Godot 4.6.1 · Gate A RC1

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.

0 cloud calls Offline-capable runtime
≤ 8 voices Hard Gate A ceiling
Same ordered trace Reproducible from reset state
Why SonicMatter

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.

01

Gameplay-aware

Collisions arrive as normalized events with intensity, position, priority, evidence, and stable identity.

02

Deterministic variation

Weighted selection avoids adjacent repeats and keeps pitch and gain changes inside authored bounds.

03

Engine-native playback

A shared AudioStreamPlayer3D pool provides positional output, counters, and deterministic replacement ordering. Incoming events are not admission-controlled.

Signal path

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.

Observe A rigid body or gameplay system emits a normalized impact.
Resolve An ordered pair or explicit fallback chooses the output material.
Select Seeded weighting and repeat policy choose bounded parameters.
Play The shared 3D pool allocates or deterministically replaces a voice.
Current release line

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.

EXPERIMENTAL

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.