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asset⌬ modulemoduleprimary: init.luau·originates fromworld cdb1d8f5-d…

voicebank

Lieutenant Oyelaran, cached. The twenty-four lines in `game.shared` LINES are generated ONCE through `audio_gen speech`, treated so they read as a voice on a field net, and filed as `/zero/source/audio/voice/<id>.soundClip`.

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

audio.voicebank

Lieutenant Oyelaran, cached. The twenty-four lines in game.shared LINES are generated ONCE through audio_gen speech, treated so they read as a voice on a field net, and filed as /zero/source/audio/voice/<id>.soundClip.

-- 1. the raw reads, from an execute (2 credits a line)
--    /zero/source/tmp/sound/genvoice.luau
-- 2. the cached assets
require("audio.voicebank").bake()

The treatment is the whole difference between an adjutant standing next to you and an adjutant on the radio: banded 240 Hz - 5.2 kHz, a presence lift at 2.6 kHz so orders stay legible over massed rifle fire, a little drive, and the channel left slightly open under her.

fallback(text, sampleRate) is what a line gets when its raw read is missing: a transmission of the right length with no words in it, so a failed generation costs the line its VOICE and never its BEAT. The words are in K.LINES and reach the screen either way.

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

netTreatment(b: buffer, n: number, sr: number) → void

What separates an adjutant standing next to you from an adjutant on the radio: the band she arrives in, and the fact that the channel is always slightly open.

argtypedescription
bbuffer
nnumber
srnumber

fallback(text: string, sr: number) → void

A transmission of the right length with no words in it. It exists so a failed generation costs the line its VOICE, never its BEAT: the subtitle still carries what was said.

argtypedescription
textstring
srnumber

squelch(t0: number, up: boolean) → void

the channel opening and closing

argtypedescription
t0number
upboolean

fromRaw(id: string) → void

Turn one generated mp3 into the line's clip. Returns nil when there is no raw file to work from, so the caller can fall back.

argtypedescription
idstring

bakeOne(id: string) → LineReport

argtypedescription
idstring

bake(ids: { string }?) → void

argtypedescription
ids{ string }?
⌬ Types
LineReport = { ok: boolean, id: string, line: string, generated: boolean }

Sub-parts

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

11items
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module · born here
❒asset
# game.shared KESSREL LINE's one shared surface: the game's constants (world frame, palette, fonts, unit kinds and index ranges, regiments, stances, abilities, waves), the event bus every slice talks over, the `battle` state the sim writes and everyone reads, the `audio` and `screens` contracts other slices bind, and the spoken lines with their text. ```lua local K = require("game.shared") K.on("battle.wave", function(p) print(p.wave) end) K.emit("cmd.move", { ids = { 1, 2 }, x = 0, z = 40 }) K.say("wave_1") ``` The design spec at `/zero/source/design/spec.md` says which slice owns which part of it. Nothing here writes a unit, a screen or a sound; it is the place they agree.
▲ 0↑ born
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module · born here
❒asset
# audio.dsp The arithmetic every sound in KESSREL LINE is made of: oscillators (sine, triangle, a reedy partial stack), white noise, one-pole and state-variable filters, soft clipping, normalisation, a Schroeder reverb for the canyon and a single hard slapback off its wall, the two loop-seam tools a bed is written with, and `bake`, which encodes raw interleaved f32 PCM into a `.soundClip`. Pure CPU: no network, no credit, no service. `audio.bank` and `audio.voicebank` are its only consumers. ```lua local D = require("audio.dsp") local n = 48000 // 2 local b = D.mk(n) D.noise(b, n, 48000, D.env(1.0, 0.002, 26)) D.svf(b, n, 48000, 2400, 1.4, "band") D.reverb(b, n, 48000, 0.3, 0.85) D.normalise(b, n, 0.9) D.bake("a_crack", "audio/clips", b, n, 48000, 1, false) ``` A clip that loops is baked with `loop = true`, which stores it as `codec = "pcm"` and measures `audio.loopSeam` on the payload. `bedBuffer`, `wrapFold` and `cyc` are what make that seam survive: a bed is rendered longer than it plays and folded back over itself, and its tonal layers sit on frequencies that complete a whole number of cycles across the loop. `bake` returns a report rather than raising, so a whole bank bakes and says what failed instead of stopping at the first one. The generator and filter shapes follow `game.vendor.synth` (RED DOT RISING, ZeroMind `d145323d`), re-exported here as a toolkit rather than a fixed bank.
▲ 0↑ born
backing path · audio/voicebank.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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performance—
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agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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