Make collisions sound alive.
Physics-driven, controllable Foley for games—local-first, deterministic, and deliberately small enough to run without a model server or high-end GPU.
Variation without a black box.
Gate A starts from recorded impact variants and adds explicit contact-pair routing, intensity, repeat control, bounded variation, deterministic seeds, and a shared 3D voice budget.
Gameplay-aware
Collisions arrive as normalized events with intensity, position, priority, evidence, and stable identity.
Deterministic variation
Weighted selection avoids adjacent repeats and keeps pitch and gain changes inside authored bounds.
Engine-native playback
A shared AudioStreamPlayer3D pool provides positional output, counters, and deterministic replacement ordering. Incoming events are not admission-controlled.
From contact to sound in four bounded steps.
Each stage remains inspectable. There is no hidden inference service and no opaque prompt-to-audio step in the current runtime.
Start with collisions. Prove the foundation.
The project intentionally ships the sample-first event foundation before native synthesis, learned fitting, retrieval, or broad material coverage.
Gate A is not production Foley and does not yet include resonators, footsteps, scrape, roll, or ambience. Windows export and deterministic package automation now exist; timed first-user acceptance is outstanding. Read the public contract before integrating it into a shipping project.