Sound & audio design
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The register is the auditory equivalent of the visual philosophy: analog-electronic, spectrally restrained, operationally serious. Not cinematic (no BRAAMs, no horn-drops), not consumer app (no iOS tri-tone arpeggios), not arcade (no announcer voice, no achievement jingle), not retro-affectation (no CRT hum, no modem handshake). Think operator console audio - intentional, useful, forgettable when things are fine.
When to use sound
Sound carries information when:
- The operator’s visual attention is saturated - tactical maps, dense dashboards, multi-screen setups. Audio extends the channel.
- A time-critical event occurs - a new track enters the scope, a resource crosses a threshold, a permission request requires response.
- Confirmation of a destructive action is in flight - a subtle tone after a termination command confirms it actually went through.
- Media plays back - video, presentations, onboarding content.
Sound is not for:
- Routine UI confirmations (field save, menu open, button press). The UI already shows the change visually.
- Arriving at a page, scrolling, hovering. Not events; ambient interaction.
- Decorative reinforcement of branding on non-video surfaces.
- Background ambient in contexts where operators may be in already-loud environments (cockpits, TOCs, field ops) - the product cannot assume a controlled listening context.
The default is silence. Every sound defends its presence.
Frequency character
The system’s audio palette sits deliberately outside the bands where speech intelligibility lives (~2–4 kHz). Operators may be actively listening to comms while the UI plays audio - FDT audio must not compete with speech.
| Event class | Frequency center | Character |
|---|---|---|
| Critical / low alert | 200–500 Hz | Short pulsed tones, filtered. Never sub-bass rumble. |
| Standard UI event | 800–1600 Hz | Transient clicks, soft attack, quick decay |
| Confirmation / success | 1600–2800 Hz (brief) | Short sparkle - never sustained |
| Spoken voice (VO, narration) | 250 Hz – 6 kHz | Standard broadcast voice range |
Never occupy the 3–4 kHz band with sustained tones. That’s where vowel-consonant boundaries live; masking it interferes with the operator’s ability to understand radio or team comms while the product plays audio.
Duration
| Class | Duration |
|---|---|
| UI tick / confirmation | 40–120 ms |
| Notification cue | 300–600 ms |
| Alert cue (single shot) | 500–800 ms |
| Alert cue (repeating) | 400 ms on, 1200 ms off, repeat until dismissed |
| Onboarding chime / app launch | 800 ms – 1.5 s |
Sounds longer than their class budget are over-designed. A 2-second UI confirmation is a consumer-app pattern.
UI sounds
Sparse, functional, event-driven. The sanctioned set:
| Event | Signature |
|---|---|
| Destructive action confirmed | Filtered sub-500 Hz click, 80 ms. Not a beep. |
| Notification - priority | Dual-tone 800 / 1200 Hz, 400 ms total. Distinguishable from ambient. |
| Notification - routine | Single 1000 Hz soft tone, 250 ms. Skippable in operator focus mode. |
| Request denied / error | Descending 600 → 400 Hz tone, 300 ms. Not a buzz. |
| Connection lost | Two descending 500 → 300 Hz tones, 200 ms apart, 800 ms total |
| Connection restored | Mirror ascending 300 → 500 Hz, same cadence |
Routine field saves, button clicks, and menu opens have no sound. Every additional UI sound has to prove it’s necessary to ship.
Alert tones - tactical products
GRIDWATCH and GHOST GRID carry audio alerts for time-critical tactical events. These are distinct from UI sounds - louder, more distinguishable, designed to penetrate operator attention in dense environments.
Three severity tiers, each with its own signature and repeat behavior:
| Tier | Repeat | Muteable? |
|---|---|---|
ADVISORY |
Plays once | Yes, per-session |
WARNING |
Plays twice, 3 s apart | Yes, per-session |
EMERGENCY |
Repeats every 2 s until dismissed | Not during active missions. Operator can acknowledge (silences the tone and logs the ack) but cannot mute. |
The operator must be able to distinguish the three tiers without looking at the screen. Different frequency centers, different envelopes - not just louder versions of the same cue.
Hard rules
- No real-world tactical audio mimicry. FDT alerts must not imitate MEDEVAC tones, chemical-agent alarms, fire alarms, missile-launch warnings, Emergency Broadcast System tones, or any other signal an operator might hear in a real emergency. Confusing a simulation alert with a real-world event is a safety failure.
- No phone ringtones. No musical phrases.
- No voice callouts in alert tones. Voice belongs in dedicated narrative layers - VO for video, guided onboarding - never in tactical alerts.
The specific alert signatures are developed with audio engineers; this section specifies the rules the signatures must satisfy, not the signatures themselves.
Ambient in-product audio
Most FDT products are silent by default. If ambient audio is used, it is optional (off unless toggled on) and serves a functional purpose.
Examples where ambient earns its place:
- GHOST GRID radar scope - a subtle sweep tone timed to the visual sweep rotation, giving an audio sense of rotation rate. Off by default; operators opt in if they prefer the kinesthetic reinforcement.
- GRIDWATCH live-ops mode - a quiet 60 BPM pulse indicating the system is live and processing, distinct from silent paused state. Off by default.
- QRF mission timer - optional audible tick for last-30-seconds timers, at 1 Hz. Off by default.
Ambient never plays in marketing, never plays on first launch, and never plays in authenticated but non-mission contexts (settings, profile, admin). Ambient is a tactical-focus feature, opt-in per operator.
Sonification
Sonification is the audio representation of continuous data - rising pitch for increasing temperature, faster pulse for accelerating rate, stereo pan for direction. Genuinely useful in operator contexts where the visual channel is saturated.
Sanctioned sonification patterns:
- Threshold crossings - pitch rises as a value approaches a limit; crosses to a distinct warning pattern at the limit. Useful for resource burn, fuel remaining, time-to-intercept.
- Stereo bearing - horizontal bearing to a track maps to stereo pan position (
-180°full left,0°center,+180°full right). Useful on headphones in GRIDWATCH and GHOST GRID. - Pulse rate - rate encodes magnitude or proximity. An approaching track closes the gap between pulses until it becomes a continuous tone at intercept.
Sonification is always supplementary, never the sole signal. A sonified value also has a visible numeric readout.
Music
Music appears in video and presentations only. Never in product UI, never in onboarding, never as decorative background.
- Register - ambient, electronic, tonal. Think Brian Eno’s Music for Airports or Ryuichi Sakamoto’s late work, not Hans Zimmer, not trailer music.
- No BRAAMs, no horn drops, no “epic” crescendos. The visual philosophy rejects theater; the audio philosophy rejects the score that tells the viewer what to feel.
- Tempo - 60–90 BPM. Faster reads as marketing-energy.
- Loudness - mixed so voiceover sits clearly above the music. The music is context, not presence.
- Licensing - licensed library (Musicbed, Artlist, Marmoset) or commissioned original. No stock-music cinematic-epic playlists.
Voiceover and narration
When used in video, onboarding, or guided content:
- Register - conversational, technically literate, unstentorian. Never “in a world where…” Never broadcast-news gravitas. A thoughtful colleague explaining something clearly.
- Pace - approximately 150–170 words per minute. Faster reads as impatient; slower reads as condescending.
- Voice diversity - rotate across productions. No single “voice of FDT.” Different content pieces use different voices; the brand is not anchored to one narrator.
- Recording quality - studio-grade (Shure SM7B or equivalent, treated room, professional interface). No laptop microphones, no room reverb, no detectable noise floor.
- No voice callouts in UI or alerts. Voice is high channel load; tactical alerts and notifications don’t use it.
Sonic branding - the FDT signature
The system reserves one short audio signature for:
- FDT corporate video intros
- Product launch videos
- First-run onboarding moment (if the product has one)
- Presentation deck openers (optional, sparingly)
Character
- Duration - 1.0–1.5 seconds
- Structure - three-note phrase, ascending or descending, ending on a stable tone
- Timbre - warm synthesis (filtered sawtooth or sine-triangle blend). Not percussive, not orchestral.
- Frequency center - 400–1200 Hz, avoiding the speech-intelligibility band
- Tail - short decay, ≤400 ms. No long reverb, no stadium-size space.
The signature itself is developed with audio designers under these constraints - the design system specifies the rules, not the melody.
Mute and volume control
Every product with audio provides three levels of control:
- System mute - one keyboard shortcut or single toggle, mutes all product audio instantly.
⌘ + ⇧ + Mon desktop. - Category mute - separate toggles in settings for
UI sounds,Alerts,Ambient,Voice. Operators can disable UI sounds while keeping tactical alerts. - Master volume - single 0–100 slider, persisted per-user per-product.
EMERGENCY-tier tactical alerts ignore system mute during active missions (see Alert tones). This is the only exception; all other audio respects mute absolutely.
Accessibility
- All video and presentation content carries captions - SDH (captions for the deaf and hard-of-hearing, including non-dialogue audio cues). Never auto-generated; human-reviewed before publication.
- Audio descriptions available for video content where visual information carries meaning not conveyed by the audio track. An AD track describes on-screen action during natural pauses.
- Visual equivalents for all audio cues. No information is delivered by audio alone. Notification sounds are always paired with visible notifications; alert tones with visible alerts. Operators who can’t hear the audio never miss information.
- Mute does not hide information. Setting master volume to 0 silences the audio channel; the system continues to deliver information visually at full fidelity.
- Transcripts for long-form audio/video content, linked as searchable text.
Spatial and stereo audio
For tactical products used on headphones:
- Bearing sonification - horizontal bearing to a track maps to stereo pan. Elevation is not sonified (vertical spatial audio is inconsistent across headphone types).
- Mono fallback - all audio must sound correct on mono systems. Spatial cues degrade gracefully; no information is delivered by stereo position alone.
- No 3D / binaural without explicit operator opt-in and calibration - HRTF varies per listener, and uncalibrated 3D audio produces confusing perception.
Delivery specs
- Sample rate: 48 kHz, 24-bit
- Source format: WAV (uncompressed)
- Delivery format: AAC 256 kbps for web audio assets
- Loudness targets: −23 LUFS for broadcast video, −14 LUFS for social, −16 LUFS for podcast / narrative content
- Dynamic range: preserved. No aggressive compression that flattens quiet dynamics. UI audio specifically retains transient character - clipping or limiting destroys the functional cue.
Anti-patterns
- Cinematic stings on product reveals, section transitions, dashboard loads - never.
- Hollywood radio affectation - static, bleeps, squelch-tail in video. FDT products are clean audio; stylized broken-comms audio is a consumer-entertainment trope.
- iOS-style notification tones - FDT sounds are not tri-tone arpeggios, bell chimes, or glassy sparkles.
- Mimicking real tactical audio - MEDEVAC, missile launch, chemical alarm, fire alarm, air-raid siren. Safety-critical real-world signals must never be confused with FDT product events.
- Infinite loops without user control - ambient tracks, “hold music,” startup loops. Every audio has an exit condition or an operator-accessible control.
- Musical phrases in UI sounds - a melodic sequence in a UI tone reads as “cute app,” not operator tool.
- Voice callouts (“Notification received,” “Track detected”) outside of explicit guided narration.
- Sub-bass rumble - impressive on studio monitors, inaudible on laptop speakers and field-hardened tablets. Not a reliable signal.
- Scoring that tells the viewer what to feel - when the music swells to tell you the moment is Important, that’s consumer-marketing energy. FDT doesn’t telegraph.
- Keypad clicks on every keystroke. UI clicks are for meaningful actions, not ambient confirmation.