# Sprint 21 — Interactive Object SFX Design Spec ## Goal Add SFX to all 6 tappable interactive objects. Each object makes a sound when its animation starts — XRay scan, TeaPot pour, Cradle rock, GiftBox open, Ambulance drive-in, DeliveryBed mama arrival. UltrasoundMachine is excluded (continuous auto-loop, not tap-triggered). ## New SFX Events 7 new events added to `AudioManager._SFX_MAP`: | Event key | Object | Trigger | |---|---|---| | `xray_scan` | XRayMachine | `_start_scan()` | | `tea_pour` | TeaPot | `_start_pouring()` | | `cradle_rock` | Cradle | `_start_rocking()` | | `gift_open` | GiftBox | `_start_opening()` | | `ambulance_siren` | Ambulance | `_drive_in()` | | `delivery_cheer` | DeliveryBed | mama arrives (`_start_mama_arriving()`) | | `object_tap` | Generic fallback | any tap on InteractiveObject base | ## Asset Specification New files: ``` assets/audio/sfx/xray_scan.ogg — electrical hum / machine beep assets/audio/sfx/tea_pour.ogg — liquid pouring assets/audio/sfx/cradle_rock.ogg — gentle creak / lullaby chime assets/audio/sfx/gift_open.ogg — unwrapping / pop assets/audio/sfx/ambulance_siren.ogg — short siren sting (<1.5s, child-friendly) assets/audio/sfx/delivery_cheer.ogg — happy chime / fanfare assets/audio/sfx/object_tap.ogg — soft tap / click ``` All CC0 or CC-BY from freesound.org. Placeholder 0-byte files committed; real downloads documented in `docs/audio-assets-sprint19.md` (extend existing file). ## Integration Points Each is a single `AudioManager.play_sfx("key")` call at the start of the action: - `xray_machine.gd` → in `_start_scan()`, before tween - `tea_pot.gd` → in `_start_pouring()`, before tween - `cradle.gd` → in `_start_rocking()`, before tween - `gift_box.gd` → in `_start_opening()` (the method that starts the animation) - `ambulance.gd` → in the drive-in animation method, before tween - `delivery_bed.gd` → when mama starts arriving, before tween - `interactive_object.gd` → in the base tap handler if one exists (object_tap) ## Testing Append to `test/unit/test_audio_manager.gd`: - `test_sfx_map_has_all_interactive_object_keys` — verifies all 7 new keys exist in `_SFX_MAP` No per-object unit tests for SFX wiring — the calls are single-line, and the AudioManager Dummy-driver guard makes headless tests safe. ## Out of Scope - UltrasoundMachine heartbeat sound (continuous loop, separate sprint) - Character reaction sounds (Häschen/Kätzchen — separate sprint) - Per-state-transition sounds (e.g., XRay completion sound)