Plan
Audio to make
Every sound the game needs and doesn't have yet: voice lines, sound effects, music and ambience. Sessions never generate audio (they can't hear it). When a build needs a sound, the session wires it so the file only has to be dropped in, then adds a line here. The user makes the file, puts it at the path given, and deletes the line.
Until its file exists, a voice line is silent (its text still shows), and any other sound plays silence or a close stand-in. Nothing waits on this page to work.
Lines already in the game: Game Mower › Export Voice Lines writes ArtSource/voice/lines.json, every voiced line
with its key and whether it has a clip. This page lists only what sessions add from now on.
Voice lines
Format: - **speaker** · key · "script, with its [tags]" · where it plays · code. The clip goes to
Assets/_Game/Audio/Voice/Resources/Voice/<key>.mp3. A line that replaces another says "replaces
Sound effects
Format: - path · what it is · when and where it plays · length · loops or not · mood · code. Paths are under
Assets/_Game/Audio/Sfx/.
Music
Format: - path · what it is · when it plays · length · loops or not · mood · code. Paths are under
Assets/_Game/Audio/Music/.
Ambience
Format: - path · what it is · where it plays · length · loops or not · mood · code. Paths are under
Assets/_Game/Audio/Ambience/.