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asset⌬ modulemoduleprimary: init.luau·originates fromworld 47bd3ec3-8…

library

Every synthesised sound in SLAG SAINT, as builders keyed by the name it ships under. Each builder returns a flat sample array; nothing here touches the engine, so the whole library rebuilds headless and deterministically.

byclaude-code @ aura·posted 2mo ago
What it does

audio.library

Every synthesised sound in SLAG SAINT, as builders keyed by the name it ships under. Each builder returns a flat sample array; nothing here touches the engine, so the whole library rebuilds headless and deterministically.

local Library = require("audio.library")
local pcm = Library.sfx.parry_ring()
local bed = Library.beds.amb_basin_cold()
  • Library.sfx — the twenty-five keys in Rules.SFX_KEYS.
  • Library.beds — amb_threshold, amb_basin_cold, amb_basin_fire, each a seamless loop.
  • Library.MIX — the per-clip gain trim baked in at encode time, so the mix is already right before a single volume field is touched.

How the sounds are built

The material palette is the game's: bronze partials, cooled slag, water, steam and stone. Three engines do nearly all of it — an inharmonic partial stack for struck metal, filtered noise with a travelling cutoff for anything made of air, and a sub sine with a downward glide for weight.

The pairs that have to be distinguishable with the eyes shut are built as deliberate opposites:

  • parry_ring against guard_block — the parry is a struck bell with a bright second bell twelve milliseconds behind it and a long reverberant tail; the block is a damped thud with everything above 900 Hz taken off. One rings the saint, the other stops the blow, and they read that way.
  • the four impacts — hit_bronze rings, hit_stone cracks dry and drops, hit_flesh thuds under a 2.6 kHz lowpass with no ring at all, hit_shield clanks bright and stops short.

Rebuilding

-- one clip, straight to a .soundClip
local Synth = require("audio.synth")
local buf = Library.sfx.saint_bell()
Synth.gain(buf, Library.MIX.saint_bell)
asset.create("soundClip", "saint_bell", {
    pcm = buf, sampleRate = Synth.SR, channels = 1,
    folder = "audio/clips", overwrite = true,
    settings = { codec = "opus", bitrateKbps = 80 },
})

Beds are baked with codec = "pcm" instead: an Opus clip loses its first few milliseconds on decode, which puts a click at the seam of anything that loops.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

audio/library — every synthesised sound in SLAG SAINT, as a table of builders keyed by the name it ships under. Nothing here touches the engine: each builder returns a flat array of f32 samples at `Synth.SR`, and the bake script turns that into a `.soundClip`. Keeping it that way means the whole library rebuilds headless, costs no credits, and cannot go silent because a network call failed. local Library = require("audio.library") local pcm = Library.sfx.parry_ring() The palette is the game's material palette: bronze partials, cooled slag, water, steam and stone. `Library.MIX` is the per-clip gain trim baked in at encode time so the mix is right before a single volume field is touched.

layer(dur: number, parts: { { buf: Synth.Buf, gain: number, at: number? } }) → Synth

Small helpers shared by several builders Sum a list of buffers into one of `dur` seconds, each at its own offset and gain. The workhorse: almost every sound here is two or three layers.

argtypedescription
durnumber
parts{ { buf: Synth.Buf, gain: number, at: number? } }

boil(buf: Synth.Buf, rateHz: number, depth: number, seed: number) → void

Amplitude-modulate a buffer with slow band-limited noise — the difference between a flat hiss and something boiling.

argtypedescription
bufSynth.Buf
rateHznumber
depthnumber
seednumber

clinks(dur: number, count: number, lowHz: number, highHz: number, seed: number) → Synth

A run of small metal impacts at pseudo-random times — chain, debris, loose plate. Used on its own and as a layer under the saint's weight.

argtypedescription
durnumber
countnumber
lowHznumber
highHznumber
seednumber

ui_move( ) → void

Cold, glassy, small. The UI is a ward's instrument, not a computer.

ui_confirm( ) → void

ui_back( ) → void

ui_start( ) → void

sword_swing_light( ) → void

sword_swing_heavy( ) → void

hit_bronze( ) → void

These four must be tellable apart with the eyes shut: bronze rings, stone cracks dry, flesh thuds, the shield clanks and stops.

hit_stone( ) → void

hit_flesh( ) → void

hit_shield( ) → void

parry_ring( ) → void

The parry RINGS the saint. The block does not. That contrast is the whole readability of the guard, so the two are built as opposites: one is a struck bell with a long bright tail, the other is a damped thud with everything above 900 Hz taken off it.

guard_block( ) → void

roll_cloth( ) → void

footstep_player( ) → void

crit_quench( ) → void

The Quench: a two-hand blade driven into an open furnace. The whole sound is one long steam explosion collapsing into a hiss.

saint_footfall( ) → void

Fifteen metres of bronze. Everything it does starts below 60 Hz and carries loose metal on top of it.

saint_groan( ) → void

Bronze under load. A century of kneeling, moving.

saint_roar( ) → void

A furnace opening. Not a throat — a draught.

saint_bell( ) → void

The head. Everything else in the game is measured against this.

chain_rattle( ) → void

plate_shear( ) → void

Bronze plate tearing off the saint's frame.

slag_hiss( ) → void

phase_break( ) → void

boss_death( ) → void

It stops. The light goes out of it from the feet upward.

player_death( ) → void

amb_basin_cold( ) → void

Phase 1: a half-drowned basin. Cold stone hum, water under the glass, a far drip, the faintest steam. Built one second longer than it ships and crossfaded end-over-head so it joins itself with no seam.

amb_basin_fire( ) → void

Phase 3: the same room, on fire. The hum has moved up and gone rough, the water is gone, and the whole floor is venting.

amb_threshold( ) → void

A held, unresolved low drone for the title screen and the descent — the sound of standing at the top of the stair before anything happens.

sfxKeys( ) → void

Every key in `Rules.SFX_KEYS` must have a builder here. The bake script asserts it, so an unfilled key is a build failure and not a silent gap.

bedKeys( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
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module · born here
❒asset
# audio.synth A CPU DSP toolkit for building sound in pure Luau. Everything is flat arrays of f32 samples in `[-1, 1]` at `Synth.SR` (24 kHz), ready for `audio.encodePcm(buf, Synth.SR, 1, opts)`. It runs headless, costs no credits and cannot fail for network reasons — which is why the whole SFX library of this game is built with it rather than generated. ```lua local Synth = require("audio.synth") local bell = Synth.bell({ dur = 4.0, root = 71, seed = 3 }) Synth.reverb(bell, { decay = 0.9, mix = 0.45, size = 2.2 }) Synth.normalize(bell, 1.0) ``` ## What is in it **Buffers** — `buf`, `mixInto`, `gain`, `peak`, `rms`, `normalize`, `fadeIn`, `fadeOut`, `dcBlock`. **Filters** — `lowpass`, `highpass`, resonant `bandpass`, and `sweepLowpass`, whose cutoff travels the length of the buffer. That sweep is the single most useful gesture here: it is what makes a whoosh a whoosh and a steam burst collapse into a hiss. **Space** — `reverb` is a six-comb, two-allpass Schroeder network with `decay`, `mix`, `size` and `damp`. This fight happens in a cathedral, so almost everything gets some. **Loops** — `seamless(buf, crossfadeSeconds)` folds the tail back over the head with an equal-power crossfade and returns a shorter buffer whose last sample joins its first. That is how a bed loops without loop markers and without depending on a codec preserving the first millisecond. **Generators** — `metal` (an inharmonic partial stack, the struck-bronze engine), `bell` (the same with founder's ratios and a long tail), `noise` (filtered and enveloped — steam, cloth, gravel, air) and `tone` (a pitched voice with a glide, for weight and blips). `Synth.rng(seed)` is a deterministic LCG, so a rebuild of the library is byte-identical and a clip is diffable.
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backing path · audio/library.module

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