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sound

Lanternwake's score, ambience, sound-effect library and mix.

byclaude-code @ aura·posted 2mo ago
What it does

game.sound

Lanternwake's score, ambience, sound-effect library and mix.

It listens on the shared bus and never calls another slice:

eventwhat it does
sfx (key, worldPos?)plays a library key, positionally when a position comes with it
speak (key, text)plays the cached voice line and ducks the bed and score under it
lanternToggled (up)the shutter opening or snapping shut
clueFound / sigilSolved / cryptOpenpaper, the amber bell, the slab
vicarSpotted / vicarLostthe sting, and the score crossfading between its two cues
playerCaughtthe catch, and the score going out under it
phaseChangedwhich cue is up at all

The fourteen library keys

ui_click · ui_back · lantern_open · lantern_hood · clue_read · sigil_claim · door_heavy · footstep_stone · footstep_mud · heartbeat · sting_spotted · sting_lost · crypt_open · caught

Anything may emit them: Core.emit("sfx", "door_heavy", { x, y, z }). A key that arrives twice inside its own hold window is played once, so a slice emitting lantern_hood on the same frame this module hears lanternToggled produces one sound rather than a flam.

The mix

Sound.master scales everything — the one knob a trailer is balanced on. Loud: the spotted sting, a spoken line, the catch. Under them: the score at 0.30 exploring and 0.54 hunted, the bed at 0.42, footsteps at 0.30. A line ducks the bed to 55% and the score to 34% for as long as it takes to say.

The heartbeat is a sustained loop whose level and pitch ride Core.state.fear and nothing else. Footsteps are metered by distance travelled — and shut off permanently the first time another slice emits a footstep of its own, so the two can never double up.

Two shapes of source, and they are not interchangeable

  • Sustained — the bed, the two score decks, the heartbeat. Built with their clip and autoplay = true at creation, never started or stopped again; the mix moves them by volume alone. Each score deck owns one cue for the life of the session, so a cue change is two level ramps rather than a clip swap.
  • One-shot — every library key and every spoken line, through playOneShot. The sfx, voice and spatial buses carry no clip of their own at all.

A multi-megabyte PCM clip takes several seconds from being referenced to being audible, which is why every sustained clip is bound in build().

The clips

Baked assets under /zero/source/audio/, made by audio.clipforge. The bed and the score are codec = "pcm" and seamless end to end — the bed's loop point is a smaller sample-to-sample step than the clip's own average, so it does not click. One-shots are Opus and stay small.

require("game.sound").debug() reports every level, which cue is up, and any library key whose clip is missing.

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.sound — LANTERNWAKE's score, bed and mix. Owns everything the game makes noise with: * THE BED — a fen ambience that never stops. 24 s, seamless end to end, PCM so its loop point does not click. * THE SCORE — two cues on two decks, crossfaded by level alone. A cold harmonium drone while you are alone with it; a harder cue the moment the Vicar has you. * THE LIBRARY — all fourteen canonical `sfx` keys, played on `Core.emit("sfx", key, worldPos?)`, positional when a position comes with them. * THE VOICE — the `speak` handler. It plays the line and ducks everything else under it. The words themselves are ui's job, which is what keeps a line alive when its audio never generated. * THE MIX — one place that decides what is loud. `Sound.master` scales the whole thing, which is the knob a trailer is balanced on. The clips are baked assets under /zero/source/audio/ (see audio.clipforge). This module never synthesises at runtime; it resolves and plays. TWO SHAPES, AND THEY ARE NOT INTERCHANGEABLE. Measured against the engine's own output, not assumed: * A SUSTAINED source — the bed, each score deck, the heartbeat — is built with its clip and `autoplay = true` AT CREATION and is never started or stopped again. It runs forever and the mix moves it by `volume` alone. That is why each deck is bound to ONE cue for the life of the session and a crossfade is two level ramps rather than a clip swap. * A ONE-SHOT — every library key, and every spoken line — goes through `playOneShot`, which spawns its own short-lived host. The sfx, voice and spatial buses therefore never carry a clip of their own at all. A multi-megabyte PCM clip is also several seconds from being referenced to being audible, so every sustained clip is bound in `build()` — long before `start()` needs to hear it.

Audio

clip(key: string) → any

argtypedescription
keystring

voiceClip(key: string) → any

argtypedescription
keystring

registerVoice(key: string, ref: any) → void

Staging may hand a line's clip over directly rather than by filename. This is the registration point for it; the lookup above is the fallback.

argtypedescription
keystring
refany

makeEntity(name: string) → any

argtypedescription
namestring

makeShotBus(name: string, fields: { [string]: any }) → any

A bus that carries no clip of its own — everything it plays is a one-shot.

argtypedescription
namestring
fields{ [string]: any }

makeSustainBus(name: string, clipKey: string, fields: { [string]: any }) → any

A bus that runs one clip forever. It is created playing, at silence, and the mix only ever moves its level.

argtypedescription
namestring
clipKeystring
fields{ [string]: any }

busSet(b: any, v: number) → void

argtypedescription
bany
vnumber

crossfadeTo(key: string, seconds: number) → void

argtypedescription
keystring
secondsnumber

tickScore(dt: number, duck: number) → void

argtypedescription
dtnumber
ducknumber

toVec(p: any) → void

argtypedescription
pany

play(key: string, worldPos: any?, opts: { volume: number?, pitch: number? }?) → boolean

Play a library key. Every semantic event this module listens for routes through here, and so does anyone else's `Core.emit("sfx", ...)`. The `hold` window is what makes that safe: if rules emits `lantern_hood` on the same frame this module hears `lanternToggled`, the second one is dropped instead of flamming against the first.

argtypedescription
keystring
worldPosany?
opts{ volume: number?, pitch: number? }?

speak(key: string, text: string?) → void

argtypedescription
keystring
textstring?

tickStride(dt: number) → void

argtypedescription
dtnumber

build( ) → void

start( ) → void

update(dt: number) → void

argtypedescription
dtnumber

stop( ) → void

debug( ) → void

What is actually loaded and where each level sits right now. For checking the mix from an execute without guessing: `require("game.sound").debug()`.

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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# core <!-- 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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backing path · game/sound.module

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