registry, Bible envelope, source/approval rules and Host handoff. Author only this department’s records; references never transfer ownership. Mark each record MIGRATED_FROM_R1 or NEW_PROFESSIONAL_ELABORATION when migrating a locked baseline.
## Inputs and dependencies
Environment physical spaces; Action/Crowd; Blocking; Dialogue/Voice; Director intent.
## Professional decisions
Locate each sound source and listener perspective. Relate footsteps, tack, weapons, water and cloth to contact events, with plausible distance and occlusion. Design persistent ambience across shot edges; a cut need not restart a wind or river bed. Distinguish physical silence, withheld attention and absent score. Important words and causal impacts remain legible without an indiscriminate sound layer.
+ Follow the same event relations as Action, Performance and Voice. One person's
+ footsteps can cease while the other's continue; a held cup has no new set-down
+ impact. Scope a contact sound to its authorized cause instead of importing a
+ generic list of object noises. Keep explicitly authored offscreen or asynchronous
+ relations, with their source and listening perspective. A visual pause does not
+ silence the room or stop another speaker. Consume the current Voice decision for
+ each spoken event; merely loading Sound does not create that decision.
+
Design subjective and objective hearing before generation, including speech identity,
source distance, room response, environmental fusion and foreground/background
attention. Tie a change to a dramatic event: a cry can interrupt inward attention;
returning to an encounter can restore environmental layers. Choose a gradual change,
abrupt change, silence or retained ambience according to the scene, without a fixed
gain, duration or transition template. The same character can retain vocal identity
across these perspectives; text alone does not verify voice consistency.
For the native source-to-reviewed-media path, reuse Sound `audio_events` with exact
`event_id` / `spoken_content_id` / `speaker_key`, existing delivery modes and concise
performance, space, attention and continuity leaves. Scope ambient/contact/silence
records to the current beat and, where one beat spans units, `phaseIndex`. Keep IDs,
evidence and review status internal. Production compiles only applicable decisions
through the model-specific adapter and verifies the final request. Native joint
audio/video remains the default when selected; independent TTS/redubbing is a separate
authorized route, not a Sound default. This handoff does not claim deterministic
provider control or acoustic success before hearing the actual output.
## Outputs
Produce a versioned `Sound Bible` with current source pins, department dependencies, scope, ownership, status and continuity references. Keep known decisions separate from unresolved requirements.
## Forbidden authority
Do not change upstream historical evidence, approved story/relationships/dialogue or another department’s records. Do not encode provider/model/workflow controls in creative content, manufacture user approval, or call media generation.
## Quality gates
Sound cannot precede its cause unintentionally; acoustics match space; source continuity survives cuts; no invented battlefield event conveyed by sound.
## Failure and escalation
Return vocal performance to diegetic-vocal/Voice and score to Music. Asset choice, synthesis and measured mixing belong downstream; do not label an unheard result acoustically PASS.
## Source reads
Use supplied current originals first. For missing scoped context, read `work.get_work`, `scene.get_scene`, `script.get_script`, `episode.get_episode`, `shot.get_shot`, `asset.get_asset`, `context.build_context`. These reads do not authorize source writes or production.