Grunk relay heartbeat SFX #39

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opened 2025-07-12 02:30:48 +00:00 by krampus · 0 comments
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When a grunk relay receives/transmits a heartbeat signal (blue signal), it should make some sort of associated sound.

See #38 for the trigger (red signal) equivalent

  • As with the trigger signal, this will be played many times in quick succession as the signal propagates through the network.
    • The heartbeat signal rebroadcast delay is 0.4 seconds, so that's the interval between successive plays in one chain.
      • _Note that this is different from the trigger signal delay! _
      • Note also that a signal network may potentially branch off into multiple paths.
  • This will be fairly quiet and only really audible when fairly close to the relay node.
    • Unlike the trigger signal, the heartbeat isn't meant to capture the player's attention.
    • It will also be replayed many times indefinitely, so we don't want to annoy the player.
  • The heartbeat is also a positive thing for the player (in principle) and should be emotionally coded as such.
  • This shouldn't be an actual heartbeat.
    • The heart node itself produces the heartbeat.
    • By analogy, this is more like blood flowing through veins.
  • If the signal reaches an alarm, it will produce a corresponding sound (#40)
    • If the signal does NOT reach an alarm which is expecting it, the alarm will produce an audible swell (#41) over a period of a few seconds before triggering the alarm screech.
When a grunk relay receives/transmits a heartbeat signal (blue signal), it should make some sort of associated sound. See #38 for the trigger (red signal) equivalent - As with the trigger signal, this will be played many times in quick succession as the signal propagates through the network. - The heartbeat signal rebroadcast delay is 0.4 seconds, so that's the interval between successive plays in one chain. - _Note that this is different from the trigger signal delay! _ - Note also that a signal network may potentially branch off into multiple paths. - This will be fairly quiet and only really audible when fairly close to the relay node. - Unlike the trigger signal, the heartbeat isn't meant to capture the player's attention. - It will also be replayed many times indefinitely, so we don't want to annoy the player. - The heartbeat is also a positive thing for the player (in principle) and should be emotionally coded as such. - _This shouldn't be an actual heartbeat._ - The heart node itself produces the heartbeat. - By analogy, this is more like blood flowing through veins. - If the signal reaches an alarm, it will produce a corresponding sound (#40) - If the signal does NOT reach an alarm which is expecting it, the alarm will produce an audible swell (#41) over a period of a few seconds before triggering the alarm screech.
krampus added this to the v0.1 Early Access milestone 2025-07-12 02:30:48 +00:00
krampus added the
enhancement
topic
sound design
labels 2025-07-12 02:30:48 +00:00
krampus added this to the Grunk Development project 2025-07-16 18:43:33 +00:00
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Reference: krampus/grunk#39
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