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AshbloomSound

Ashbloom's soundtrack. One entity carries this — `Sound`. It stands the film's nine world sources and its two music decks, then registers the `sound` stage so the director drives the whole mix off the same film clock the picture runs on.

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

AshbloomSound

Ashbloom's soundtrack. One entity carries this — Sound. It stands the film's nine world sources and its two music decks, then registers the sound stage so the director drives the whole mix off the same film clock the picture runs on.

entity.spawn("Sound").component.add("ashbloom.sound.AshbloomSound")

Nothing here decides anything: every number comes from ashbloom.sound.score, which is a pure function of t. That is what lets the mix be read back at any film time with score.snapshot(t) without entering play, and what keeps the soundtrack agreeing with the rain, the growth and the glow rather than running on a schedule of its own.

Fields

fielddefaultwhat it does
masterTrim1.0a trim on every source this slice owns, for balancing against a take. Leave at 1 for a film.
activetrueturn the whole slice off without removing it

What it stands

Eleven child entities, all named Snd_*, each carrying one Audio component: the nine sources score.SOURCES names, plus Snd_Deck_1 and Snd_Deck_2 for the score. They are found-or-created by name on every awake, so a hot-reload re-binds rather than building a second copy of every sound in the film.

What it does per frame

  1. writes the three mixer levels from score.channels(t) — a level can be set but never unset, so every channel is written explicitly rather than cleared, and onDestroy hands all three back at unity;
  2. writes each source's own volume from its curve;
  3. moves Snd_Moths along score.mothPos(t) — the one source that travels, and why the swarm reads as an arrival and a departure;
  4. loads, starts and stops the two decks so a cue is playing exactly across the window the score gives it.

A write is skipped when the value has not moved by more than 0.002, so a held level is not churn on the mixer — but a gain the score has taken to zero is written as EXACTLY zero rather than left on the deadband's last value. A source parked at 0.001 is inaudible and still counts as a live voice, so the mix would report eleven voices at every film time and whySilent would have no reason to give for a source the score had deliberately taken out.

Checking it

audio.observe() is the read that matters — a source's own fields tell you what was asked for, not what the mixer is doing.

local score = require("ashbloom.sound.score")
score.observe()                 -- levels, mixer, listener, device, every voice and why
audio.whySilent(entity.find("Snd_Pool").id)

Every authored source answers either as audible or as gainZero — its own curve is at zero at that film time. Any other reason (notResident, neverStarted, noDevice, refused, outOfRange) is a fault.

Interface

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

conforms to

zero/source-extract/v2

Ashbloom — the soundtrack. ONE entity carries this. It stands the film's nine world sources and its two music decks, then registers the `sound` stage so the director drives the whole mix off the same film clock the picture runs on. Nothing here decides anything: every number comes from `ashbloom.sound.score`, which is a pure function of `t`. That is what lets the mix be read back at any film time with `score.snapshot(t)` without entering play, and what keeps the soundtrack agreeing with the rain, the growth and the glow rather than running on a schedule of its own. Fields: masterTrim number a global trim on every source this slice owns (1 = as authored). For balancing against a take, not for a film. active boolean turn the whole slice off without removing it.

Audio

resolveClips( ) → void

THE CLIPS Every clip is resolved by a LITERAL name. A component may not resolve a computed one: a dynamic `asset.resolve` cannot be statically pinned, so the dependency is invisible to the world that imports this content and the sound arrives with nothing behind it. Spelling all thirteen out is what makes the soundtrack's asset edges real.

ensureEntity(name: string, parent: any) → any

BUILDING THE RIG Find an entity by name or spawn it under `parent`. Idempotent, because this runs again on every hot-reload and on every entry into play, and a second rig would be a second copy of every sound in the film.

argtypedescription
namestring
parentany

ensureAudio(e: any, fields: { [string]: any }) → any

argtypedescription
eany
fields{ [string]: any }

build(root: any) → void

argtypedescription
rootany

writeVolume(key: string, comp: any, v: number) → void

THE STAGE Writing a mixer level or a source volume every frame with the value it already holds is churn the mixer does not need; only a real move is written. A gain the score has taken to zero is written as EXACTLY zero, never left on the deadband's last value. A source parked at 0.001 is inaudible and still counts as a live voice, so `audio.observe()` reports it sounding and `whySilent` has no reason to give — the mix would read as eleven voices at every film time and the count would say nothing about what is playing.

argtypedescription
keystring
company
vnumber

apply(t: number) → void

argtypedescription
tnumber

awake( ) → void

LIFECYCLE

onDestroy( ) → void

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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63+items
·
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
·
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
▣
module · born here
❒asset
# stages <!-- 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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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
▣
module · born here
❒asset
# ashbloom.sound.score — the soundtrack, as data Everything Ashbloom's soundtrack does is a pure function of `t`, film-seconds, exactly like the picture. This module holds the numbers. `AshbloomSound.component` holds the entities and does the writing. ```lua local score = require("ashbloom.sound.score") score.snapshot(115) -- the whole mix at film time 115, without entering play score.observe() -- what the MIXER is doing right now, beside what was asked for score.cuesheet() -- every clip against film time, for laying the track on a host ``` ## The score — five cues, two decks Five generated orchestral cues, 40–48 s each. Never one long track: a generation request is abandoned at a fixed transport deadline, and a three-minute request is exactly the one that dies. | cue | clip | film t | what it is | |---|---|---|---| | ash | `ab_cue_ash` | 0 – 40 | sub-bass drone, hollow metal, bowed cello. No pulse. | | rain | `ab_cue_rain` | 34 – 82 | low strings gathering under a distant pulse | | bloom | `ab_cue_bloom` | 76 – 122 | glass bells and celesta over warm strings | | zenith | `ab_cue_zenith` | 116 – 144 | wordless choir, harp, the crest | | dawn | `ab_cue_dawn` | 138 – 178 | solo piano resolving into stillness | Cues alternate between **two decks** so consecutive cues crossfade over six seconds rather than butting together — one deck could only cut. Each cue's clip is at least as long as the window it owns, so nothing loops mid-film. ## The world's own sound — nine sources Four non-spatial **beds** (wind, ash, rain, the bloom pad) hold the floor of the mix at every camera height, so the soundtrack never goes dead on a 92 m wide. Five **placed** sources are spatial and are what a cut re-poses. | source | clip | channel | driven by | |---|---|---|---| | `Snd_Wind` | `ab_amb_wind` | ambient | thins under the rain, returns for the dawn | | `Snd_Ash` | `ab_amb_ash` | ambient | `film.wetness` — gone once the stone is wet | | `Snd_Rain` | `ab_amb_rain` | ambient | `film.rainfall` | | `Snd_Bloom` | `ab_amb_bloom` | ambient | `film.glow` — arrives and gutters with the light | | `Snd_Drops` | `ab_sfx_drops` | sfx | the onset only, t 33–52 | | `Snd_Channel` | `ab_sfx_channel` | sfx | ramps in t 46–62 and runs to the end | | `Snd_Pool` | `ab_sfx_pool` | sfx | ramps in t 66–80 as the basin fills | | `Snd_Moths` | `ab_sfx_moths` | sfx | in t 124–143, out t 162–178. **Its entity travels.** | | `Snd_Rim` | `ab_amb_wind` | ambient | a spatial wind at the rim, 260 m carry | `score.mothPos(t)` flies the swarm's sound over the north rim, down into the bowl, around the pool, and back out over the south rim as the film ends. ## The mix moves on three things at once * **the curves** — `film.rainfall`, `wetness`, `growth`, `glow` * **the cut list** — every shot has a **perspective** in `score.PERSPECTIVE`, 0 for a 92 m wide and 1 for a lens 6 cm off a petal. The mix pulls in on a macro (the world's own detail forward, the beds back) and opens out on a wide, eased over 0.35 s so a hard cut does not click the mixer. * **the cues** — the five-cue crossfade above `score.channels(t)` folds all three into the three mixer levels. It never returns a zero, so nothing in this film is ever explained by a channel being off. ## Laying the soundtrack on a host The engine plays the mix in real time while the film clock advances one `FILM_DT` per **rendered** frame. At any render rate other than exactly 24 fps the two run at different speeds, so a take whose picture is retimed to 24 fps cannot carry the engine's own audio track in sync. `score.cuesheet()` is the answer: every clip, its film-time in and out, and its gain sampled on a fixed grid with the channel level already folded in — enough to build the finished soundtrack against film time, independent of how fast the engine rendered.
▲ 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
backing path · ashbloom/sound/AshbloomSound.component

Problems

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