--- id: LSN-0010 ticket: legacy-runtime-learn-import title: Audio Mental Model created: 2026-03-27 tags: [migration, tech-debt] --- # Audio Mental Model Status: pedagogical Companion spec: [`../specs/05-audio-peripheral.md`](../../specs/05-audio-peripheral.md) The right mental model for audio in PROMETEU is an active peripheral with a budget, not "automatic sound". ## Philosophy Sound: - consumes time; - consumes memory; - uses finite channels; - depends on explicit commands. That brings PROMETEU closer to classic consoles and arcades where the game "talks" to an audio block with its own rules. ## Audio CPU Metaphor A useful metaphor is: ```text [Game CPU] -> sends commands at 60 Hz -> [AUDIO Peripheral] | v Voices + Mixer | v PCM Output ``` This metaphor does not require a dedicated thread. It only separates responsibilities: - the machine defines the logical model; - the host decides how to deliver continuous buffers; - the game speaks in commands, not direct backend manipulation. ## Good Habits - reuse samples; - limit simultaneous voices; - treat sound as an intentional event; - separate music and effects; - avoid triggering the same sound every frame. ## Historical Direction The main influences here are: - NES, for the clarity of limited channels; - SNES, for sample playback and mixing; - CPS-2 and Neo Geo, for the feeling of headroom and sample presence. PROMETEU abstracts those references. It does not try to reproduce any of those systems literally.