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Score

Boot mounts this on the scene's `score` anchor. It is the only thing in the game that plays music, air, the field kit, the acts on the hill, and the Almanac's voice. It **listens** — no other slice calls into it, and it calls into no other slice.

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

Score — the sound of FIRST LIGHT: RESOWN

Boot mounts this on the scene's score anchor. It is the only thing in the game that plays music, air, the field kit, the acts on the hill, and the Almanac's voice. It listens — no other slice calls into it, and it calls into no other slice.

What it plays

layerclipwhen
scorebed_night / bed_firstlight / bed_day / bed_duskcrossfaded on phase, 2.6 s
airamb_valleyalways, louder at night and dusk
threatamb_threatlevel tracks FL.state.shrineThreat, silent at 0
beambeam_humheld for exactly as long as beam(true) lasts
field kitui_move ui_confirm ui_back ui_open ui_closethe ui event
the hillsow harvest harvest_leavened burn plate_ring zyme_wellsow / harvest / burn / beam / a new night
dawndawn_chime, then a bird every 7–20 sfirst light and day
the endsting_won / sting_lostwon / lost

Events it answers

start · screen · phase · burn · sow · harvest · beam · shrineThreat · won · lost · ui.

It also re-reads FL.state.phase, .screen and .shrineThreat every frame, so a change the rules slice makes without emitting is still heard. Whichever arrives first wins; the second is a no-op.

Events it emits

  • caption (speaker, text, seconds) — every time the Almanac speaks, whether or not there is audio behind it. The presentation slice prints it.
  • voiceMissing (lineId) — only when that line's .soundClip is absent. The caption still fires, so the words are never lost.

The Almanac

Six lines, one voice, generated once through audio_gen.speech and cached as .soundClips in ../voice/. They are spoken on the title, the first night, the first first-light, the first leavened harvest, the win and the loss — each exactly once per run (screen == "title" clears the record). A line that has already been said is never said again, so a phase that repeats does not repeat the narration.

The mix

Loudest first: the Almanac (and it ducks everything else by 58% while it speaks), then the burn and the beam, then the hill answering the Facer, then the score, then the valley under all of it, and the field kit quietest so a menu never argues with the hillside. The channel levels are set once in build() from Bank.CHANNELS; per-clip levels live in Bank.LEVEL.

Fields

fielddefaultmeaning
master1.0the whole mix, in one number
crossfade2.6seconds a bed takes to hand over
soundOntrueoff entirely, without unmounting

Play only

Every emitter is built on the first update, which is play-only, and torn down in editorUpdate and onDestroy. An editor session stays silent.

Rebuilding the bank

Every clip is arithmetic (../synth.module) baked by ../bake.module. Run the bake from an execute, never from a component:

local B = require("game.sound.bake")
B.bakeBed("night") ; B.bakeBed("firstlight") ; B.bakeBed("day") ; B.bakeBed("dusk")
B.bakeAir()
B.bakeShots("ui") ; B.bakeShots("act") ; B.bakeShots("birds") ; B.bakeShots("stings")
B.report()   -- audio.info on every clip: duration, channels, codec

The noise is a seeded LCG, so a re-bake is byte-identical.

amb_zyme is baked and unused here — it is the ferment's own spatial bed, left in the bank for the zyme slice to place near a bloom.

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

Audio

mk(name: string, clipName: string, channel: string, sourceType: string, looping: boolean) → any

argtypedescription
namestring
clipNamestring
channelstring
sourceTypestring
loopingboolean

vol(c: any, v: number) → void

argtypedescription
cany
vnumber

shot(name: string, gain: number?, spread: number?) → void

Fire a one-shot through the shared host, with a little pitch variation so the same sound twice running is not the same sound twice running.

argtypedescription
namestring
gainnumber?
spreadnumber?

setBed(name: string?) → void

argtypedescription
namestring?

say(id: string) → void

argtypedescription
idstring

onPhase(p: string, day: number?) → void

argtypedescription
pstring
daynumber?

onScreen(s: string) → void

argtypedescription
sstring

wire( ) → void

sub(name: string, fn: (...any) → void

argtypedescription
namestring
fn(...any

build( ) → void

awake( ) → void

onDestroy( ) → void

approach(cur: number, target: number, dt: number, seconds: number) → number

argtypedescription
curnumber
targetnumber
dtnumber
secondsnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(_dt: number) → void

argtypedescription
_dtnumber

Sub-parts

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Showing up to 3 levels deep. Open a part to see what it holds further down.

11+items
▣
module · born here
❒asset
# bank — every sound by name, with the level it is heard at `Bank.clip(name)` answers a `.soundClip` ref or `nil`. A name with no clip behind it is a hole in the mix, warned once and then silent — never an error that takes a frame down with it. ```lua local Bank = require("game.sound.bank") Bank.clip("plate_ring") -- an AssetRef, or nil Bank.LEVEL.burn -- how loud that one is meant to be Bank.BED_FOR.firstlight -- "bed_firstlight" Bank.VOICE.firstlight.text -- the words, for the caption ``` Each identity is a **string literal in its own resolver**. That is the form the asset-reference checker can read; a concatenated identity publishes as an unresolvable edge and `world.push` refuses the whole world for it. ## The names | group | names | |---|---| | score | `bed_night` `bed_firstlight` `bed_day` `bed_dusk` | | air | `amb_valley` `amb_threat` `amb_zyme` `beam_hum` | | field kit | `ui_move` `ui_confirm` `ui_back` `ui_open` `ui_close` | | the hill | `sow` `harvest` `harvest_leavened` `burn` `plate_ring` `zyme_well` | | dawn | `bird_a` `bird_b` `bird_c` `dawn_chime` | | the end | `sting_won` `sting_lost` | | the Almanac | `almanac_title` `almanac_firstnight` `almanac_firstlight` `almanac_leavened` `almanac_won` `almanac_lost` | `Bank.CHANNELS` is the mixer's four channels — `music`, `ambient`, `sfx`, `voice` — and their levels. `Bank.LEVEL` is the per-clip level under them. Nothing sits at the same level as anything else. ## The Almanac's script `Bank.VOICE` holds all six lines: the id, the clip name, **the written text**, and how long the read runs. The text ships with every line on purpose — it is what the HUD prints, and it is the difference between a lost line and a quiet one when a player is muted, in a noisy room, or a generation failed.
▲ 0↑ born
▣
module · born here
❒asset
# FL The shared constants, geometry and contracts of *First Light: Resown*. Every slice of the game requires this and nothing else of each other. - **Hillside geometry** — `COLS x ROWS` plots on terraces that run down the hill along +Z; `plotCenter`, `pathCenter`, `rowZ`, `groundY`, `floorAt`, `rowAtZ`, `colAtX`, `shrineCenter`. - **The day** — `PHASES`, `PHASE_LEN`, `CYCLE`, `DAWNS_TO_WIN`, `sunHeightFor(phase, t)`. - **Shared state** — `FL.state` (screen, phase, plots, seeds, score, shrine threat, sun height); the rules slice writes it, everyone reads it. - **Events** — `FL.events.on / emit / clear`, with the event names every slice agrees on listed in the source. - **The look** — `PALETTE`, and `sz(fraction)` / `isPortrait()` for UI sizes proportional to the live screen. Consumed by every component and module under `/zero/source/game/`.
▲ 0↑ born
backing path · game/sound/Score.component

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