1. Overview
Pattern Level: Sub-pattern of Audio-First Dual-Mode Navigation
Primary Phase: Presenting
One-line Summary: A zone-based audio system that transitions players from silence through character music to narrative dialogue as they physically approach a character, with each stage tied to a distance threshold.
Source: Voices of the Boyne (Battle of Boyne, Hill of Tara, National Botanic Garden)
Name
- Progressive Proximity Audio Zones
Intent
To make physical movement toward a character feel meaningful and acoustically rewarding. Each step closer changes what the player hears, so arrival is not a sudden event but a gradual reveal. Content is delivered at the right moment without any button press or screen interaction.
2. Target
Problem
In a screen-free experience, the transition from navigation to content delivery needs to happen naturally and at the right distance. If content starts too far away it competes with navigation cues. If it starts too close there is no sense of gradual discovery. A simple on/off proximity trigger does not capture the spatial character of approaching another person or place. There is also a completion problem: dialogue can be long and players may engage meaningfully but walk away before it ends. The system needs to handle walk-away in a way that feels fair.
Context
- The player has entered the proximity radius of a character and Interact mode has activated
- The character has both a musical theme and a narration track
- Spatial audio rendering is available, allowing sounds to be anchored to a GPS position
- Players are wearing IMU-equipped headphones providing spatial audio output
Use When
- A player crosses into the proximity radius of a character and Interact mode begins
- The player moves closer through the outer zone toward the inner zone
- The player is within the inner zone and narration is playing
- The player walks away after entering the inner zone, triggering walk-away completion
Forces
- Spatial gradation vs. GPS accuracy: finer zone distinctions give a richer experience, but GPS error of 5 to 10m outdoors means fine-grained zones are unreliable. Radii must be large enough to absorb that error.
- Music presence vs. dialogue intelligibility: music creates atmosphere in the outer zone but must be reduced enough in the inner zone for narration to be clearly audible.
- Encounter completeness vs. player agency: requiring players to stay for full narration ensures they get the content, but walk-away after meaningful engagement should count as completion.
- Spatial anchoring vs. listener movement: anchoring audio to the character’s GPS position gets louder as the player approaches, which helps navigation, but moving past the character causes the audio to shift behind them.
Consequences
Weaknesses:
- GPS drift near the proximity boundary can cause zone flickering.
- If the IMU sensor disconnects, the system falls back to phone sensors requiring the phone to be held upright. A phone left in a pocket will produce incorrect heading data.
- In dense sites, overlapping proximity radii can cause audio bleed between characters.
- Outdoor acoustic conditions can mask spatial audio transitions, particularly in wind.
Strengths:
- Arrival feels like a gradual reveal rather than an abrupt trigger.
- Content delivery requires no screen interaction. Movement is the interface.
- Walk-away completion respects player agency without abandoning content integrity.
- The continuous zone value allows the audio engine to handle all mix transitions without additional game logic.
3. Application
Solution
- The zone system uses a single continuous float from 0 to 2. Zero means outside the proximity radius. One means at the outer/inner zone boundary. Two means at the character’s GPS position. This value is calculated from player distance and passed to the audio engine each frame.
- Outer zone (0 to 1) — the player crosses the proximity radius. Navigation cues stop. The character’s musical theme begins, spatially anchored to the character’s GPS position, growing gradually louder as the player approaches.
- Inner zone (1 to 2) — the player crosses the inner radius threshold. Music reduces in volume. Narration begins, also spatially anchored. Both are positioned at the same point so the character always sounds like it comes from one place.
- Completion — if the player listens to the full narration, a short delay after the final audio marker triggers completion. If the player walks away after reaching a minimum zone engagement threshold, walk-away also counts as completion.
Rationale
- A continuous zone float allows the audio engine to handle mix transitions smoothly without the game logic managing crossfades explicitly.
- Spatially anchoring both music and narration to the same GPS point means physical movement toward the sound is the interaction itself.
- The engagement threshold for walk-away completion accounts for GPS approximation. A player who heard dialogue should be treated as engaged even if they never technically crossed the inner zone line.
- Starting music before narration builds a sense of arrival. Players who approach slowly get a musical introduction. Players who approach quickly still hear the music briefly before narration begins.
Design Parameters
- proximityRadius: outer zone boundary and Wander to Interact transition point, default 20m. Must comfortably exceed typical GPS error outdoors.
- dialogueRadius: inner zone boundary where narration begins, default 10m.
- Music duck amount: reduction when narration begins, default 12 to 18dB. Enough for intelligibility while preserving atmosphere.
- Narration engagement threshold: minimum zone value before walk-away counts as completion, default Zone 1.4. Prevents accidental completions from brief GPS incursions.
- narrationCompleteDelay: grace period after narration ends before encounter completes, default 2s.
Example
A player approaches William of Orange from 25 metres. At 20 metres navigation cues stop and a brass melody begins ahead, growing slightly louder as they walk forward. At 10 metres the brass reduces and William’s voice begins, speaking from the same point. The player listens for thirty seconds then walks away. The system records they reached Zone 1.6 and counts the encounter as complete.
Implementation Notes
- Zone value: 0 outside proximity radius, interpolates 0 to 1 between proximityRadius and dialogueRadius, interpolates 1 to 2 inside dialogueRadius toward character position.
- Track the maximum zone value reached during each visit. Use this for walk-away checking, not the current value.
- The zone float is passed to the audio engine each frame. The audio engine handles all volume and mix changes in response.
Evidence / Source
- Deployed at Battle of Boyne heritage site with 25 participants.
- Players reported zone transitions felt natural and arrival felt earned.
- Walk-away completion was used organically by participants who had engaged with content but chose to move on before it ended.
Composition Recipes
| Recipe | Scenario | Guiding | Indicating | Presenting + Notes |
| R1 | Standard character encounter | Directional Audio Navigation Cues guide approach | Audio-First Dual-Mode triggers Interact on proximity | Progressive Proximity Audio Zones deliver music then narration on arrival |
| R2 | Portal character encounter | Head-Directed Target Locking guides player to portal character | Audio-First Dual-Mode triggers Interact on proximity | Progressive Proximity Audio Zones deliver narration, then Character-Triggered Layer Transition activates on completion |
| R3 | Tutorial encounter | Single tutorial character navigation cue | Audio-First Dual-Mode triggers Interact for tutorial character | Progressive Proximity Audio Zones deliver tutorial narration. Engagement threshold ensures player hears enough before completion counts. |
Related Patterns:
- Audio-First Dual-Mode Navigation — this pattern is the audio mechanism of Interact mode
- Directional Audio Navigation Cues — navigation cues stop when this pattern begins; outer zone music is often derived from the same material as the cues, creating continuity
- Character-Triggered Layer Transition — portal characters use this zone system identically; the only difference is what happens at completion
Team
- Prof. Mads Haahr — Concept Lead, TCD Principal Investigator
- Karun Manoharan — Programming
- Dr Svetlana Rudenko — Composer and Music Director (Piano, Logic Pro instrumentation, nature characters composition)
- Joris Vreeke — Graphic Design
- Charlene Putney — Dialogues and Writing
- Breanne Pitt — Outreach and User Studies
Partners

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