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asset⌬ modulemoduleprimary: init.luau·originates fromworld 6bbe73d1-9…

synth

The sound of *First Light: Lucina*, computed from scratch. Every clip the game plays is synthesised here out of raw f32 PCM — no sample library, no network, no host — which makes the whole sound track a pure function of one file, and one that re-bakes in a browser session as read…

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

game.sound.synth

The sound of First Light: Lucina, computed from scratch. Every clip the game plays is synthesised here out of raw f32 PCM — no sample library, no network, no host — which makes the whole sound track a pure function of one file, and one that re-bakes in a browser session as readily as anywhere else.

Baking

local Synth = require("game.sound.synth")
Synth.bake({ "bed_room" }, true)      -- one clip, forced
Synth.bake(Synth.CLIP_NAMES)          -- everything not already on disk

Run it from an execute, never from a component callback: a create made from a callback is filed in the ephemeral /runtime store instead of on disk, and these clips have to be committed. The bed alone is 320 000 samples through eight layers, so bake the long ones a few at a time.

Each clip lands as game.sound.clips.<name> with a README beside it saying what it is and what it holds.

The two rules the DSP is shaped by

A loop is exactly periodic, never crossfaded. Loop points are not read by any playback surface, so a bed loops on the Audio component's own looping field and has to join itself sample for sample. Everything is therefore built to be periodic over its own length: every oscillator frequency is snapped to a whole number of cycles per loop (Synth.snap), every filter is run twice around the buffer so its state at the end equals its state at the start (circular = true), and every one-shot event is stamped with a wrapping index (Synth.stamp) so a tick beginning near the end finishes at the beginning.

A looped clip is stored as codec = "pcm". Opus drops the head of a clip on decode, which a loop hears as a click at the seam every time round. One-shots are stored as Opus with a short silent lead-in, so nothing eats the attack.

What is in here

Deterministic noise (white and pink), snapped sine and saw partials, glides, a struck-bell voice with inharmonic partials, a Chamberlin state-variable filter that can run circularly, envelopes, edge fades, normalisation, saturation and a stereo widener — then twenty-one recipes built out of them, from the lamp-room bed down to a single count on the Geiger.

One cue is not computed: relight_body, the orchestral swell under the relighting, is generated from a description and brought in through Synth.adopt, which trims it to where it sounds, levels it and fades it. The relight recipe lays it under the synthesised strike when it is there and falls back to pure synthesis when it is not, so a failed generation costs that moment its body and never its sound.

Interface

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

conforms to

zero/source-extract/v2

strict

rng(seed: number) → Rng

argtypedescription
seednumber

rand(r: Rng) → number

Uniform in [0, 1).

argtypedescription
rRng

bipolar(r: Rng) → number

Uniform in [-1, 1).

argtypedescription
rRng

range(r: Rng, lo: number, hi: number) → number

Uniform in [lo, hi).

argtypedescription
rRng
lonumber
hinumber

clamp(v: number, lo: number, hi: number) → number

argtypedescription
vnumber
lonumber
hinumber

lerp(a: number, b: number, t: number) → number

argtypedescription
anumber
bnumber
tnumber

snap(freq: number, seconds: number) → number

The nearest frequency that completes a WHOLE number of cycles in `seconds`. Snapping every partial of a looped drone is what makes the loop join itself: an unsnapped 49.3 Hz tone is mid-cycle at the seam and clicks once a lap.

argtypedescription
freqnumber
secondsnumber

track(frames: number) → buffer

A "track" is a Luau `buffer` of interleaved f32 — the shape `audio.encodePcm` reads directly. Everything below works on mono tracks; `Synth.interleave` makes the stereo pair at the end when a clip wants width.

argtypedescription
framesnumber

get(b: buffer, i: number) → number

argtypedescription
bbuffer
inumber

set(b: buffer, i: number, v: number) → void

argtypedescription
bbuffer
inumber
vnumber

add(b: buffer, i: number, v: number) → void

argtypedescription
bbuffer
inumber
vnumber

frames(b: buffer) → number

argtypedescription
bbuffer

mix(dst: buffer, src: buffer, gain: number) → void

Add `src` into `dst` scaled by `gain`, both mono and the same length.

argtypedescription
dstbuffer
srcbuffer
gainnumber

stamp(dst: buffer, src: buffer, atFrame: number, gain: number) → void

Stamp a short event into a loop at `atFrame`, WRAPPING past the end. An event that starts 40 ms before the seam finishes 40 ms after the start of the same buffer, which is exactly what the ear hears on the second lap.

argtypedescription
dstbuffer
srcbuffer
atFramenumber
gainnumber

noise(frames: number, r: Rng) → buffer

White noise, deterministic from the rng.

argtypedescription
framesnumber
rRng

pink(frames: number, r: Rng) → buffer

Pink noise (Paul Kellet's economy filter): the spectrum wind and sea actually have. White noise under a lowpass reads as hiss; pink reads as air.

argtypedescription
framesnumber
rRng

sine(dst: buffer, sampleRate: number, freq: number, amp: number, phase: number, am: Curve?) → void

argtypedescription
dstbuffer
sampleRatenumber
freqnumber
ampnumber
phasenumber
amCurve?

saw(dst: buffer, sampleRate: number, freq: number, amp: number, partials: number, loopSeconds: number?, am: Curve?) → void

A band-limited-ish saw built from `partials` sines, each snapped to the loop. Warmer than a raw ramp and periodic by construction.

argtypedescription
dstbuffer
sampleRatenumber
freqnumber
ampnumber
partialsnumber
loopSecondsnumber?
amCurve?

svf(src: buffer, opts: SvfOpts) → buffer

argtypedescription
srcbuffer
optsSvfOpts

dcTrim(src: buffer, sampleRate: number, cutoff: number, circular: boolean?) → buffer

One-pole highpass — the DC and rumble trim every noise layer wants.

argtypedescription
srcbuffer
sampleRatenumber
cutoffnumber
circularboolean?

ar(frames: number, sampleRate: number, attack: number, decay: number, curve: number?) → buffer

Attack/decay envelope over a whole track, `curve` bending the decay (1 = linear, 3 = sharp percussive).

argtypedescription
framesnumber
sampleRatenumber
attacknumber
decaynumber
curvenumber?

applyEnv(dst: buffer, env: buffer) → void

Multiply a track by an envelope of the same length, in place.

argtypedescription
dstbuffer
envbuffer

edges(dst: buffer, sampleRate: number, headSeconds: number, tailSeconds: number) → void

Fade the head and tail of a ONE-SHOT to zero, so a clip that is cut mid-cycle neither clicks on start nor on stop. Never call this on a loop: it is exactly the discontinuity a loop must not have.

argtypedescription
dstbuffer
sampleRatenumber
headSecondsnumber
tailSecondsnumber

leadIn(src: buffer, sampleRate: number, seconds: number) → buffer

Prepend silence. Opus loses roughly the first 5 ms of a clip on decode, so a one-shot whose whole character is its attack gets a lead-in that absorbs the loss instead of losing the transient.

argtypedescription
srcbuffer
sampleRatenumber
secondsnumber

normalize(dst: buffer, peak: number) → number

Scale so the loudest sample sits at `peak`. Returns the gain applied, which a recipe can report when it wants to know how much headroom it had.

argtypedescription
dstbuffer
peaknumber

saturate(dst: buffer, drive: number) → void

tanh-ish saturation: glues a stack of layers together and guarantees nothing leaves the buffer outside [-1, 1] whatever the layers summed to.

argtypedescription
dstbuffer
drivenumber

interleave(left: buffer, right: buffer) → buffer

Interleave two mono tracks into one stereo buffer.

argtypedescription
leftbuffer
rightbuffer

widen(mono: buffer, sampleRate: number, delaySeconds: number, gain: number) → buffer

A cheap Haas/comb widener: the right channel is the left, delayed and dimmed, with the delay taken circularly so a loop stays a loop in both channels.

argtypedescription
monobuffer
sampleRatenumber
delaySecondsnumber
gainnumber

sweep(dst: buffer, sampleRate: number, f0: number, f1: number, amp: number, shape: number?) → void

A sine whose frequency glides from `f0` to `f1` across the track, phase integrated per sample so the glide has no discontinuity in it. `shape` bends the sweep (1 linear, 2 slow-then-fast, 0.5 fast-then-slow).

argtypedescription
dstbuffer
sampleRatenumber
f0number
f1number
ampnumber
shapenumber?

bell(dst: buffer, sampleRate: number, freq: number, amp: number, decay: number, ratios: { number }?) → void

A struck-bell voice: a fundamental plus the inharmonic partials that make metal and glass read as metal and glass rather than as an organ.

argtypedescription
dstbuffer
sampleRatenumber
freqnumber
ampnumber
decaynumber
ratios{ number }?

pcmClip(pcm: buffer, sampleRate: number, channels: number, desc: string) → Baked

argtypedescription
pcmbuffer
sampleRatenumber
channelsnumber
descstring

loopClip(pcm: buffer, sampleRate: number, channels: number, desc: string) → Baked

argtypedescription
pcmbuffer
sampleRatenumber
channelsnumber
descstring

opusClip(pcm: buffer, sampleRate: number, channels: number, desc: string) → Baked

A one-shot long enough to be worth compressing. Opus eats roughly the first 5 ms on decode, so the clip gets a 12 ms silent lead-in and keeps its attack.

argtypedescription
pcmbuffer
sampleRatenumber
channelsnumber
descstring

monoOf(ref: any) → void

One cue in this game is generated rather than computed: the orchestral body of the relighting, which no amount of additive synthesis is going to be. A generated take arrives quiet, long, and with dead air on both ends, so it is brought in through here — decoded, trimmed to where it actually sounds, levelled and faded — and lands in the clips folder under a name of ours. The relight recipe then layers it under the strike, and falls back to pure synthesis whenever it is absent, so a failed generation costs the moment its body and never its sound. One channel of a clip's decoded samples, as a mono track.

argtypedescription
refany

trimSilence(src: buffer, sampleRate: number, floor: number, padSeconds: number) → buffer

Trim a track to the span where it is actually above `floor`, with a little room either side. A generated take is mostly its own silence otherwise.

argtypedescription
srcbuffer
sampleRatenumber
floornumber
padSecondsnumber

adopt(sourceRef: any, name: string, peak: number) → void

Bring a clip in as `game.sound.clips.<name>`, levelled and topped and tailed.

argtypedescription
sourceRefany
namestring
peaknumber

bed_room( ) → void

Twenty seconds of the lamp room at the top of Lucina: the sea working the basalt a hundred feet down, wind finding the gaps in the storm glazing, the clock in the watch room, and the timber deciding what to do about the cold.

cutoff(t: number) → void

argtypedescription
tnumber

cutoff(t: number) → void

argtypedescription
tnumber

cutoff(t: number) → void

argtypedescription
tnumber

cutoff(t: number) → void

argtypedescription
tnumber

cutoff(t: number) → void

argtypedescription
tnumber

droneCommon(out: buffer, SR: number, DUR: number, r: Synth.Rng) → void

Two drones on the same root. `music_night` is what the room sounds like while it is still dark; `music_dawn` is the same chord with the light in it. The Sound component crossfades one into the other as `Core.state.dawn` climbs, so the score warms without ever changing key.

argtypedescription
outbuffer
SRnumber
DURnumber
rSynth.Rng

music_night( ) → void

music_dawn( ) → void

cutoff(t: number) → void

argtypedescription
tnumber

geiger_hum( ) → void

geiger_click( ) → void

place_crystal( ) → void

place_frisket( ) → void

lift( ) → void

cutoff(t: number) → void

argtypedescription
tnumber

rotate( ) → void

refused( ) → void

select( ) → void

ui_move( ) → void

ui_confirm( ) → void

ui_back( ) → void

dose_warning( ) → void

cutoff(t: number) → void

argtypedescription
tnumber

plate_fixed( ) → void

dawn_crest( ) → void

cutoff(t: number) → void

argtypedescription
tnumber

plate_pass( ) → void

plate_fail( ) → void

cutoff(t: number) → void

argtypedescription
tnumber

relight( ) → void

cutoff(t: number) → void

argtypedescription
tnumber

cutoff(t: number) → void

argtypedescription
tnumber

night_ends( ) → void

cutoff(t: number) → void

argtypedescription
tnumber

writeReadme(name: string, ref: any, info: any, codec: string) → void

Run the named recipes and write each as a `.soundClip` under `game/sound/clips`. Call it from an `execute` — a create made from a component callback is filed in the ephemeral `/runtime` store instead of on disk, and these clips have to be committed. `force` re-bakes clips that already exist; without it a name already on disk is skipped, so a bake can be resumed a few clips at a time (each `execute` has a deadline, and the bed alone is several million samples). The README beside one clip: what it is, and what it actually holds.

argtypedescription
namestring
refany
infoany
codecstring

bake(names: { string }, force: boolean?) → void

argtypedescription
names{ string }
forceboolean?
⌬ Types
Rng = { state: number }Curve = (t: number) -> numberSvfOpts = {Baked = {
⌬ Metadata
descriptionA pure-Luau audio synthesis kit and twenty-one finished game clips baked from it: deterministic white and pink noise, a circular state-variable filter that makes a noise bed loop with no seam, snapped partials, glides, struck bells, envelopes, saturation and a stereo widener — plus the bake that writes each result as a .soundClip.

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
·
soundclip · born here
❒asset
# relight_body The orchestral body of the relighting: a swell rising into a wide chord and letting go. Generated from a description, then trimmed to where it sounds, levelled and faded. Laid under the synthesised strike in `relight`. 6.47 s, 48000 Hz, mono, Opus. Synthesised by `game.sound.synth`; re-bake it with `Synth.bake({ "relight_body" }, true)` from an `execute`.
▲ 0↑ born
backing path · game/sound/synth.module

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.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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