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asset⌬ modulemoduleprimary: init.luau·originates fromworld 18898ce3-1…

staging

The moments Lanternwake takes the camera off the player, and every word anybody in it says out loud.

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

staging

The moments Lanternwake takes the camera off the player, and every word anybody in it says out loud.

The beats

Five, all built as cutscene data and played through the cutscene toolbox, all routed through one stage() helper so exactly one is ever on screen and control is handed back on onFinished however the beat ended.

beatfires onwhat it is
lanternwake.openinggameStart, or the phase reaching intro/explore, or 1.6 s into play if nothing else raised the curtainThe coach pulls away, Vane is left on the lane, the lane finds the village in the fog, the frame tilts until St Brannoc's spire is at the top of it, and the camera settles into the gameplay camera's own pose.
lanternwake.the_vicarvicarSpotted, once, and only while it stands between 7 m and 34 m awayThe first time the thing is properly seen.
lanternwake.cryptcryptOpenThe stone moving, craned over from above. It hands straight on to lanternwake.revelation — bands and lines over live gameplay, so a thirty-second confession is not thirty seconds of standing still.
lanternwake.escapethe phase reaching wonThe gate, and the camera pulling up and away from it.
lanternwake.caughtplayerCaught, or the phase reaching caught/lostLow, close and canted, fading to a dark red.

The opening is deliberately not conditional on any other slice: if nothing has started it 1.6 s into play, staging starts it itself.

The voice

Every line lives in LINES with the recording that carries it and that recording's measured length. M.say(key) plays the audio, writes Core.state.subtitle and emits Core.emit("speak", key, text) — so the words reach the screen whether or not the audio does. A line whose clip is missing still appears; it is reported in the log and never deleted.

Dr Aurelia Vane and the Reverend Thackeray are read by two different voices. The Hollow Vicar does not speak.

Clips are cached, generated once, under:

/zero/source/voice/lines/lwv_<key>.soundClip     the spoken script
/zero/source/voice/foley/lwf_<key>.soundClip     the coach, the crypt stone, the drop

The lwv_ / lwf_ prefixes keep them clear of the sound slice's own library, which is keyed on the bare canonical names.

The props

Under the Staging container, all temporary, all rebuilt by build(): stg_coach (the landau, its horse, two lit carriage lamps and a wheel emitter) and stg_signpost (the parish fingerpost Vane is set down beside, its lamp head as dark as every other lamp in the village).

The coach stands at the coach-stop while you author, and drives away down the road during the opening.

Timing

Nothing here uses a bare task.delay. Everything timed runs off a cancellable queue in M.update, tagged by beat, so M.stop() drops the lot and a skipped beat does not leave lines arriving over the next one.

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

ModelAssetLightAudio

voiceClip(key: string) → any

argtypedescription
keystring

foleyClip(key: string) → any

argtypedescription
keystring

stagingMat(name: string) → any

argtypedescription
namestring

after(delay: number, tag: string, fn: () → void

argtypedescription
delaynumber
tagstring
fn(

cancelTag(tag: string) → void

argtypedescription
tagstring

cancelAll( ) → void

voiceSource( ) → any

say(key: string) → boolean

Deliver a line: the recording, the on-screen words, and the canonical `speak` event, in that order. A line whose clip failed to generate still reaches the screen — the words are never in the audio alone.

argtypedescription
keystring

sequence(startAt: number, keys: { string }, gap: number?) → void

Queue a run of lines back to back, each starting when the one before it has finished. Returns the total length so a beat can be cut to it.

argtypedescription
startAtnumber
keys{ string }
gapnumber?

arm(tag: string, schedule: { { number | string } }) → void

Arm a schedule on the queue. The same table feeds `subs` below, so the audio and the on-screen line are cut from one source and cannot drift.

argtypedescription
tagstring
schedule{ { number | string } }

scheduleEnd(schedule: { { number | string } }) → number

argtypedescription
schedule{ { number | string } }

foley(key: string, volume: number?) → void

argtypedescription
keystring
volumenumber?

refreshCoach( ) → void

A scene reload despawns everything this slice spawned and `build()` makes it again, so a proxy held across that boundary names an entity that is no longer there. Re-resolve before touching it.

mat(name: string) → any

The slice's surfaces are authored assets under voice/materials/, so they travel with the world instead of being minted per session.

argtypedescription
namestring

box(name: string, parent: any, pos: { number }, scale: { number }, material: any) → any

argtypedescription
namestring
parentany
pos{ number }
scale{ number }
materialany

buildCoach(P: any) → void

The coach: the generated landau and its horse, two lit side lamps, and an emitter for the wheels. It stands at the coach-stop while you author the scene, and drives away down the road during the opening.

argtypedescription
Pany

buildSignpost(P: any) → void

The parish fingerpost Vane is set down beside: a tarred post, an iron collar, the name plate, and a hooded lamp head that is out like every other lamp in Lanternwake.

argtypedescription
Pany

driveBeat(dt: number) → void

argtypedescription
dtnumber

vicarAnchor( ) → string

A shot anchor that names the Vicar. The name is handed over rather than the proxy: a live proxy is refused by the shot path with "no property/method '1' on entity", and the name resolves on the frame it is drawn, which is what makes the shot track the walk.

playerPoint( ) → void

stage(name: string, def: any, onDone: (() → void

Every beat routes through here so exactly one is ever on screen, the letterbox and fade are consistent, and control is handed back on finish however the cutscene ended.

argtypedescription
namestring
defany
onDone((

beatOpening( ) → void

The coach pulls away and leaves Vane on the lane; the lane finds the village in the fog; the frame tilts until St Brannoc's spire is at the top of it; and the camera settles into exactly the pose the gameplay camera holds, so the handover is a cut you do not see.

beatVicar( ) → void

beatCrypt( ) → void

beatEscape( ) → void

beatCaught( ) → void

replay(which: string) → void

argtypedescription
whichstring

doReplay(which: string) → void

argtypedescription
whichstring

build( ) → void

start( ) → void

wire( ) → void

Listening happens in build(), not in start(): Core clears the bus right before it builds, and a scene reloaded while play is already running runs build() without running start() again.

update(dt: number) → void

argtypedescription
dtnumber

stop( ) → void

⌬ Types
Line = { who: string, text: string, secs: number }

Sub-parts

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# 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.
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backing path · game/staging.module

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