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Audio Specification

Rho Team — "The Ferret Incident"

Step 6 Audio Generation Spec — “The Ferret Incident”

Author: rho-editor | Date: 2026-05-20

Overview

This document defines all audio assets needed for Step 6 (Soundstage). Three categories: Score (6 movements), SFX (9 sound events), and Ambience (1 continuous bed).


SCORE — 6 Movements

All score should be orchestral/chamber music in a whimsical, precise style. Think Desplat scoring Anderson. No electronic elements.

#MovementTimelineDurationTempoInstrumentsNotes
1Clockwork0s-47s (Sc 0+1)~47s80 BPMGlockenspiel, celesta, pizzicato stringsPrecise, metronomic. Opening theme. Must feel mechanical and controlled.
2Discovery46s-67s (Sc 2, 2.1-2.5)~21s80 BPMStrips down: solo glockenspiel fading outNear-silence. Tension building. Score nearly disappears.
3Escalation67s-140s (Sc 2, 2.6-2.21)~73s100 BPMPlucked cello, muted trumpet, pizzicatoQuick staccato phrases. Builds through the chase/cleanup. Gets more frantic.
4Chandelier140s-178s (Sc 3)~38s70->STOPFull strings build, then SILENCEScore builds to crescendo, then CUTS DEAD at 3.4-3.5 (crystal drop implied). 2s dead silence before next movement.
5Inspector178s-233s (Sc 4)~55s60 BPMSparse icy strings, isolated notesCold, clinical. Let pen scratch SFX carry rhythm. Score barely present.
6Return233s-249s (Sc 5)~16s80 BPMOpening motif returns (glockenspiel + celesta)Nostalgic callback to Movement I. Resolves with final bell ding. Fade with picture.

Score Mixing


SFX — 9 Sound Events

#SoundShot(s)Timeline PositionDurationPriorityNotes
1Bell ding x31.320s-29s (evenly spaced at ~20s, 23s, 26s)~0.5s eachHIGHSilver desk bell. Clear, bright ding. Same bell sound for all.
2Fern crash2.3->2.4~57s-58s (end of 2.3 / start of 2.4)~1.5sMEDOff-screen: ceramic pot tipping, dirt spill, fern thud. Muffled.
3Clock tick (ambient)1.1, 2.5, 2.18, 3.7Multiple ECU insertsFills each shotMEDSteady, mechanical tick-tock. Only on clock ECU shots. Not continuous.
4Suitcase slam2.12~97s (2s into shot)~1sMEDLeather suitcase being slammed shut. Decisive.
5Bell slap x12.15~111s (~1.5s into shot)~0.5sHIGHFerret hitting bell. Slightly different from proper ding — more of a chaotic slap.
6Crystal drop + shatter3.4->3.5~162s-164s (end of 3.4, start of 3.5)~2sHIGHCrystal pendant falling + shattering on marble. The moment score goes silent.
7Pen scratch4.4205s-209s~4sMEDPen on paper/clipboard. Steady scratching throughout Vance writing.
8Door open/close4.1, 4.8178s (open), 233s (close)~1.5s eachLOWHeavy brass hotel doors. Weighty, slow creak + click.
9Final bell ding x15.2~245s (6s into shot)~0.5sCRITICALTHE payoff. Same bell as #1 but single, definitive ding. Last sound before fade to black.

SFX Mixing


AMBIENCE — 1 Continuous Bed

SoundScenesDurationNotes
Hotel lobby ambienceAll (0-5)Full film ~249sVery subtle: distant air conditioning hum, faint marble echo. VERY low in mix.

Ambience Mixing


Generation Priority

  1. Bell ding (used 5 times across film — the iconic sound)
  2. Crystal shatter (dramatic pivot point)
  3. Score Movement I: Clockwork (sets the tone)
  4. Score Movement VI: Return (emotional payoff)
  5. All remaining score movements
  6. Remaining SFX
  7. Ambience (can be generic hotel lobby)

Timeline Track Additions Needed

When assets arrive, add to timeline.json: