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asset⌬ modulemoduleprimary: init.luau·originates fromworld 085e7168-5…

recipes

Every noise GREASEPAINT makes, written down as a recipe: how long it is, whether it LOOPS, which generated recording seeds it, and a `build` that fills a mono f32 array at 24 kHz with `game.audio.synth`.

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

audio.recipes

Every noise GREASEPAINT makes, written down as a recipe: how long it is, whether it LOOPS, which generated recording seeds it, and a build that fills a mono f32 array at 24 kHz with game.audio.synth.

Thirty-two clips in seven families — the beds (a warped calliope four rooms away, the tent itself: canvas, wind, a rope, and the house drone that rises with the heat), the UI furniture, the four gags, what lands on Ada, the tent's meter and its paint, the acts, and what the heat sounds like.

What the heat sounds like

tent_laugh, tent_laugh_2 and tent_laugh_3 are the same recorded house three times over, and the difference is measurable rather than a matter of taste: 4.20 s / 4.60 s / 5.60 s long, rms 0.30 / 0.34 / 0.42, and 39 % / 64 % / 76 % of the energy sitting under 300 Hz. The second is the room the joke was told in; the third is every seat in it. bed_heat is what stays behind between the laughs — held pipes two octaves under the calliope with the tritone over them, and a hall of people not quite sitting still.

Four small ones go with the mechanics the heat brought: grin_bite (dried greasepaint coming off her in flakes), card_curtsey (a skirt swept, and the calliope bowing with her), card_tear (stiff handbill card taken across the grain) and lamp_ping (a filament taking the current).

Everything sits in one reverb — a big soft canvas room, long and dull, never a stone hall — so the whole mix reads as one place.

How a bed loops at all

loopStart / loopEnd are stored by the encoder and read by no playback surface, and an Opus round trip loses the head of the clip, which is a click on every pass. So the three beds are built long, folded end over head with Synth.seamless, and baked codec = "pcm". The bake reports the step across the join: all land under 0.02, where a click reads in the tenths, and bed_heat's join (0.0003) is fifty times quieter than the loudest step inside its own material.

game/audio/bake.luau turns these into .soundClip assets under game/audio/clips. Nothing here runs at play time — the game ships baked clips, so a browser session synthesises nothing on the player's machine.

Interface

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

conforms to

zero/source-extract/v2

game.audio.recipes — every noise GREASEPAINT makes, written down. Each recipe says how long it is, whether it is a LOOP (which changes how it is built and how it is encoded), which generated clip SEEDS it, and a `build` that fills a mono f32 array at `Synth.SR`. `game/audio/bake.luau` turns these into `.soundClip` assets under game/audio/clips; nothing here runs at play time, so a browser session synthesises nothing on the player's machine. The palette is a tent at night in 1931: brass, canvas, wood, sawdust and a calliope four rooms away. Everything sits in the same reverb — a big soft canvas room, long and dull, never a stone hall — so the whole mix reads as one place. The two beds are built loop-coherently and folded end over head with `Synth.seamless`, then baked `codec = "pcm"`, because loop markers are stored and unread and an Opus round trip loses the head of the clip. Owned by the `sound` slice.

clip(def: ?) → void

argtypedescription
def?

tent(buf: ?, wet: number, size: number?) → void

One tent, so one reverb. `wet` scales how far into it a sound is thrown.

argtypedescription
buf?
wetnumber
sizenumber?

pipe(dur: number, hz: number, seed: number, wobble: number?) → void

A steam-calliope pipe: a square-ish column of air with vibrato, a breath of noise across the mouth, and a body that never quite settles in tune. This is the instrument the whole game is scored on.

argtypedescription
durnumber
hznumber
seednumber
wobblenumber?

chord(dur: number, root: number, intervals: { number }, seed: number) → void

A chord of pipes, struck together and left to sag.

argtypedescription
durnumber
rootnumber
intervals{ number }
seednumber

knock(dur: number, hz: number, seed: number) → void

A dry wooden knock — the ring curb, a heel on a board, a card on a knee.

argtypedescription
durnumber
hznumber
seednumber

build(seed: ?) → void

argtypedescription
seed?

held(cycles: number, amp: number, ph: number) → void

argtypedescription
cyclesnumber
ampnumber
phnumber

build(seed: ?) → void

argtypedescription
seed?

stretch(src: { number }, ratio: number) → void

The tent keeps count. Each time it laughs the house is warmer, the laugh is lower and wider, and something underneath it stops going away between the laughs. Resample by `ratio` — above 1 the buffer comes back longer and lower, which is the whole trick behind a bigger room full of the same people.

argtypedescription
src{ number }
rationumber

crowd(dur: number, voices: number, seedBase: number, lowHz: number) → void

A crowd of dry laughs somewhere in the dark: `voices` people, five syllables each, scattered across the first half of `dur`. What the tent laughs sound like when the recorded house is not there to seed them.

argtypedescription
durnumber
voicesnumber
seedBasenumber
lowHznumber

build( ) → void

held(hz: number, amp: number, ph: number, breatheAt: number) → void

Held under the whole tent: a D two octaves under the calliope, the tritone over it, and nothing that resolves. Whole numbers of cycles across the bed, so every partial joins itself at the loop.

argtypedescription
hznumber
ampnumber
phnumber
breatheAtnumber

names( ) → void

Every recipe name, in bake order.

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
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module · pulled in
❒asset
# audio.synth A CPU DSP toolkit for building sound in pure Luau. Everything is flat arrays of f32 samples in `[-1, 1]` at `Synth.SR` (24 kHz), ready for `audio.encodePcm(buf, Synth.SR, 1, opts)`. It runs headless, costs no credits and cannot fail for network reasons — which is why the whole SFX library of this game is built with it rather than generated. ```lua local Synth = require("audio.synth") local bell = Synth.bell({ dur = 4.0, root = 71, seed = 3 }) Synth.reverb(bell, { decay = 0.9, mix = 0.45, size = 2.2 }) Synth.normalize(bell, 1.0) ``` ## What is in it **Buffers** — `buf`, `mixInto`, `gain`, `peak`, `rms`, `normalize`, `fadeIn`, `fadeOut`, `dcBlock`. **Filters** — `lowpass`, `highpass`, resonant `bandpass`, and `sweepLowpass`, whose cutoff travels the length of the buffer. That sweep is the single most useful gesture here: it is what makes a whoosh a whoosh and a steam burst collapse into a hiss. **Space** — `reverb` is a six-comb, two-allpass Schroeder network with `decay`, `mix`, `size` and `damp`. This fight happens in a cathedral, so almost everything gets some. **Loops** — `seamless(buf, crossfadeSeconds)` folds the tail back over the head with an equal-power crossfade and returns a shorter buffer whose last sample joins its first. That is how a bed loops without loop markers and without depending on a codec preserving the first millisecond. **Generators** — `metal` (an inharmonic partial stack, the struck-bronze engine), `bell` (the same with founder's ratios and a long tail), `noise` (filtered and enveloped — steam, cloth, gravel, air) and `tone` (a pitched voice with a glide, for weight and blips). `Synth.rng(seed)` is a deterministic LCG, so a rebuild of the library is byte-identical and a clip is diffable.
▲ 0↓ import
backing path · game/audio/recipes.module

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