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editor: structure build-start/end cues + menu hover/click SFX#378

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wass08 merged 5 commits into
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feat/sfx-juice
Jun 7, 2026
Merged

editor: structure build-start/end cues + menu hover/click SFX#378
wass08 merged 5 commits into
mainfrom
feat/sfx-juice

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@wass08

@wass08 wass08 commented Jun 7, 2026

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What does this PR do?

A sound-design ("juice") pass for the build/items experience:

  • Structure build cues split into start + end. The existing structure-build event is now the end (commit) cue (structure_build_end.wav); a new structure-build-start cue (structure_build_start.wav) fires when a draft begins. Wall/fence fire start on the first click of a chain; slab/ceiling/zone tick start on every non-closing vertex; roof on the first corner. Both views (3D + 2D floorplan) are covered via the grid-event bridge.
  • Doors & windows now use the structure-end cue on place and move (instead of item-place); shelves now use item-place (instead of structure-build).
  • New menu SFX. menu_hover.wav (on hover) and menu_click.wav (on click) wired to the Build/Items main categories, item-catalog tiles, the icon rail / tab bar, and the bottom action menu (once, via the shared ActionButton).
  • Asset cleanup. Refreshed item_pick / item_place / item_rotate samples; removed the now-unused numbered menu_hover_0..5.wav variations.

How to test

  1. bun dev and open the editor.
  2. Switch between the Build and Items tabs in the left rail — hovering a main category plays a soft tick, clicking plays a click.
  3. Hover/click item tiles in the Items panel and the bottom action-menu buttons — same hover/click cues.
  4. Draw a wall or fence: a start cue on the first click, an end cue as each segment commits.
  5. Draw a slab/ceiling/zone: a start tick on each vertex, the end cue when the polygon closes.
  6. Place/move a door or window: structure-end cue. Place a shelf: item-place cue.

Screenshots / screen recording

N/A — audio-only change; no visual diff. (Happy to add a screen recording with sound if useful.)

Checklist

  • I've tested this locally with bun dev
  • My code follows the existing code style (run bun check to verify)
  • I've updated relevant documentation (if applicable)
  • This PR targets the main branch

wass08 and others added 3 commits June 6, 2026 17:21
Sound design pass for the build/items experience:

- Split structure-build into a start cue (draft begins) and end cue
  (commit). Wall/fence fire start on the first click; slab/ceiling/zone
  tick start on every non-closing vertex; roof on the first corner.
- Doors and windows now use the structure-end cue on place + move;
  shelves use item-place instead.
- New menu_hover (round-robin retired in favour of a single sample) and
  menu_click cues wired to the Build/Items main categories, item-catalog
  tiles, the icon rail / tab bar, and the bottom action menu (via the
  shared ActionButton).
- Refresh item_pick / item_place / item_rotate samples; drop the
  now-unused numbered menu_hover variations.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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wass08 and others added 2 commits June 6, 2026 20:10
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Re-encode all SFX samples as 128kbps mp3 (~94% smaller, transparent for
short UI cues) and point the player at the .mp3 sources. Drops the .wav
originals; the freshly converted item_pick/place/rotate.mp3 override the
older committed mp3s.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
@wass08 wass08 merged commit 1419709 into main Jun 7, 2026
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