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asset⌬ modulemoduleprimary: init.luau·originates fromworld fb841593-1…

voicebake

Author time only. Generates each line of `audio.voice`'s script through `audio_gen.speech`, dresses it for its speaker, and files it as a `.soundClip` under `/source/sfx/voice`.

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

audio.voicebake

Author time only. Generates each line of audio.voice's script through audio_gen.speech, dresses it for its speaker, and files it as a .soundClip under /source/sfx/voice.

Nothing at play time requires this module: the game ships the baked lines, so a browser session generates nothing and a service that is down at play time is not a thing that can happen.

Generation is asynchronous and takes seconds, so it is two calls:

local vb = require("audio.voicebake")
local jobs = vb.start({ "open_comm_1", "open_comm_2" })   -- { key = jobId }
-- in a LATER call:
vb.finish(jobs)                                            -- one row per line

finish returns the status, the identity it filed, the speaker, the rate, the channel count, the duration and the peak — so a line that generated to silence is visible in the call that baked it.

The dressing is where the two speakers separate:

  • The Vagant — resampled to 24 kHz, 95 Hz to 6.8 kHz, a short damp room.
  • The Commissioner — resampled at 0.855 of speed, so a minor third down and slower with it; 175 Hz to 3.1 kHz, the range a speaking-trumpet passes; and a 2.6-second tail with no room to belong to.

Interface

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conforms to

zero/source-extract/v2

voicebake — author time only. Generates each line of `audio.voice`'s script through `audio_gen.speech`, dresses it for its speaker, and files it as a `.soundClip` under /source/sfx/voice. Nothing at play time requires this module: the game ships the baked lines, so a browser session generates nothing and a failed service at play time is not a thing that can happen. The generation is asynchronous and takes seconds, so it is two calls: `start(keys)` hands back { key = jobId }, and `finish(jobs)` — in a LATER call — reads each job and bakes what completed. Owned by the `sound` slice.

start(keys: { string }) → void

argtypedescription
keys{ string }

dressVagant(src: buffer, srcFrames: number, srcRate: number) → void

The Vagant: close, dry, a little of the weather he is standing in.

argtypedescription
srcbuffer
srcFramesnumber
srcRatenumber

dressCommissioner(src: buffer, srcFrames: number, srcRate: number) → void

The Commissioner: a minor third down and slower with it, band-limited to the range a speaking-trumpet passes, in a tail with no room to belong to.

argtypedescription
srcbuffer
srcFramesnumber
srcRatenumber

finish(jobs: { [string]: string }) → void

argtypedescription
jobs{ [string]: string }
⌬ Metadata
descriptionAuthor-time voice bake: generates each scripted line through audio_gen.speech and dresses it for its speaker before filing it as a .soundClip.

Sub-parts

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11items
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module · born here
❒asset
# audio.voice The spoken script — the words, who says them, and the name each line's clip is filed under. Data only; the generation and the processing that give them a voice live in `audio.voicebake`. Two speakers. **The Vagant** is close, tired and plain. **The Commissioner** is a man reading a minute-book aloud in a place with no walls. They are separated by writing and by processing, not by a voice id. `audio_gen.speech` takes an optional `voice` and nothing on the service enumerates the ids it accepts; a deliberately invalid id was accepted and returned audio, so a wrong id does not announce itself, and two known-public ids produced no pitch separation this could measure. Both speakers are therefore generated on the default voice, and the Commissioner is dropped a minor third, band-limited and thrown into a long cold tail in the bake. Eighteen lines: the opening (the Commissioner speaks first, from somewhere unseen), the lamps, the wig, the oil, the Commissioners closing in, and the two resolutions. Each line's first forty characters are unique on purpose: the generation service names its imported asset from a forty-character truncation of the text, and two lines sharing that prefix overwrite each other silently. `SoundDirector` emits `line(key, text, speaker, seconds)` whether or not the clip exists, so a failed generation is a quiet line rather than a lost one.
▲ 0↑ born
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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/voicebake.module

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