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sound

Three layers, cued three different ways.

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

demo.lens.sound — the soundtrack, on the film's clock

Three layers, cued three different ways.

Beds. Rain outside, rain heard through a wall, wind, the gas, the room itself. Looping sources whose level is a pure function of film time and of INSIDE, the one number that says how far into the building each shot is: 0 is the vale in the rain, 1 is the middle of the mortuary with the door shut. It decides what the rain sounds like, whether the gas is audible, and whether there is a room at all. After the strike the door stands open and the vale comes back in through it.

Score. Nine sustained tones loop forever and this module holds each one's LEVEL as a ramp over film time. That is why the harmony can arrive, tighten and be cut off dead at 58.40: a level is on the film's clock, and a stem playing through is on the wall clock, and a rendered frame is not a wall-clock frame. Movement I is a low D pedal under the vale; movement II brings the minor third in at the first interior and tightens to a cluster; movement III is hollow — an open fifth high up, and the pedal returning to go out with the storm.

Cues. 76 one-shots at exact film times. Thunder is the whole point: a stroke at 3.09 km is heard 9.01 s later because its cue sits at film.thunderAt(i) and nowhere else. Stroke 1 fires at t = 2.00 and is heard at t = 11.01; stroke 12 takes the spire and is heard at t = 58.40, the same instant. Stroke 15's thunder would arrive at 97.90 s, after the film has ended, and that silence is the storm having gone.

local sound = require("demo.lens.sound")
sound.cues()          -- every one-shot, in film-time order
sound.status()        -- the cursor, the next cue, any missing clip
sound.missingClips()  -- what the world does not have

Cues fire when the clock crosses them. A seek re-arms rather than firing everything it skipped, so run() from the top sounds the same every time and seek(t) paints a frame in silence.

Spatial hosts ride the entities they are the sound of — Bell7, MortuaryDoor, Lantern — and the footstep host walks the aisle and then the avenue, so a bell heard from the west end of the mortuary is on the same side of the frame it is drawn on.

Interface

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

conforms to

zero/source-extract/v2

demo.lens.sound — the soundtrack of "Sexton's Bell", on the film's clock. Three layers, and they are cued three different ways: BEDS rain outside, rain heard through a wall, wind, the gas, the room itself. Looping sources whose LEVEL is a pure function of film time and of how far inside the building the shot is. SCORE nine sustained tones that loop forever; the harmony is their nine level envelopes, so the cluster tightens and is cut off dead at the strike on the film's clock. CUES one-shots at exact film times. Thunder is the whole point: a stroke at 3.09 km is HEARD 9.01 s later, because the cue sits at film.thunderAt(i) and nowhere else. Cues fire when the clock crosses them, and a seek re-arms rather than firing everything it skipped, so `run()` from the top sounds the same every time and `seek(t)` paints a frame in silence.

Audio

missingClips( ) → void

Which clips the film wants and the world does not have.

insideAt(t: number) → number

argtypedescription
tnumber

thunderClip(km: number) → void

The cues The clip is the distance: a stroke three kilometres off is a roll with no front to it, one overhead is a crack. The level rides the same curve, so each stroke in the run is louder than the one before it.

argtypedescription
kmnumber

cue(t: number, host: string, clip: string, vol: number, pitch: number?) → void

argtypedescription
tnumber
hoststring
clipstring
volnumber
pitchnumber?

cues( ) → void

Every one-shot the film fires, in film-time order.

score( ) → void

The nine score voices with their clip, gain and level ramp.

bedLevels(t: number) → void

The five bed levels at film time t, keyed the way the mixer sets them.

argtypedescription
tnumberAbsolute film time in seconds.

channelMix( ) → void

The mixer's per-channel volumes, so the same mix can be rendered off the film's clock.

emitter(name: string, clip: ?, opts: ?) → void

argtypedescription
namestring
clip?
opts?

followPoint(key: string) → void

argtypedescription
keystring

stepPoint(t: number) → void

Where a footstep is: the sexton's line down the aisle of the mortuary, and then the footprints going away up the avenue.

argtypedescription
tnumber

build( ) → void

Spawn the emitters, start the beds and the tones, and set the mix. Idempotent.

bed(name: ?, clip: ?, ch: ?) → void

argtypedescription
name?
clip?
ch?

armAt(t: number) → void

argtypedescription
tnumber

fire(c: ?) → void

argtypedescription
c?

update(t: number) → void

Put the whole soundtrack at film time t. Beds and score are pure; one-shots fire on the crossing and a seek re-arms instead.

argtypedescription
tnumberAbsolute film time in seconds.

status( ) → any

What the soundtrack is doing at the moment: the levels it is holding and the next cue it will fire.

Sub-parts

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

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127+items
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
❒asset
# demo.lens.stations — the fourteen set-ups One entry per shot in `film.SHOTS`, in the same order. `M.rig(t)` turns film time into a pose — position, aim point, vertical field of view, focus distance, aperture and roll — as a pure function of `t`. ```lua local stations = require("demo.lens.stations") stations.rig(58.4) -- the pose at any film second stations.station(9) -- the crane over the spire stations.roomFrame() -- the mortuary's own axes stations.isCutFrame(46.0) -- true on the frame the camera cuts ``` ## Three ways a station says where it stands - **A world point** — the outdoor stations that do not sit on the ground. - **`onGround(x, z, eye)`** — the eye a stated height above the turf. The vale is SUNK: the ground climbs 1.2 m from the chapel door to the lodge gate and 21 m to the east bank, so an absolute height buries the camera at one end of the avenue and floats it at the other. The height is read from `demo.vale.kit.ground`, and falls back to zero when that is not loaded. - **`room(a, s, u)` / `rail(a, s, du)`** — a point in the mortuary's own frame: metres along the row from bier seven, metres across the room toward the door, metres above the floor. The frame is derived from the entities the interior slice publishes, so a camera 0.42 m off the bell rail stays 0.42 m off it wherever that slice puts the room. An aim is either a point, a point that travels with the camera (`aimTo`), or a **direction** (`look(yaw, pitch, dist)`) — yaw 0 down the avenue away from the chapel, increasing toward +X, pitch degrees above the horizon. A dolly under a direction aim holds its heading, which is what makes it a dolly rather than a pan. ## Handheld Two bands, both from `film.noise` so the shake is reproducible: a slow drift the operator cannot hold out, and a fast tremor. The aim wanders further than the body does, which is what reads as an operator rather than as a shaking tripod. Only shot 9 — the crane in the strike — is properly handheld; the interiors get a breath and Acts I and III are on sticks.
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
❒asset
# film The shared clock, the storm and the slice registry for Sexton's Bell — the 95-second, 14-shot demo in this world. Every build slice requires this module; it is the only place the film's time, weather, palette and storm table are written down. ## Exports - `film.FPS` / `film.DT` / `film.DURATION` / `film.FRAMES` — 24, 1/24, 95.0, 2280. - `film.now()` / `film.frame()` / `film.isPlaying()` — where the film is. - `film.seekTo(t)` / `film.seekToFrame(n)` / `film.reset()` / `film.play()` / `film.pause()` / `film.run()` / `film.step()` — the transport. `step()` is called once per rendered frame by the `FilmDirector` component and by nothing else. - `film.register(slice)` / `film.buildAll()` / `film.built(name)` / `film.missing()` / `film.slices()` — the registry. - `film.SHOTS` / `film.shotAt(t)` — the fourteen shots and their boundaries. - `film.STROKES` / `film.strobe(t)` / `film.thunderAt(i)` / `film.gap(i)` / `film.strokeAt(t)` — the storm. `strobe(t)` is the single lightning envelope everything reads; nobody writes their own. - `film.rain(t)` / `film.wind(t)` / `film.windDir(t)` / `film.wetness(t)` / `film.gas(t)` / `film.lantern(t)` — the shared weather and practical ramps. - `film.rand(seed, i)` / `film.noise(seed, x)` — the only randomness a slice may use. - `film.PAL` / `film.NAMES` / `film.PLACES` — palette, shared entity names, world anchors. ## Usage ```luau local film = require("demo.film") local function update(t) local level, stroke = film.strobe(t) -- ... a pure function of t, and of nothing else end ``` ## Notes - Every slice's `update(t)` is a pure function of absolute film time. No accumulation, no `dt`, no `math.random`, no wall clock. That purity is what makes `seekTo(t)` reproduce a frame exactly, which is what lets the film be recorded twice for the same result. - Guard a slice's `build()` on its sentinel entity being alive, never on a module-local flag: module state survives an edit/play flip and entities do not. - The full design is `/zero/source/design/spec.md`.
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
backing path · demo/lens/sound.module

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