# 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 = continuous proximity ticking.** A tick (`tick.wav`, 60 ms) repeats faster as you near level — axis-agnostic "warmer/colder", the RATE is the whole message (a bubble level asks nothing of you). **No settle gate** — it ticks at every point in the adjustment. Rate is exponential in the stable tilt error, clamped **1.5/s (≥~5°) → 8/s (≤~0.4°)**, hard-capped at 8/s. **Constant loudness** (acceleration is the signal, not volume). On lock (reusing `LockDetector.isLocked` — dwell + hysteresis, no second audio threshold): ticking stops, `level.wav` plays once, silence while it holds; unlock resumes ticking. Scheduling is deadline-based off a **monotonic clock** — advances a next-tick deadline (no drift, no catch-up bursts, ≤1 tick per sensor update); re-entry (enable TONES / return FACE_UP / unlock) ticks immediately. `level.wav`'s 1.39 s stream is retained and stopped on unlock/disable so a fresh tick can't overlap its tail. **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) - Leave **air** between cues; silence is restful. (600 ms near cadence is responsive without being alarm territory; ~180 ms was alarm territory.) - **Pitch** carries distance more reliably than **volume** (phone volume + room noise make loudness a poor information channel). - 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.