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asset⌬ modulemoduleprimary: init.luau·originates fromworld 085e7168-5…

Lines

Who says what, and how it is delivered.

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

audio.Lines

Who says what, and how it is delivered.

Nineteen lines: the barker's four cards, his three lines as the house warms, and three lines for each of the four clowns. Each was read once by the generation service and cached as a .soundClip under game/audio/voice. Ada never speaks; her lines are the cards.

The service offers one reading voice, so the four speakers are separated the way a radio play separates them — by writing, by pitch, by level, and by how far into the tent each stands. No voice id is invented.

Where the words live

In game.Core — one copy, which the barker's cards, the clowns' lines, the subtitle strip and these readings all take from. This module holds only who delivers each line and ms, the clip's own measured length, so a subtitle can be timed before the mixer has decoded anything. The delivered length is ms / pitch; a line with no clip is timed by Core.readingTime, the same clock every other caption in the game runs on.

Lines.sync() re-reads every line's words out of Core. Both are modules and either can be reloaded under the other, and a subtitle that says something its clip does not is worse than no subtitle — so game.audio.bus calls it each time it installs.

Lines.forClown(id, which) and Lines.forHeat(level) name the clip for a clown's enter / laugh / die and for the barker's line at a heat level.

Every line ships with its written form: game.audio.bus emits voice.line { speaker, text, durationMs, voiced } whether or not the reading is there, so a line that failed to generate is printed rather than lost.

Interface

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

conforms to

zero/source-extract/v2

game.audio.Lines — who says what, and how it is delivered. Every line the company speaks was read once by the generation service and cached as a `.soundClip` under game/audio/voice. Ada never speaks; her lines are the cards. The service offers ONE reading voice, so the four speakers are separated the way a radio play separates them: by writing, by pitch, by level, and by how far into the tent each one stands. Mr. Marrow is slow and low and close to the horn; Pinch is small and quick; Slats comes from above and thin; Bello is level and reasonable, which is worse. No voice id is invented. The WORDS live in `game.Core` — one copy, which the barker's lines, the clowns' lines and the subtitle strip all read. This module holds only who delivers each one and `ms`, the clip's own measured length, so a subtitle can be timed before the mixer has decoded anything; the delivered length is `ms / pitch`. Owned by the `sound` slice.

barker(key: string) → void

argtypedescription
keystring

heat(level: number) → void

argtypedescription
levelnumber

clown(id: string, which: string) → void

argtypedescription
idstring
whichstring

sync( ) → void

Re-read every line's words out of `game.Core`. Both are modules and either can be reloaded under the other; a subtitle that says something the clip does not is worse than no subtitle, so the bus calls this each time it installs.

forClown(clownId: string, which: string) → string

The line id for a clown's `enter` / `laugh` / `die`.

argtypedescription
clownIdstring
whichstring

forHeat(level: number) → string

The line id for the barker's line as the house reaches heat `level`.

argtypedescription
levelnumber

durationMs(id: string) → number

How long a line takes to say, delivered — the clip's length against the pitch it is played at. A line with no clip is read at the pace every other caption in the game is timed at, so the subtitle still holds long enough.

argtypedescription
idstring

speakerName(id: string) → string

The display name of whoever says a line.

argtypedescription
idstring

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
▣
module · born here
❒asset
# Core The one table every part of GREASEPAINT reads. It carries the game's constants — the cards, the four clowns, the barker's lines, the palette and the fonts — the live state of the night, and the event bus the game talks over. Every other module requires this and nothing else of each other. `game.rules.Director` is the **only** writer of `Core.state()`. Everything else reads the state, listens on the bus, and asks the Director for changes through `Core.cmd`. ```luau local Core = require("game.Core") Core.state().nerve -- read the night Core.on("clown.hit", function(p) ... end) -- react to it Core.cmd("playCard", { index = 2 }) -- ask the Director to act ``` ## Constants - `Core.RULES` — Nerve, Breath, hand size, the Laughter ceiling and where the meter carries to after a laugh, how warm the house can get and what a step of heat is worth, what a held Grin bites, how many acts a night runs, which act's interval takes a card away instead of giving one, the starter deck and the reward pool. - `Core.CARDS` — the twelve cards, each with `kind` (`gag` / `guard` / `trick` / `curse`), `cost`, and whatever it does: `dmg`, `block`, `heal`, `laughter`, `effect` (`weaken` / `reflect` / `burn`), `exhaust` when playing it takes it out of the act, and the `text` its face prints. - `Core.CLOWNS` — Pinch, Bello, Slats and Mr. Marrow: `hp`, a looping `pattern` of intents, and three spoken `lines` (`enter`, `laugh`, `die`). - `Core.RUN` — the three-clown pool and the finale. - `Core.BARKER` — the Ringmaster's four narrated lines, and `heat`, the one he marks each step of the warming house with. - `Core.PALETTE` / `Core.FONTS` / `Core.ANCHORS` / `Core.SEAT` / `Core.PHASES` / `Core.EVENTS` / `Core.COMMANDS`. ## State - `Core.state()` — the live night. Phase, act, turn, Nerve, Breath, Block, Laughter, the `heat` the house has reached, the `library` (every card the night owns) and the working piles drawn from it (`deck`, `hand`, `discard`, `exhaust`), the current `clown`, the `reward` on offer — its `cards`, the `next` clown it names and its `mode` (`take` or `leave`) — the focused index, and the `order` the four acts run in. - `Core.reset()` — replaces the state with a fresh night, in place, so a reference held across a restart stays valid. ## The bus - `Core.on(name, fn, tag?) -> unsubscribe` — subscribe. A `tag` makes it idempotent: registering the same event and tag again replaces the earlier subscription rather than stacking a second copy, which is what keeps a reloaded component from handling everything twice. - `Core.off(name, tag)` — drop a tagged subscription. - `Core.emit(name, payload)` — fire to every subscriber, in order. A listener that errors is reported and the rest still run. - `Core.cmd(name, payload)` — `Core.emit("cmd." .. name, payload)`. - `Core.listenerCount(name)`, `Core.clearListeners()`. ## Chance The night's randomness is one stream, seeded per run, so a seed replays a whole night: the act order, the shuffles, which card the tent paints, which three cards a reward offers. - `Core.random()` — the next value in [0, 1). - `Core.randomIndex(n)` — an integer in [1, n]. - `Core.shuffle(list)` — shuffle in place, return the list. - `Core.rand(salt)` — a stable value for a salt, independent of the stream. ## The frame Every screen, plate and card lays out from the live frame, so any shape holds. - `Core.frame(override?)` — `{ w, h, u, wide }`. `u` is a hundredth of the short side: the unit every proportion is stated in. `wide` is true from an aspect of 1.25 up. Pass `{ width, height }` to lay out against a shape the engine is not running at. - `Core.rgba(hex, a)` — a palette hex with an alpha, as the `rgba()` string a widget takes. - `Core.hairline(n)` — a rule of `n` pixels, never thinner than one whole one. ## Also - `Core.card(id)` / `Core.clown(id)` — a record, or nil. - `Core.readingTime(text)` — how long a spoken line should sit on screen, in milliseconds, when no generated clip has answered for it. Between 1.4 and 9 seconds, whatever the length.
▲ 0↑ born
backing path · game/audio/Lines.module

Problems

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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