{ "_comment": "Sound effects. enabled = master switch (also skips the load). volume is 0..1. construct = text typing in (the dossier, menus decoding in); deconstruct = text UNDECODING (the dossier collapsing) — reserved for the text only, never for closing UI; discovery = a new object coming into view; mining = the mining arm powering up (the 'Extending Mining Arm...' reach); mining_loop = the hum that LOOPS while the mining beam is live (starts when the arm finishes extending, stops when the sequence ends — stopping mining itself plays no sound); scan = the DEEP SCAN pulse going out (the command deck's SCAN button); ui_hover = the tick on HOVER of a clickable item (menu/deck buttons, compass name tags, panel buttons, save slots); ui_click = the tick on CLICK of a clickable item (the SCAN slot plays its own sonar ping instead of ui_click); ui_window = the whoosh when a window OPENS (the mining pop-up, the comms/landing panel); ui_close = the tick when a UI element is CANCELLED/CLOSED (the menu sub-bar, the save vault, the confirm dialog). Convention: the key here IS the play name — playSfx('') plays the asset queued as 'sfx_'. mining_split = the asteroid CRACKING when it breaks (shatters into pieces, or splits in half) — once per break.", "enabled": true, "volume": 1, "construct": "assets/fx/type-construct.mp3", "deconstruct": "assets/fx/type-deconstruct.mp3", "discovery": "assets/fx/discovery.mp3", "mining": "assets/fx/system-scan.mp3", "mining_loop": "assets/fx/mining-01.mp3", "mining_split": "assets/fx/mining-02.mp3", "scan": "assets/fx/scan-01.mp3", "ui_hover": "assets/fx/ui-hover.mp3", "ui_click": "assets/fx/ui-click.mp3", "ui_window": "assets/fx/ui-window.mp3", "ui_close": "assets/fx/ui-close.mp3" }