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Sound Events Map

58 discrete sound events across 16 semiotic families.

graph TD %% ============================================================ %% 1. TOUCH & GESTURE — immediate response to player input %% ============================================================ subgraph TOUCH["TOUCH & GESTURE — immediate feedback"] T1["Touch Down
finger lands on tile, cubelet pulses"] T2["Tile Change
finger slides to adjacent tile mid-drag"] T3["Direction Locked
horizontal or vertical axis chosen"] T3C["Circular Mode Activated
one-finger hold switches to Z-axis"] T4["Drag Rotation Tick
continuous per-frame during drag"] end %% ============================================================ %% 2. MOVE OUTCOME — what the gesture resulted in %% ============================================================ subgraph OUTCOME["MOVE OUTCOME — what the rotation resolved to"] O1["Move Confirmed
valid rotation accepted"] O2["Move Cancelled
incomplete swipe, snaps back"] O3["Manual Undo
player swiped opposite of last move"] O4["Pure Tap
touch with no directional drag"] end %% ============================================================ %% 3. ROTATION LANDS — animation finishes, tile snaps %% ============================================================ subgraph LAND["ROTATION LANDS — tile snaps into position"] L1["Snap: Move
tile locks into new position"] L2["Snap: Undo
tile returns to previous position"] L3["Snap: Cancel
tile springs back to start"] L4["Snap: Cutscene
rotation during a transition"] end %% ============================================================ %% 4. WAVES & RIPPLES — spreading pulse from center tile %% ============================================================ subgraph WAVE["WAVES & RIPPLES — spreading visual pulse"] W1["Move Wave
single ripple along rotation axis"] W2["Tap Wave
short ripple on tap or cancel"] W3["Winning Wave
full ripple then infinite pulse"] W4["Camera Axis Snap
subtle camera offset after rotation"] end %% ============================================================ %% 5. GOAL & MATCH — tiles settling into winning spots %% ============================================================ subgraph GOAL["GOAL & MATCH — tiles in correct position"] G1["Tile Unsettled
matched tile picked up for rotation"] G2["Goal Settles
request converges onto tile surface"] G3["Match Feedback In
outline appears on matched tile"] G4["Match Feedback Out
outline fades when tile moves away"] G5["Cubelet Shake on Match
small shake when goal locks in"] end %% ============================================================ %% 6. MOVE INDICATOR — hexagon progress VFX %% ============================================================ subgraph MOVEVFX["MOVE INDICATOR — hexagon progress"] MV1["Move Effect
hexagon scales with moves used"] MV2["Undo Effect
hexagon scales back"] end %% ============================================================ %% 7. STATE — communicating constraint or freedom %% ============================================================ subgraph STATE["GAME STATE — constraint feedback"] S1["Out of Moves
cube shrinks, cubelets vibrate"] S2["Moves Restored
cube un-shrinks, vibration stops"] S3["Blocked Attempt at Zero
everything shakes, denied"] S4["Cubelet Vibration Loop
continuous shake while stuck"] end %% ============================================================ %% 8. UNDO & REDO — correction and revision %% ============================================================ subgraph UNDO["UNDO & REDO — player corrections"] U1["UI Undo Button
button press triggers undo"] U2["UI Redo Button
button press triggers redo"] U3["Swipe Undo Step
marker crosses undo threshold"] U4["Swipe Redo Step
marker crosses redo threshold"] end %% ============================================================ %% 9. HINTS — game suggests next action %% ============================================================ subgraph HINT["HINTS — nudges toward solution"] H1["Move Hint
cubelet jiggles showing next move"] H2["Undo Hint
hand animation suggests swipe back"] end %% ============================================================ %% 10. VICTORY — celebration and reward %% ============================================================ subgraph VICTORY["VICTORY — level complete"] V1["Level Won
winning condition met"] V2["Victory Text Appears
level name or 'you got this'"] V3["Victory Tap
player taps to advance"] V4["Victory Shake
cube shakes during celebration"] V5["Victory Final Shake
last emphatic shake"] end %% ============================================================ %% 11. LEVEL TRANSITION — moving to next puzzle %% ============================================================ subgraph LVLTRANS["LEVEL TRANSITION — next puzzle"] LT1["Level Pop
small scale pop marks the start"] LT2["Transition Rotation
animated rotation hides old tiles"] LT3["Background Color Shift
palette crossfades to next level"] LT4["Final Bounce Rotation
last rotation with bounce ease"] end %% ============================================================ %% 12. CHAPTER TRANSITION — dramatic world shift %% ============================================================ subgraph CHTRANS["CHAPTER TRANSITION — new world"] CT1["Chapter Pop
tiles fade to blank"] CT2["Chapter Shuffle
25 rapid random rotations"] CT3["Cube Shrinks
cube scales down during shuffle"] CT4["Inner Pop
cubelets expand outward"] CT5["Chapter Reveal
scale + 180-degree flip + flash"] end %% ============================================================ %% 13. CUBE ASSEMBLY — structural build / deconstruct %% ============================================================ subgraph ASSEMBLY["CUBE IN / OUT — assembly and disassembly"] A1["Slot In
per-ring ripple entrance from back"] A2["Slot Out
per-ring ripple exit toward camera"] A3["Shadow Gradient Fade
inside shadow fades in or out"] end %% ============================================================ %% 14. UI — menu and interface %% ============================================================ subgraph UI["UI — menu and interface"] UI1["Button Press
level select or menu tap"] UI2["Scroll Tick
level list crosses interval"] UI3["Menu Open
cube exits, list appears"] UI4["Menu Close
list hides, cube enters"] UI5["Screen Flash In
white overlay fades in"] UI6["Screen Flash Out
white overlay fades out"] end %% ============================================================ %% 15. TUTORIAL — teaching and onboarding %% ============================================================ subgraph TUT["TUTORIAL — onboarding"] TT1["Tutorial Wave
pulsing hint on target tile"] TT2["Tutorial Flash
flash for zero-moves lesson"] TT3["Tutorial Hand
animated hand shows undo swipe"] TT4["Tutorial Move Restored
flash when undo returns a move"] end %% ============================================================ %% 16. FINALE — last level, special %% ============================================================ subgraph FIN["FINALE — last level"] F1["Color Shift
bg + UI + tiles shift hue per rotation"] F2["Finale Text
custom string appears each rotation"] end %% ============================================================ %% TEMPORAL FLOW — main event chains %% ============================================================ %% Touch flow T1 --> T2 T1 --> T3 T1 --> T3C T3 --> T4 T3C --> T4 %% Drag resolves into outcome T4 --> O1 T4 --> O2 T4 --> O3 T1 --> O4 %% Outcome triggers post-move O1 --> W1 O1 --> W4 O1 --> MV1 O1 --> G1 O1 --> L1 O2 --> W2 O2 --> L3 O3 --> MV2 O3 --> L2 O4 --> W2 %% Rotation lands L1 --> G2 L1 --> G3 L1 --> G5 L1 --> V1 L1 --> S1 %% Goal events T3 --> G1 G2 --> G3 G2 --> G5 %% Victory chain V1 --> W3 V1 --> V2 V2 --> V3 V3 --> V4 V4 --> V5 %% Victory branches to transitions V5 -->|same chapter| LT1 V5 -->|new chapter| CT1 %% Level transition chain LT1 --> LT2 LT2 --> LT3 LT3 --> LT4 LT4 --> A1 %% Chapter transition chain CT1 --> CT2 CT2 --> CT3 CT3 --> CT4 CT4 --> CT5 CT5 --> UI5 UI5 --> A1 A1 --> UI6 %% Assembly A1 --> A3 %% State feedback S1 --> S4 S3 --> H2 S2 --> L2 %% Undo / Redo feed back into rotation U1 --> L2 U2 --> L1 U3 --> L2 U4 --> L1 %% Menu triggers assembly UI3 --> A2 UI4 --> A1 %% Finale O1 -->|last level| F1 F1 --> F2

Families at a glance

Family Character Events
Touch & Gesture Tactile, immediate, light 5
Move Outcome Decisive, confirmatory or deflating 4
Rotation Lands Satisfying snap/click 4
Waves & Ripples Spreading, resonant 4
Goal & Match Rewarding lock-in, settling 5
Move Indicator Subtle progress tone 2
Game State Tension/constraint vs release 4
Undo & Redo Rewind, correction feel 4
Hints Gentle suggestion 2
Victory Celebration, ascending 5
Level Transition Momentum, forward motion 4
Chapter Transition Dramatic, theatrical 5
Cube In/Out Structural, mechanical 3
UI Clean, functional 6
Tutorial Warm, guiding 4
Finale Special, emotional 2

Code locations for hooking audio

Each event already has a haptic or animation call site where an audio call can be placed alongside:

Event Where to hook File Line
Touch Down OnControlStart TouchVisualCoordinator.cs 21
Tile Change OnTileChanged TouchVisualCoordinator.cs 32
Direction Locked OnDirectionPicked TouchVisualCoordinator.cs 47
Circular Mode GameHaptics.OnCircularRotationSwitch() TouchController.cs 1291
Drag Tick GameHaptics.RotationDeltaTick() CubeletTransforManager.cs 278
Move Confirmed GameHaptics.OnMoveConfirmed() Game.cs 444
Move Cancelled Analytics.Event(MoveCancelled) Game.cs 436
Manual Undo Analytics.Event(Undo, "manual") Game.cs 392
Pure Tap FinalAbsoluteDirection == NONE branch TouchVisualCoordinator.cs 249
Snap: Move GameHaptics.OnRotationComplete(MOVE) Game.cs 570
Snap: Undo GameHaptics.OnRotationComplete(UNDO) Game.cs 570
Snap: Cancel GameHaptics.OnRotationComplete(CANCEL) Game.cs 570
Snap: Cutscene GameHaptics.OnRotationCompleteDuringCutscene() Game.cs 575
Move Wave StartWaveEffectWithParameters(MoveWave) TouchVisualCoordinator.cs 203
Tap Wave StartWaveEffectWithParameters(TapWave) TouchVisualCoordinator.cs 250
Winning Wave StartWinningWave() TouchVisualCoordinator.cs 199
Camera Snap CameraManager.TOAngleOffsets() TouchVisualCoordinator.cs 231
Tile Unsettled GoalManager.UnsettleTiles() TouchVisualCoordinator.cs 60
Goal Settles GameHaptics.OnCubeSlotIn() RequestGraphics.cs 191
Match Feedback In ForceMatched(tile, true) GoalManager.cs 274
Match Feedback Out ForceMatched(tile, false) GoalManager.cs 258
Cubelet Shake ShakeCubelet() GoalManager.cs 303
Move Effect VFXManager.MoveEffectTween() TouchVisualCoordinator.cs 213
Undo Effect VFXManager.UndoMoveEffect() TouchVisualCoordinator.cs 273
Out of Moves CubeAnimator.SetNoMovesFeedback(true) Game.cs 644
Moves Restored CubeAnimator.SetNoMovesFeedback(false) Game.cs 389
Blocked Attempt Moves == 0 && !IsUndoing branch TouchVisualCoordinator.cs 253
Vibration Loop _loopingShakeSequenceDuringNoMove CubeAnimator.cs 93
UI Undo GameHaptics.OnUndo() Game.cs 481
UI Redo GameHaptics.OnRedo() Game.cs 531
Swipe Undo/Redo TryUndo() / TryRedo() UIManager.cs 395/400
Move Hint PlayMoveHintAnimation() Game.cs 244
Undo Hint PlayUndoHintAnimation() Game.cs 302
Level Won IsLevelWon check Game.cs 658
Victory Text UIManager.SetLevelVictory() Game.cs 662
Victory Tap VictoryLoop() Game.cs 710
Victory Shake GameHaptics.OnShakeDuringVictoryAnimation() CubeletTransforManager.cs 199
Victory Final Shake GameHaptics.OnFinalShakeDuringVictoryAnimation() CubeletTransforManager.cs 201
Level Pop GameHaptics.OnCubePopLevelTransition() GameCoroutines.cs 587
Transition Rotation AnimatedRotationUtil() GameCoroutines.cs 722
BG Color Shift CameraManager.TweenBackgroundColor() GameCoroutines.cs 763
Final Bounce AnimatedRotationUtil(OutBounce) GameCoroutines.cs 788
Chapter Pop GameHaptics.OnCubePopChapterTransition() GameCoroutines.cs 407
Chapter Shuffle StartRandomShuffleEffect() GameCoroutines.cs 382
Cube Shrinks Tween.Scale(shrink) GameCoroutines.cs 390
Inner Pop Tween.Scale(cubelets expand) GameCoroutines.cs 424
Chapter Reveal Tween.Scale + EulerAngles + Flash GameCoroutines.cs 459
Slot In GameHaptics.OnCubeSlotIn() CubeAnimator.cs 215
Slot Out GameHaptics.OnCubeSlotOut() CubeAnimator.cs 277
Shadow Fade Tween.Custom(InsideGradientEnd) CubeAnimator.cs 220
Button Press GameHaptics.OnUISelection() TextButton.cs 77
Scroll Tick GameHaptics.OnUIScrollTick() ScrollRectLean.cs 319
Menu Open Game.OpenMenu() UIManager.cs 821
Menu Close Game.ResumeGameplay() UIManager.cs 931
Flash In UIManager.FlashIN() GameCoroutines.cs 465
Flash Out UIManager.FlashOUT() GameCoroutines.cs 511
Tutorial Wave StartWaveEffectWithParameters() GameCoroutines.cs 178
Tutorial Flash FlashIN() GameCoroutines.cs 247
Tutorial Hand Tween.Position(hand) GameCoroutines.cs 275
Tutorial Restored FlashIN() GameCoroutines.cs 296
Color Shift TweenBackgroundColor + TweenUIColor TouchVisualCoordinator.cs 225
Finale Text SetCustomText(GetNextFinalString) TouchVisualCoordinator.cs 222