# LANE E — UI / HUD / Audio engine Mission: the instrument you fly by. Diegetic scanner HUD, screens, and the WebAudio engine that plays D's pack (or synthesizes fallbacks). You own `web/js/ui/**` and `web/js/audio/**`. ## HUD (ART_BIBLE §Screens: thin cyan line-work, small caps, data-noise ticks) - Core readouts: mucus-coat + hull bars, heat meter, torpedo count, speed/flow indicator, combo meter, score. All driven by **bus events only** (TECH §Bus) — zero imports from B's internals; if a signal is missing, request the event in NOTES, don't reach in. - **The gut-map** (the star): full alimentary-canal silhouette as the campaign progress bar — current level lit, player blip moving along it, checkpoints ticked. One SVG/canvas path, hand-drawn once, used everywhere (title, HUD corner, level-complete). - Telegraphs: upstream-hazard pings for C (spec: `level:event` lookahead), boss health when `boss:start`. - **Damage = feed corruption** (aberration/tearing via F's post hooks + your overlay glitches), not red vignette. Death/respawn = feed drop + re-acquire sequence. Cheap DOM/ canvas overlay preferred over three.js sprites — it's an instrument overlay, let it be 2D. - Screens: title (over `?fly=1`-style esophagus drift), pause, level-complete medal card (score/par/samples — GDD §Scoring), game-over, minimal settings (difficulty, assists, volume, `?mute` respect). ## Audio engine (`js/audio/engine.js`) - WebAudio graph: bed bus (crossfade per `biomeAt` changes), sfx bus (pooled buffers), stinger duck. Autoplay-unlock on first input (browser law). - Consumes D's manifest audio (`ogg` with `m4a` fallback via `canPlayType`). **Procedural fallback law:** no pack ⇒ synthesized WebAudio beeps/noise bursts so the game is never silent-broken (`assets.get` null path). - The heartbeat: a low pulse bed whose **tempo maps to danger** (combo/boss/coat-low — define the danger scalar from bus events, document the mapping). This is the audio identity of the game; treat it as a headline feature. - Sync hook: `world.flowPulse` phase available for pulse-aligned squelches (nice-to-have, round 2+). ## You owe / consume Owe: `createHUD/createScreens/createAudio` factories (TECH convention), the event-needs list in NOTES (B and C build to it), volume/mute persistence (localStorage). Consume: bus events, D's audio manifest, ART_BIBLE, F's post-processing hooks for damage fx. ## Laws 60 fps law applies to the HUD too — no per-frame DOM layout thrash (mutate via transforms/ canvas; measure with `?dbg=1`). Everything disposes (screens swap clean). Screenshots of every screen + HUD states in `docs/shots/laneE/`; audio evidence = the engine playing D's spectrogram-verified pack + a written fallback-mode check.