Soundscape
Everything KESSREL LINE is heard through. The scene entrypoint mounts it on `mount_audio` in edit and in play; nothing else needs to touch it, and nothing else in the game touches an `Audio` component.
audio.Soundscape
Everything KESSREL LINE is heard through. The scene entrypoint mounts it on
mount_audio in edit and in play; nothing else needs to touch it, and nothing
else in the game touches an Audio component.
It binds K.audio at awake — play(id, opts), say(lineId), music(state) —
and answers every event on the bus with sound. Read /zero/source/audio/README.md
for the whole soundscape; what follows is the surface.
What it spawns
All temporary, all under the mount, so none of it is ever written into the
scene: two music decks, the wind, the Maw, the two combat beds, the voice, and
the host every non-placed one-shot is fired through. A placed one-shot spawns
its own emitter at that point on the field and takes itself away when the clip
ends.
Fields
master | the whole mix (0.66) |
musicLevel | the score (0.52) |
ambientLevel | the wind and the Maw (0.50) |
sfxLevel | weapons, the Gate, the interface (0.72) |
voiceLevel | Oyelaran on the net (0.92) |
battleLevel | the two combat beds at full intensity (0.72) |
All five mix levels go to the engine's own mixer, which is what makes one number reach a short-lived placed emitter as surely as it reaches the score. They are live: moving one in the inspector is heard as it moves.
Methods
local snd = entity.find("mount_audio").component.get("Soundscape")
snd:report() -- phase, score, both bed gains, the duck, the master level
snd:cue("titan.roar") -- one clip, by its spec id
snd:cueLine("brief_1") -- one line, spoken and subtitled
The one rule for other slices
Call K.audio.* and K.say(id). Never reach past them for an Audio
component — the duck, the placement budget, the per-clip minimum gap and the
voice queue all live on this side of that call, and a sound fired around them
is the one that arrives on top of a spoken line.
Scoped to this part · feeds back into the world's score.