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asset⌬ modulemoduleprimary: init.luau·originates fromworld 0b2898a0-1…

clips

The fen's clip library, and the bake that makes it. Every sound the game plays that is not a spoken line is declared here and baked into a `.soundClip` under `/source/audio/`.

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

sound.clips

The fen's clip library, and the bake that makes it. Every sound the game plays that is not a spoken line is declared here and baked into a .soundClip under /source/audio/.

Clips.ref(name) is how the rest of the game reaches one. It answers nil for a clip that was never baked, which is a real answer — a slice that plays a sound the library does not carry should be quiet, not broken.

The library

The score — bed_fen (the fen at rest), bed_press (the same drone with the tide in it), bed_lament (one reed pipe, for the title and both endings), bed_crest (played once, when the water goes over the deck).

The place — amb_air (wind through the reed beds with the far birds under it), amb_water (brackish water against the posts, which comes up with the tide).

What the world does — sfx_gate, sfx_splash, sfx_creak, sfx_swell.

What the score does — answer_right, answer_wrong, tide_notch, yowe_toll, hail_lean, gate_give, phase_won, phase_lost.

The interface — ui_click, ui_hover, ui_back, ui_page.

How each kind is encoded, and why

kindcodecbecause
bed — the score and the ambiencepcmthese loop, and an Opus clip loses its first few milliseconds on decode ([#8873]) — a step in the waveform, which is a click, every cycle
one-shot — a gate, a splash, a tollopusno seam to keep, and the file is a twentieth of the size
transient — a click, a page turnpcmthe whole sound is its attack; losing five milliseconds off the front is losing the sound

Compression goes in asset.create's settings. Creating a clip and calling setSettings afterwards re-encodes the PCM through Opus and undoes the choice ([#8872]), so it is never done that way here. Loop points are stored and never read ([#8874]), so the beds are authored seamless end to end and looped with the Audio component's own looping field.

The bake

Clips.bake { only, force } is idempotent — a clip already on disk is skipped, so a re-run costs no credit and re-encodes nothing. A bed decodes and resamples tens of megabytes of samples, so pass only and work through the library in batches.

Beds are cut with Synth.bestLoop and refused above a seam ratio of 3, so a clicking loop cannot be written by accident. A bed is levelled by its RMS rather than its peak: a generated water take is a handful of splashes over near-silence, and peak-normalising it leaves a bed nobody can hear.

Clips.SOURCES records what audio_gen was asked for, so a bake on a machine that never had /source/generated can regenerate the source rather than failing — and a source already on disk is never re-bought.

Clips.verify() reads every baked payload's header back off disk. A duration of zero, one frame, or the wrong channel count is exactly the failure that otherwise ships silently, so this is the proof, not the bake's own return.

[#8872]: an asset's compression settings must be set at creation [#8873]: an Opus clip loses its head on decode [#8874]: a clip's loop points are stored and never read

Interface

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

conforms to

zero/source-extract/v2

sound.clips — the fen's clip library, and the bake that makes it. Every sound the game plays that is not a spoken line is declared here and baked into a `.soundClip` under `/source/audio/`. The bake is idempotent: a clip that already exists is left alone unless `force` says otherwise, so it can be re-run after a hot reload without re-spending a credit or re-encoding eleven megabytes. Three kinds of clip, and the kind decides how it is encoded: * BED — the score and the ambience. These LOOP, and a loop encoded as Opus loses its first few milliseconds on decode (#8873), which is a step in the waveform, which is a click, every cycle. So a bed is cut from generated material with `Synth.loopSeam` and stored as `pcm`. `#8874` means a loop POINT would do nothing anyway — the `Audio` component's `looping` field is what loops these, end to end. * ONE-SHOT — a gate, a splash, a toll. No seam, so Opus is fine and the file is a twentieth of the size. * TRANSIENT — a UI click, a page turn. The whole sound is its attack, so losing five milliseconds off the front is losing the sound. `pcm`, and they are tiny anyway. Compression is passed to `asset.create` in `settings`. Creating a clip and calling `setSettings` afterwards re-encodes the PCM THROUGH Opus and undoes the choice (#8872), so it is never done that way here.

transient(seconds: number) → void

Each returns (buffer, sampleRate). These never fail for credit or network reasons, which is why every sound the interface depends on is one of them.

argtypedescription
secondsnumber

oneshot(seconds: number) → void

argtypedescription
secondsnumber

ui_hover( ) → void

A wet tap on tensioned skin: the pointer moving over a choice.

ui_click( ) → void

The choice taken: a harder tap with a wooden body under it.

ui_back( ) → void

Going back: the same wood, pitched down and softer.

amp(t: ?) → void

argtypedescription
t?

ui_page( ) → void

A leaf of the phrasebook turning.

answer_right( ) → void

Struck bronze, two notes a fifth apart, the second answering the first: the bird heard you and the word was right.

bell(at: number, f: number, amp: number, tau: number) → void

argtypedescription
atnumber
fnumber
ampnumber
taunumber

amp(t: ?) → void

argtypedescription
t?

answer_wrong( ) → void

Wet wood struck badly. A minor second held under it, which is the sound of two things that do not agree.

tide_notch( ) → void

The water finds another inch. A sub swell under a rush of air.

amp(t: ?) → void

argtypedescription
t?

yowe_toll( ) → void

A yowe gone. A muffled bell with the brightness taken out of it, which is a toll rather than a chime.

amp(t: ?) → void

argtypedescription
t?

hail_lean( ) → void

A hernsew has turned its head to you. Not the bird's own voice — that belongs to the birds — but the score noticing: everything drops away and one low string leans in.

amp(t: ?) → void

argtypedescription
t?

amp(t: ?) → void

argtypedescription
t?

gate_give( ) → void

The way opens. Timber giving, then air.

amp(t: ?) → void

argtypedescription
t?

phase_won( ) → void

The Fold. An open fifth widening upward and staying open.

phase_lost( ) → void

The water wins. The same fifth, sunk a semitone and closed off.

amp(t: ?) → void

argtypedescription
t?

bed_fen( ) → void

bed_press( ) → void

bed_lament( ) → void

bed_crest( ) → void

amb_air( ) → void

amb_water( ) → void

sfx_gate( ) → void

sfx_splash( ) → void

sfx_creak( ) → void

sfx_swell( ) → void

answer_right( ) → void

answer_wrong( ) → void

tide_notch( ) → void

yowe_toll( ) → void

hail_lean( ) → void

gate_give( ) → void

phase_won( ) → void

phase_lost( ) → void

ui_click( ) → void

ui_hover( ) → void

ui_back( ) → void

ui_page( ) → void

names( ) → void

Every clip name, sorted, so a caller can walk the library in one order.

identity(name: string) → string

The asset identity a clip is filed under.

argtypedescription
namestring

exists(name: string) → boolean

Whether the clip has been baked into this world.

argtypedescription
namestring

ref(name: string) → any

The clip's ref, or nil when it has not been baked. Nil is a real answer: a slice that plays a sound the library does not carry should be quiet, not an error, so the game is never taken down by a missing noise.

argtypedescription
namestring

readSourceMono(key: string) → void

argtypedescription
keystring

regenerate(key: string) → void

Regenerate one declared source through `audio_gen`. Returns the handle id; the caller polls `services.status`. Only reached when the container is missing — a source already on disk is never re-bought.

argtypedescription
keystring

bakeOne(name: string, force: boolean) → BakeResult

argtypedescription
namestring
forceboolean

bake(opts: BakeOpts?) → void

Bake the library. Idempotent: a clip already on disk is skipped unless `force`. Baking a bed decodes and resamples tens of megabytes of samples, so pass `only` and work through the library in batches rather than asking one call to do all of it.

argtypedescription
optsBakeOpts?

verify(only: { string }?) → void

Read every baked clip's ZAUD header back off disk and say what it holds. A duration of zero, one frame, or the wrong channel count is exactly the failure that otherwise ships silently, so this is the proof, not the bake's own return value.

argtypedescription
only{ string }?
⌬ Types
Source = {ClipSpec = {BakeResult = {BakeOpts = {Verified = {
⌬ Metadata
descriptionThe fen's clip library and the idempotent bake that makes it — the score, the ambience, the world one-shots and the interface answers, each encoded for the failure it has to survive.

Sub-parts

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

95items
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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
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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).
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▣
module · born here
❒asset
# sound.synth The DSP bench the fen's audio is cut on. Mono f32 `buffer`s in, mono f32 `buffer`s out — the shape `audio.encodePcm` and `audio.decode` both speak. Nothing here touches an asset, an entity or the mixer. Two jobs. ## Synthesis An envelope over a waveform. `osc`, `noise`, `lowpass`, `highpass`, `bandpass`, `ad`, `decay`, `gain`, `normalize`, `saturate`, `removeDc`, `fadeIn`, `fadeOut`, `blend`. Every UI answer, the toll on a lost yowe and the swell under a tide step is made of these. It costs nothing and it never fails for credit or network reasons, which is why the sounds the interface depends on are all made this way. `rng(seed)` is deterministic, so a bake is the same every time it runs — a clip that differs between two machines is a clip whose checksum differs for no reason anybody can see. ## Seaming a loop A generated music track ends where it ends. Looping it puts a step in the waveform, and a step in a waveform is a click, every cycle. `loopSeam(src, sr, loopSeconds, crossSeconds, start?)` folds the material that *follows* the loop point back over the head under an equal-power crossfade. The output's last sample is the source's, and its first is what the source itself played next — so the join is a join the source already made. `bestLoop(...)` tries several offsets and keeps the quietest join, because a loop point that lands on a drum hit reproduces that hit every cycle in a place it does not belong, and which offset that happens at is a property of the material rather than something a caller can know. `seam(b, sr)` measures it. The honest question is not "is the step zero" — no real signal has that — but "is the step bigger than the steps the material makes anyway", and `ratio` answers it in one number. Measured on this game's beds, cutting 22 seconds out of a 45-second generated score: | | seam ratio | |---|---| | a plain cut | **39.1** — an audible click every cycle | | `loopSeam` at the same offset | **1.29** | | `bestLoop` across ten offsets | **0.12** | Everything the game loops is baked through `bestLoop` and refused above a ratio of 3. ## Rate and channels `resample` (low-passes first when coming down, so nothing folds back into the band as a whistle), `monoFromPcm`, `decodeMono`. ## Measurement `stats(b, sr)` — peak, rms, dc, frames, seconds. An `rms` of zero is the failure that otherwise ships silently: a clip that decodes, reports a duration, and is silence.
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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
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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
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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
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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
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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
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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
backing path · sound/clips.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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+ quality × 0.35
+ performance × 0.25
± compat factor

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