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

script

The cast, and the bake that gives every written line a voice.

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

sound.script

The cast, and the bake that gives every written line a voice.

This game is voiced. Somebody has to own turning the written script into audio exactly once and keeping it, and that is this module. It harvests tongue.lines and stage.lines — the two slices that write words meant to be said aloud — and bakes each line into a .soundClip under /source/audio/voice/.

46 lines, 6 speakers, 197 seconds of speech, 1.96 MB.

The cast

SpeakerVoiceTreatment
The Lingstera low, measured British readnone — he is a person
Ithkeelyoung, flat+7% pitch, 7.5 Hz throat
Haalwenclipped, impatient+12% pitch, 9.0 Hz throat
Skerrterritorial−11% pitch, 5.5 Hz throat
Vrannockold, slow−7% pitch, 4.5 Hz throat
Oonhraaquiet, uncertain+3% pitch, 6.5 Hz throat

Measured on the shipped clips, the six read at fundamentals of 100, 209, 214, 189, 190 and 134 Hz — the Lingster an octave under every bird.

The hernsews are birds saying words, so their reads are shifted off the human centre by resampling (which moves pitch and rate together, the way a smaller throat actually does), pushed through a resonance a chest does not have, and given a flutter. Not a disguise — the phonetics still have to arrive, because the player is matching them against glyphs.

Three rules it is built around

Generate once. A line whose clip already exists is skipped. A hot reload, a re-run, a second agent calling bake() — none of them re-buy a line.

Never invent a voice id. Every id in CAST is a documented premade voice, and each was proved against this service before it was used: the same text through two of them comes back as two different reads of different length. An id the service does not know does not fail — it quietly returns the default read — so a made-up id would ship six characters sharing one voice and nothing would say so.

Keep the text. Nothing here deletes a line it could not voice. The written form is owned by the slice that wrote it and drawn by the screens slice regardless; a failed generation leaves the line printed and unvoiced, which is quiet, not lost.

The generated bank

Script.writeBank() writes sound.voicebank — a module of literal asset.resolve calls, one per baked line. Gameplay reaches a clip through that rather than by building the identity string at play time, because a computed identity is a reference the world cannot record, and a reference the world cannot record is a silent gap in the world that installs this content.

Re-run the bake and the bank regenerates. Do not hand-edit it.

Surface

  • harvest() — every line meant to be said aloud, deduped, core-first
  • bake { only, limit, force, priority } — generation is a network call per line, so pass limit and work in batches
  • status() — how many lines there are, how many carry a clip, which do not
  • writeBank() — regenerate sound.voicebank
  • castOf(who), clipName(id), identity(id), voiced(id)

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.script — the cast, and the bake that gives every written line a voice. This game is voiced. Somebody has to own turning the written script into audio exactly once and keeping it, and that is this file. It harvests `tongue.lines` and `stage.lines` — the two slices that write words meant to be said aloud — and bakes each line into a `.soundClip` under `/source/audio/voice/`. Three rules it is built around: * GENERATE ONCE. A line whose clip already exists is skipped. A hot reload, a re-run, a second agent calling `bake()` — none of them re-buy a line. * NEVER INVENT A VOICE ID. Every id in `CAST` is a documented ElevenLabs premade voice, and each was proved against this service before it was used: the same text through two of them comes back as two different readings of different length. An id the service does not know does NOT fail — it quietly returns the default read — so a made-up id would ship six characters sharing one voice and nothing would say so. * KEEP THE TEXT. Nothing here deletes a line it could not voice. The written form is owned by the slice that wrote it and drawn by the screens slice regardless; a failed generation leaves the line printed and unvoiced, which is quiet, not lost. The bake also WRITES `/source/sound/voicebank.module/init.luau` — a generated module of literal `asset.resolve` calls, one per baked line. The clip a line plays is therefore a reference the world records and carries when this content is installed somewhere else, rather than a name computed at gameplay time, which resolves to nothing in the world that imported it.

castOf(who: string?) → CastEntry

The cast entry for a speaker key, defaulting to the Lingster's read for anything unnamed — an unvoiced line is worse than a line in the wrong voice, and a speaker nobody declared is a slice's oversight, not a reason for silence.

argtypedescription
whostring?

pushLine(out: { Line }, seen: { [string]: boolean }, row: any, from: string) → void

argtypedescription
out{ Line }
seen{ [string]: boolean }
rowany
fromstring

harvest( ) → void

Every line in the game that is meant to be said aloud, deduped by id and ordered core-first, so a bake that runs out of anything still leaves the lines the game cannot be played without.

clipName(id: string) → string

The clip name a line is filed under.

argtypedescription
idstring

identity(id: string) → string

The asset identity of a line's clip.

argtypedescription
idstring

voiced(id: string) → boolean

Whether the line has been voiced into this world.

argtypedescription
idstring

birdify(b: buffer, sr: number, cast: CastEntry) → void

Put a human read through a bird. Not a disguise — the phonetics still have to arrive, because the player is matching them against glyphs — but enough that the thing on the post is plainly not a person doing a voice.

argtypedescription
bbuffer
srnumber
castCastEntry

trimSilence(b: buffer, sr: number) → buffer

Cut the dead air off both ends. A generated read carries lead-in and run-out that a cue does not want, and a subtitle timed to the file's length rather than the line's is a subtitle that outstays the voice.

argtypedescription
bbuffer
srnumber

generateSpeech(text: string, voiceId: string) → void

argtypedescription
textstring
voiceIdstring

bakeLine(line: Line, force: boolean) → VoiceResult

argtypedescription
lineLine
forceboolean

bake(opts: BakeOpts?) → void

Bake the script. Generation is a network call per line, so pass `limit` and work through it in batches rather than asking one call to buy 46 lines. Returns a row per line the call touched.

argtypedescription
optsBakeOpts?

status( ) → void

What the script looks like right now: how many lines there are, how many carry a clip, and which ones do not.

writeBank( ) → void

Write `sound.voicebank` — a module of LITERAL `asset.resolve` calls, one per voiced line. Gameplay reaches a clip through this rather than by building the identity string at play time, because a computed identity is a reference the world cannot record, and a reference the world cannot record is a silent gap in the world that installs this content.

⌬ Types
CastEntry = {Line = {VoiceResult = {BakeOpts = {
⌬ Metadata
descriptionThe voice cast and the bake that gives every written line in the game a spoken one, generated once and cached as a soundClip.

Sub-parts

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15+items
▣
module · born here
❒asset
# tongue.lines — the script of the translation beat `require("tongue.lines")` Every written line the tongue slice owns, in one table, so the voice bake can harvest the whole script in a single pass. ```lua local Lines = require("tongue.lines") Lines.LINES -- every line, in play order Lines.all() -- the same, rebuilt from the book as it stands Lines.core() -- only the lines the game cannot do without Lines.get(id) -- one line Lines.at(station, role) -- e.g. Lines.at("eelbank", "call") Lines.budget() -- lines, core/extra split, characters, by speaker Lines.SPEAKERS -- the six voices, with how each one reads ``` ## A line | field | | |---|---| | `id` | stable key, e.g. `tongue.eelbank.call` — built from station + role, never an index, so re-harvesting after an edit does not re-buy the script | | `who` | `lingster` · `ithkeel` · `haalwen` · `skerr` · `vrannock` · `oonhraa` | | `lang` | `english` or `hernsew` | | `role` | `call` · `bird_right` · `bird_wrong` · `lingster_right` · `lingster_wrong` · `lingster_hint` · `lingster_hail` | | `station` | which post it belongs to | | `priority` | `core` — the game is not itself without it · `extra` — colour | | `text` | **what a screen prints.** For a hernsew line this is the romanised call, beside the glyphs — never an English translation, because the translation is the puzzle. | | `speech` | what a text-to-speech service is handed. For English it is the same string; for hernsew it is a respelling that makes an English reader produce the right sounds — `throop`, not `thrup`. | ## Keep the text `text` is what the game says. The audio is how it says it. A line whose generation fails still ships: print it, report the missing audio, and never delete the line. ## The six voices The Lingster is northern, dry, tired, sixty-odd; talks to birds and sheep because there is nobody else. The five hernsews are distinct on purpose — Ithkeel flat and incurious, Haalwen clipped and bored, Skerr low and territorial, Vrannock old and slow, Oonhraa quieter than the rest and the only one that ever asks a question. `SPEAKERS[who].note` carries the direction.
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▣
module · born here
❒asset
# stage.lines Every word the Lingster says in a **staged** moment — the opening, the crest, and each of the three endings. The gameplay lines at the posts belong to `tongue.lines`; these are the ones the camera stops for. ```lua local Lines = require("stage.lines") Lines.LINES -- every line, in the order the run meets them Lines.forBeat("crest") -- the lines of one beat, in the order they are spoken Lines.byId("stage.open.1") Lines.script() -- { text, who, id, beat } per line, for the voice bake ``` Each entry carries: | Key | What it is | |---|---| | `id` | Stable. The sound slice caches a clip under it; nothing else may reuse it. | | `text` | What is said, and what is printed. | | `who` | The speaker — always the Lingster here. | | `beat` | `opening` · `crest` · `won.all` · `won.some` · `lost` | | `t` | Seconds into that beat the line lands. | | `dur` | Seconds the caption holds. | `won.all` and `won.some` are the same moment spoken two ways: bringing every yowe up the causeway is a different run from bringing some of them, and the director picks by counting what is still with her. **The text is the line.** A generation that fails leaves it printed and unvoiced — never deleted, never an error.
▲ 0↑ born
▣
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.
▲ 0↑ born
backing path · sound/script.module

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Inside

1 problem across 1 item
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dep.unresolved · L373
could not resolve `{id}`
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