feat(audio): per-altitude soundtracks + separated audio/visual controls spec

Sound for the experience, plus the design to control it.

Soundtrack layer (ambience), all license-clean (PD/CC0), recorded in
docs/audio-candidate-pool.md (media gitignored; re-sourceable):
- cosmos: Pillars of Creation sonification (NASA, PD)
- orbit:  station room-tone hum (CC0)
- coast:  sea waves + terns (CC0)
- reef:   6-layer NOAA soundscape + CC0 submerged bed (PD + CC0)
- abyss:  blue-whale moan (NOAA, PD)

Solution Design (proposed): split the bundled Content selector into two
orthogonal dials, Visual (on/off) x Audio (off/soundtrack/white-noise),
unlocking white-noise+video. Soundtrack follows the single Altitude dial;
white noise is altitude-independent. Reframes the networked-control-surface
spec SS3/SS5 (still proposed/unbuilt -> clean pre-impl edit). Music layer deferred.

Dev panel: links to the clip + audio review galleries; sticky stage/panel layout.
gitignore: audio media, review_audio.html, .DS_Store.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# Audio + Video — separated Visual & Audio controls — design
**Status:** proposed
**Date:** 2026-06-26
**Session:** 0020 (audio)
**Extends / reframes:** [`2026-06-26-networked-control-surface-design.md`](./2026-06-26-networked-control-surface-design.md)
§3 (control inventory) and §5 (server contract) — its bundled **Content** selector
is split into two orthogonal controls. Everything else in that spec (server-of-truth
+ SSE, the two pages, the Arduino seam, transition lifecycle) stands unchanged.
**Asset record:** [`docs/audio-candidate-pool.md`](../../audio-candidate-pool.md).
---
## 1. Goal
Give the experience **sound**, and make audio and video **independently
controllable**. Today the control surface bundles audio+video into a single 7-way
**Content** selector (*video / audio+video / music+video / off / white noise /
music / audio track*). That bundle is both awkward to operate and **incomplete**
it has no "white noise **with** video," for instance.
Replace it with **two orthogonal dials****Visual** and **Audio** — so every
combination is reachable, including the ones the bundle omitted. Operator framing
(2026-06-26): *"separate these dials… it's ok to let people have e.g. white noise
with video."*
## 2. Core idea: orthogonalize Content into Visual × Audio
```
BEFORE (bundled) AFTER (orthogonal)
Content: 7-way selector Visual: on / off
video Audio: off / soundtrack / white noise
audio+video (· music — deferred)
music+video ──▶ ───────────────────────────────────────
off Any Visual × Any Audio is now reachable:
white noise video + soundtrack (was "audio+video")
music video + white noise (NEW — was missing)
audio track black + white noise (was "white noise")
black + soundtrack (was "audio track")
```
The 7 bundled modes were really points in a **2 × N grid** (visual on/off ×
audio source). Making the grid explicit removes the awkwardness and fills the gap.
The **Altitude** dial is unchanged and remains the single scale selector.
## 3. The controls (reframes control-surface §3)
| Control | Positions (v1) | Drives | Class (§4 of control-surface spec) |
|---|---|---|---|
| **Altitude** | endless dial, cosmos→abyss (wraps) | the visual **scale** **and**, when Audio=soundtrack, the matching ambience | transitional |
| **Visual** | on / off | video shown vs. black | transitional (video fade) |
| **Audio** | off / soundtrack / white noise (· *music* deferred) | the audio **source** | live + short crossfade (§7) |
| **Left** / **Right** / **Mood** | unchanged | the alteration engine | live |
So the panel grows from 5 controls to **6** (Content → Visual + Audio). The
physical form (later): Visual = a toggle/2-pos switch; Audio = a small rotary
selector (3-pos in v1, 4 with music).
## 4. Audio model (the coupling decision)
**Decision (operator):** the audio dial is a **source** selector; the per-altitude
soundtrack **follows the single Altitude dial**. There is **no** separate audio
altitude.
- **`soundtrack`** → plays the ambience of the **current Altitude scale**. Turning
Altitude to coast shows coast video *and* plays coast waves; the soundtrack
**crossfades** as the altitude transition settles (mirrors the video ring
crossfade). One dial, two coupled outputs.
- **`white noise`** → a single global bed, **altitude-independent**. Changing
Altitude does not change it. This is what makes "white noise + any video" work.
- **`off`** → silence. Video (if Visual=on) plays mute.
- **`music`** *(deferred)* → the composed per-altitude music layer. Reserved as a
future Audio position; **not in v1** (no assets yet — see
[`docs/audio-candidate-pool.md`](../../audio-candidate-pool.md) "two audio layers").
Independence summary: **Visual ⟂ Audio** (any pairing allowed); **Audio source ⟂
Altitude** for white noise/music, **coupled to Altitude** for soundtrack.
## 5. Assets & manifest
### 5.1 Per-scale soundtrack
The five ambiences are sourced and reviewed (PD/CC0; record in
[`docs/audio-candidate-pool.md`](../../audio-candidate-pool.md), local-only review
gallery `simulator/static/review_audio.html`):
| scale | soundtrack | license |
|---|---|---|
| cosmos | Pillars of Creation sonification | PD (NASA) |
| orbit | station room-tone hum | CC0 |
| coast | sea waves + terns | CC0 |
| reef | 6-layer reef soundscape | PD (NOAA) + CC0 |
| abyss | blue-whale moan | PD (NOAA) |
The manifest's `Scale` gains an **`audio`** field (path to the scale's soundtrack),
parallel to how clips are referenced; media stays gitignored and is served at
`/media/audio/<scale>/<file>`. Soundtracks are a **per-scale single** (not a
rotating pool) in v1 — one bed per altitude. (A rotating audio pool, like the clip
pool, is a possible later extension; out of v1.)
### 5.2 White noise
Altitude-independent global asset. **Synthesized, not sourced** — a calm
**pink/brown** noise (gentler than pure white) generated deterministically with
`ffmpeg -f lavfi -i anoisesrc=color=pink` → a clean ~60 s loop. Zero licensing
concerns. (Colloquially "white noise"; spec a calm colored noise.)
### 5.3 Production pass (assets)
Before ship the source clips get a light, deterministic pass (the existing
`tools/pipeline` ffmpeg approach): **seamless loop** (crossfade the loop point),
**normalize loudness** across the five so altitudes match, and a consistent format
(mp3/ogg). Several are short (abyss 13 s, cosmos 30 s) and must loop cleanly. The
6-layer reef bake is already loop-length (60 s).
## 6. Server contract (reframes control-surface §5)
The control-surface spec's authoritative `SessionState` + four endpoints are
unchanged in shape; only the **controls** payload changes: `content` is replaced
by `visual` + `audio`, and the derived `render.content` is split.
### 6.1 `GET /api/state` — updated `controls` + `render`
```json
{
"seq": 42,
"controls": { "visual": "on", "audio": "soundtrack", "left": 3, "right": 1, "mood": -2 },
"altitude": { "index": 2, "scale": "coast", "clip_id": "coast_07" },
"transitions": { "altitude": "idle", "visual": "idle" },
"render": {
"plan": { },
"video": { "shown": true },
"audio": { "source": "soundtrack", "url": "/media/audio/coast/waves.mp3", "altitude_coupled": true }
}
}
```
- `audio.url` is resolved **server-side** from `(audio source, altitude)`:
`soundtrack` → the current scale's `audio`; `white_noise` → the global noise
asset; `off``null`. The renderer just plays `audio.url` (or nothing).
- `transitions` tracks `visual` instead of `content` (Audio is not transitional —
§7).
### 6.2 `POST /api/control`
```json
{ "set": { "audio": "white_noise" } } // audio source change
{ "set": { "visual": "off" } } // visual fade to black
{ "set": {}, "altitude_delta": -1 } // altitude tick (also re-resolves audio.url when source=soundtrack)
```
Server applies, bumps `seq`, recomputes `render.audio.url`, and broadcasts.
Absolute `set` values keep retries idempotent (control-surface §5.6).
### 6.3 SSE events
- `state` — carries the new controls/render; emitted on Audio change and on any
live change (Audio source change rides the `state` event — §7).
- `ring` — altitude move; now **also** carries the new `audio.url` so the renderer
can crossfade the soundtrack as it plays the visual transition (when
source=soundtrack).
- `mode` — repurposed to the **Visual** fade (on/off). (Same renderer fade machinery
the bundled Content used.)
## 7. Live vs. transitional classification
- **Visual on/off → transitional.** It's a visible video fade (to/from black); it
uses the renderer's existing fade + `settled` ack, exactly as the bundled
Content's fade did. `transitions.visual` flips `transitioning``idle`.
- **Audio source → live, with a short renderer-side crossfade.** Swapping
soundtrack/white-noise/off is a ~0.51 s **gain crossfade** between two `<audio>`
elements — perceptible but **non-blocking** and not a renderer animation with
unknown timing. So it's classified **live** (no busy spinner, no `settled` ack),
like Left/Right/Mood. *Flagged decision:* if the operator wants the Audio knob to
feel "busy" during its fade, it can be promoted to transitional later; v1 keeps it
live for simplicity.
- **Altitude → transitional** (unchanged). When source=soundtrack, the renderer
crossfades the audio bed in step with the ring transition; the audio crossfade is
slaved to the visual transition and needs no separate ack.
## 8. Renderer behavior (extends control-surface §6.1)
The display page adds an **audio layer**:
- Two `<audio>` elements (A/B) for gapless gain crossfades; a tiny crossfade helper.
- On `state`: reconcile `audio.url` — if it changed, crossfade A↔B to the new url
(or fade to silence for `off`). White-noise and soundtrack are the same mechanism;
only the url differs.
- On `ring` (altitude move) with source=soundtrack: start the soundtrack crossfade
to the event's new `audio.url` so it lands with the visual scale.
- On `mode` (Visual): fade the **video** to/from black; audio is untouched (you can
hear soundtrack/white-noise over black).
- Each soundtrack loops (the production-pass clean loop); white-noise loops.
- Autoplay: the renderer is launched full-screen by the operator; a one-time user
gesture (or `--autoplay`/muted-then-unmute) satisfies browser autoplay policy.
*Flagged:* document the launch gesture so the projection starts audio reliably.
## 9. Testing (mandatory pipeline tiers)
- **Pure unit** — `render.audio.url` resolution from `(source, altitude)`:
soundtrack→scale asset, white_noise→global, off→null; altitude tick re-resolves
only when source=soundtrack; `seq` bump. No I/O.
- **API/contract** — `POST /api/control {visual}` flips `transitions.visual`;
`{audio}` rides a `state` event with the new url and **no** transition flag; bad
enum → 422; `GET /api/state` shape.
- **E2E (Playwright)** — renderer + `/remote`: set Audio=white_noise → assert the
renderer's audio element src is the noise asset; tick Altitude with
Audio=soundtrack → assert the soundtrack url crossfades to the new scale; set
Visual=off → assert the video fades and audio keeps playing. (Audio *playback*
asserted via element `src`/`paused`, not waveform.)
## 10. Scope
**In v1:**
- Split **Content****Visual** (on/off) + **Audio** (off / soundtrack / white
noise) across `SessionState`, `/api/state`, `/api/control`, SSE, and both pages.
- Per-scale `audio` in the manifest + the 5 sourced soundtracks (production-passed
loops); synthesized white-noise asset.
- Server-side `audio.url` resolution; renderer audio layer with crossfades;
altitude-coupled soundtrack crossfade.
**Explicitly NOT in v1 (deferred):**
- **Music layer** (`audio=music`) — reserved dial position; no assets yet.
- **Separate audio altitude** (hear reef while seeing coast) — rejected coupling
option; soundtrack follows the one Altitude dial.
- **Rotating audio pools** per scale (one bed per altitude in v1).
- Per-altitude white-noise variants (one global noise).
- Physical Visual/Audio switches (Arduino) — contract only, per control-surface §7.
## 11. Spec & roadmap impact
- **Reframes** control-surface §3/§5: `content``visual` + `audio`;
`transitions.content``transitions.visual`; `render.content``render.video`
+ `render.audio`. That spec is still *proposed* (unbuilt), so this is a clean
pre-implementation edit, not a migration. Both can be built together, or this
one folds into the control-surface build as its Content step.
- The **music layer** becomes a tracked follow-on (compose + source per-altitude
music; flip on the reserved Audio position).
- `ROADMAP.md` to note the audio capability at implementation time.
## 12. Open questions / flagged
- **Audio knob feel** (§7) — live vs. transitional; v1 = live. Revisit on the iPad.
- **White-noise color** — pink vs. brown vs. true white; v1 = pink/brown (calmer).
- **Autoplay gesture** (§8) — document the launch step so the projection starts
audio without manual unmuting.