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asset⌬ componentcomponentprimary: init.luau·originates fromworld 8319a68f-5…

Soundscape

Everything the hill sounds like. One instance, on `mount_audio`.

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

game.audio.Soundscape

Everything the hill sounds like. One instance, on mount_audio.

local sound = entity.find("mount_audio").component.get("game.audio.Soundscape")
sound:say("open1")   -- speak a line of the Old Henter's now
sound:hush()         -- cut her off and clear the caption
sound:report()       -- what the soundscape is doing, without ears

What it runs

The bed. bed_night and bed_dawn, two eight-second loops baked as uncompressed PCM and closed end to end — the noise in them is filtered circularly and every partial is a whole number of cycles long, so the last sample runs into the first with no step. They play together and crossfade on Core.state.dawn: wind and a low earth-drone in the deep of the night, thinner air and a warm sustained chord by first light, and the whole bed sits a little louder at the crest than it did at midnight. They loop on the Audio component's own looping field.

The calls. A nightjar churrs out on the dark moor; a curlew answers as the light comes up. Placed at a random point on the hill, spatial, heard from the AudioListener on the CameraRig, on their own irregular clock.

The burn. A peaty moorland stream runs through the deepest hollow on the playable field — found by sampling Core.ground against its neighbours, so it sits where water would. Spatial and looping, closed the same way the beds are (its own tail crossfaded into its head, then baked as PCM), so crossing the hollow is something you hear before you see.

The crest. A synthesised swell rises through the last seventeen seconds before the sun clears the cairn, and the generated cue lands on firstlight. The swell is authored here, so the moment is scored whether or not the cue generated.

The voice. The Old Henter speaks on her own long-lived source, so a line can be cut cleanly. Every line goes out as a line event carrying its TEXT as well as its clip — the words reach the caption band whether or not there is a recording behind them, and a muted player still gets the line.

When she speaks

MomentLine
phase → introopen1, then open2
first butt of a roundfirstbutt
firstlightfirstlight
phase → wonwin
phase → lostlose

Each is spoken once per round. say(id) overrides that, which is how staging places the opening lines against its own camera move.

The mix

Set here every frame through audio.setChannelVolume, on five channels: voice on top, then sfx, ui, music, ambient. The bed and the music duck to about a third under the narrator and come back over a quarter of a second, so she is never fought. Pausing drops the bed rather than cutting it.

Fields

FieldMeaning
bedVolumehow loud the night bed sits under everything else
musicVolumelevel of the music channel
voiceVolumelevel of the narrator's channel
callSecondsaverage seconds between one far-off bird call and the next
auditionInEditsound the bed in edit mode as well as in play

Interface

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

conforms to

zero/source-extract/v2

Soundscape — everything the hill sounds like. One instance, on `mount_audio`. Four things live here: THE BED. Two eight-second loops, `bed_night` and `bed_dawn`, both baked as uncompressed PCM and closed end to end (the noise in them is filtered circularly and every partial is a whole number of cycles long, so sample 192000 runs into sample 1 with no step). They play together and are crossfaded by `Core.state.dawn`: wind and a low earth-drone in the deep night, thinner air and a warm sustained chord by first light. The `Audio` component's own `looping` carries them round — a clip's interior loop points are not read by any playback surface. THE CALLS. A nightjar churrs somewhere out on the dark moor; a curlew answers as the light comes up. Spatial, far off, on their own slow clock. THE CREST. A synthesised swell rises through the last seconds before the sun clears the cairn, and the generated cue lands on `firstlight`. THE VOICE. The Old Henter, on her own long-lived source so a line can be cut off cleanly. Every line goes out as a `line` event carrying its TEXT as well as its clip, so the words reach the caption band whether or not the recording ever generated. The mix is set here too (`audio.setChannelVolume`), and the bed and the music duck under the narrator so she is never fought.

Audio

clipBedNight( ) → void

One literal identity each, so this world carries a real reference edge to every clip it plays.

clipBedDawn( ) → void

clipNightjar( ) → void

clipCurlew( ) → void

clipBurn( ) → void

clipCrestSwell( ) → void

clipCrestCue( ) → void

active( ) → boolean

smoothstep(a: number, b: number, x: number) → number

argtypedescription
anumber
bnumber
xnumber

childNamed(name: string) → void

Found or made once, as temporary children of the mount, so a peer joining a shared world builds its own ears' worth of sound and nothing is saved into the world's entities.

argtypedescription
namestring

source(name: string, fields: { [string]: any }) → void

argtypedescription
namestring
fields{ [string]: any }

audioOf(e: ?) → void

argtypedescription
e?

buildSources( ) → void

startBeds( ) → void

stopBeds( ) → void

applyMix( ) → void

emitLine(line: ?, clearing: boolean) → void

argtypedescription
line?
clearingboolean

speak(id: string) → boolean

Speak one of the Old Henter's lines now. The words go out on the `line` event whether or not there is a recording behind them.

argtypedescription
idstring

enqueue(id: string, after: number) → void

argtypedescription
idstring
afternumber

pumpVoice( ) → void

stopVoice( ) → void

birdCall(dawnT: number) → void

argtypedescription
dawnTnumber

playCrestSwell( ) → void

playCrestCue( ) → void

resetRound( ) → void

onPhase(ev: ?) → void

argtypedescription
ev?

onFirstLight( ) → void

onButt( ) → void

awake( ) → void

onDestroy( ) → void

update(dt: ?) → void

argtypedescription
dt?

say(id: string) → boolean

Speak a line by id, now, whatever the phase. Staging calls this to place the opening lines against its own camera move.

argtypedescription
idstring

hush( ) → void

Cut whatever the narrator is saying and clear the caption.

report( ) → void

What the soundscape is doing right now, for a check that does not need ears.

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

46+items
·
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
▣
module · born here
❒asset
# core <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 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
▣
module · born here
❒asset
# game.audio.sfx Play a one-shot from anywhere on the hill. ```lua local Sfx = require("game.audio.sfx") Sfx.play(clipRef) -- flat, non-spatial Sfx.play(clipRef, { pos = { x, y, z }, volume = 0.7 }) -- out on the hill Sfx.play(clipRef, { pitch = 1, jitter = 0.12 }) -- a run that is not a machine Sfx.ui("confirm") -- the menu's own set ``` It spawns a temporary entity carrying an `Audio` component, lets it sound, and despawns it after `ttl` seconds. Pass `pos` for a spatial source, heard from the `AudioListener` on the CameraRig. Resolve your clip through a **literal** identity so the reference is pinned when this world is installed elsewhere. ## Three things every caller gets **A voice budget.** Below a reserve of free voices a low-priority one-shot is dropped rather than stealing the narrator's. `priority` 0 is set dressing, 1 is the default, 2 survives a crowded mix, 3 always plays. **A collapse window.** Ten motes caught in one frame is one sound, not ten stacked copies 6 dB louder than anything else in the mix. The same clip asked for again inside `collapse` seconds (35 ms by default) is dropped. Pass a longer window for a sound that should never double up, or `priority = 3` to opt out. **Pitch jitter.** `jitter` spreads repeats of one clip either side of their pitch, so a run of them reads as a hill rather than a loop. ## Options `pos`, `volume`, `pitch`, `jitter`, `maxDistance`, `channel`, `ttl`, `name`, `priority`, `collapse`, `looping`. `channel` is one of `sfx` / `ui` / `ambient` / `music` / `voice` — the names the mix knows. A source naming anything else plays at unity, which is a sound nobody can turn down, so an unknown name falls back to `sfx`. ## The menu's set `Sfx.ui(name)` plays one of `click` / `move` / `confirm` / `back` / `deny` — small struck-glass sounds, because the lantern is glass and brass and so is the menu. Non-spatial, on the `ui` channel, and high enough priority to get through a crowded mix. `Sfx.stopAll()` drops every one-shot still sounding, so a hent that started a frame before the round ended does not carry into the end card.
▲ 0↑ born
▣
module · born here
❒asset
# game.audio.lines What the Old Henter says, and the recordings of her saying it. ```lua local Lines = require("game.audio.lines") local l = Lines.get("open1") -- { id, speaker, text, seconds, clip } ``` The narrator is the grandmother who taught the trade. She is heard, never seen. Six lines: `open1`, `open2` over the opening; `firstbutt` the first time a hoggy knocks the lantern; `firstlight` when the sun clears the cairn; `win` and `lose` on the verdict. `Lines.ORDER` lists them. **Every line carries both halves.** `text` is the line; `clip` is a performance of it, generated once with `audio_gen.speech` and cached under `game/audio/lines`. `Soundscape` plays the clip AND emits the text on the `line` event, so a line whose recording is missing is a quiet line rather than a lost one. `seconds` is the measured length of the recording, so a caption band can hold the words for as long as they are spoken without asking the mixer. `clip` resolves lazily through a literal identity, which is what pins the reference when this world is installed somewhere else. `Lines.forget()` drops the resolved refs so a recording regenerated at runtime is picked up.
▲ 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 · game/audio/Soundscape.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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/ 100
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+ quality × 0.35
+ performance × 0.25
± compat factor

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