{"schemaVersion":1,"record":{"key":"mechanic/puzzle--family-audio-memory","type":"mechanic","id":"puzzle--family-audio-memory","lang":"en","title":"Sound, rhythm and memory","summary":"The player identifies structure in timed signals and reproduces the required sequence.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/puzzle--family-audio-memory/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/puzzle--family-audio-memory.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/puzzle--family-audio-memory.md","aliases":[],"tags":["Puzzles","Mechanics catalog"],"sourceIds":["source-df9ed2d1b2e7ac06"],"sources":[{"id":"source-df9ed2d1b2e7ac06","title":"Spiritfarer","url":"https://thunderlotusgames.com/press-kits/spiritfarer-press-kit/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Extract structure from timing signals and reproduce it."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-audio-memory-variants\"></a>\n\n- Repeating the melody. Definition: Remember and reproduce a sequence of pitches or sounds. Conditional example: Press the bells in the order heard. <a id=\"variant-melody-recall\"></a>\n- Rhythm restoration. Definition: Convey a pattern of durations and pauses. Conditional example: Repeat the knock that opens the mechanism. <a id=\"variant-rhythm-recall\"></a>\n- Height adjustment. Definition: Match the heights of the sources with a given ratio. Conditional example: Adjust the pipes according to the control chord. <a id=\"variant-pitch-tuning\"></a>\n- Localization by sound. Definition: Infer the direction or position of the source based on audio characteristics. Conditional example: Find the desired corridor based on spatial sound. <a id=\"variant-sound-source\"></a>\n- Separation of sound layers. Definition: Identify a useful signal among simultaneous sources. Conditional example: Hear the code against the background of working mechanisms. <a id=\"variant-audio-layer\"></a>\n- Record conversion. Definition: Changing the speed, direction or order of parts of a recording for the sake of decoding. Conditional example: Assembling a phrase from mixed up audio fragments. <a id=\"variant-audio-reverse\"></a>\n- Sound matches. Definition: Establish a connection between sounds and objects, actions or signs. Conditional example: Compare signals to the four gates. <a id=\"variant-sound-correspondence\"></a>\n- Displaying a form based on a response. Definition: Use echo or resonance to identify a hidden structure. Example: Find a hollow wall by a different response. <a id=\"variant-echo-inference\"></a>\n- Action sequence memory. Definition: Reproduce the order of spatial or subject events after hiding the sample. Conditional example: Repeat the route of flashing platforms. Terms: Simon. <a id=\"variant-sequence-memory\"></a>\n- Multi-state memory. Definition: Hold and compare states that cannot be seen at the same time. Conditional example: Configure the remote control according to the diagram in the next room. <a id=\"variant-state-memory\"></a>"},{"id":"context","title":"Context and limits","body":"A wide catalog of mechanics for digital puzzles, paper logic problems and physical puzzles. Each position contains an action or rule and a conditional example of application."}],"relations":[],"placements":[{"catalogId":"puzzle","id":"family-audio-memory","title":"Puzzles","url":"https://gamemechanics.pro/en/mechanics/puzzle/#family-audio-memory","categoryIds":["section-1"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Sound, rhythm and memory","description":"The player identifies structure in timed signals and reproduces the required sequence.","image":{"src":"images/mechanics/spiritfarer-rhythm.webp","width":1440,"height":810,"game":"Spiritfarer","sourceUrl":"https://thunderlotusgames.com/press-kits/spiritfarer-press-kit/","originalUrl":"https://thunderlotusgames.com/wp-content/uploads/2023/10/Spiritfarer-SCREENSHOTS-09.jpg","credit":"Thunder Lotus","rights":"© Thunder Lotus. All rights reserved.","caption":"Signal timing determines the required inputs","alt":"Signal timing determines the required inputs","markers":[{"x":50,"y":42,"label":"The timing line"},{"x":63,"y":30,"label":"An approaching button cue"}]},"tips":["Provide another accessible channel for required audio information."],"examples":[{"title":"Spiritfarer","url":"https://thunderlotusgames.com/press-kits/spiritfarer-press-kit/"}]}},"endsAt":null,"provenance":"Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/puzzle"}}