⚔ STARBORNE WIKI

AUDIO BIBLE — music, SFX, and voice

Audio is the game's primary dread-delivery. Music is adaptive (calm → tense → Blood Moon),
built on the existing generative WebAudio engine, layered so combat/peril fade stems in/out.
Two leitmotifs recur and finally collide in the finale: Lyra's lullaby (music-box) and **the
Ledger** (clinical music-box + cold strings, Alex's theme, "voice cool as a coin"). Lore: BOOK-CANON.md.

A. MUSIC — adaptive layers

Every track = 3 stems that crossfade by state: Calm (explore), Tense (enemies near),

Peril (Blood Moon / boss). Counting motif (3/12) seeds tempo and phrase length.

Per-action / per-state cues

The 12 region themes (titles fixed in REGIONS.md)

Hearth & Ash · Auditors' Quiet · Verdigris · Hours Without Sun · Black-Iron Heart · The Counting Wind ·

Liar's Weather · Bleeding Hedge · Siege of Salt · Thin Mouths · Hymn for No God · The Ledger.

B. SFX LIST (procedural where possible, samples where not)

Player/movement: footstep (grass/stone/water/snow/lava-edge), dash, hurt, low-HP heartbeat, death.

Tools: hammer-smith (multi-hit), pickaxe-mine, hoe-till, water-pour, harvest-pluck, lantern-light/extinguish, oil-refill.

Magic (nail-rites): cast-windup (counted ticks), ember-bolt, frost-crackle, root-snare, mirror-beam, hush-silence (negative-space whoosh), eclipse-boom; blood-bias "HP→ESS" wet flash.

UI: menu open/close, select (counted click), buy/sell coin, quest-accept, quest-complete chime, medal-earned (sigil ring), error/denied.

Enemies: wolf snarl/lunge, crow caw/dive, bear roar/charge, husk shamble/grab, horror static/whisper, tell-flash cue (each archetype a distinct pre-attack sound), red-eye Blood-Moon screech.

World/ambience: wind (per biome), fog hush, ember crackle, water lap, pipe hum (Harmony), bell (shrine), distant taking (counted ticks fading to silence), thunder (Stormhall), dripping (dungeons).

Companion (dog): bark (alert), low growl (danger), sniff (secret/ore found), whine (sad beat).

Stingers: Blood-Moon rise, taking discovered, boss-appear, name-restored (warm), name-erased (cold).

C. VOICE — ElevenLabs via the content-factory (rare = impact)

Use voice only for key beats so it lands. Generate through the ElevenLabs API in the content
factory; export clips to assets/voice/. Keep lines short, ritual, weary.

Cast voice direction:

Where voice triggers (key beats only):

Medal earned (a word, not a speech), the finale phases, and the two endings.

Pipeline: script lines in design/VOICE-LINES.md → generate per character voice id → review for

mood → place in scene triggers. Never block gameplay on voice; subtitles always on.


Implementation notes (for the autobuild task)

per-region beds; ship one region's audio with its region build.

so the build runs silent if clips are absent (procedural fallback rule).

no clipping, adaptive transitions clean).

1051 linked entries · source: content · living wiki, auto-synced from the game's design.