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asset⌬ modulemoduleprimary: init.luau·originates fromworld e7e3be23-3…

sound

Everything SENGOKU TRANCE makes a noise with. Three psytrance tracks sequenced to the exact BPM each stage declares, the shared one-shot library every other slice reaches for, the crowd bed, the UI kit, and the mix that keeps them out of each other's way.

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

game.sound — the music, the mix and the clip library

Everything SENGOKU TRANCE makes a noise with. Three psytrance tracks sequenced to the exact BPM each stage declares, the shared one-shot library every other slice reaches for, the crowd bed, the UI kit, and the mix that keeps them out of each other's way.

local ST = require("game.core")
local S = ST.need("game.sound") -- nil while this slice is unbuilt; handle it

Exports

callwhat it does
S.startTrack(stageId) -> booleanplay the stage's track and bind ST.clock to it. The one call that starts a duel's music. Returns false when it fell back to the click track.
S.stopTrack()stop the deck and release the clock
S.deck() -> entity?the entity carrying the track's Audio component
S.playing() -> booleanis the deck running right now
S.clip(name) -> AssetRef?one clip from the library, or nil
S.play(name, opts?)fire a one-shot. opts = { volume, pitch, gap }
S.names() -> { string }every name the library answers to
S.setBed(on)raise or lower the crowd, faded
S.duck(seconds, amount?)push the music down for a moment
S.mix()the live levels, plus the ducking multiplier
S.setChannel(channel, level)"music" / "sfx" / "ambient" / "voice"

S.play and S.clip take a library name or an alias, and an unknown name is a quiet no-op — a slice that guesses cannot take the game down.

The library

groupnames
judgementhit_kiwami · hit_shin · hit_ka · miss
holdshold_begin · hold_end
the duelduel_begin · duel_break · duel_win · duel_lose · combo_up · warn
the field kitui_move · ui_select · ui_back · ui_start · ui_tick
the worldtaiko · bell · riser · impact · crowd_roar · shakuhachi

Aliases that resolve to one of the above: hit kiwami shin ka perfect great good kuzure fail click hover confirm select accept back cancel pause start tick metronome cheer crowd roar drum gong flute win lose begin combo danger sweep boom.

ui_tick is the metronome the calibration card should tap against — a 60 ms wooden click with a hard front edge.

What answers on the bus

Nobody has to call anything. These fire on their own:

topicwhat sounds
sfx { name, volume?, pitch? }that clip
note.hit { judgement, combo }the matching judgement, plus combo_up every tenth
note.missmiss
hold.begin / hold.endthe hold pair
duel.beginduel_begin
duel.end { outcome }break / win / lose, a crowd roar on a win, and the deck stops
ui.command { action }the field kit
phase.change { kind = "drop" }the impact
story.line { seconds }ducks the music to 42% for the length of the line

The judgement topics are answered directly as well as through sfx, so a hit sounds whether or not the conductor also emits one; a repeat of the same name inside its gap is dropped, so the two paths cannot flam.

The mix

Nothing sits at the same level as anything else. Master 0.90; a spoken line 1.00, the track 0.68, the crowd 0.30, and the field kit quietest of all, at 0.22–0.30 of the sfx channel, so a menu never argues with the music. Under a story.line the track drops to 42% and walks back up over 1.6 s.

The tracks — the BPM is the contract

The three records are sequenced, not generated: a bank of one-shots stamped onto a grid derived from the bpm in ST.STAGES, section by section, following the psytrance shape that table declares. That is why a chart authored in beats and a track rendered from beats cannot disagree.

stagebpmlengthmeasured
okehazama14296 smean kick offset +3.8 ms, sd 9.5 ms; first half +4.2 ms, second half +3.5 ms
nagashino146108 smean +3.8 ms, sd 9.4 ms; halves +3.81 / +3.78 ms
honnoji150120 smean +3.0 ms, sd 8.2 ms; halves +3.04 / +2.94 ms

Measured by decoding each finished record and finding the loudest sample within ±55 ms of every beat of the grid. The constant few milliseconds is the kick's own attack shape — its peak sits about 4 ms behind its onset — and the two halves agreeing to a third of a millisecond is what says the tempo does not drift.

Each record carries a generated, wholly un-rhythmic atmosphere under it — rain in the gorge, gunsmoke, the temple burning — looped seamlessly, read at two different points for the two sides so the field is decorrelated, and pulled down to a tenth for the drop.

Rebuilding the bank

Everything under /source/audio is rendered by bake.luau. Run it from an execute, never from a component or the scene entrypoint: an asset.create made from either writes to the runtime store instead of /zero/source and the clip does not survive a reload.

execute { file = "/zero/source/game/sound.module/bake.luau",
          args = { what = "library",
                   taikoSrc = "…", fluteSrc = "…", roarSrc = "…", bedSrc = "…" } }

execute { file = "/zero/source/game/sound.module/bake.luau",
          args = { what = "track", stage = "okehazama",
                   taikoSrc = "…", fluteSrc = "…", atmosSrc = "…" } }

The *Src arguments point at generated .soundClip folders and are all optional — a synthesised voice stands in for each one, so a failed generation never leaves the game silent. The noise is a seeded LCG, so a re-bake is byte-identical.

Notes

  • mount() builds one deck, one crowd bed and a ten-slot one-shot pool under ST.anchor("Audio"), and sets the four channel levels. Nothing is synthesised at mount — the bank is on disk.
  • Every clip reference is a static literal: a computed asset.resolve on a gameplay path cannot be statically pinned and breaks when the world is imported elsewhere.
  • The crowd bed is codec = "pcm", because an Opus clip loses its first few milliseconds on decode and a bed that loops would click at the seam. Loop points do nothing on this build, so the bed is authored seamless end to end and looped by the Audio component's own looping field.
  • One-shots are Opus, which keeps the whole library under a megabyte.

Interface

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

conforms to

zero/source-extract/v2

SENGOKU TRANCE — slice: SOUND (music, mix and the clip library) Owned by the sound build agent. Read /source/design/spec.md first. This slice owns: the three psytrance tracks (generated TO the BPMs in `ST.STAGES`, never the other way round), the shared `.soundClip` library every other slice reaches for, the UI sounds, the hit sounds, the crowd bed, and the mix. It exposes the interface every other slice calls: S.startTrack(stageId) -> boolean play the stage's track AND bind the beat clock to the deck. THE ONE CALL THAT STARTS A DUEL'S MUSIC. S.stopTrack() stop it and release the clock S.deck() -> entity? the Audio entity carrying the track S.clip(name) -> AssetRef? a clip from the library, or nil S.play(name, opts?) fire a one-shot from the library Everything it makes is parented under `ST.anchor("Audio")`. The bus topic "sfx" is answered here: `ST.bus.emit("sfx", { name = "hit" })`. NOTHING HERE IS A RECORDING except three generated instrument samples. The whole bank is arithmetic: `bake*` renders f32 PCM in Luau and `asset.create("soundClip", …)` writes it out under /source/audio. A track is sequenced from that bank at the stage's EXACT bpm, so a chart authored in beats and a track rendered from beats cannot disagree. The bake runs from an `execute`, never from mount(): an `asset.create` made from a component or a scene entrypoint writes to the runtime store instead of /zero/source and would not survive a reload.

Audio

alive(e: any) → boolean

A cached entity proxy raises once its entity is gone, and the rig lives as long as the module does — longer than any one scene load. Everything that touches the rig asks this first. `exists` is on the entity NAMESPACE, never on the proxy.

argtypedescription
eany

st_hit_kiwami( ) → void

st_hit_shin( ) → void

st_hit_ka( ) → void

st_miss( ) → void

st_hold_begin( ) → void

st_hold_end( ) → void

st_duel_begin( ) → void

st_duel_break( ) → void

st_duel_win( ) → void

st_duel_lose( ) → void

st_combo_up( ) → void

st_warn( ) → void

st_ui_move( ) → void

st_ui_select( ) → void

st_ui_back( ) → void

st_ui_start( ) → void

st_ui_tick( ) → void

st_taiko( ) → void

st_bell( ) → void

st_riser( ) → void

st_impact( ) → void

st_crowd_roar( ) → void

st_shakuhachi( ) → void

st_crowd_bed( ) → void

st_track_okehazama( ) → void

st_track_nagashino( ) → void

st_track_honnoji( ) → void

grab(id: string) → any

argtypedescription
idstring

clip(name: string) → any

A clip from the shared library by its short name, or nil when it has not been baked.

argtypedescription
namestringA library name ("hit_kiwami", "ui_select", "crowd_roar", …) or one of the aliases.

examples

local c = S.clip("hit_kiwami")

names( ) →

Every name the library answers to, sorted. What a slice may ask for.

examples

for _, n in ipairs(S.names()) do print(n) end

makePool(root: any) → void

5. ONE-SHOTS A round-robin pool of bare bodies. A one-shot re-points a slot's clip and restarts it, which is the path proven on this build; ten slots is enough that a stream of sixteenths never cuts a crash short.

argtypedescription
rootany

play(name: string, opts: any?) → void

Fire a one-shot from the library. Unknown names are a quiet no-op.

argtypedescription
namestringA library name or alias.
optsany?Optional { volume = number, pitch = number, gap = number } — `gap` is the minimum seconds before the same name may retrigger.

examples

S.play("hit_kiwami", { pitch = 1.04 })

deck( ) → any

The entity carrying the track's Audio component, or nil before mount.

examples

local d = S.deck()

startTrack(stageId: string) → boolean

Play a stage's track and BIND THE BEAT CLOCK TO IT. The one call that starts a duel's music.

argtypedescription
stageIdstring"okehazama" / "nagashino" / "honnoji".

examples

S.startTrack("okehazama")

stopTrack( ) → void

Stop the track and release the beat clock.

examples

S.stopTrack()

playing( ) → boolean

Is a track sounding right now?

examples

if S.playing() then … end

setBed(on: boolean) → void

Raise or lower the crowd bed. It fades rather than cutting.

argtypedescription
onbooleanWhether the crowd should be up.

examples

S.setBed(true)

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

Push the music down for a moment — under a spoken line, under an end card.

argtypedescription
secondsnumberHow long to hold it down.
amountnumber?The multiplier to hold it at (0.42 by default).

examples

S.duck(3.2, 0.4)

mix( ) → any

The live mix levels, for a settings screen or a diagnostic readout.

examples

print(S.mix().music)

setChannel(channel: string, level: number) → void

Set one mixer channel's level — "music", "sfx", "ambient", "voice".

argtypedescription
channelstringThe channel name.
levelnumber0..1.

examples

S.setChannel("music", 0.4)

mount( ) → void

Called once when the scene loads. Build the decks and wire the bus.

examples

M.mount()

tick(dt: number, songTime: number) → void

Called once a frame after the beat clock has advanced. Duck, swell, crossfade.

argtypedescription
dtnumberSeconds since the previous frame.
songTimenumberSeconds into the track — the authoritative time.

examples

M.tick(0.016, 12.4)

unmount( ) → void

Called once when the scene unloads. Stop everything sounding.

examples

M.unmount()

quiet(what: string, fn: () → void

argtypedescription
whatstring
fn(

Sub-parts

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

116items
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module · born here
❒asset
# game.core — the shared contract of SENGOKU TRANCE Everything every slice of the game agrees on. The screen shape, the rules, the three duels, the **beat clock**, the event bus, the shared state, and the scene anchors. ```luau local ST = require("game.core") ``` A bare dotted identity in the world root. `@world::game.core` does not resolve. ## Exports - `ST.VIEW` — the screen is **1080 x 1440, 3:4 portrait**, and `VIEW.band` divides it into stage / highway / hud strips. Lay out inside your band. - `ST.WORLD` — the metres: lane positions, the receptor plane, where the stage is, where each duellist stands, and the fixed gameplay camera. - `ST.RULES` — judgement windows, damage, scoring, keys, and the measured latency constants. - `ST.PALETTE` / `ST.LANE_COLOR` — the blacklight-ukiyo-e colours. Draw from these so the three duels read as one game. - `ST.STAGES` / `ST.stage(id)` — the three duels, each with a **fixed BPM** and a psytrance section map. - `ST.clock` — the beat clock. `songTime()`, `beat()`, `beatPhase()`, `beatToTime(beat)`. - `ST.bus` — `on(topic, fn) -> off`, `emit(topic, payload)`, `clear()`. `ST.TOPICS` lists the contract topics. - `ST.state` — the live duel numbers. The conductor writes; everyone reads. - `ST.anchor(name)` / `ST.clearAnchor(name)` — where a slice hangs its entities. **No slice edits the scene file.** - `ST.provide(id, api)` / `ST.need(id)` — the slice registry. - `ST.lerp`, `ST.clamp`, `ST.color`, `ST.accuracy`, `ST.meanOffset`, `ST.phaseAt`, `ST.resetDuel`. ## The beat clock — measured, not assumed The engine **does** report playback position: `audio.voice(id).positionSeconds`. Measured on this build, over 90 consecutive frames: | quantity | measured | |---|---| | distinct positions in 90 frames | 90 — it advances every frame | | quantum | **11.6 ms** (steps are exact multiples of 11604 us) | | frame time | **21.7 ms** — the audio clock is finer than the frame | | lag behind a wall clock started at `:play()` | **20-23 ms**, steady | | drift over the window | none measurable | So the clock is **driven by the engine**, not free-running. But an 11.6 ms quantum read on a 21.7 ms frame makes notes judder, so `ST.clock` runs a hybrid: it free-runs on the wall clock between raw samples and re-locks to every fresh one (nudging 18% a frame, snapping past 80 ms of error). Read `songTime()` and never `audio.voice()` directly. `ST.clock.tick(now)` is called once a frame by the scene entrypoint. **A slice never calls it.** ## Latency, and what we do about it Input is sampled once a frame, so timing resolution can never beat ±11 ms. The windows are sized for that: KIWAMI ±45 ms, SHIN ±90 ms, KA ±140 ms. The residual output latency is measured **from the player** by the calibration step, which writes `ST.RULES.calibrationSeconds`; the conductor keeps a running mean offset (`ST.meanOffset()`) so a systematic bias is visible in data rather than guessed at. ## Notes - The three tracks are generated **to** the BPM in `ST.STAGES`, never the other way round. A chart is authored in **beats**; `ST.clock.beatToTime` resolves it. That is why a chart can never disagree with its track. - `ST.need(id)` returns nil for a slice that is not built yet. **Always handle nil** — that is what lets the slices build in parallel.
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soundclip · born here
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# 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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soundclip · born here
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# 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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soundclip · born here
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# 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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soundclip · born here
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# 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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soundclip · born here
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# 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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soundclip · born here
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# 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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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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soundclip · born here
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# 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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soundclip · born here
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# 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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soundclip · born here
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# 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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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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soundclip · born here
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# 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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soundclip · born here
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# 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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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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soundclip · born here
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# 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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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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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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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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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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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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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
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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
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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
backing path · game/sound.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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