# Audio Assist — design log Hands-free audio to level something without watching the screen. Setting cycles **OFF / TONES / VOICE** from the Level header. Plays on `USAGE_MEDIA` (so the volume slider controls it) and never takes audio focus. > **Source of truth for the current design is [`SOUND_DESIGN_HANDOFF.md`]**, from Jay's > dedicated sound-design sessions. This log records the *journey* — especially rejected > approaches — so they don't get rediscovered. Where the two ever disagree, the handoff wins. ## Chosen direction (current) Two modes / two mechanisms, one sound identity (all derived from a 500 Hz blip): **SURFACE (2-D) — TONES.** One vocabulary: **faster ticks = approaching, the bullseye sound = centered right now.** Timing is split, not sound identity: - *Outside the center zone:* `tick.wav` (60 ms) repeats faster as you near level — axis-agnostic "warmer/colder", rate is the message. No settle gate. Rate is exponential in the error, clamped **1.5/s (≥~5°) → 8/s (≤~0.4°)**, hard-capped. **Constant loudness** (acceleration is the signal). Scheduling is anchored to the last tick off a **monotonic clock**, due-time recomputed each frame from the current interval → immediate reaction to changing tilt, no drift, no catch-up burst, ≤1 tick per update. - *Inside the center zone:* the ticks give way to the looping `level.wav` **immediately — no dwell, no velocity gate — even on a fast pass**, because a momentary alignment is real, locating information (that little zone needs the most help). It stops the instant you leave. Alignment uses **spatial hysteresis** (enter ≤0.2°, rearm only after leaving ≥0.35°) — not a time debounce, which would hide a legitimate quick re-crossing — and is measured from the **same hypot(stable pitch, stable roll)** that drives the bubble, so the sound can't lag the visual. `level.wav`'s stream id is retained and stopped before every restart / on exit. - The stronger **"held level" confirmation — persistent lime, the "Flat within 0.35°" label, and the haptic — is decided separately** by the velocity-aware `LockDetector` (≤0.2° + ≤0.3°/s → 175 ms confirm). The locating *sound* never waits on it; a fast fly-through gets the bullseye cue but not the "you nailed it" confirmation. **EDGE (1-D, future) — the "sonar staircase."** Direction + magnitude as a 4-blip pitch contour (rising = raise it, falling = lower it, steepness = how far; level sounds flat), one report per move→settle. Five pre-rendered assets staged in `sonar-staircase-v3/`; wired when Edge mode is built. **VOICE — deliberately separate, a SETTLED-CHANGE announcer (not a timer).** Speaks one correction, then stays silent while moving; when it settles again it speaks only if the dominant direction changed, it crossed coarse→fine, or it reached lock ("that's level"). A settle still needing the same coarse nudge gets silence. No periodic repeat, no bed under it. Implementation: pure `SurfaceTickPolicy` (monotonic deadline scheduler, exponential rate, unit-tested) + `VoiceGuidancePolicy`; the SoundPool layer stays dumb (play a tick / play & stop level). Sounds are Jay's SoundQ-derived blips (`tick.wav`, `level.wav`) downsampled to mono 44.1 kHz in `res/raw`. ## Rejected approaches (and why) 1. **Two fixed proximity bands + lock ping** (original). Worked but coarse; the near/close jump was audible ("a lower ding when close"). 2. **Continuous cadence** — beep interval shrinks smoothly toward center (parking-sensor). → "gets a bit much." Monotonous over a long adjustment. 3. **Rising-pitch discrete beeps.** Better, but still same-note-ish and busy. 4. **Continuous glide tone** — one warm tone, pitch low→treble by closeness, resolving into the aura. → "the constant sound works but it's too much; not clicking." A continuous tone gives the ear **no silence to rest on**, so it fatigues; it also bypassed the tested scheduler. 5. **Radar doublet on a per-band cadence** — two sonar pings ~110 ms apart, repeating on a 1.3/0.9/0.6 s cadence while off-level. The literal two-ping "pew-pew" read as UI/radar beeps, not sonar, and the continued cadence was still a clock. Kept the bands/pitch, dropped the cadence in favor of one packet per settle. 6. **Continuous forcefield aura bed** (looping CC0 ambience while locked). Seamless on a PC media player but **clicked at the loop point through Android SoundPool**. Pulled; a gapless bed needs AudioTrack/ExoPlayer. 7. **Settle-gated two-ding "status packet"** (banded pitch + gap, one packet per move→settle, fuller arrival ding at lock). Built, unit-tested, on-device tested. Coherent, but on the bench the settle-then-report model felt sparse/laggy for the fiddly 2-D surface adjustment — you want live "warmer/colder" while you're actually moving it, not a report after you stop. Superseded by continuous ticking for Surface. (The settle-then-report shape lives on for VOICE and for future EDGE, where a discrete per-settle report fits the 1-D task.) ## Guiding principles (learned) - Cue *character* decides tolerance more than raw rate. As **discrete report cues**, ~180 ms spacing felt alarm-like and ~600 ms felt calm — but as a **continuous proximity tick** an 8/s (125 ms) near rate reads as pleasant acceleration, not an alarm (it's a Geiger/parking sensor, and the ear expects it to quicken as you close in). Judge by feel on the phone. - **Volume** is a poor information channel (phone volume + room noise make loudness unreliable) — let rate/pitch carry the message and keep loudness constant. - Keep the SoundPool layer dumb; put decisions in tested pure logic. - The **centered** sound needs source loudness/spectrum presence, not just a bigger volume number. - No reverb/comb tails on phone speakers — they smear and lengthen fatigue. - Reuse the real lock state for the centered handoff; never invent a second audio threshold.