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recipes

Every noise *First Light: Betocsin* makes, written down as a recipe rather than recorded: a length, a sample rate, whether it loops, and a `build` that fills a mono f32 buffer. `game.audio.bake` turns these into the `.soundClip` assets under `game/audio/clips`. Nothing here runs…

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

recipes

Every noise First Light: Betocsin makes, written down as a recipe rather than recorded: a length, a sample rate, whether it loops, and a build that fills a mono f32 buffer. game.audio.bake turns these into the .soundClip assets under game/audio/clips. Nothing here runs at play time.

The palette

The tuning is the bell's. The tocsin is cast bronze with its prime at G3; the tower's night bed is the same G two octaves under it, and the whole score is that drone with a third in it — B flat while it is night, B natural once the sky pales. bed_night and bed_dawn are the same twenty seconds, the same drone and the same fifth, differing by that one semitone, so crossfading between them is the dawn.

Everything is low, wet and far off. An estuary at four in the morning is a room with a mile of fog in it, so nothing is dry and nothing is bright until the bell itself is struck.

The clips

ui_move ui_confirm ui_back ui_pausethe console: paper, brass and a struck note
stone_seata course set down; pitched per course by the Sound component
perfect_chimebronze agreeing with the stone
offcut_fallthe shear, the air, and a soft landing far below
tocsin_tollthe fallen bell, once, from under the fog
hoist_creakhemp under load and a timber jib taking the weight
bell_pealthe tocsin rung — three strikes, the sound the game is for
collapsestone leaving stone, then everything at once
amb_fogair over a mile of flat water, with slate and rigging in the top
bed_night bed_dawnthe drone, minor third and major

Loops

A loop is built to join to itself: held notes are a whole number of cycles across the buffer, noise beds are filtered circularly, and a struck note's tail is wrapped round to the head. Interior loop points are stored and read by nothing, so a bed that does not already join is a bed that clicks. synth.seamError measures the join in the units the signal steps in — around one is seamless.

Owned by the sound & voice slice. The synthesis primitives are deps/…/audio/synth, installed from ZeroMind.

Interface

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

conforms to

zero/source-extract/v2

recipes — every noise First Light: Betocsin makes, written down. Each entry says how long it is, what rate it is computed at, whether it is a LOOP (which changes how it is built and how it is encoded), and a `build` that fills a mono f32 buffer. `game.audio.bake` turns these into `.soundClip` assets under `game/audio/clips`; nothing here runs at play time. The palette is the bell's. The tocsin is a cast bronze bell whose prime is G3 (196 Hz); the tower's night bed is the same G two octaves under it, and the whole score is that drone with a THIRD in it — B flat while it is night, B natural once the sky pales. That single semitone is the dawn. Everything is low, wet and far off: an estuary at four in the morning is a room with a mile of fog in it, so nothing is dry and nothing is bright until the bell itself is struck. Owned by the `sound & voice` slice.

cyc(freq: ?, seconds: ?) → void

The tuning. `cyc` converts a frequency to a WHOLE number of cycles across a loop buffer, which is the only way a held note joins to itself.

argtypedescription
freq?
seconds?

envelope(n: ?, rate: ?, cfg: ?) → void

Helpers. Each one normalises its own layer before mixing, so the `amp` a recipe writes is a real balance figure rather than a guess about what a resonant filter did to the level.

argtypedescription
n?
rate?
cfg?

noiseHit(dst: ?, dstFrames: ?, rate: ?, cfg: ?) → void

A band or a sweep of noise: impacts, breath, water, grit, wind.

argtypedescription
dst?
dstFrames?
rate?
cfg?

toneHit(dst: ?, dstFrames: ?, rate: ?, cfg: ?) → void

A pitched layer: thuds, sighs, drones, swells.

argtypedescription
dst?
dstFrames?
rate?
cfg?

pluckHit(dst: ?, dstFrames: ?, rate: ?, cfg: ?) → void

A struck string: bronze, iron, timber.

argtypedescription
dst?
dstFrames?
rate?
cfg?

pluckWrapped(dst: ?, frames: ?, rate: ?, cfg: ?) → void

The same, into a LOOP: the tail wraps round to the head, which is the only way a decaying note can live inside a seamless bed.

argtypedescription
dst?
frames?
rate?
cfg?

bedNoise(dst: ?, frames: ?, rate: ?, cfg: ?) → void

A layer of a seamless bed: noise put through a CIRCULAR filter, so its output is continuous across the loop join, gusted by a loop-coherent LFO.

argtypedescription
dst?
frames?
rate?
cfg?

bedString(dst: ?, frames: ?, cycles: ?, amp: ?, partials: ?, breathCycles: ?, breathDepth: ?, phase: ?) → void

A held string inside a loop: the frequency is a WHOLE NUMBER OF CYCLES across the buffer, so it and every harmonic of it join exactly.

argtypedescription
dst?
frames?
cycles?
amp?
partials?
breathCycles?
breathDepth?
phase?

finish(b: ?, n: ?, rate: ?, peak: ?, headMs: ?, tailMs: ?) → void

argtypedescription
b?
n?
rate?
peak?
headMs?
tailMs?

bellStrike(dst: ?, frames: ?, rate: ?, cfg: ?) → void

A cast-bronze bell: five named partials plus the upper ring, each with its own life. `prime` is the note the ear calls the bell. `wet` opens the fog between the bell and the listener — 0 is the bell in your hand, 1 is the bell under a mile of it.

argtypedescription
dst?
frames?
rate?
cfg?

clip(name: ?, def: ?) → void

argtypedescription
name?
def?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

build(b: ?, n: ?, rate: ?) → void

argtypedescription
b?
n?
rate?

names( ) → void

⌬ Metadata
descriptionEvery noise the game makes, written as a synthesis recipe: the two beds, the fog-sea ambience and eleven one-shots, tuned to the bell's G.

Sub-parts

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

7items
▣
module · born here
❒asset
# audio.synth Pure-CPU audio synthesis. Every noise *First Light: Vagant* makes is computed here as interleaved f32 PCM in a `buffer`, then handed to `audio.encodePcm` / `asset.create("soundClip", …)`. No network, no credits, no failure mode. Author time only — `audio.recipes` and `audio.bake` are its consumers, and the game ships the baked clips, so a browser session synthesises nothing on the player's machine. Two conventions run through it: - every generator **adds** into a destination buffer, so layers compose; - a **loop-coherent** generator takes its frequency in cycles across the WHOLE buffer rather than in hertz, which is what makes a bed seamless end to end. ## What is in it - **Oscillators** — `sine` (table-driven), `addTone` (a gliding harmonic stack with vibrato), `addLoopPartial` (the loop-coherent form), `addPluck` (Karplus-Strong), `addNoise`. - **Envelopes** — `env` (breakpoints in seconds), `decayEnv` (attack plus an exponential tail), `mulEnv`. - **Filters** — `lowpass`, `highpass`, `lowpassSweep`, `bandpass` (a swept state-variable band), and the circular forms `lowpassCircular` / `bandpassCircular`, which converge the filter's state on the wrap point so its output is continuous ACROSS the loop join. - **Space and finishing** — `reverb` (four combs into two allpasses), `resample`, `gain`, `normalize`, `softClip`, `removeDc`, `fadeEdges`, `mix`, `addWrapped` (a tail that wraps round to the head of a loop). - **Measurement** — `peak`, `rms`, and `seamError`, which reports the step across a loop's join in the units the signal itself steps in: around 1 is seamless, a click reads in the tens.
▲ 0↑ born
backing path · audio/recipes.module

Problems

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