0cb315fdcc
Three-way consensus (Jay/Codex/Claude): one sound, split timing not identity. The bullseye sound now means 'centered right now' and fires the instant you're aligned - even a fast pass over center - so the zone that needs the most help locating always announces itself. It no longer waits on the velocity+dwell lock, which was the delay near center. - SurfaceTickPolicy: outside the center zone, proximity ticks (unchanged anchor scheduler). Inside, emit ALIGNED every frame -> caller loops level.wav. Entry is immediate (no dwell, no velocity gate). Alignment uses SPATIAL hysteresis (enter <=0.2, rearm only after leaving >=0.35) - not a time debounce, so a legitimate quick re-crossing still announces. Ticks resume immediately on exit. - Alignment error = hypot(stable pitch, stable roll) - the SAME axes that drive the bubble, so the sound can't lag the visual (Codex's implementation note). - Player: level.wav loops while aligned (ensureLevelLooping, idempotent), stopped before every restart and on exit; pending-load queue retained. - The held-level confirmation (persistent lime, label, haptic) stays on the velocity-aware LockDetector; the locating sound is fully decoupled from it. Tests: immediate cue on fast crossing, one start / ticks-suppressed while inside, stop+resume-ticks on exit, spatial-hysteresis rearm, tick reactivity. 81 tests passing; assembleDebug clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
88 lines
5.9 KiB
Markdown
88 lines
5.9 KiB
Markdown
# Audio Assist — design log
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Hands-free audio to level something without watching the screen. Setting cycles
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**OFF / TONES / VOICE** from the Level header. Plays on `USAGE_MEDIA` (so the volume slider
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controls it) and never takes audio focus.
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> **Source of truth for the current design is [`SOUND_DESIGN_HANDOFF.md`]**, from Jay's
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> dedicated sound-design sessions. This log records the *journey* — especially rejected
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> approaches — so they don't get rediscovered. Where the two ever disagree, the handoff wins.
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## Chosen direction (current)
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Two modes / two mechanisms, one sound identity (all derived from a 500 Hz blip):
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**SURFACE (2-D) — TONES.** One vocabulary: **faster ticks = approaching, the bullseye sound =
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centered right now.** Timing is split, not sound identity:
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- *Outside the center zone:* `tick.wav` (60 ms) repeats faster as you near level — axis-agnostic
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"warmer/colder", rate is the message. No settle gate. Rate is exponential in the error,
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clamped **1.5/s (≥~5°) → 8/s (≤~0.4°)**, hard-capped. **Constant loudness** (acceleration is
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the signal). Scheduling is anchored to the last tick off a **monotonic clock**, due-time
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recomputed each frame from the current interval → immediate reaction to changing tilt, no
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drift, no catch-up burst, ≤1 tick per update.
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- *Inside the center zone:* the ticks give way to the looping `level.wav` **immediately — no
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dwell, no velocity gate — even on a fast pass**, because a momentary alignment is real,
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locating information (that little zone needs the most help). It stops the instant you leave.
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Alignment uses **spatial hysteresis** (enter ≤0.2°, rearm only after leaving ≥0.35°) — not a
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time debounce, which would hide a legitimate quick re-crossing — and is measured from the
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**same hypot(stable pitch, stable roll)** that drives the bubble, so the sound can't lag the
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visual. `level.wav`'s stream id is retained and stopped before every restart / on exit.
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- The stronger **"held level" confirmation — persistent lime, the "Flat within 0.35°" label,
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and the haptic — is decided separately** by the velocity-aware `LockDetector` (≤0.2° + ≤0.3°/s
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→ 175 ms confirm). The locating *sound* never waits on it; a fast fly-through gets the bullseye
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cue but not the "you nailed it" confirmation.
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**EDGE (1-D, future) — the "sonar staircase."** Direction + magnitude as a 4-blip pitch
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contour (rising = raise it, falling = lower it, steepness = how far; level sounds flat), one
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report per move→settle. Five pre-rendered assets staged in `sonar-staircase-v3/`; wired when
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Edge mode is built.
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**VOICE — deliberately separate, a SETTLED-CHANGE announcer (not a timer).** Speaks one
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correction, then stays silent while moving; when it settles again it speaks only if the
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dominant direction changed, it crossed coarse→fine, or it reached lock ("that's level"). A
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settle still needing the same coarse nudge gets silence. No periodic repeat, no bed under it.
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Implementation: pure `SurfaceTickPolicy` (monotonic deadline scheduler, exponential rate,
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unit-tested) + `VoiceGuidancePolicy`; the SoundPool layer stays dumb (play a tick / play &
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stop level). Sounds are Jay's SoundQ-derived blips (`tick.wav`, `level.wav`) downsampled to
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mono 44.1 kHz in `res/raw`.
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## Rejected approaches (and why)
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1. **Two fixed proximity bands + lock ping** (original). Worked but coarse; the near/close jump
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was audible ("a lower ding when close").
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2. **Continuous cadence** — beep interval shrinks smoothly toward center (parking-sensor).
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→ "gets a bit much." Monotonous over a long adjustment.
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3. **Rising-pitch discrete beeps.** Better, but still same-note-ish and busy.
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4. **Continuous glide tone** — one warm tone, pitch low→treble by closeness, resolving into the
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aura. → "the constant sound works but it's too much; not clicking." A continuous tone gives
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the ear **no silence to rest on**, so it fatigues; it also bypassed the tested scheduler.
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5. **Radar doublet on a per-band cadence** — two sonar pings ~110 ms apart, repeating on a
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1.3/0.9/0.6 s cadence while off-level. The literal two-ping "pew-pew" read as UI/radar beeps,
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not sonar, and the continued cadence was still a clock. Kept the bands/pitch, dropped the
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cadence in favor of one packet per settle.
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6. **Continuous forcefield aura bed** (looping CC0 ambience while locked). Seamless on a PC
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media player but **clicked at the loop point through Android SoundPool**. Pulled; a gapless
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bed needs AudioTrack/ExoPlayer.
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7. **Settle-gated two-ding "status packet"** (banded pitch + gap, one packet per move→settle,
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fuller arrival ding at lock). Built, unit-tested, on-device tested. Coherent, but on the
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bench the settle-then-report model felt sparse/laggy for the fiddly 2-D surface adjustment —
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you want live "warmer/colder" while you're actually moving it, not a report after you stop.
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Superseded by continuous ticking for Surface. (The settle-then-report shape lives on for
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VOICE and for future EDGE, where a discrete per-settle report fits the 1-D task.)
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## Guiding principles (learned)
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- Cue *character* decides tolerance more than raw rate. As **discrete report cues**, ~180 ms
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spacing felt alarm-like and ~600 ms felt calm — but as a **continuous proximity tick** an
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8/s (125 ms) near rate reads as pleasant acceleration, not an alarm (it's a Geiger/parking
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sensor, and the ear expects it to quicken as you close in). Judge by feel on the phone.
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- **Volume** is a poor information channel (phone volume + room noise make loudness
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unreliable) — let rate/pitch carry the message and keep loudness constant.
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- Keep the SoundPool layer dumb; put decisions in tested pure logic.
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- The **centered** sound needs source loudness/spectrum presence, not just a bigger volume
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number.
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- No reverb/comb tails on phone speakers — they smear and lengthen fatigue.
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- Reuse the real lock state for the centered handoff; never invent a second audio threshold.
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