The digital recorder is a device. The description is "A noise-activated recorder, which time-stamps each recording segment. It has space for about 60 short recordings."
And most of what follows is attaching sounds to various events. (We could have made noises associated with all the actions, but for simplicity we stuck to a few.)
The thing to note here is that the recording happens as part of Carry out, not as part of Report, so sounds will be recorded even when they are the result of non-player action when the player is not even in the room.
{**}Carry out opening something in the presence of the switched on recorder:
record "A creaking noise, as of something being opened."
The Haunted House is a room. The squeaky cupboard is an openable enterable closed fixed in place container in the House. The ghost is a man in the cupboard. The Lawn is outside from the Haunted House.
Instead of opening the closed cupboard when the ghost is in the cupboard: say "The cupboard stubbornly refuses to open."
Before going to the House when the House contains the ghost:
try the ghost entering the cupboard;
try the ghost closing the cupboard.
The player carries the recorder, chips, and a sandwich. The sandwich is edible. The chips are edible.
Carry out someone eating the chips in the presence of the switched on recorder: record "An incredible racket of a packet being opened." Carry out eating the chips in the presence of the switched on recorder: record "An incredible racket of a packet being opened."