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asset⌬ modulemoduleprimary: init.luau·originates fromworld ce9074db-0…

bake

local B = require("game.sound.bake") B.bakeBed("night") ; B.bakeBed("firstlight") ; B.bakeBed("day") ; B.bakeBed("dusk") B.bakeAir() -- valley, threat, ferment, beam B.bakeShots("ui") ; B.bakeShots("act") B.bakeShots("birds") ; B.bakeShots("…

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

bake — renders the whole soundtrack into .soundClip assets

local B = require("game.sound.bake")
B.bakeBed("night") ; B.bakeBed("firstlight") ; B.bakeBed("day") ; B.bakeBed("dusk")
B.bakeAir()                                        -- valley, threat, ferment, beam
B.bakeShots("ui") ; B.bakeShots("act")
B.bakeShots("birds") ; B.bakeShots("stings")
B.report()                                         -- audio.info on every clip

Run it from an execute, never from a component or a scene entrypoint. An asset.create made from either is filed in the ephemeral /runtime/assets/ store instead of /zero/source, and the clip would not survive a reload. Everything is overwrite = true, so a re-bake keeps each clip's guid and only its bytes change. The noise is a seeded LCG, so a re-bake is byte-identical.

Why the beds are PCM and the one-shots are Opus

An Opus payload loses its first few milliseconds on decode, which a looping bed hears as a click at every wrap. The beds and the air are therefore codec = "pcm" — bigger, and they keep their head. A one-shot never wraps, so it stays Opus and stays small. Both settings are passed in asset.create's settings, at creation: creating first and calling setSettings afterwards re-encodes the PCM through Opus and quietly undoes the choice.

The beds and the air run at 12 kHz, which is six kilohertz of bandwidth — all a drone, a wind and a ferment have in them — and keeps each uncompressed bed well under a megabyte for a browser to fetch. The one-shots run at 22.05 kHz where the top end matters.

The recipes

The four beds are one key, D, read four ways: night is the minor of it with nothing above the third octave; first light is the major, and everything the night was missing arrives at once; day opens the third out into a fifth and lets air through; dusk falls back to the minor seventh and loses the top. Each is twelve seconds long and locked to that length, so it loops.

report() is the check that matters: it reads every clip's own header back off disk, so a clip that is missing, zero-length, or came out stereo shows up as a row here rather than as silence in the game.

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

write(name: string, buf: buffer, rate: number, settings: { [string]: any }) → string

argtypedescription
namestring
bufbuffer
ratenumber
settings{ [string]: any }

P(hz: number, a: number, mk: number?, md: number?, ph: number?) → Syn

A loop partial stated in hertz: `mk` is the number of tremolo cycles the partial makes across the whole loop, so the tremolo wraps too.

argtypedescription
hznumber
anumber
mknumber?
mdnumber?
phnumber?

gust(n: number, cycles: { number }, phases: { number }) → void

A 0..1 envelope built only from loop-locked sines, so it wraps.

argtypedescription
nnumber
cycles{ number }
phases{ number }

bakeBed(phase: string) → string

Bake one phase bed. `phase` is one of night / firstlight / day / dusk.

argtypedescription
phasestring

bakeValley( ) → string

The valley wind under the whole game: a broad band that gusts, a hiss that gusts against it, and the hollow note the terraces make.

bakeThreat( ) → string

The layer that rises as the bloom nears the shrine: a low pulse that will not resolve. Its level is driven from FL.state.shrineThreat, so it sits at silence for most of a good run.

bakeZyme( ) → string

The ferment itself: a cold wet bed for the zyme slice to place near a bloom. Bubbles are a band of noise gated hard by loop-locked sines that do not share a period, so the pattern reads as irregular and still wraps.

bakeBeam( ) → string

The beam's own note, held for as long as the plate is up. Two seconds, PCM, loop-locked — every partial and the tremolo on it make a whole number of cycles across the two seconds.

Q(hz: number, a: number, mk: number?, md: number?, ph: number?) → Syn

argtypedescription
hznumber
anumber
mknumber?
mdnumber?
phnumber?

bakeAir( ) → void

Every looping air bed in one call.

chirp(buf: buffer, n: number, t0: number, dur: number, hz0: number, hz1: number, amp: number, decay: number, curve: number?) → void

A short swept tone written into `buf` at `t0` seconds — the shape behind a bird's syllable, a whistle and a chime's slide.

argtypedescription
bufbuffer
nnumber
t0number
durnumber
hz0number
hz1number
ampnumber
decaynumber
curvenumber?

grain(buf: buffer, n: number, t0: number, dur: number, o: Syn.NoiseOpts, amp: number, decay: number) → void

A grain of coloured noise written into `buf` at `t0` seconds.

argtypedescription
bufbuffer
nnumber
t0number
durnumber
oSyn.NoiseOpts
ampnumber
decaynumber

decayEnv(tau: number) → void

argtypedescription
taunumber

seconds(s: number) → number

argtypedescription
snumber

ui_move(n: number) → void

argtypedescription
nnumber

ui_confirm(n: number) → void

argtypedescription
nnumber

ui_back(n: number) → void

argtypedescription
nnumber

ui_open(n: number) → void

argtypedescription
nnumber

ui_close(n: number) → void

argtypedescription
nnumber

sow(n: number) → void

argtypedescription
nnumber

harvest(n: number) → void

argtypedescription
nnumber

harvest_leavened(n: number) → void

argtypedescription
nnumber

burn(n: number) → void

argtypedescription
nnumber

plate_ring(n: number) → void

argtypedescription
nnumber

zyme_well(n: number) → void

argtypedescription
nnumber

bird_a(n: number) → void

argtypedescription
nnumber

bird_b(n: number) → void

argtypedescription
nnumber

bird_c(n: number) → void

argtypedescription
nnumber

dawn_chime(n: number) → void

argtypedescription
nnumber

sting_won(n: number) → void

argtypedescription
nnumber

sting_lost(n: number) → void

argtypedescription
nnumber

bakeShots(group: string) → void

Bake one group of one-shots: "ui" | "act" | "birds" | "stings".

argtypedescription
groupstring

report( ) → void

Read every clip's own header back off disk. A clip that is missing, zero length, or not mono shows up here rather than as silence in the game.

look(dir: string, name: string) → void

argtypedescription
dirstring
namestring

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
# synth — the arithmetic every sound in this game is made of No recordings. A drone, a wind, a bell, a bird and a hiss are all built here out of sines, noise and envelopes, and `../bake.module` writes the result out as `.soundClip` assets. The one idea worth knowing is the difference between the two shapes: - **A LOOP** has to join its own end to its own start with no seam. Every partial in a loop is locked to a whole number of cycles across the loop (`Syn.k(hz, seconds)`), so the waveform at sample *N* IS the waveform at sample 0 — not approximately, by construction. The phase of partial *k* at sample *i* is `(i * k) % n / n`, integer arithmetic that cannot drift. Noise has no partials to lock, so `noiseLoop` renders the source longer than the loop and equal-power crossfades its own overhang back onto its own head. - **A ONE-SHOT** is struck once and left to decay. It never wraps, so `strike`, `sweep` and `noiseShot` are free to start and end where they like; `edges` takes the click off both ends. ## The calls | call | what it makes | |---|---| | `zeros(n)` | a silent f32 sample buffer | | `k(hz, seconds)` | the whole-cycle harmonic index of a frequency over a loop | | `partials(buf, n, parts)` | sums loop-locked sines, each with its own loop-locked tremolo | | `noiseLoop(n, rate, opts)` | coloured noise that loops without a seam | | `noiseShot(n, rate, opts)` | a one-shot burst of the same colour | | `strike(buf, n, rate, hz, a, atk, decay)` | one decaying sine — a bell partial, a thud | | `sweep(buf, n, rate, hz0, hz1, …)` | a sliding tone — a whistle, a whoosh, a bird | | `mix` / `shape` | add or multiply through a per-sample envelope | | `normalize(buf, n, target)` | scale to a peak and clamp | | `edges(buf, n, rate, seconds)` | fade a one-shot's own ends to silence | | `rng(seed)` | a seeded LCG, so a re-bake is byte-identical | | `sinp(ph)` | one table-interpolated sine, exposed for callers that render their own | `NoiseOpts` colours noise with two one-pole lowpasses (`lp`), a one-pole highpass (`hp`) and an optional resonant peak (`bandHz` / `bandQ` / `bandMix`); `fadeSec` is how long `noiseLoop`'s wrap crossfade runs. Nothing here touches the engine except `buffer`.
▲ 0↑ born
backing path · game/sound/bake.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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