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asset⌬ modulemoduleprimary: init.luau·originates fromworld fc82d437-3…

fx

Everything between the rules firing and the player feeling it, on the module side. `DuelFx` is the component that uses it; `PisteCamera` uses the curves.

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

fx

Everything between the rules firing and the player feeling it, on the module side. DuelFx is the component that uses it; PisteCamera uses the curves.

local Fx = require("fx")

The event source

local source = Fx.source()
for _, ev in ipairs(source:poll(match, playerFencer, rivalFencer, dt)) do ... end

poll drains DuelMatch.fxQueue — every event of a frame, in the order the umpire wrote it. The umpire empties that queue at the top of its own update and fills it as the frame resolves, so any reader that runs after it sees the whole frame. source.path reads queue once that read is live.

Beside the queue, the same vocabulary is derived from the umpire's frozen public fields. That derivation is not a fallback that will be retired: the two measure faults never reach the bus at all. strikeFrom writes an exchange record for a SHORT or a CROWDED and returns without emitting, so short:* and crowded:* exist only if someone derives them. Everything else the derivation produces comes from a state edge in the same frame as the queued event, so the two collapse together and nothing double-fires.

crowded:player / crowded:rival are in Fx.DERIVED rather than Fx.EVENTS: they are read off a frozen public field, and the umpire's own vocabulary is unchanged.

Losslessness, in the umpire's own units

fxSeq counts every emit() the umpire has ever made. The source keeps:

  • produced — how far fxSeq has advanced since the first poll
  • taken — how many events it has drained off fxQueue
  • missed — the difference, which is exactly the events that never arrived

recordsMissed is a separate count: exchange records overwritten inside one frame. Those exchanges' events still arrive on the queue; only the detail behind them is gone, so the reaction falls back to its default weight.

The strike read

source.strike holds the last parsed verdict — { who, action, riposte, verdict, defence, phase } — from a record like player thrust RIPOSTE vs rival parry/active -> touch. That is how the reaction layer knows a lunge landed rather than a thrust. source.fault holds the last { who, action, kind, gap, reach }.

The tell watcher

local tells = Fx.tells()
for _, tell in ipairs(tells:poll(pf, rf)) do ... end  -- "player:lunge"

A commitment is fencer state, not a match event: it is the read the whole game is about and it lasts a fifth of a second.

Curves

Fx.approach(v, target, rate, dt), Fx.outCubic(t), Fx.snap(t) — shared by DuelFx and PisteCamera so a recoil and a camera kick fall off on the same shape.

The synthesiser

Every sound in the assize is a sine, a noise burst, a formant resonance and an envelope. Nothing is imported.

primitivefor
Fx.sine(buf, o)partials, gliding, optionally FM — bells, thuds, birdsong
Fx.noise(buf, o)a band-shaped burst whose band may sweep — gravel, air, timber
Fx.rumble(buf, o)lowpassed noise — soil, breath, distance
Fx.voice(buf, o)a glottal pulse train through resonant formants — the umpire's calls and the fencers' efforts. breath trades the pulse for air, which is the difference between a shout and a grunt.
Fx.bed(buf, o)a continuous lowpassed bed whose loudness breathes on a slow LFO
Fx.finish(buf, peak)soft clip, peak-normalise, and 4 ms fades at both ends

Vowels are three { centre, bandwidth, amplitude } formants; ah, ay, aw, oy, uh, ee, oo, oh and er are enough for the whole rite.

The umpire's throat

The assize needs a dozen calls and not three: an umpire with four lines says each of them eight times in a bout, and a rite that repeats is a metronome. So a call is written as a list of syllables rather than as a stack of primitives — a vowel, a length, and where the pitch starts and ends on it. edge puts a consonant's noise in front of a syllable and stop puts one behind it, which is the whole difference between a call that lands on a vowel and one that stops dead on a T.

VOICES.umpire_hold = function()
    return call({
        seed = 9400,
        syls = {
            { v = "oh", dur = 0.30, f = 178, f2 = 118, amp = 0.86,
              glide = 0.7, edge = 0.26, edgeF = 3000, stop = 0.20 },
        },
    })
end

Fifteen calls are written that way: umpire_salute, umpire_engarde, umpire_ready and umpire_play for opening and restarting; umpire_come for a ground with no ceremony; umpire_hold and umpire_arret beside halt; umpire_touche, umpire_award_for and umpire_award_against beside point; umpire_score when the touches are level; umpire_last when one post ends the assize; umpire_verdict to read it; and breath_hard / breath_soft, which are the same throat with the pulse traded for air — the man behind the mask, audible for the two seconds nobody is fencing.

DuelFx decides which of them is heard, from the beat DuelMatch.ceremonyPhase publishes and the state of the bout.

Fx.bake()                       -- render every clip into /source/audio/
Fx.bake({ "umpire_halt" })      -- or just one
Fx.clipNames()                  -- what it can render

Baking is deterministic — the noise generator is a seeded LCG, so a re-bake produces the same bytes and overwrite = true keeps each clip's guid.

Peak normalisation is a trap for a bed. A bed whose birds set the peak has its wind crushed to silence, and audio.info reports nothing that would show it. Decode the clip back and measure RMS in windows:

local pcm, sr = audio.decode(ref:getBytes())   -- little-endian f32, interleaved

hedge_wall was rewritten twice on that measurement: its wind bed read 0.021 RMS against a 0.055 pigeon until the birds came down and the bed came up.

Interface

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

conforms to

zero/source-extract/v2

fx — everything between the rules firing and the player feeling it. Four things live here, and nothing else does: 1. An event source. `Fx.source()` returns a poller that drains the umpire's lossless `DuelMatch.fxQueue` — every event of a frame, in the order the umpire wrote it. The same vocabulary is derived in parallel from the umpire's frozen public fields, which is how the two faults (`short:*`, `crowded:*`) reach a reader at all: a fault writes an exchange record and puts nothing on the bus. 2. A tell watcher. `Fx.tells()` reports the moment a fencer commits, which is fencer-local state (`Fencer.action` / `phase`) rather than a match event, and is what the wind-up sound is hung on. 3. The strike read. The source parses `DuelMatch.lastExchange` into `source.strike`, so the reaction layer knows WHICH commitment landed and can give a lunge a different weight from a thrust. 4. An offline synthesiser. Every sound in the assize is a sine, a noise burst, a formant resonance and an envelope; `Fx.bake()` renders them and writes them into `/source/audio/` as soundClips. Deterministic: the same call produces the same samples. The curves in the middle are the shared easing used by DuelFx and PisteCamera so a recoil and a camera kick fall off on the same shape.

source( ) →

A poller over the umpire's lossless event queue, with a field derivation beside it for the events the queue never carries.

probeQueue(match: ?) → boolean

argtypedescription
match?

parseVerdict(record: string) → void

"player thrust RIPOSTE vs rival parry/active -> touch"

argtypedescription
recordstring

parseFault(record: string) → void

"player lunge SHORT gap=3.90 reach=3.05"

argtypedescription
recordstring

poll(match: ?, pf: ?, rf: ?, dt: number) → void

Collect this frame's events. Returns a list of vocabulary strings.

argtypedescription
match?The DuelMatch component.
pf?The player's Fencer component, or nil.
rf?The rival's Fencer component, or nil.
dtnumberSeconds since the last poll.

push(ev: ?) → void

argtypedescription
ev?

tells( ) → void

A watcher over both fencers' commitments.

poll(pf: ?, rf: ?) → void

Returns a list of "<role>:<action>" for commitments started this frame.

argtypedescription
pf?
rf?

approach(v: number, target: number, rate: number, dt: number) → number

Frame-rate independent approach toward a target.

argtypedescription
vnumber
targetnumber
ratenumber
dtnumber

outCubic(t: number) → number

1 at t=0 falling to 0 at t=1, fast out of the gate.

argtypedescription
tnumber

snap(t: number) → number

A snap: overshoots to 1 immediately then eases back to 0.

argtypedescription
tnumber

lcg(seed: number) → void

argtypedescription
seednumber

buffer(seconds: number) → void

argtypedescription
secondsnumber

envAt(t: number, dur: number, attack: number, tau: number) → number

amp envelope: linear attack then exponential decay, both in seconds.

argtypedescription
tnumber
durnumber
attacknumber
taunumber

sine(buf: { number }, o: ?) → void

Add a (optionally gliding) sine partial to a buffer.

argtypedescription
buf{ number }
o?{ at, dur, f, f2, amp, attack, tau, fm, fmDepth, fmTau }

noise(buf: { number }, o: ?) → void

Add a band-shaped noise burst. The band may sweep from f to f2.

argtypedescription
buf{ number }
o?{ at, dur, amp, attack, tau, f, f2, q, seed, hp }

rumble(buf: { number }, o: ?) → void

Add unfiltered noise through a one-pole lowpass (for air and soil).

argtypedescription
buf{ number }
o?{ at, dur, amp, attack, tau, lp, seed }

voice(buf: { number }, o: ?) → void

A voiced call: a glottal pulse train shaped by resonant formants. This is how the umpire gets a voice and how a fencer gets a breath — a vowel is its formant triple, and `breath` trades the pulse for air.

argtypedescription
buf{ number }
o?{ at, dur, f, f2, amp, attack, tau, glide, formants, breath, seed }

bed(buf: { number }, o: ?) → void

Fill a whole buffer with a continuous lowpassed noise bed whose loudness breathes on a slow LFO. For beds, where a burst leaves gaps.

argtypedescription
buf{ number }
o?{ amp, lp, seed, lfo (Hz), depth, phase }

finish(buf: { number }, peak: number) → void

Soft-clip and scale a buffer so its peak sits at `peak`.

argtypedescription
buf{ number }
peaknumber

call(o: ?) → void

He is never seen, so he is a pitch contour and three resonances at a time. A call is a list of syllables: a vowel, a length, and where the pitch starts and ends on it. `edge` puts a consonant's noise in front of a syllable and `stop` puts one behind it, which is the whole difference between a call that lands on a vowel and one that stops dead on a T. The point of writing them this way is that the assize needs a dozen calls and not three: an umpire with four lines says each of them eight times in a bout, and a rite that repeats is a metronome rather than a ceremony.

argtypedescription
o?

bell_assize( ) → void

A struck brass bell: inharmonic partials over a hum, each with its own decay, plus a strike transient. This opens and closes every assize.

bell_return( ) → void

The same bell heard off the garden wall: the strike gone, the hum left, a beat and a half late. Played behind `bell_assize` from the wall emitter, this is what makes the bell carry across the lawn instead of stopping at it.

panel_clack( ) → void

Panel on panel: a woody knock with a short board resonance over it.

panel_crunch( ) → void

The broadside arriving: the whole panel meeting a body, so the knock is lower, longer and carries splinter under it. This is the sweep's landing and it must not be mistakable for a thrust's.

panel_scrape( ) → void

Two panels jammed together and dragged apart: stick, slip, stick. The CROWDED fault, which is the one you get for standing on top of your man.

touch_thud( ) → void

A touch: the body thump under a cloth-and-timber rattle.

gravel_step( ) → void

Gravel underfoot: a scatter of grains with a small thump beneath. The piste is raked gravel, so this is the ordinary footfall of the whole bout.

turf_step( ) → void

The spoil thrown out around a driven post: broken turf, damp, no rattle. This is what a fencer stands in once the line has moved to their feet.

gravel_scuff( ) → void

Gravel dragged sideways by a foot that had to save an over-reach. Longer and rougher than a step, because it is a mistake and should sound like one.

tell_thrust( ) → void

The wind-up of a thrust: a short bright rising air-cut. The read.

tell_sweep( ) → void

The wind-up of a sweep: heavier, lower, slower — the panel taking its arc.

tell_lunge( ) → void

The wind-up of a lunge: the back foot driving off gravel, then the whole body going. The loudest tell in the game, because it is the one that closes distance and the one you have the longest to read.

tell_parry( ) → void

Turning the panel flat: a glove-and-timber creak, quiet and close.

effort_lunge( ) → void

The breath a fencer spends going the whole way forward. Voiced, but nearly all air: a lunge is a person, and a person makes a noise doing that.

effort_sweep( ) → void

The heavier breath of taking a fence panel through its whole arc.

umpire_allez( ) → void

The umpire, who is never seen. Three calls, all from the same throat, all across a lawn: two syllables of vowel and a pitch contour is enough for a listener to hear a person rather than a tone. "Al-LEZ" — the call that starts an exchange. Rises on the second syllable.

umpire_halt( ) → void

"HALT" — the call that stops one. Falls hard, and stops dead on the T.

umpire_point( ) → void

"POINT" — the award, two vowels on one falling breath, and a post goes in.

riposte_open( ) → void

A parry lands and the line opens: the one bright ring in the game.

post_drive( ) → void

A post going into turf under a mallet: wood, then soil.

whiff_air( ) → void

An attack that finds only air.

garden_bed( ) → void

The garden itself: a long breath of wind through hedges with birds over it. Loops seamlessly because both ends fade and nothing crosses the seam. This is the bed under the whole lawn; the two hedge clips below are places in it.

hedge_orchard( ) → void

The orchard end of the lawn: soft old fruit hedge, a blackbird working through a long phrase, and bees. Warm. Standing here you are in Mrs Pettifer's half of the argument.

hedge_wall( ) → void

The wall end: brick, clipped yew, and a wood pigeon that will not stop. Cooler and drier than the orchard, and a whole garden away from it.

umpire_salute( ) → void

Twelve more calls, so that the beat a bout spends most of its clock on is not one recording played thirty times. They are grouped by the ceremony beat they belong to; `DuelFx` draws from the group the umpire is on. Opening the assize. "Sa-LUTE": the order that starts the whole rite.

umpire_engarde( ) → void

"On GARDE." The measure is taken; nobody has been told to go yet.

umpire_ready( ) → void

"Are you READ-y?" — the question, and it goes up at the end.

umpire_play( ) → void

"PLAY." The brisk one, for a ground with no time for ceremony.

umpire_come( ) → void

"Come ON." Not a formal call at all, which is why it is only ever heard on the grounds that do not stand on form.

umpire_hold( ) → void

"HOLD." A stop that does not shout.

umpire_arret( ) → void

"Ar-RÊT." The formal stop, and the older one.

umpire_touche( ) → void

"Tou-CHÉ." The award, when the ground is formal enough to say it that way.

umpire_award_for( ) → void

The award given TO the man it is being read for: it rises.

umpire_award_against( ) → void

The same award read the other way: against, and it falls.

umpire_score( ) → void

The score, called across the lawn between points: two long syllables that end on "...all", which is what a fencing score sounds like when it is level.

umpire_last( ) → void

One post from a garden changing hands, and the umpire says so.

umpire_verdict( ) → void

The verdict: three syllables, no hurry, and it lands where it started.

breath_hard( ) → void

A fencer getting his breath back in the pause. All air and no throat: the man behind the mask, audible for the two seconds nobody is fencing.

breath_soft( ) → void

clipNames( ) → void

Every clip this module can render, by name.

bake(names: { string }?) →

Render clips and write them into /source/audio/ as soundClips.

argtypedescription
names{ string }?A list of clip names, or nil for every clip.
⌬ Metadata
descriptionThe duel's feel layer: an event source over the umpire's bus, the easing shared by the reaction and the camera, and an offline synthesiser that renders the whole sound bed from sines, noise and envelopes.

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backing path · fx.module

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