Skip to content

[Audio] SFX audit — verify all weapons, hazards, and UI have sound #83

Description

@ryanakann

Background

As weapons, level objects, and UI screens have been added over time, SFX coverage may have gaps. No systematic audit has been done.

Subsystems:

  • Audio (MusicManager, Audio/)
  • Player / Gunfish / Gun (Player/, GunfishRigidbody, weapon subclasses)
  • Level objects / hazards (LevelObjects/, GameLogic/)
  • UI / menus (UI/, GameUIManager)

Problem / Requirement

Missing or placeholder sounds reduce the game's polish. At MAGFest, players will notice silent interactions. Known gap: flop sounds (tracked separately in #73).

Proposed Solution

Systematically test each:

  1. All 11 weapon types — fire, hit, reload
  2. All major level objects — BoxerCrab strike, cannon fire, sea mine explosion, conveyor belt hum, etc.
  3. UI interactions — menu navigation, fish select, match start/end

Document missing sounds and either source/create assets or file sub-issues.

Testing Plan

  • Editor Play mode — tested via ▶ in Unity Editor
  • All three game modes — each mode's unique interactions tested

Acceptance Criteria

  • All weapon fire/hit/reload sounds present
  • Major hazard interactions have audio feedback
  • Menu navigation and match start/end have audio
  • A list of any remaining gaps is documented

Metadata

Metadata

Assignees

No one assigned

    Labels

    polishBalance, UX nits, and visual/audio improvements

    Type

    No type

    Fields

    No fields configured for issues without a type.

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions