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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.

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

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.

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

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,
})

Interface

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

conforms to

zero/source-extract/v2

Clips — the shared sound library of THE EIGHTH KETYL. local Clips = require("audio.Clips") Clips.play("sfx_discharge", { position = p }) -- make a noise, from anywhere Clips.register("sfx_discharge", myClipRef) -- and this is how you replace it The sound slice bakes a clip for every id below and registers it as the DEFAULT. A slice that authors a better one for its own thing — the discharge, a growth bursting, a droplet landing — calls `register` with its own `.soundClip` and takes the id over; nothing else has to change, because the game only ever asks for the id. Ids the game uses, all registered by the sound slice at start: 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 Every call is safe before the library has loaded: an id with no clip is a silent no-op that warns once, never an error.

Audio

text(id: string) → string

The written form of a spoken line — the words a caption puts on screen.

argtypedescription
idstringA line id, e.g. "v_open_1".

examples

ui.label(Clips.text("v_seal_2"))

speaker(id: string) → string

Which of the two voices says a line: "chemist" or "column".

argtypedescription
idstringA line id.

duration(id: string) → number

How long a spoken line runs, measured off the clip that says it. Falls back to a reading estimate when the line has no audio, so a caption still holds the screen for as long as the line would have taken.

argtypedescription
idstringA line id.

lines( ) →

Every line in the script as id -> written form.

register(id: string, ref: any) → void

Register a clip under an id, replacing whatever held it.

argtypedescription
idstringThe sound id, e.g. "sfx_drip".
refanyThe `.soundClip` AssetRef to play for it.

examples

Clips.register("sfx_growth_burn", asset.resolve("growths.burst", "soundClip"))

registerDefault(id: string, ref: any) → boolean

Register a clip under an id ONLY if nothing holds it yet. The sound slice seeds its whole library this way, so a slice that registered its own clip first keeps it.

argtypedescription
idstringThe sound id.
refanyThe `.soundClip` AssetRef.

get(id: string) → any

The clip registered under an id, or nil.

argtypedescription
idstringThe sound id.

has(id: string) → boolean

Whether anything is registered under an id.

argtypedescription
idstringThe sound id.

ids( ) →

Every id currently registered, sorted — what the game can actually make a noise about.

setPoolParent(ref: any) → void

Where the pooled one-shot voices are parented. The sound slice sets this to its own host so every voice this module spawns belongs to that slice.

argtypedescription
refanyThe parent entity ref.

alive(e: any) → boolean

A pooled voice is an entity, and an entity outlives nothing: a scene load, a play/edit flip or a rebuild of the sound host despawns it while this module keeps its proxy. Every read of the pool goes through here first.

argtypedescription
eany

adopt(name: string) → any

Reloading this module resets `pool`, but the entities it made are still in the scene. Adopt them by name rather than spawning a second set, or a save during authoring quietly doubles the number of voices in the world.

argtypedescription
namestring

makeVoice(index: number) → any

argtypedescription
indexnumber

voice( ) → any

play(id: string, opts: PlayOpts?) → boolean

Play a registered sound once. Needs no entity from the caller — the library keeps a small pool of voices and cycles them. An unregistered id warns once and stays silent.

argtypedescription
idstringThe sound id.
optsPlayOpts?Where and how loud, all optional.

examples

Clips.play("sfx_drip", { position = pos, volume = 0.8 })
⌬ Types
PlayOpts = {

Sub-parts

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7items
▣
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
backing path · audio/Clips.module

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