music
music
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Files
- ACE_STEP_BED_WORKLIST.mdTHE ACE-STEP BED WORKLIST — the licence read first, then the 110 items
- AGGRO_THREAT_SYSTEM_DESIGN.mdThe Engagement Ledger — aggro, threat, packs, leash and elites
- COMBAT_ENCOUNTER_SYSTEM.mdHumanity — Combat / Boss / Encounter System
- COMPOSER_BRIEF_PACK.mdTHE COMPOSER BRIEF PACK — cohort one, and the twelve registers of the slice
- COUNTERPOINT_AND_VOICE_LEADING.mdCounterpoint and Voice-Leading for Game Scoring
- COUNTER_MELODY_AND_DIALOGUE.mdCounter-Melody, Interval Tension, and Orchestrational Dialogue
- CURRENCY_SWEEP_2026-08.mdCURRENCY SWEEP — the music stack against the real August-2026 field
- DEATH_CHOICE_RUNTIME_SPEC.mdTHE DEATH CHOICE RUNTIME SPEC (HP-0 state machine, ally revival, defeat economy)
- DIFFICULTY_SYSTEM.mdDifficulty System — RULED (Wellspring · Veiled · Fading · Sundered · → The Forgotten One)
- EARWORM_LOOP_SCIENCE.mdTHE EARWORM AND LOOP SCIENCE — what makes a tune stick, measured
- ELEVENLABS_TITLE_MAP.jsonJSON
- ENTITY_PERSONA_SYSTEM.mdEntity Persona System — the per-entity creative-bible layer and the relationship / integrity / opportunity engine
- EXPOSURE_LEDGER.jsonJSON
- EXPOSURE_LEDGER.mdTHE EXPOSURE LEDGER — who each tune is for, and how often the slice plays it
- GAME_SCORING_AND_ADAPTIVE_PRACTICE.mdGame Scoring and Adaptive Practice
- GENRE_SPAN_ANCIENT_TO_TECHNO.mdTHE GENRE SPAN — ANCIENT THROUGH MYTHOLOGICAL AND MODERN TO TECHNO
- HARMONY_AND_ARRANGEMENT_PRACTICE.mdHarmony and Arrangement Practice — which chord, which members, which register, which figure
- HOOK_AND_TENSION_ARCHITECTURE.mdHOOK CONSTRUCTION AND TENSION/RELEASE ARCHITECTURE
- KONDO_SCHOOL.mdTHE KONDO SCHOOL — the Nintendo dialect, rule by rule
- LANDED_CUE_OVERRIDES.jsonJSON
- LEITMOTIF_ARCHITECTURE.mdTHE LEITMOTIF ARCHITECTURE — the roster completed, and what each motif has to do
- LEITMOTIF_TECHNIQUE.mdLEITMOTIF TECHNIQUE — Wagner to Williams to the JRPG masters, and what our stack can measure
- LOADOUT_SETS_SPEC.mdTHE LOADOUT SETS SPEC — the design contract the engine implements (REVISED)
- MASTERPIECE_PROGRAM.md0. THE RULING THIS EXECUTES (Josh, 2026-08-05, verbatim)
- MEASURED_LOOP_PROOF.mdTHE MEASURED LOOP, CLOSED — measure, generate, measure, improve
- MELODIC_CRAFT_PRACTICE.mdMELODIC CRAFT PRACTICE — THE MEASURABLE PROPERTIES OF MELODIES PEOPLE REMEMBER
- MIX_POLICY.jsonJSON
- MOTIVIC_DEVELOPMENT_AND_PHRASE_GRAMMAR.mdMOTIVIC DEVELOPMENT AND PHRASE GRAMMAR — THE DOCTORATE, VOLUME 2
- MUSIC_ARCHITECTURE_DECISION_BRIEF.mdMUSIC ARCHITECTURE DECISION BRIEF — what round 5 is built on
- MUSIC_COMPOSITION_DOCTRINE.mdTHE MUSIC COMPOSITION DOCTRINE — DRAFT v0.1
- MUSIC_CRAFT_DOCTORATE.mdMUSIC CRAFT — THE DOCTORATE PASS
- MUSIC_GAP_HUNT_2026-08-07.mdTHE MUSIC GAP HUNT — "WHAT ELSE MIGHT WE BE MISSING?"
- MUSIC_PRACTICE_GAP_AUDIT.mdMUSIC PRACTICE GAP AUDIT — what the experts do, what our lane does, and the ten changes round 4 must carry
- NOSTALGIA_RUBRIC.mdTHE NOSTALGIA RUBRIC — the exemplar-anchored bar, as scored axes
- ORCHESTRATION_TEXTURE_AND_DENSITY.mdOrchestration, Texture and Density — how many layers, and how they are staged across a cue
- ORGANOLOGY_SLICE_CULTURES.mdOrganology of the Slice — region and period instrumentation for Prologue through Ch 13
- ORNAMENT_AND_MELODIC_SURFACE.mdOrnament and melodic surface — what a player DOES to a tune, per region, Prologue through Ch 13
- PASS2_LAYER_ARCHITECTURE.mdPass 2 — layer-based composition
- PIPE_AUDIO_MUSIC_2026-07-29.mdPIPE — MUSIC + SFX (5090 lane dossier)
- PIPE_MUSIC_MODELS_2026-08-06.mdPIPE_MUSIC_MODELS — the music-generation model survey, benched
- RECOMPOSE_RUNG_TWO_FINDINGS.mdRECOMPOSE RUNG TWO — THE FINDINGS BOARD, and what the next music rung has to answer
- RELATIONSHIP_COMBAT_SYSTEMS_NOTE.mdRelationship and Combat Systems — Development Flag (per-chapter, living-spine)
- REPETITION_AND_VARIATION_FORM.mdRepetition with Variation — the anti-boredom architecture
- RHYTHM_GROOVE_AND_PERFORMANCE_PRACTICE.mdRHYTHM, GROOVE, AND PERFORMANCE PRACTICE — THE DOCTORATE, VOLUME 3
- RIFT_DUNGEON_SCAFFOLDING_SPEC.mdRIFT-DUNGEON SCAFFOLDING SPEC — the twenty-dungeon economy (REVISED, critic round 1 applied)
- RULINGS.mdDecision session — Josh rulings ledger (2026-07-13)
- SCHOOL_SYSTEM_PROPOSAL.mdSchool System Proposal — Pillar 4, the 13 Mystery Schools [PROPOSAL - JOSH]
- SEAM_TYPING_SPEC.mdTRAVEL SEAM TYPING — CONSOLIDATION SPEC (REVISED, post-critic)
- SFX_SLICE_INVENTORY.mdTHE SFX SLICE INVENTORY — per chapter × site × beat, Prologue→Ch 13
- SNES_JRPG_SCHOOL.mdTHE SNES-JRPG SCHOOL — leitmotif economy, harmony, and the loop
- STEPBACK_COMMERCIAL_ENGINES.mdSTEPBACK — how the commercial engines that actually satisfy listeners are built
- STEPBACK_OPEN_STACK.mdSTEPBACK — the open stack, read against one question: can it play OUR tune
- STEPBACK_POSTMORTEM.mdSTEPBACK POST-MORTEM — four rounds of our own music stack, audited against the only ear that graded them
- THEME_PROMPT_SET_R1.mdTHEME PROMPT SET R1 — the Flores Highlands slate, twelve crafted prompts under Josh's arc grammar
- VIRTUAL_ORCHESTRATION_AND_MOCKUP_REALISM.mdVirtual Orchestration and Mockup Realism
- WEAPON_SYSTEM_PROPOSAL.mdWeapon System Proposal — Cultural-Fit Placement of the 72-Weapon Roster
- WS7_WIRING_BUILD_PLAN.mdWS7 Systems-Wiring Build-Plan — ANCHOR LAYER COMPLETE (2026-07-13)
- ace_step_bed_worklist.jsonJSON
- attackability-and-consequence-model.mdAttackability & Consequence Model — the anti-GTA violence architecture (Josh, 2026-07-13)
- attended_care_release.jsonJSON
- base-building.mdBase-Building — Home-Bases · Personal Dimension · World-Homes · Fast-Travel
- combat-and-spellcraft.mdNovel Combat + Player Spell-Creation — full combat-canon enhancement
- creature-system.mdThe Creature System — the living bestiary: tame, bond, train, breed, collect, and the clean glitch-rare
- environment-combat.mdEnvironmental Combat & Impact — the definitive terrain-as-a-combatant model
- environment-terrain-alteration.mdEnvironment & Terrain Alteration — Permanence, the Permission Map, and the Diegetic-Refusal Grammar
- healers-child-fable5.mdHealer's-Child Origin-Mystery — Fable-5 Handoff Structuring
- mastery-twelve-tier.mdSystem Design Proposal — Twelve-Tier Mastery Reconciliation
- minigame-galaxy.mdThe Minigame / Contest Galaxy — design proposal (+ the MG_ registry)
- music_cue_table.csv30 columns: cue_id, track_type, cue_name, chapter_id, beat_ref, site_id
- music_cue_table.jsonJSON
- reputation-prestige-nemesis.mdReputation, Prestige & the Adaptive Nemesis (Josh, 2026-07-13)
- sfx_slice_inventory.csv18 columns: slot_id, chapter_id, site_id, beat_ref, zone_id, region_page
- sfx_slice_inventory.jsonJSON
- theme_architecture_rows.jsonJSON
- through_line_system_throughline.mdWhole-Arc Phase 2 — Connection type 6: SYSTEM_THROUGHLINE
- vehicles-fleets.mdVehicles, Fleets, Flight & Underwater — AAA System Design Proposal
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