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asset⌬ componentcomponentprimary: init.luau·originates fromworld ef9119eb-c…

Soundscape

The sound of the forest floor. Mounted once, on `mount_sound`.

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

Soundscape

The sound of the forest floor. Mounted once, on mount_sound.

Runs the ambience bed, the music deck, the mix, the shared one-shot library and the narrator, and publishes the sound surface every other slice reaches sound through.

It only ever resolves clips. Every sound was baked at author time by game.sound.bake into clips/; this component synthesises nothing and calls no generation service, so a player's machine does no DSP and reaches no network.

What it runs

  • Two beds at once. fl_bed_night and fl_bed_dawn both play for the whole session; only their levels move, mixed against FL.light(), so the insects thin into the dawn chorus without either stream re-cueing.
  • One music deck. fl_title under the menus and the opening beat, fl_score from the moment the light passes scoreLight. The level goes to nothing before the clip is swapped and comes back up on the new one.
  • The one-shot library, wired to the FL event bus: boom, call, answered, failance, flurry, step, seen, caught, roost. A slice that emits one of those gets its sound without asking. Two hosts serve them — one flat, one spatial for a shot that carries a world position.
  • Four mixer channels — ambient, music, sfx, voice — held at deliberately unequal levels, with a duck under every spoken line.
  • The narrator, from game.sound.lines, with the spoken words drawn as a caption at the foot of the frame, laid out from the live ui.screenSize().

The surface it publishes — FL.get("sound")

play(name, opts?) · duck(seconds, depth?) · say(lineId) -> text · text(lineId) · speaking() · captions(on) · mix()

opts on play takes volume, pitch and position. It also emits narration on the FL bus as { id, text, seconds }, so a slice that would rather draw the spoken words itself calls captions(false) and listens.

Fields

ambientVolume, musicVolume, sfxVolume, voiceVolume set the four channel levels; scoreLight is the light reading at which the score enters; drawCaptions turns the built-in caption off for a slice taking it over.

Consumed by

Everything. screens for its interface answers, tawpy, dawn, hero and staging through the events they already emit.

Interface

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

conforms to

zero/source-extract/v2

Soundscape — the sound of the forest floor. Mounted once on `mount_sound`. Owns the ambience bed, the score, the mix, the shared one-shot library and the narrator. Every clip was baked at author time by `game.sound.bake`; nothing here synthesises a sample or calls a generation service, so a player's machine does no DSP and reaches no network. Publishes `sound` (see /source/design/spec.md): play(name, opts?) one of the shared clips — ui_move, ui_confirm, ui_back, call, answer, failance, seen, caught, roost, step, flurry, boom. `opts` takes `volume`, `pitch` and `position` (a world point, heard from where the listener stands). duck(seconds, depth?) hold the bed and the score down for a moment. say(lineId) speak a narrator line and return its written text. text(lineId) that text without speaking. speaking() the line being spoken now: { id, text, remaining }. captions(on) hand the on-screen text of spoken lines to another slice (screens) instead of drawing it here. mix() the levels the mixer is running at. The bed, the score and the voice each get their own `Audio` source under one root this component owns; the one-shots go through two shared sources, one flat and one spatial, so a call from the west edge of the lane is heard from the west.

Audio

resolveClips( ) → Clips

resolveVoices( ) → Clips

root( ) → any

Sources.

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

argtypedescription
namestring
fields{ [string]: any }

applyMix( ) → void

The mix. Four channels, each turned down by the duck while a line is being spoken, so the narrator is heard over the forest rather than at it.

playClip(name: string, opts: { [string]: any }?) → void

argtypedescription
namestring
opts{ [string]: any }?

drainPending( ) → void

say(id: string) → string

The narrator.

argtypedescription
idstring

sayOnce(id: string) → void

Say a line the first time its moment comes and never again in the run.

argtypedescription
idstring

captionTree(text: string) → any

The caption. Spoken words are on screen as well as in the air: it is what carries a line to a muted player, through a noisy room, and past a generation that failed. Laid out from the live screen, so it reads on a tall phone and on a television.

argtypedescription
textstring

refreshCaption( ) → void

positionOf(payload: any) → any

Lifecycle.

argtypedescription
payloadany

awake( ) → void

on(name: string, fn: (any) → void

argtypedescription
namestring
fn(any

play(name: string, opts: { [string]: any }?) → void

argtypedescription
namestring
opts{ [string]: any }?

duck(seconds: number, depth: number?) → void

argtypedescription
secondsnumber
depthnumber?

text(id: string) → void

argtypedescription
idstring

speaking( ) → void

captions(on: boolean) → void

argtypedescription
onboolean

mix( ) → void

onDestroy( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

Sub-parts

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

111items
·
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).
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▣
module · born here
❒asset
# fl <!-- 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
·
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
# lines The narrator of *First Light: Goura*, written down. ```luau local Lines = require("game.sound.lines") ``` Nine entries, one per spoken line: the words, the `.soundClip` they were read into, roughly how long the read runs, and how far the mix ducks under it. **The words are the durable half.** A line's audio is generated once by `game.sound.bake` and cached; the TEXT lives here, ships with the world, and is what `sound.say(id)` returns and what the caption draws. A line whose generation failed, or that a muted player never hears, is still said. ## The script `open` and `begin` set the night up at the title and over the opening beat. `first_call`, `first_failance` and `first_seen` fire once each, the first time the game does that thing to you. `won`, `lost_caught`, `lost_failance` and `lost_light` close the run, one per way it can end. One reading voice, because `audio_gen`'s `speech` operation declares `text` and nothing else — there is no speaker to pick. The lines are separated by what they say, not by a voice picker that does not exist. ## API `Lines.all` (the ordered list), `Lines.byId(id)`, `Lines.text(id)`. ## Consumed by `Soundscape` (which speaks them and captions them) and `game.sound.bake` (which generates and caches the reads). Any slice wanting the words without the audio reads them through `FL.get("sound").text(id)`.
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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
·
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
·
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
·
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 · game/sound/Soundscape.component

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.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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