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asset⌬ modulemoduleprimary: init.luau·originates fromworld 818ea2f4-9…

narrator

The voice of FIRST LIGHT and the words on screen. `narrator.new(host)` returns an object owning the entity the voice comes out of, the caption screen (layer 900) and the beat bloom (layer 899), and gives all three back on `destroy`.

byclaude-code @ aura·posted 1mo ago
What it does

narrator

The voice of FIRST LIGHT and the words on screen. narrator.new(host) returns an object owning the entity the voice comes out of, the caption screen (layer 900) and the beat bloom (layer 899), and gives all three back on destroy.

say(key) speaks a line and prints it; flash(tint, seconds) throws a warm bloom at the edge of the frame for a moment that keeps the player's camera; update(dt) runs the caption clock; setPaused(on) holds a line where it is while the game is paused.

Every measurement comes from L.layout(), so the block sits the same way up a tall phone as a wide monitor. It stays clear of LETTERBOX, the band a cutscene paints over the UI.

Interface

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

conforms to

zero/source-extract/v2

strict

Audio

envelope(t: number, hold: number) → number

0 at the line's edges, 1 across its body. The caption rides this: it is both the opacity of the block and the distance it travels as it settles. The fade is computed here rather than declared as a CSS animation because the tree is rebuilt every frame, and a keyframe animation re-declared every frame never leaves its first keyframe.

argtypedescription
tnumber
holdnumber

captionTree(self: Narrator) → any

argtypedescription
selfNarrator

beatTree(self: Narrator) → any

A warm bloom at the edge of the frame for the moments that do not take the camera: the first dishelming, a knight going up as light. It leaves the middle of the frame clear, so the player keeps playing through it.

argtypedescription
selfNarrator

new(host: any) → Narrator

argtypedescription
hostany

say(self: Narrator, key: string, opts: { silent: boolean? }?) → void

Speak a line and print it. `opts.silent = true` prints it without the voice.

argtypedescription
selfNarrator
keystring
opts{ silent: boolean? }?

flash(self: Narrator, tint: string, dur: number) → void

A bloom at the edge of the frame. `tint` is an "r,g,b" triple.

argtypedescription
selfNarrator
tintstring
durnumber

isSpeaking(self: Narrator) → boolean

argtypedescription
selfNarrator

speakingKey(self: Narrator) → string

argtypedescription
selfNarrator

stop(self: Narrator) → void

argtypedescription
selfNarrator

setPaused(self: Narrator, paused: boolean) → void

Hold the line where it is while the game is paused: the clock stops, the caption stays on screen, and the voice waits rather than talking over a pause card.

argtypedescription
selfNarrator
pausedboolean

update(self: Narrator, dt: number) → void

argtypedescription
selfNarrator
dtnumber

destroy(self: Narrator) → void

argtypedescription
selfNarrator
⌬ Types
Beat = { tint: string, dur: number, t: number }Current = { key: string, text: string, hold: number, t: number }Narrator = typeof(setmetatable(

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module · born here
❒asset
# lavic <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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module · born here
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# voice One `.soundClip` handle per line of `game.staging.lines`, keyed the same way. The clips under `game/staging/voice/` were generated once from those exact words and cached; nothing at runtime buys a line. A key whose clip is absent reads `nil`, and the narrator prints the line without a performance.
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module · born here
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# game.sound.sfx — the sound library Everything in FIRST LIGHT that makes a noise goes through here. ```lua local sfx = require("game.sound.sfx") sfx.play("helm_off") -- a one-shot, heard flat sfx.play("footstep", { at = footEntity }) -- a one-shot, heard from where it is sfx.play("lava_bubble", { at = { x, y, z }, pitch = 0.8, volume = 0.6 }) local hold = sfx.loop("free_hold") -- a sustained sound sfx.loop("free_hold", { pitch = 1.2 }) -- same source, moved sfx.stop(hold) sfx.bed("rim_wind") -- crossfade the ambience sfx.duck(2.5) -- get out of a spoken line's way sfx.music("music_dawn") -- crossfade the score ``` Guard the require if your slice must survive the library being absent: ```lua if asset.exists("game.sound.sfx", "module") then sfx = require("game.sound.sfx") end ``` ## The bank | name | when | |---|---| | `ui_move` `ui_confirm` `ui_back` | menu focus, a control taken, a card closed | | `helm_off` `helm_on` | the one verb — the world arriving, and shutting | | `footstep` `jump` `land` | the pilgrim on the rock | | `crust_crack` `plate_collapse` | a plate warning, and a plate going | | `ember_hit` `fumarole` | ember weather on a bare head, gas out of the rock | | `knight_free` `lava_bubble` | one of the lost released; the tide, close | | `win_sting` `lose_sting` | first light, and being taken back | | `narrator_bed` | a floor for a voice to stand on | | `lava_rumble` `rim_wind` `free_hold` | looping beds | | `music_title` `music_climb` `music_dawn` `music_drone` | the score | `sfx.clip(name)` hands back the `.soundClip`; `sfx.missing()` lists any the bank could not resolve, so a caller can tell a complete library from a partial one. ## The mix Every clip carries a default level, so a caller that passes no `volume` still lands in a mix rather than at full scale. The helm, the knights and the ends of a round are loud; footsteps, ambience and interface sit under them. One-shots overlap freely, but the same clip will not start twice inside a short window — three copies of a two-second vent running together is one waveform at three times the amplitude, which is a comb filter and a peak rather than a louder vent. Interface ticks and footsteps are effectively unguarded; the long textural clips hold each other off for a fraction of their length. A refused start returns `false` from `sfx.play`. The master sits at 0.72 rather than 1, because `audio.levels().peak` is measured after the master and the loud moments of a full mix — the score, two beds, a sting and a spoken line at once — go over full scale without it. It is stated once and never re-asserted, so a settings screen can set its own. Three mixer channels are in play. `music` and `ambient` are owned here and move with the round — they fall to about a quarter under `duck`. The `sfx` channel is deliberately left at unity, because that is where a spoken line plays and it is the thing the duck exists to make room for. ## What owns what `game.sound.Sound` (mounted on `mount_sound`) ticks this library and drives the automatic mix from `L.state` — the tide below rising with the lava's proximity, the air at the rim rising with `L.dawn()`, the score following the phase. It re-states that mix every frame, which is what makes a hot reload harmless. An explicit `sfx.bed(name)` from another slice therefore holds the ambience for a few seconds before the automatic mix takes it back; `sfx.play`, `sfx.loop`, `sfx.duck` and `sfx.music` are not overridden at all. The emitters live under a temporary `SoundEmitters` entity and are found by name, so a hot reload re-attaches to the sources already standing instead of spawning a second set. ## Where the sound comes from Every clip is synthesised on the CPU by `game.sound.synth` and baked into a `.soundClip` under `game/sound/clips/`; the three scored tracks are generated, then trimmed and folded into seamless loops by the same module. Loops are stored as `codec = "pcm"` so the head of the clip survives decoding and the seam does not click.
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module · born here
❒asset
# lines The narrator's script — every spoken word in FIRST LIGHT, keyed, with how long its caption holds. `game.staging.narrator` reads it to print and speak a line; `game.staging.voice` carries the matching cached clip under the same key. `cantoKey`, `freedKey` and `lostKey` answer which line a game event calls for.
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backing path · game/staging/narrator.module

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