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asset⌬ componentcomponentprimary: init.luau·originates fromworld 122549c2-f…

Sound

The ear of RED DOT RISING. Mounted on `mount_sound` by the scene entrypoint.

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

Sound

The ear of RED DOT RISING. Mounted on mount_sound by the scene entrypoint.

It builds the mix deck (game.sound.Mix), starts the rain-and-neon bed and the night piece, follows Core.state for the floor and the dawn, and listens on Core.bus for the moments Hoshi Okabe has a line for.

What it answers

bus eventwhat is heard
phase.changed → playthe night starts; Hoshi's briefing
lift.start (to floor 2)"That's the lift."
floor.reached 2 / 3the room tone changes floor; the Library / roof line
laser.overheat (first)"Easy on the trigger."
game.won / game.lostthe ending sting, then Hoshi's last word
run.resetthe script forgets itself and the bed goes back to floor 1

Each line is spoken once a night. The words go out on voice.line at the same moment, so the ui draws the caption even where the audio never arrives.

Fields

  • deckActive — whether the deck tracks the game. Cleared, the bed and the score hold where they are.

Methods

local snd = entity.find("mount_sound").component.get("Sound")
snd:say("brief")       -- speak a line now
snd:ui("confirm")      -- a menu sound
snd:sting("win")       -- an ending
snd:observe()          -- what the deck is doing

Where the sound comes from

Nothing here reaches the host, the network or a generation service while the game is running: the clips are baked assets in this world under game/sound/clips and game/sound/voice, so the game sounds the same in a browser as it does in the editor. The synthesised half is computed by game.vendor.synth; the night piece and Hoshi's voice were generated once and cached.

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

on(name: string, fn: (any) → void

argtypedescription
namestring
fn(any

sayOnce(id: string) → void

argtypedescription
idstring

startNight( ) → void

wire( ) → void

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

The deck is the room, and the room is there while the clock is held too: a line spoken from an `execute` in edit still ducks the bed and still lets it back up. Guarded on `engine.paused` so the two hooks never drive one body twice in the frame where both of them fire.

argtypedescription
dtnumber

onModuleReload(path: string) → void

Editing `game.sound.Mix` reloads the module without reconstructing this component, and the deck is state the module holds — so it is rebuilt here, which is also what stops an edit leaving the previous deck's sources standing under the mount with nothing driving them.

argtypedescription
pathstring

onDestroy( ) → void

say(id: string) → number

Speak one of Hoshi's lines now, whatever has been said already.

argtypedescription
idstring

ui(name: string) → void

Play a menu sound: "move", "confirm" or "back".

argtypedescription
namestring

sting(name: string) → void

Play an ending: "win" or "lose".

argtypedescription
namestring

observe( ) → any

What the deck is doing right now — sources, levels, and what the mixer hears.

Sub-parts

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11+items
▣
module · born here
❒asset
# Mix Everything RED DOT RISING is heard through. `Mix` owns one deck of long-lived `Audio` sources under the sound mount, the channel levels they are balanced at, and the verbs the rest of the game calls to make a noise. ```lua local Mix = require("game.sound.Mix") Mix.ui("confirm") -- a menu sound: "move" | "confirm" | "back" Mix.sting("win") -- an ending: "win" | "lose" Mix.say("brief") -- Hoshi over the intercom; returns the line's seconds ``` ## The deck `Mix.attach(root)` builds six sources under `root` and `Mix.detach()` takes them away again; the `Sound` component calls both, so nothing else needs to. | source | plays | channel | |---|---|---| | `snd_bed_rain` | rain on the skylight, looping | `ambient` | | `snd_bed_neon` | the building's mains hum, looping | `ambient` | | `snd_music` | the night piece, looping | `music` | | `snd_ui` | menu one-shots | `sfx` | | `snd_sting` | the win and lose endings | `sfx` | | `snd_voice` | Hoshi's lines | `voice` | Every source is 2D: the bed, the score and the intercom are the building itself, heard the same wherever the keeper is standing. Spatial sound belongs to the thing making it — a cat, a plate, the pointer. ## The room changes as the tower is climbed `Mix.setFloor(n)` tilts the bed per floor: the Lobby is deep inside the building, so the rain arrives through glass and the mains hum is close; the Rooftop Loft is out in the weather. `Mix.setDawn(t)` thins the score and brings the rain forward as the night runs out. The `Sound` component drives both from `Core.state`. ## Ducking `Mix.duck(true)` steps the bed and the score back; `Mix.say` and `Mix.sting` do it themselves for as long as the clip lasts. `Mix.tick(dt)` walks the gain there and back and is called once a frame by the `Sound` component — no timer, no task, so a hot reload leaves nothing running. ## The voice `Mix.LINES` holds Hoshi's script: the words and the measured length of each generated clip. `Mix.say(id)` plays the clip AND emits `voice.line` on `Core.bus` carrying `{ id, text, seconds }`, so the ui draws the words whether or not the audio is there. A line with no clip is a quiet line, never a lost one. ## Reading it back `Mix.observe()` reports the deck, the bed and score state, the floor, the dawn, the duck gain, and what the mixer actually hears.
▲ 0↑ born
▣
module · born here
❒asset
# 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.
▲ 0↑ born
backing path · game/sound/Sound.component

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