← All mechanic references

Mechanics catalog

1Loudness and dynamicsOverview and example ↗Signal level relative to the background and the player's own calibration. This is not a measurement of vocal strength in physical units.8

Variants and applications

  • Sound button. Signal: Level threshold exceeded. Application: Use a clap or a short exclamation to launch a jump, shot, confirmation. Access level: Signal analysis.
  • Proportional control. Signal: Current signal level. Application: Use your voice to change speed, thrust, flight altitude or hand size. Access level: Signal analysis.
  • Multiple volume zones. Signal: Entering a quiet, medium or loud zone. Application: Choose between sneak, walk and run without recognizing words. Access level: Signal analysis.
  • Range hold. Signal: Time within a given level corridor. Application: Stabilize the reactor, preventing the sound from becoming too quiet or loud. Access level: Signal analysis.
  • Accumulation of sound energy. Signal: Level integral over the game window. Application: Gradually fill the spell scale; costs are determined by the game. Access level: Signal analysis.
  • Fade in and out. Signal: Direction and rate of level change. Application: Open the bridge with a smooth increase in sound, close the trap with attenuation. Access level: Signal analysis.
  • Peak control. Signal: Short exceeding of the comfortable threshold. Application: Handle with caution a creature that reacts to sharp sounds. Access level: Signal analysis.
  • Silence as action. Signal: Level below threshold when input is working. Application: Hide from a monster, stop a mechanism, maintain stealth. Access level: Signal analysis.
2Time, rhythm and pausesOverview and example ↗The moments of beginning, end and intervals between events are estimated. For accurate rhythm, a delay setting is needed.8

Variants and applications

  • Short and long signal. Signal: Duration of one sound. Application: Jump with a short sound, charge an enhanced jump with a long sound. Access level: Signal analysis.
  • Number of pulses. Signal: Number of events in the window. Application: Select the first door with one clap, the second with two, the third with three. Access level: Signal analysis.
  • Rhythmic password. Signal: Sequence of intervals. Application: Open the lock using a familiar knocking pattern. Access level: Signal analysis.
  • Getting into the share. Signal: Deviation of the beginning of the sound from the beat. Application: Clap or pronounce syllables in a musical game. Access level: Signal analysis.
  • Tempo as a regulator. Signal: Frequency of repeating events. Application: Accelerate transport with a series of clicks or hits on the table. Access level: Signal analysis.
  • Pause of a specified length. Signal: Interval between sounds. Application: Allow time before responding to disarm the trap. Access level: Signal analysis.
  • Reaction on signal. Signal: Time until first response. Application: Check the response with a clap after a flash or sound prompt. Access level: Signal analysis.
  • Repeat and transform. Signal: Drawing of durations and pauses. Application: Repeat a heard rhythm, play it in reverse or continue the series. Access level: Signal analysis.
3PitchOverview and example ↗The fundamental frequency is more conveniently isolated from one stable voice or whistle. It is better to set the range relative to the player.8

Variants and applications

  • Voice slider. Signal: Fundamental frequency of sound. Application: Raise the character with a high tone, lower it with a low tone. Access level: Signal analysis.
  • Tone buttons. Signal: Multiple relative ranges. Application: Select one of three elements in a low, medium or high tone. Access level: Signal analysis.
  • Holding a note. Signal: Close to target frequency. Application: Keep the beam on the target or keep the bridge open. Access level: Signal analysis.
  • Glissando. Alarm: Continuous rise or fall in altitude. Application: Use your voice to guide the platform along an inclined path. Access level: Signal analysis.
  • Melodic contour. Signal: A series of ups and downs. Application: Open the door with a motive that allows for a convenient tonality. Access level: Signal analysis.
  • Interval password. Signal: The relationship between successive tones. Application: Repeat the distances between notes regardless of the starting note. Access level: Signal analysis.
  • Accuracy of intonation. Signal: Deviation from specified notes. Application: Get points for hitting the melody. Access level: Signal analysis.
  • Vibrato and stability. Signal: Variation in altitude over time. Application: Vibrato modulates the shield; an even tone stabilizes the instrument. Access level: Signal analysis.
4Timbre, articulation and mannerOverview and example ↗To distinguish sounds, you need spectral analysis rules or a trained model. The manner of performance is a game input.8

Variants and applications

  • Vowels are like buttons. Signal: Classes “a”, “o”, “y”, “i”. Application: Change the character's shape with different vowels. Access level: Recognition.
  • Consonants and syllables. Signal: Limited set of “pa”, “ta”, “ka”. Application: Receive several shock commands without full speech recognition. Access level: Recognition.
  • Voiced and noisy sound. Signal: Periodicity and spectrum. Application: Turn on the magnet with a hum, cool the mechanism with hissing. Access level: Recognition.
  • Whistling and buzzing. Signal: A type of sustained sound. Application: Call a companion by whistling, control a heavy mechanism by humming. Access level: Recognition.
  • Whispers and normal speech. Signal: Acoustic cues of manner. Application: Transmit a hidden command only in a whisper. Access level: Recognition.
  • Roars, laughter and other vocalizations. Signal: Pre-selected classes of non-speech sounds. Application: Depict characters or cause different reactions of a creature. Access level: Recognition.
  • Imitation of a model. Signal: Similarity to the recorded reference. Application: Depict a bird, robot or fantastic animal. Access level: Recognition.
  • Expressive presentation. Signal: Tempo, pitch, pauses, accents. Application: Play the role of a speaker or actor on an explicit scale of performance, without “reading feelings”. Access level: Recognition.
5Blowing and breathingOverview and example ↗The microphone hears flow noise and breathing sounds. It is not an air flow sensor or a reliable lung volume meter.8

Variants and applications

  • A short whiff. Signal: Short flow noise. Application: Blow out a candle, blow away dust, pick dandelion seeds. Access level: Recognition.
  • Continuous blowing. Signal: Flow noise hold. Application: Blow into a sail, turn a mill, maintain flight. Access level: Recognition.
  • Conditional blow force. Signal: Calibrated noise intensity. Application: Change the strength of the game wind without promising to measure the real pressure. Access level: D.
  • A series of blows. Signal: Number and rhythm of air pulses. Application: Operate bellows, pump up a virtual ball, tap out an air code. Access level: Recognition.
  • Exhale evenly. Signal: Stability and duration of audible exhalation. Application: Hold a soap bubble or move a brush evenly. Access level: Recognition.
  • Distinguishing between inhalation and exhalation. Signal: Classification of audible breathing phases. Application: Open and close the game flower in rhythm with breathing. Access level: Recognition.
  • Cycle of breathing and pause. Signal: Sequence of detected phases. Application: Follow the calm rhythm of the game; the absence of sound should be considered as an input pause. Access level: Recognition.
  • Air stream shape. Signal: Distinction of consistent blow patterns. Application: Divide the wide and narrow stream into two abilities after training. Access level: R.
6Verbal commandsOverview and example ↗A limited vocabulary is usually easier to make predictable. Language and offline support depends on the selected resolver.8

Variants and applications

  • Command in one word. Signal: Match with the game dictionary. Application: Say “jump”, “stop”, “shield” for direct control. Access level: Recognition.
  • Selecting a replica. Signal: Recognizes one of the displayed responses. Application: Answer a character or select a menu item out loud. Access level: Recognition.
  • Addressing by name. Signal: The name of the object or character. Application: Tell who to move or what item to take. Access level: Recognition.
  • Action with parameters. Signal: Verb, target, number, direction. Application: Order “two steps to the right” or “turn the red valve.” Access level: Recognition.
  • Command queue. Signal: Recognized sequence. Application: Pre-program the robot's route with a few phrases. Access level: Recognition.
  • Conditional order. Signal: A limited construction of condition and action. Application: Say “if you see the enemy, hide” and check the execution. Access level: Recognition.
  • Correction and cancellation. Signal: Correction commands in the current context. Application: Cancel an order or clarify the target by voice. Access level: Recognition.
  • Activation word. Signal: Keyword before the main command. Application: Contact the game assistant without turning any speech into action. Access level: Recognition.
7The meaning of speech and language rulesOverview and example ↗This is a layer of rules over the recognized speech. Free dialogue requires checking that the response actually changes a valid game state.8

Variants and applications

  • Answer to the question. Signal: Meaning or acceptable answer option. Application: Play a quiz, answer riddles, take an oral exam. Access level: Recognition.
  • Word chains. Signal: Words, categories, letters and connections. Application: Play cities, associations, listing category objects. Access level: Recognition.
  • Forbidden words. Signal: Presence of specified words and expressions. Application: Explain an object without words from a list or pass a conversational trap. Access level: Recognition.
  • The spoken formula. Cue: The order of words or syllables. Application: Conjure passwords, collect spells from studied parts. Access level: Recognition.
  • Pronunciation and reading. Signal: Matching the given word and phonemes. Application: Repeat phrases, read a role, master the sounds of a language. Access level: Recognition.
  • Questions for the character. Signal: Intent, topic, object of the question. Application: Question a witness and find contradictions in game facts. Access level: Recognition.
  • Negotiations and arguments. Signal: Proposal, condition, argument. Application: Bargain with NPCs, provide evidence, enter into an agreement. Access level: Recognition.
  • Shared story. Signal: Events, characters and constraints in a cue. Application: Continue the story, change the world with a description, come up with solutions. Access level: Recognition.
8Musical performanceOverview and example ↗Here the sound is assessed as performance: melody, rhythm, texture and coordination with other parts.8

Variants and applications

  • Karaoke. Signal: Notes, durations and beginnings of phrases. Application: Sing a part and get a separate assessment of rhythm and pitch. Access level: Signal analysis.
  • Sing the tune. Signal: The similarity of the melody to the sample. Application: Open musical locks or search for a fictitious song by tune. Access level: Recognition.
  • Vocal percussion. Signal: Classes of percussive mouth sounds. Application: Play a drum part with a beatbox. Access level: Recognition.
  • A real tool. Signal: The notes or acoustic events of an instrument. Application: Use a guitar, flute or keys as a controller. Access level: Recognition.
  • Checking the system. Signal: The fundamental frequency of a single note. Application: Tuning virtual strings and learning to hear intervals. Access level: Signal analysis.
  • Harmonic compatibility. Signal: The note relative to the current chord. Application: Select suitable tones and complete accompaniment. Access level: Recognition.
  • Musical dialogue. Signal: Alternating question and answer with motives. Application: Answer the creature with a musical phrase and develop the motive. Access level: Recognition.
  • Execution drawing. Signal: A combination of rhythm, dynamics and articulation. Application: Different executions of one phrase can create different effects. Access level: Recognition.
9Sounds of the body and objectsOverview and example ↗The microphone receives the acoustic result of the action. He does not always determine what particular gesture or object caused it.8

Variants and applications

  • Palm clapping. Signal: Sharp characteristic impulse. Application: Control the jump, beat the rhythm, start the round. Access level: Recognition.
  • Finger snapping. Signal: Short high frequency pulse. Application: Shoot, switch modes, collect a musical chain. Access level: Recognition.
  • Clicking tongue and lips. Signal: A set of mouth sounds. Application: Give quiet commands or play a character without words. Access level: Recognition.
  • Knocking on the table. Signal: The time and nature of the blows. Application: Use the table as a drum or enter a code. Access level: Signal analysis.
  • Steps and stomps. Signal: Repeated beats and their pattern. Application: March to the rhythm; actual steps if necessary to confirm the IMU. Access level: Recognition.
  • Rustling and friction. Signal: Continuous noise pattern. Application: Awaken a creature with the rustle of paper or draw a sound texture. Access level: Recognition.
  • Ringing and clicking of objects. Signal: The sound class of a real object. Application: Use a bunch of keys, a bell or a cap as a playing tool. Access level: Recognition.
  • Transfer and bulk materials. Signal: The characteristic sound of the process. Application: Collect acoustic ingredients or voice an alchemical recipe. Access level: Recognition.
10Contact with the phone and microphoneOverview and example ↗The case, grip, hole placement, and entry treatment make a big difference in the outcome. Special accessories are listed separately.8

Variants and applications

  • Covering the microphone. Signal: Change in level and spectrum when overlapped. Application: Close the game “window”, hide the signal, turn on the silence mode. Access level: D.
  • Cover and release. Signal: Sequence of spectrum changes. Application: Operate an acoustic valve or transmit a code. Access level: D.
  • Touching near the microphone. Signal: Contact impulse through the housing. Application: Get an additional button on the edge of the device after calibration. Access level: D.
  • Knocking on different parts of the body. Signal: Difference in acoustic responses. Application: Divide the cover and side into two game actions. Access level: R.
  • Screen touch type. Signal: Distinction between pad, nail, knuckle. Application: Associate a light action with a finger, a heavy action with a knuckle; need touch input. Access level: D.
  • Body friction. Signal: Noise and its time profile. Application: “Stroke” a game creature or warm up a virtual object. Access level: D.
  • Phone on the surface. Signal: Change in transmitted vibrations and response. Application: Convert a table into a gaming surface after customizing a specific device. Access level: R.
  • Passive acoustic accessory. Signal: Channel response between speaker and microphone. Application: Add a tube, valve or nozzle with a game regulator. Access level: R.
11External Event RecognitionOverview and example ↗The classifier selects from the trained categories with some confidence. You need the “not recognized” option.8

Variants and applications

  • An event of a given type. Signal: Class “bell”, “clap”, “bark”. Usage: Trigger a game event when the selected sound appears. Access level: Recognition.
  • Sound search for objects. Signal: Confirmed sound categories. Application: Collect a collection: find the rustle of paper, the clink of metal, splashing. Access level: Recognition.
  • Animal recognition. Signal: Similarity to classes of animal voices. Application: Keep a sound diary or search for a suitable virtual companion. Access level: Recognition.
  • Impact material. Signal: Timbre response under controlled conditions. Application: Compare wood, metal and glass in an exploration puzzle. Access level: Recognition.
  • Condition of the mechanism. Signal: Deviation from recorded game patterns. Application: Based on the sound of the educational model, look for which mechanism works differently. Access level: Recognition.
  • Sequence of events. Signal: Class order and temporal connections. Application: Read the recipe for “knock, ringing, rustling” or restore a short scene. Access level: Recognition.
  • Your own sound mark. Signal: Similarity to the sample recorded by the player. Application: Assign any convenient home sound to a game command. Access level: Recognition.
  • Unusual sound. Signal: Deviation from the learned background. Application: Play a watchman or researcher reacting to new events. Access level: Recognition.
12Background and acoustic environmentOverview and example ↗The background becomes an input to the rules rather than just a nuisance. The sources and causes of noise cannot always be determined.8

Variants and applications

  • Noise as a resource. Signal: Overall relative ambient level. Application: City noise charges the station, and a quiet room slows it down. Access level: Signal analysis.
  • Noise is like danger. Alarm: Adaptive threshold exceeded. Application: Real sounds increase the anxiety of opponents in horror. Access level: Signal analysis.
  • Quiet windows. Signal: Sections with low background level. Application: Allow action only in moments of acoustic calm. Access level: Signal analysis.
  • Change the background. Signal: The difference between current signs and previous ones. Application: Rebuild the weather or biome when the sound environment changes. Access level: Recognition.
  • Type of sound environment. Signal: A set of likely categories. Application: Offer various gaming content in noisy or quiet environments. Access level: Recognition.
  • Voice to background ratio. Signal: Speech intelligibility assessment. Application: Give the task of speaking clearly against a background of interference. Access level: Recognition.
  • Masking the game signal. Signal: The audibility of the target sound among noise. Application: Search for a beacon that is hidden in real noise. Access level: Recognition.
  • Acoustic fingerprint of the session. Signal: Spectrum and event statistics over time. Application: Generate a palette, creatures or music from the sounds of a specific session. Access level: Recognition.
13Position and multiple microphonesOverview and example ↗Physical direction and distance require suitable channels or a controlled procedure. A regular mono signal does not guarantee them.8

Variants and applications

  • Source side. Signal: Time and level difference between channels. Application: Select left or right target with real sound. Access level: D.
  • Source direction. Signal: Angle estimation from microphone array. Application: Use your phone as an acoustic compass. Access level: R.
  • Approaching and moving away. Signal: Changes in a known source signal. Application: Move the phone to the lighthouse in the game "hot and cold". Access level: D.
  • Direction through scanning. Signal: Changes when the phone is rotated and IMU data. Application: Rotate the phone to search for the most distinguishable signal. Access level: D.
  • Selects front or rear input. Signal: Supported sources and charts. Application: Switch the game “receiver” between the sides of the device. Access level: D.
  • Focus on the source. Signal: Directional processing of available channels. Application: Select one of the pre-placed sound beacons. Access level: R.
  • Source trajectory. Signal: Change of inter-channel features over time. Application: Move a sounding object around the phone as a game gesture. Access level: R.
  • Room response. Signal: Reflection of the control pulse. Application: Compare gaming room acoustic profiles after calibration. Access level: R.
14Speaker and microphone as an acoustic probeOverview and example ↗This is active acoustic sensing. The phone emits a known signal and analyzes the reflection; support, accuracy and audibility require testing.8

Variants and applications

  • Contactless button. Signal: Change in reflection from a close hand. Application: By waving over the phone, activate the game action. Access level: R.
  • Approaching the palm. Signal: Estimation of changes in distance to the reflector. Application: Control a virtual theremin without touching. Access level: R.
  • Movement to and from the telephone. Signal: Doppler or phase signature. Application: Push and pull a game object with your hand in the air. Access level: R.
  • Finger trajectory. Signal: Echo changes on multiple channels. Application: Draw next to the screen or expand the work area. Access level: R.
  • Circular or side gesture. Signal: Classification of reflector trajectories. Application: Switch pages or cast a circular spell. Access level: R.
  • Changing obstacles. Signal: The difference in reflections of the reference signal. Application: Notice the appearance of an object in a small play area. Access level: R.
  • Acoustic resonator. Signal: Change in response of a prepared object. Application: Assemble musical castles from tubes and cavities. Access level: R.
  • Distance between devices. Signal: Sound travel time, taking into account delays and synchronization. Application: Solve a cooperative problem with the mutual arrangement of telephones. Access level: R.
15Recording as game materialOverview and example ↗Recording, playback and processing form mechanics even without recognizing the meaning. Saving and publishing are separate decisions.8

Variants and applications

  • Collection of samples. Signal: A short fragment recorded. Application: Collect sounds, collect inventory from acoustic finds. Access level: Signal analysis.
  • Character voicing. Signal: Player responses tied to events. Application: Give the hero his own exclamations and remarks. Access level: Signal analysis.
  • Repetition and comparison. Signal: Similarity between the recording and the new performance. Application: Remember your signal, then reproduce it to solve a problem. Access level: Recognition.
  • Recording as bait. Signal: Plays a found or created sample. Application: Distract the enemy, respond to a creature, simulate an event. Access level: Signal analysis.
  • Installation of a sound chain. Signal: Order and boundaries of fragments. Application: Collect an audio phrase, musical key or sequence of events. Access level: Signal analysis.
  • Record conversion. Signal: Speed, altitude, direction, filters. Application: Convert sound into a key, a creature's voice or a readable hint. Access level: Signal analysis.
  • Loop and overlap. Signal: Repeat fragments and mix tracks. Application: Collect your own accompaniment and solve looper puzzles. Access level: Signal analysis.
  • Sound creates an object. Signal: A rule for transforming features or recording. Application: Create a landscape, weapon, creatures or picture from your sound. Access level: Recognition.
16Acoustic codes and data exchangeOverview and example ↗Data is transmitted either by a pattern of signals or by a digital audio protocol. This is a separate task from understanding speech.8

Variants and applications

  • The ABC of short and long signals. Signal: Duration of pulses and pauses. Application: Transmit Morse messages, open sound locks. Access level: Signal analysis.
  • Tone code. Signal: A sequence of frequencies. Application: Use DTMF or fictitious tone symbol system. Access level: Signal analysis.
  • Short packet through sound. Signal: Decodable digital signal. Application: Transfer a level seed, room code or small game token. Access level: D.
  • Sound beacon. Signal: Known code in ambient audio. Usage: Open content when a prepared beacon is detected. Access level: D.
  • Find out the record. Signal: Audio fingerprint of the finished fragment. Application: Recognize a prepared song or cue and issue a related task. Access level: Recognition.
  • Second screen. Signal: Position within the recognized record. Application: Synchronize your phone with a movie, audio play or board game. Access level: Recognition.
  • Sound exchange of progress. Signal: A packet from one phone to another. Application: Transmit local move without entering a code; do not promise high speed. Access level: D.
  • Collect a message from the ether. Signal: Multiple recognized packets or tags. Application: Combine fragments obtained from different prepared sources. Access level: D.
17Multiple players and communicationOverview and example ↗These are the rules on top of microphone input. Network proximity and roles may be determined by play rather than physical sound localization.8

Variants and applications

  • Distinguishing players by voice. Signal: Similarity to recorded voice samples. Application: Assign lines to characters; errors are possible, this is game personalization, not access protection. Access level: Recognition.
  • Question and answer. Signal: Paired actions of participants. Application: One player gives a motive or code, the other responds with a suitable signal. Access level: Recognition.
  • Synchronized action. Signal: Time of events on individual devices. Application: Clap or say a word at the same time for a general action. Access Level: D.
  • General noise resource. Signal: Total level in one microphone. Application: Charge the engine together while keeping the overall volume within the range. Access level: Signal analysis.
  • Separate vocal roles. Signal: Sequence or recognized parts. Application: Divide performance into bass, rhythm and commands; overlapping voices are more difficult. Access level: Recognition.
  • Limited voice channel. Signal: Transmission of recorded speech according to game rules. Application: Play walkie-talkie with delay, short air windows and interference. Access level: D.
  • Spatial voice chat. Signal: Microphone stream and game coordinates. Application: Hear comrades at a distance between characters. Access level: D.
  • Social deduction. Signal: Live conversation and people's decisions. Application: Discuss alibis, persuade, negotiate; the players make the conclusions. Access level: D.
18Combination with other inputsOverview and example ↗These techniques require additional sensors, interfaces, or rules. The microphone provides only its part of the data.8

Variants and applications

  • Touch and say. Signal: Touch selection and voice command. Application: Tap to indicate an object, set an action out loud. Access level: Recognition.
  • Tilt and blow. Signal: IMU for direction, flow noise for force. Application: Direct the sailboat by tilting and accelerate by exhaling. Access level: D.
  • Point the camera and voice. Signal: Camera for target, sound for action. Application: Feed or wake up an AR creature with real sound. Access level: D.
  • Hold and speak. Signal: The button sets the microphone input window. Application: Cast a spell with your voice only while the rune is held. Access level: Signal analysis.
  • The sound chooses, the gesture confirms. Signal: Recognized variant and explicit confirmation. Application: Say the name of the item and swipe it with your finger to apply. Access level: Recognition.
  • Headset profile. Signal: Another audio route and its delay. Application: Offer close microphone mode; separately calibrate rhythm and breathing. Access level: D.
  • Microphone and movement. Signal: Audio event and IMU data. Application: Distinguish a game swing with sound from random interference. Access level: D.
  • Recorded voice in touch. Signal: Recording plus playback control. Application: Play a phrase as an instrument: scratch, stretch, pause. Access level: Signal analysis.

Levels

S

Description: Title: Signal analysis; Rule: Rules for the audio stream: level, time, frequency, recording. Needs setup and testing.

M

Description: Name: Recognition; Rule: You need a classifier, speech recognizer, or pattern matching. Errors and uncertainties are possible.

D

Description: Name: Depends on the device; Rule: Requires specific channels, route, sensors, second device or special configuration.

R

Description: Title: Experiment; Rule: A research direction or idea that requires a separate prototype. Suitability for mass release has not been confirmed.

Schemes

Enter as a button

The event triggers a discrete action: clap → jump.

Input as axis

A continuous sign controls the value: tone → flight altitude.

Hitting the target

It is necessary to maintain the range: level → reactor stability.

Input as a resource

An action accumulates or consumes conditional energy: hum → charge.

Input as a risk

The action helps and at the same time betrays the player: speech → spell and alarm.

Subsequence

The order matters: knock, ringing, word → recipe.

Repetition and memory

You need to remember, reproduce or transform what you hear.

Search and collection

You need to find the external sound and confirm it by recording or recognizing it.

Creation of material

The recording becomes content: your own samples, characters, music.

Communication

Sound conveys information to another person, device, or character.

Restrictions

Level does not equal physical strength

Digital level depends on distance, gain, orientation and processing. For game scales, use relative calibration; without acoustic calibration, do not pass it off as dB SPL.

Multiple microphones do not equal individual channels

The OS can output a processed mono or stereo stream. First check the available sources, channels and routes on the target models.

Noise cancellation can remove gaming input

Speech processing can change blows, whispers, musical sounds and pauses. Check the real path; a request to disable processing does not in itself constitute a guarantee.

Silence has several reasons

A low level does not prove breath holding. Permission refusal, interrupted recording or route change can also result in no entry.

A voice nearby does not give an exact distance

Louder can mean closer, louder spoken, or otherwise amplified. Distance and direction require a controlled method and testing.

Breathing phases require separate recognition

Do not inhale and exhale only from the level. Normal quiet breathing work may not be picked up by the microphone; Acoustic input does not replace a physiological sensor.

The phone speaker also goes into the microphone

Music and game effects can act as input. You need listening windows, suitable processing or a headphone mode, which is also checked.

Latency is part of control

Check rhythm, karaoke and quick commands along the full path from action to reaction. Bluetooth and route change require separate calibration.

The recognizer doesn't read minds

Text, manner and similarity of voice do not prove personality, sincerity, emotion or health. For role-play, evaluate obvious signs of performance.

Honest error scenario

Show detected input and allow replay, range adjustment, and alternate control. Test different voices, accents, covers, and noisy environments.

The entry must be explicit

Ask for permission in a clear context, show active listening, and explain storing and sharing audio. Collecting and publishing records is not necessary for most mechanics.

Web and native app are different

Browser access requires permission and a secure context; individual channels, routes, background and recognition are platform dependent. Checking the browser on the computer does not confirm the phone.

How to use the catalog

Separate player action, signal recognition, game rule, and feedback. The related variants here preserve the context of application and are not necessarily independent physical primitives.

When prototyping, test one rule and failure conditions first. The presence of an API, sensor, or source does not prove that all scenarios work. For devices, test feature availability, calibration, and alternate input on the actual target hardware.

Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

CC BY 4.0 · gamemechanics.pro contributors