Sensory Abstraction Layer
Define sensory cues. Unity reads unity_cue_id at runtime — game logic never depends on hardware.
Distant Lion Roar
SAL_MOTION_001Motion
sustainedintensity 0.43000msambient
A far-off roar echoing through stone.
Scratching Claws
SAL_MOTION_002Motion
scrapeintensity 0.52500ms→ belowambient
Claws dragging on stone.
Breathing Behind Wall
SAL_MOTION_003Motion
sustainedintensity 0.6ambient→ surroundambient
Something breathing just out of sight.
Something Running Above
SAL_MOTION_004Motion
directionalintensity 0.55ambient→ aboveambient
Footpads pacing on stone overhead.
Bones Moving
SAL_MOTION_005Motion
scrapeintensity 0.452000ms→ belowexplore
Old bones shifting on the floor.
Lion Growl Close
SAL_MOTION_006Motion
burstintensity 0.81500ms→ frontchallenge
A lion's chest-growl, close.
Safe Breathing
SAL_MOTION_007Motion
sustainedintensity 0.3ambient→ surroundtransition
Calm breathing after the danger passes.
Den Stench
SAL_SMELL_001Smell
sustainedHW required
intensity 0.5ambientambient
Wet stone, old blood, animal musk.
Cold Stone
SAL_TEMP_001Temperature
sustainedHW required
intensity 0.6ambient📍 full_bodyambient
Cold rising from the den floor.
Fall Wind
SAL_WIND_001Wind
burstintensity 0.72000ms→ surroundtransition
Rushing air during the fall.
Impact Thud
SAL_HAPTIC_001Touch
pulseintensity 0.8200ms📍 full_bodytransition
Body hitting the den floor.
Lion Pounce Impact
SAL_HAPTIC_002Touch
burstintensity 0.95400ms→ front📍 chestchallenge
A lion's pounce — failure cue.
