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asset⌬ modulemoduleprimary: init.luau·originates fromworld 3bd6b78c-f…

camsfx

The board's own three-and-a-bit sounds, synthesised on the CPU from raw f32 PCM and cached as `.soundClip` assets under `game/cam/`.

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

game.cam.camsfx

The board's own three-and-a-bit sounds, synthesised on the CPU from raw f32 PCM and cached as .soundClip assets under game/cam/.

ClipLengthWhat it is
camTick75msA dry brass tick — a fingernail on a pipe. The pointer's answer.
camSelect340msA warm two-note confirm, a fifth: something is now under your command.
camDeny170msA dull stone knock: that tile refuses.
camSweep3.4sA low airy swell of drone and room tone, under the opening move.
local CamSfx = require("game.cam.camsfx")
CamSfx.ensure()              -- build any that are missing; cheap to repeat
local clip = CamSfx.clip("camSelect")

Why these are synthesised rather than generated

Pointing at a tile is the one thing a player does constantly, so it has to answer every time. audio.encodePcm costs no credit, needs no network, and cannot come back with a 429 — so the board is never silent. The audio slice owns the game's mix; nothing here is music, ambience or a voice, and all four sit deliberately quiet under it.

Tactical.ownSfx turns them off in one field if the audio slice takes the board's clicks over.

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.cam.camsfx — the board's own three sounds. Pointing at a tile is the one thing a player does constantly, so it has to answer. These are synthesised on the CPU from raw PCM rather than generated: they cost no credit, they cannot fail for a network reason, and they are cached as `.soundClip` assets so a hot reload does not rebuild them. The audio slice owns the game's mix. Nothing here is music, ambience or a voice — it is the click under the pointer, and it stays quiet enough to sit underneath everything that slice writes.

envelope(i: number, n: number, attack: number, decay: number) → number

argtypedescription
inumber
nnumber
attacknumber
decaynumber

tick( ) → void

A short, dry brass tick — a fingernail on a pipe. The pointer's answer.

selectChime( ) → void

A warmer two-note confirm: something is now under your command.

deny( ) → void

A dull stone knock: that tile refuses.

sweep( ) → void

A long, low airy swell for the reveal — glass and cold room tone under a rising fifth. It plays once, under the opening move.

ensure( ) → void

--!desc Create any of the board's clips that do not exist yet. Cheap to --! call again: a clip already in the world is left alone. --!return An array of the clip names this call actually built. --!example CamSfx.ensure()

clip(name: string) → any

--!desc Resolve one of the board's clips, or nil when it is not built. --!arg name A name from CamSfx.CLIPS. --!return The soundClip asset ref, or nil. --!example local c = CamSfx.clip("camSelect")

argtypedescription
namestring

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/cam/camsfx.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
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± compat factor

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