lines
Everything the Warden says, and when. He is the old bell-warden you have replaced tonight — gruff, close, out of patience — and he says eight things across a round and nothing else.
lines
Everything the Warden says, and when. He is the old bell-warden you have replaced tonight — gruff, close, out of patience — and he says eight things across a round and nothing else.
| cue | the line |
|---|---|
opening | Tower's down. Fleet's in the fog. Raise it, and ring it, before the light does. |
watch | First watch. Keep them true. |
blush | Sky's paling. Faster. |
hoist | That'll hold. Bring her up. |
ring | Now. Ring it. |
won | They're awake. Let them come. |
fell | Stone's in the water. So are we. |
sunrise | Light's on the water. Too late. |
The written form ships
Every line carries its text as well as its clip, and the text is what the game
is guaranteed to say: Sound emits caption(text, seconds) for each one
whether or not its audio answered. A line whose clip is missing, or whose
player has the sound off, or who is somewhere they cannot listen, is a quiet
line rather than a lost one.
seconds is how long the caption holds — the reading plus a beat, and never
less than it takes to read four words off a phone held at arm's length.
clipSeconds
The spoken line's real length, read off the baked clip with audio.info and
written down here rather than asked for at play time: Audio:duration()
answers for the clip the mixer is already holding, so in the frame a line is
cued it still reports the length of the line before it.
urgent
An urgent line is delivered the moment it is cued, over anything already speaking, because by the time it is late it is wrong — the opening, the hoist, the ring, and each of the three endings. Anything else waits its turn.
Owned by the sound & voice slice; the caption strip that prints these is the presentation slice's.
Scoped to this part · feeds back into the world's score.