Grunk alarm heartbeat SFX #40

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opened 2025-07-12 02:31:13 +00:00 by krampus · 0 comments
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The grunk alarm node should emit a sound when it receives a heartbeat signal.

  • The heartbeat keeps the alarm from triggering, so this should be emotionally coded as a good thing.
  • The default heartbeat interval is 3.0 seconds.
    • Note however that a single alarm may potentially be connected to multiple hearts, and also that hearts may beat faster or slower by design.
    • We can debounce this in code so that the heartbeat sound doesn't play over itself.
    • There's no mechanical way for the player to connect a new heart to an alarm, so this can generally be considered a lower limit for the practical interval.
  • There may be multiple alarms in one heartbeat network, so this may play several times from several sources in a scene.
  • This plays in tandem with an existing heartbeat animation which is triggered as soon as the heartbeat signal is received.
    • The animated effect peaks at about 0.59s and returns to baseline at 1.618s.
      • specifically this is the emissivity of the core of the alarm "flower", along with some scale jiggle along all axes
  • Immediately after receiving a heartbeat signal, the alarm begins to starve. The alarm is triggered after 6 seconds of starvation. See #41
The grunk alarm node should emit a sound when it receives a heartbeat signal. - The heartbeat keeps the alarm from triggering, so this should be emotionally coded as a good thing. - The default heartbeat interval is 3.0 seconds. - Note however that a single alarm may potentially be connected to multiple hearts, and also that hearts may beat faster or slower by design. - We can debounce this in code so that the heartbeat sound doesn't play over itself. - There's no mechanical way for the player to connect a new heart to an alarm, so this can generally be considered a lower limit for the practical interval. - There may be multiple alarms in one heartbeat network, so this may play several times from several sources in a scene. - This plays in tandem with an existing heartbeat animation which is triggered as soon as the heartbeat signal is received. - The animated effect peaks at about 0.59s and returns to baseline at 1.618s. - specifically this is the emissivity of the core of the alarm "flower", along with some scale jiggle along all axes - Immediately after receiving a heartbeat signal, the alarm begins to starve. The alarm is triggered after 6 seconds of starvation. See #41
krampus added this to the v0.1 Early Access milestone 2025-07-12 02:31:13 +00:00
krampus added the
enhancement
topic
sound design
labels 2025-07-12 02:31:13 +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#40
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