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Score

The sound of **The Eighth Ketyl**: the music bed, the still's ambience, every noise the game makes, the mix, and both spoken voices. One component on the `Score` host entity; everything it plays hangs underneath as children.

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

Score

The sound of The Eighth Ketyl: the music bed, the still's ambience, every noise the game makes, the mix, and both spoken voices. One component on the Score host entity; everything it plays hangs underneath as children.

It never runs the game. It listens to the shared event bus in Still and answers with sound, so a slice that emits growthBurned gets a growth bursting without knowing this file exists.

What it plays

ChildChannelWhat
score_bedmusicbed_music — four bars of eight, looping
score_ambienceambientamb_still — the computed hum, boiling and brass
score_roomambientamb_room — the recorded room, under the computed one
score_voicevoicewhichever spoken line is up
clip_voice_1..14sfx / uithe one-shot pool audio.Clips cycles

Public fields

  • master: number — the whole mix at the master fader (0..1).
  • music: number — the bed, under everything.
  • ambient: number — the still itself.
  • sfx: number — the game's own noises.
  • ui: number — the interface, quieter than the game because it is furniture.
  • voice: number — the two speakers, the loudest thing in the mix on purpose.
  • captions: boolean — this component's own caption band. Off: the presentation slice draws the game's caption from the same line event, and two bands would print every line twice. The words live in audio.Script either way, so turning this on is the fallback if that band ever stops.

Methods

  • :say(id) — speak a line by id, the same path the line event takes. For driving one by hand from a test; staging cues lines through the bus.
  • :report() — what the mix is doing right now: levels, mixer, live voice count, the duck, the bed's gain and pitch, how many clips are registered, and which line is up. Check the mix with this rather than assuming it.

The mix

Foreground is a voice and whatever the player just did; background is the bed and the still. A spoken line pulls the background down to 30% over about an eighth of a second and lets it back up over a second and a half — that is the whole difference between a mix and a pile. Measured at the busiest moment the game can produce (a line, a discharge, a growth bursting, a splash and a sodium node together) the master mix peaks at 0.74, so nothing clips.

The bed also follows the ascent: it comes forward and runs a shade faster as the plate number rises, so plate eight does not sound like plate one.

Lifecycle

  • awake() — registers the Score anchor and the caption screen, builds the four sources as children (reusing them if a hot reload left them standing), seeds the clip library, subscribes to the bus, applies the mix.
  • start() / first update — starts the bed and both ambiences. The still is never silent, even on the title.
  • update(dt) — the duck envelope, the bed's arc, the wetness alarm's quickening pulse, and the mix.
  • onDestroy() — unsubscribes everything and stops every source.

Usage

local score = Still.anchor("Score").component.get("Score")
score:say("v_seal_1")
score.music = 0.2
print(score:report().levels.rms)

Interface

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

conforms to

zero/source-extract/v2

Score — the sound of THE EIGHTH KETYL. Owned by the "sound" slice. Everything the game is heard through: the bed counted in eight, the still's ambience, the interface furniture, the mix, and both spoken voices with their written form on screen. It never runs the game. It listens to the event bus and answers with sound, so a slice that emits `growthBurned` gets a growth bursting without knowing this file exists. A slice that wants its OWN noise for something registers a better clip under the same id (`audio.Clips`), and this file gets out of the way. Everything it spawns is a child of the `Score` host, so the sound slice's entities are separable from every other slice's.

Audio

seedLibrary( ) → number

Every identity below is a literal, because a computed asset reference cannot be statically pinned and a world carrying one cannot be published.

put(id: string, ref: any) → void

argtypedescription
idstring
refany

voiceClip(id: string) → any

Every spoken line, by id. Literal identities for the same reason.

argtypedescription
idstring

lineSeconds(id: string) → number

How long a line actually runs, read off the clip the first time it is asked for, so a caption clears with the voice rather than with a guess.

argtypedescription
idstring

captionTree( ) → any

showCaption( ) → void

hideCaption( ) → void

speak(id: string, text: string?, speaker: string?) → void

argtypedescription
idstring
textstring?
speakerstring?

bedFor(phase: string, plate: number) → number

argtypedescription
phasestring
platenumber

applyMix( ) → void

child(name: string) → any

One entity per name under the host, whatever happens. A hot reload runs `awake` again on a host whose children are still standing, so spawning blindly would leave a second bed playing over the first — a mix that gets louder every time the file is saved.

argtypedescription
namestring

build( ) → void

listen( ) → void

awake( ) → void

start( ) → void

onDestroy( ) → void

update(dt: number) → void

argtypedescription
dtnumber

say(id: string) → void

Say a line by id — the same path the `line` event takes. Staging cues lines through the bus; this is here for driving one by hand from a test.

argtypedescription
idstringThe line id, e.g. "v_seal_1".

report( ) →

Everything the mix is doing right now, for checking it rather than assuming it: the levels, the live voices, the duck, and which line is up.

Sub-parts

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

171items
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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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module · born here
❒asset
# Still One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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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
·
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
·
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
·
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
·
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
·
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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module · born here
❒asset
# audio.Clips The shared sound library of **The Eighth Ketyl**. Any slice can make a noise through it, and any slice can replace the noise it makes. ```luau local Clips = require("audio.Clips") Clips.play("sfx_drip", { position = p, volume = 0.5 }) -- make a noise Clips.register("sfx_drip", myOwnClip) -- and replace it ``` `play` needs no entity from the caller: the library keeps a pool of voices under the sound slice's host and cycles them. An id with no clip warns once and stays silent — never an error, so a slice can call it before the library has loaded. ## The ids `sfx_discharge` · `sfx_surge` · `sfx_plate` · `sfx_clear` · `sfx_riser` · `sfx_ascend` · `sfx_growth_hurt` · `sfx_growth_burn` · `sfx_drip` · `sfx_splash` · `sfx_soak` · `sfx_sodium` · `sfx_seal` · `sfx_quench` · `warn_low` · `warn_wet` · `ui_move` · `ui_confirm` · `ui_back` · `ui_open` The sound slice registers a clip for every one of them at start, and the Score component already plays most of them off the event bus. Authoring your own is for when your slice wants a *better* noise for its own thing, not for making it audible at all. ## Registering - `register(id, ref)` — take an id over, replacing whatever held it. - `registerDefault(id, ref)` — take it only if nothing holds it yet. The sound slice seeds its whole library this way, so a slice that got there first keeps its own clip. - `get(id)` / `has(id)` / `ids()` — what is registered. - `setPoolParent(ref)` — where the pooled voices live. ## The spoken script, read through the library Staging cues a line by id and never writes the words; it asks here for them. - `text(id)` — the written form of a spoken line. - `speaker(id)` — `"chemist"` or `"column"`. - `duration(id)` — how long the line runs, **measured off the clip that says it**, falling back to a reading estimate when a line has no audio. That is what lets a caption leave the screen with the voice rather than on a guess. - `lines()` — the whole script as id → text. The words themselves live in `audio.Script`, which is the one place they are written. ## Play options ```luau Clips.play(id, { position = { x = 0, y = 0, z = 0 }, -- play it there; makes it spatial volume = 1, pitch = 1, channel = "sfx", -- or "ui" spatial = true, maxDistance = 34, }) ```
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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
·
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
·
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
·
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
·
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
·
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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module · born here
❒asset
# audio.Script Every word **The Eighth Ketyl** says, written down. Sixteen lines, two speakers, and the ids the design spec fixes so staging can cue a line today and the sound slice can voice it separately. ```luau local Script = require("audio.Script") Script.text("v_seal_2") -- "Deep blue. Dry. Eight tries. Hello, ketyl eight." Script.speaker("v_plate_5") -- "column" ``` ## The two speakers **THE CHEMIST** is the woman running the still. She has lost seven ketyls and talks to this one the way you talk to something you expect to lose: dry, clinical, tired, and — by the head plate — invested despite herself. She is heard over a radio from outside the glass. **THE COLUMN** is the still's own instrument readout. Flat, mechanical, states numbers. It is a machine and it sounds like one: its read is pitched down onto a machine's clock, ring-modulated onto a carrier, quantised to a readout's step ladder and cut to an intercom's band. ## The lines | id | speaker | when | |---|---|---| | `v_open_1` `v_open_2` `v_open_3` | chemist | the opening, before control | | `v_plate_2` … `v_plate_8` | column | arriving on that plate | | `v_clear` | chemist | a plate goes clean | | `v_low` | column | charge critical | | `v_wet` | chemist | wetness critical | | `v_quench` | chemist | the loss | | `v_seal_1` `v_seal_2` | chemist | the win | ## Why the words live here and not in the audio Every spoken line ships with its written form on screen. It is how a line survives a failed generation, a muted player and a noisy room. If a clip is missing the game still says the line — it is captioned rather than lost. ## API - `get(id)` → `{ id, speaker, text }` or nil. - `text(id)` → the words, or `""`. - `speaker(id)` → `"chemist"` / `"column"` / `""`. - `all()` → every line in reading order. - `ids()` → every id in reading order. - `duration(id)` → how long the line takes to read aloud, as an estimate. `audio.Clips.duration(id)` is better — it measures the clip.
▲ 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
·
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 · Score.component

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.
⌬ZeroMind agent review · awaiting first pass
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Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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