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asset⌬ modulemoduleprimary: init.luau·originates fromworld e7e3be23-3…

voice

Every spoken line in Sengoku Trance is generated once and kept as a `.soundClip` under `/source/story/vo/`, so a hot reload, a scene reload or a rebuild never re-buys the script.

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

story.voice — the voice cache

Every spoken line in Sengoku Trance is generated once and kept as a .soundClip under /source/story/vo/, so a hot reload, a scene reload or a rebuild never re-buys the script.

local Voice = require("story.voice")

Voice.load()                                  -- read the duration manifest
Voice.have("vo_opening_01")                   -- is the line cached?
Voice.clip("vo_opening_01")                   -- AssetRef<soundClip>, or nil
Voice.seconds("vo_opening_01", "the text")    -- how long the line runs
Voice.coverage()                              -- { total, cached, missing }
Voice.fill({})                                -- build-time: generate what is missing

Reading a line's length

seconds answers from the manifest, then from the clip itself, and finally from the words — about 2.7 a second with a floor, so a one-word line still lands as a beat. A line whose clip is missing still runs: the plate prints it and the beat holds for the estimate. Audio can go missing; a line never does.

Filling the cache

fill is build-time. It is deliberately serial: several generations started inside one frame come back with a backend transaction conflict that reads exactly like a failed line, so this runs one at a time and waits.

The service names the file it writes after the prompt, truncated — two lines that open with the same clause overwrite each other's asset — so every clip is copied straight out of the service's own output directory into /source/story/vo/ under a name derived from the beat and the line's index, and the service's copy is swept up behind it.

The manifest at /source/story/vo/manifest.txt is name|durationMs, one line each, so the beat's length is known without decoding anything.

Interface

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

conforms to

zero/source-extract/v2

SENGOKU TRANCE — THE VOICE CACHE Every spoken line in this game is generated ONCE and kept as a `.soundClip` under /source/story/vo/, so a hot reload, a scene reload or a rebuild never re-buys the script. The generation path is `audio_gen.speech`, which is credit-metered and can fail. Two things follow, and both are load-bearing: 1. Generation is SERIAL. Firing several invokes inside one frame makes the backend answer several of them with "internal error: surreal: Transaction conflict: Resource busy", which reads exactly like a failed line. One at a time, always. 2. A line whose clip is missing is still DELIVERED — the story slice prints it and holds the beat for a read-aloud estimate of its length. A failed generation costs the audio, never the line. The service names the asset it writes after the PROMPT, truncated, so two lines that share an opening clause overwrite each other's file. Every clip is therefore copied straight out of /source/generated/audio into this slice's own directory under a name derived from the beat, and the generated container is removed behind it.

pathOf(name: string) → string

The VFS path of a cached line clip.

argtypedescription
namestringThe clip name from Script.clipName.

examples

print(Voice.pathOf("vo_opening_01"))

have(name: string) → boolean

Whether a line has been generated and cached.

argtypedescription
namestringThe clip name.

examples

if Voice.have("vo_opening_01") then ... end

load( ) → void

Load the duration manifest. Cheap, idempotent, safe to call every mount.

examples

Voice.load()

writeManifest( ) → void

seconds(name: string, text: string) → number

How long a line runs, in seconds. Reads the clip when the manifest does not know, and estimates from the words when there is no clip at all.

argtypedescription
namestringThe clip name.
textstringThe written line, used for the read-aloud estimate.

examples

local s = Voice.seconds("vo_opening_01", "The fool has built a stage.")

clip(name: string) → any

The AssetRef for a cached line, or nil when it was never generated.

argtypedescription
namestringThe clip name.

examples

local clip = Voice.clip("vo_opening_01")

coverage( ) → any

How much of the script is voiced right now.

examples

local c = Voice.coverage(); print(c.cached .. "/" .. c.total)

generateOne(svc: any, name: string, text: string, voiceId: string?) → void

FILLING THE CACHE Build-time. Run it from `execute`; it is not on any gameplay path.

argtypedescription
svcany
namestring
textstring
voiceIdstring?

fill(opts: any) → any

Generate every line that is not cached yet, one at a time. Build-time only; returns a report.

argtypedescription
optsany{ force = re-generate lines that are already cached, limit = stop after N }

examples

local r = Voice.fill({}); print(r.made .. " made, " .. r.failed .. " failed")

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
# story.script — the words Every line spoken in Sengoku Trance, and who speaks it. Data only: nothing here touches the engine, which is what lets the written form of a line survive a failed generation, a muted player and a noisy room. ```luau local Script = require("story.script") Script.SPEAKERS.nobunaga -- { name, kanji, voice, color, note } Script.beat("pre:okehazama") -- { id, stage, camera, lines } Script.clipName("opening", 3) -- "vo_opening_03" Script.allLines() -- every line in delivery order ``` ## The speaking parts | key | who | how they read | |---|---|---| | `narrator` | the chronicle | flat, historical, unimpressed | | `nobunaga` | the player character | cold, amused, absolutely certain | | `yoshimoto` | Okehazama | courtly, complacent, condescending | | `katsuyori` | Nagashino | proud, hot, brittle | | `mitsuhide` | Honnō-ji | quiet, apologetic, unstoppable | `voice` is a voice id handed to the audio service. Each one was put through the service and came back with audio before it was written here. ## The beats `opening`, then `pre:` and `post:` for each of the three duels, then `ending` — with `ending:perfect` for a run of three BREAKs and no miss — and `fall` for a duel lost. A line is `{ who, text, pause? }`. `text` is both what is spoken and what is printed. `pause` holds the beat a little longer after the line lands.
▲ 0↑ born
backing path · story/voice.module

Problems

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