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asset⌬ modulemoduleprimary: init.luau·originates fromworld 23ccf201-6…

score

Everything the film is heard through: a score of five cues crossfaded against film time, eight world sources that are the sound of the place, and thunder that arrives behind its own flash by the time sound takes to cross the distance.

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

greensky/score — the sound of Green Sky

Everything the film is heard through: a score of five cues crossfaded against film time, eight world sources that are the sound of the place, and thunder that arrives behind its own flash by the time sound takes to cross the distance.

local Score = require("greensky.score")

Score.thunder(2400, 0.9)   -- the sky slice, on the frame a discharge fires
Score.gainsAt(t)           -- the whole mix at any film time, pure
Score.bedLevelAt(t)        -- how much non-spatial sound is up at time t
Score.mixState()           -- what is sounding right now, and what thunder did

The score

Five cues, and the film is always carried by at least one of them.

cuewhat it isup fromdown by
cue_dryhigh, still, bleached. No bass at all — the weight arrives with the storm and this leaves room for it.0:000:34
cue_approacha low throb that has no business being in act I, and a swell that never resolves.0:141:10
cue_darkthe bruise. A minor second held against the root, low enough to read as pressure rather than as a chord.0:321:36
cue_maxeverything in cue_dark plus a tritone, a churning mid band, and eight slow pounds. The storm at its worst.1:001:34
cue_arcthe whole spectrum back at once, and major. The only cue in the film with a third in it.1:33—

Both act transitions are pinned to the cut frame rather than eased across it, so the score turns over on the cut and not near it:

  • t = 32 s, shot 6 — the bright pad goes and the black drone arrives.
  • t = 94 s, shot 15 — the drone and the churn go and the major cue arrives.

The place

Four beds heard everywhere, because they are everywhere, and four sources heard from where they are.

sourcespatialwhat it does over the runtime
windnoover the flat from the first frame; rises with the cell and never stops
driftnodry salt streaming over the crust in act I; stops dead when the rain arrives at 0:44
rainnoin at 0:41, up through the middle, gone by 1:52
waternostanding water settling, from 1:34 to the end
curtainyesthe wall crossing the pan west to east at 40 m/s, over the origin at 0:44, carrying 3 km
hailyesone burst over the field, 1:26 to 1:33
airframeyesrides KILO, through gliders.poseAt
thunderyesone report per discharge, placed out over the cell

A spatial source is heard at its mix gain times the distance attenuation from wherever the shot stands — so the curtain arrives, passes and leaves, and the hail is loud in the shot that is about hail and faint in the one three kilometres up. Which is why the film's continuity never rests on them: bedLevelAt(t) is the sum of the non-spatial gains and its minimum across the whole 122 seconds is 1.29, at t = 0.

Thunder

Score.thunder(distance, energy)

distance in metres, energy roughly 0..1. The report is queued and played distance / 343 seconds later, from a point that far out in the direction of the cell, with one of three clips chosen by how far it came: a crack under 900 m, a roll under 2.6 km, and past that only the low end, because that is all that survives the distance.

Until the sky slice starts calling, a fallback schedule of fourteen discharges carries act II on its own. The first external call stands the fallback down, and it comes back if the calls stop for ten film seconds — so the demo is never without thunder and the two never double up.

Where the sound comes from

Nothing here is generated by a service and nothing is downloaded. All fifteen clips are synthesised from raw interleaved f32 PCM by greensky/score/bake.luau and written next to it as .soundClip assets. audio.encodePcm is pure CPU: it works headless and it never fails for credit or network reasons. Run that file to re-bake.

Every looping bed is seamless by construction, and the bake measures it — oscillators snapped to a whole number of cycles per loop, noise filtered with wrap-around indices, impulse grains written wrapping. See the bake script's header for the three rules and the numbers.

Levels

The mix is nothing but per-frame gain. Every source exists and plays from build() at volume zero; a cue is never started or stopped, only faded. There is no moment in the film at which a clip has to begin, which is what guarantees there is no gap and no restart click.

The film's master level is two channel trims in build() — music at 0.60 and world at 0.70. With those, the mixer peaks at 0.70 at the storm's maximum; at unity it clipped at 1.15.

What it needs from the scene

An AudioListener, which film_camera carries. Without one every spatial source in the world is inaudible. The four beds are unaffected.

Interface

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

conforms to

zero/source-extract/v2

greensky/score — SOUND AND SCORE. Owned by the "score" slice. Everything the film is heard through: five music cues crossfaded against film time so the score lands on the cuts, eight world sources that are the sound of the place, and thunder that arrives behind its own flash by the time it takes sound to cross the distance.

Audio

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

HELPERS

argtypedescription
tnumber
anumber
bnumber

source(name: string, clip: any, opts: { [string]: any }) → Source

argtypedescription
namestring
clipany
opts{ [string]: any }

setVol(name: string, v: number) → void

Gains are written only when they actually move. Thirteen sources at sixty frames a second is a lot of component writes for nothing.

argtypedescription
namestring
vnumber

moveTo(name: string, x: number, y: number, z: number) → void

argtypedescription
namestring
xnumber
ynumber
znumber

cameraAt( ) → void

kiloAt(t: number) → void

KILO's position, for the airframe. The gliders slice publishes poseAt(ship, t) for exactly this; until it does, a stand-in path keeps the source somewhere plausible rather than silent.

argtypedescription
tnumber

enqueue(distance: number, energy: number) → void

THUNDER

argtypedescription
distancenumber
energynumber

fireThunder(ev: { at: number, d: number, e: number, req: number }) → void

argtypedescription
ev{ at: number, d: number, e: number, req: number }

thunder(distance: number, energy: number) → void

Called by the sky slice on the frame a discharge fires. The fallback schedule stands down while these keep arriving and comes back if they stop for ten film seconds — so the demo is never without thunder, whether or not the sky slice is reporting yet, and the two never double up.

argtypedescription
distancenumber
energynumber

build( ) → void

BUILD

gainsAt(t: number) → void

THE MIX The whole mix, as a PURE function of film time. `update` does nothing but apply it, which means the entire 122 seconds can be read off and checked — no gap, no silence, the transitions where the cuts are — without running the film or touching the clock the other five slices are riding. The four spatial sources (curtain, hail, airframe, thunder) carry their gain here as an INTENT: what the mix asks for. What is actually heard is that times the distance attenuation from wherever the shot stands.

argtypedescription
tnumber

bedLevelAt(t: number) → number

The sum of every non-spatial gain at time t. This is the number that must never reach zero: the four spatial sources can all be out of earshot at once, so the film's continuity rests on the cues and the ambience beds alone.

argtypedescription
tnumber

update(c: any) → void

argtypedescription
cany

mixState( ) → void

WHAT IT IS DOING RIGHT NOW Read back from an execute to check the mix without listening to it.

Sub-parts

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

63items
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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).
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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).
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module · born here
❒asset
# film The clock, the shot table and the palettes of GREEN SKY. Every other slice talks to this module and to nothing else. ## The clock A fixed **1/24 s per rendered frame**, ignoring the real frame delta. The film is therefore byte-identical on every run whatever the frame rate, so it can be recorded a frame at a time and retimed on the host. Film.FPS 24 Film.FIXED_DT 1/24 Film.DURATION 122 seconds `scenes/main.scene`'s entrypoint calls `Film.build()` once on load and `Film.tick()` once per frame. There is no cutscene, no coroutine timeline and no `task.wait` chain anywhere in the demo. ## The shot table `Film.SHOTS` — eighteen entries, `{ n, seconds, act, name, brief }`. `seconds` is the only timing authority in the film; `greensky/camera` owns where each set-up stands. Shot numbers are stable and are never renumbered, because every slice keys off them. Film.shotAt(t) -> the shot on screen at t, and seconds into it Film.shotStart(n) -> when shot n begins ## Registering a slice local Film = require("greensky.film") local M = {} function M.build() end -- once, on scene load function M.update(c) end -- every frame Film.register("pan", M, 10) -- lower order ticks first The context `c` every update receives: | field | meaning | |---|---| | `t` / `u` | film seconds, and 0..1 across the whole film | | `dt` | always `FIXED_DT` | | `frame` | integer frame counter from 0 | | `shot` / `shotT` / `shotU` | the shot on screen, and progress through it | | `cut` | true on the first frame of a new shot | | `act` | 1, 2 or 3 | | `storm` / `flood` / `clear` | the three progressions, 0..1 | `Film.arcAt(t)` gives those last three at any time, so a slice can ask what act III looks like without waiting for it. ## Two palettes, and they are not the same thing **`Film.PALETTE`** is the **light** — what the sun, the sky and the ambient are doing in the world, per act, plus the discharge. `greensky/sky` reads it every frame. **`Film.PAL`** is the **photograph taken of that light** — the response of the camera's negative, per act. `greensky/camera` reads it every frame and writes it into the `gs_grade` post-process pass. Its fields are `ev` (exposure compensation in stops), `exposure`, `contrast`, `pivot`, `saturation`, `vignette`, `vigInner`, `grain`, and the ASC-CDL triplets `lift` (offset, moves the blacks), `gain` (slope, the whites) and `gamma` (power, the mids). Both carry `dry`, `storm`, `clear` and `flash`, and both are interpolated by the same `c.storm` / `c.clear` ramps, so the light and the photograph of it always agree about which act it is. `Film.mixGrade(a, b, x)` mixes two `Film.PAL` entries. Every `gain` in `Film.PAL` is at or below 1 on purpose: the post chain is display-referred and hard-clipped at 1.0, so a gain above 1 clips the image rather than opening it up. Level lives in `ev`, in stops. ## The site `Film.SITE` — the numbers more than one slice needs about the place: pan radius, runway length and width, hangar position, cloud base and top, the cloud volume's horizontal extent, where the storm enters and leaves, and how deep the flood gets. Everything must live inside 8 km of every camera station, because the far plane is hard-fixed at 8000. ## Curves Film.ramp(t, a, b) smoothstep, 0 before a and 1 after b Film.lerp(a, b, x) Film.mix3(a, b, x) mix two {r, g, b} Film.clamp01(x) ## Files film.module/init.luau this module ../design/spec.md read this before changing any of it ../design/shotlist.md the eighteen shots as written
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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).
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module · born here
❒asset
# gliders Three sailplanes over the salt pan, and the whole 122 seconds of flying they do. KILO is the lead ship the film keeps returning to; BRAVO and CHARLIE are already airborne when the film opens and join KILO for the last pass. They are the demo's only scale reference — a 15-metre wing against a 4.5-kilometre cloud. ## What it provides ```lua local Gliders = require("greensky.gliders") Gliders.SHIPS -- { "KILO", "BRAVO", "CHARLIE" } Gliders.poseAt(ship, t) -- -> position {x,y,z}, forward {x,y,z} Gliders.poseFull(ship, t) -- + speed, yaw, pitch, bank, rates, load Gliders.posAt(ship, t) -- -> x, y, z Gliders.tipAt(ship, side, t) -- a wingtip, side = -1 port / +1 starboard ``` Every one of them is a **pure function of film time**. They answer for any `t` in `0 .. Film.DURATION`, they read no entity, and they do not care whether the slice has been ticked — which is what lets the camera slice call `poseAt` from inside its own update to frame and ride a ship. `greensky/camera` uses this for shots 3, 9 and 12. ## How a ship is animated One authored key table per ship, evaluated as a monotone cubic Hermite spline. Everything else is a derivative of it, so there is no second animation to keep in sync and no way for the attitude to disagree with the path: | what | from | |---|---| | forward | normalised `dp/dt` | | pitch | `asin(forward.y)` | | bank | `atan(speed * dyaw/dt / g)` — a real coordinated turn | | ailerons | `dbank/dt`, opposite sides | | elevator | `dpitch/dt` | | rudder | `dyaw/dt` | | wing flex | load factor `1/cos(bank)` | | wingtip vapour | load factor, gated by humidity | Rates are read over a 0.75 s window. A cubic spline's second derivative ripples inside every segment, so a turn rate read at velocity resolution makes a steady thermal turn look like a shiver; 0.75 s is also about how long an aircraft takes to change bank, so the smoothing is the physics rather than a cover for it. On top of the path — never in it — the cell throws the ships about from the gust front to the last of the rain, and the pilots work against it. The route the camera reads stays exactly where it was authored. ## Where they are | film time | KILO | |---|---| | 0 – 6.4 | parked at the west end of the strip, nose east, one wingtip a hand off the concrete | | 6.4 – 12.4 | the ground roll: 130 m of concrete, wing level by t = 10.4 | | 12.4 | rotation and lift-off | | 12.4 – 17.5 | climb-out, easing right off the centreline | | 17.5 – 39.2 | the thermal: a 110 m circle at 30 m/s, 42 degrees of bank, climbing 12 m/s | | 39.2 – 55 | east along the gust front, through the 700 m cloud base at exactly t = 55 | | 55 – 76 | inside the mass, climbing to 1,370 m, then turning north and coming down | | 76 – 99 | out into the rain, descending across the pan | | 99 – 106 | a hard diving turn, wings coming level pointing due south | | 106 – 122 | the low pass: 68 m/s, 90 m off the flood, all three ships in line | BRAVO and CHARLIE fly their own thermals — wider and tighter respectively, at their own altitudes — until KILO leaves the turn at t = 39.2. All three exit on the same heading, and from there the wingmen hold a station on KILO that eases into their slot in the final line. ## The airframe Twelve entities under each ship's root, built nose along **+Z**, span along **±X**, up along **+Y**. Fuselage, nose, canopy, two wing panels with 3.5 degrees of dihedral, two ailerons, a tailplane, a fin, a rudder, and a wingtip entity each side carrying a `TrailRenderer` for the vapour. The root's rotation is `yaw(+Y) * pitch(+X) * roll(+Z)`, composed with `Transform.quatFromAxisAngle` and `Transform.quatMul`. This pass is a greybox: one flat material, no textures, silhouette only.
▲ 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
backing path · greensky/score.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.
⌬ZeroMind agent review · awaiting first pass
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+ quality × 0.35
+ performance × 0.25
± compat factor

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