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

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.

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

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

masterthe whole mix (0.66)
musicLevelthe score (0.52)
ambientLevelthe wind and the Maw (0.50)
sfxLevelweapons, the Gate, the interface (0.72)
voiceLevelOyelaran on the net (0.92)
battleLevelthe 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.

Interface

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

conforms to

zero/source-extract/v2

audio.Soundscape — everything KESSREL LINE is heard through. The scene entrypoint mounts this on `mount_audio` in edit and in play. It owns the whole mix and nothing else in the game touches an `Audio` component: the other slices call `K.audio.play / say / music` and `K.say`, which this binds at awake. What it spawns under the mount (all `temporary`, so none of it is ever written into the scene): music_a / music_b the two decks the score crossfades between amb_wind the pass at dusk, always under everything amb_maw the fissure, spatial, four hundred metres north bed_fire massed rifle fire, gain from K.battle.fireIntensity bed_melee the tide in contact, gain from K.battle.meleeIntensity voice_src Lieutenant Oyelaran shot_src the host every non-placed one-shot is fired through A placed one-shot (`opts.x`, `opts.z`) spawns its own emitter at that point and takes itself away when the clip ends, so the sound is where the thing that made it was, not where an emitter happened to be left. The bank is baked, not generated at runtime: `audio.bank` synthesises the thirty-nine clips and `audio.voicebank` caches the twenty-four spoken lines. This component only RESOLVES them, because a create made inside a component callback is filed in the ephemeral runtime store. The mix, loudest first: the voice, then the abilities and the Gate, then the score, then the line firing, then the air. Everything at full volume is the same as nothing.

now( ) → number

stem(id: string) → string

argtypedescription
idstring

approach(v: number, target: number, dt: number, rate: number) → number

argtypedescription
vnumber
targetnumber
dtnumber
ratenumber

clipDuration(folder: string, name: string, fallback: number) → number

argtypedescription
folderstring
namestring
fallbacknumber

spawnSource(name: string, fields: { [string]: any }, pos: { number }?) → any

argtypedescription
namestring
fields{ [string]: any }
pos{ number }?

buildSources( ) → void

budgetAllows( ) → boolean

playClip(id: string, opts: any?) → void

argtypedescription
idstring
optsany?

startLine(id: string) → void

argtypedescription
idstring

sayLine(id: string) → void

argtypedescription
idstring

speak(id: string) → void

`K.say` wants the subtitle too. Every event this component answers goes through here, so a line is never heard without being readable — and the guard above makes a second caller for the same line a no-op rather than a stutter, whichever slice gets there first.

argtypedescription
idstring

applyMusic(state: string) → void

Put the score on a state. `setMusic` is the entry a slice reaches through `K.audio.music`, and it RECORDS the ask; `applyMusic` is what the phase drives every frame, and it records nothing — otherwise the first frame of a phase would pin the score there and the battle could never reach its surge.

argtypedescription
statestring

phaseDefault( ) → string

The bed the phase alone names, before the battle's own intensity is read.

setMusic(state: string) → void

The entry `K.audio.music` is bound to: it holds until the phase moves. A slice naming the state the phase would have chosen anyway records nothing, so `music("battle")` at the top of the battle does not pin the score there and stop it ever reaching the surge.

argtypedescription
statestring

musicForPhase( ) → string

What the phase alone says the score should be.

tick(dt: number) → void

argtypedescription
dtnumber

sub(name: string, fn: (any) → void

argtypedescription
namestring
fn(any

wireBus( ) → void

applyMixLevels( ) → void

The whole static half of the mix lives on the engine's own mixer, so one number reaches a one-shot and a short-lived placed emitter exactly as it reaches the sources this component holds. What the per-source volumes carry is only what MOVES: the crossfade, the duck, and the two intensities.

resolveLibrary( ) → void

awake( ) → void

onPropertyChanged( ) → void

The five levels are live: moving one in the inspector is heard as it moves.

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

report( ) → void

cue(id: string) → void

Play one clip by id, for checking a single sound without a battle around it.

argtypedescription
idstring

cueLine(id: string) → void

Speak one line by id, subtitle and all.

argtypedescription
idstring

Sub-parts

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

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

11+items
▣
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
▣
module · born here
❒asset
# audio.library The clip catalogue, written out one literal at a time. Every reference is a string LITERAL, which is what records this content's dependency on the clip and makes the whole sound travel when the world is installed somewhere else. A computed identity would resolve here and reach nothing in the next world, which is why `asset.resolve` refuses one on the gameplay path at all. ```lua local L = require("audio.library") L.clips.titan_roar -- an AssetRef, or nil L.voice.brief_1 L.missing() -- every identity that came back nil ``` `tryResolve` answers a miss with nil rather than raising, so a clip that was never baked costs the game that one sound instead of its whole soundscape. `audio.Soundscape` reports how many came back nil.
▲ 0↑ born
backing path · audio/Soundscape.component

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+ quality × 0.35
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± compat factor

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