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score

Everything Ashbloom's soundtrack does is a pure function of `t`, film-seconds, exactly like the picture. This module holds the numbers. `AshbloomSound.component` holds the entities and does the writing.

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

ashbloom.sound.score — the soundtrack, as data

Everything Ashbloom's soundtrack does is a pure function of t, film-seconds, exactly like the picture. This module holds the numbers. AshbloomSound.component holds the entities and does the writing.

local score = require("ashbloom.sound.score")
score.snapshot(115)          -- the whole mix at film time 115, without entering play
score.observe()              -- what the MIXER is doing right now, beside what was asked for
score.cuesheet()             -- every clip against film time, for laying the track on a host

The score — five cues, two decks

Five generated orchestral cues, 40–48 s each. Never one long track: a generation request is abandoned at a fixed transport deadline, and a three-minute request is exactly the one that dies.

cueclipfilm twhat it is
ashab_cue_ash0 – 40sub-bass drone, hollow metal, bowed cello. No pulse.
rainab_cue_rain34 – 82low strings gathering under a distant pulse
bloomab_cue_bloom76 – 122glass bells and celesta over warm strings
zenithab_cue_zenith116 – 144wordless choir, harp, the crest
dawnab_cue_dawn138 – 178solo piano resolving into stillness

Cues alternate between two decks so consecutive cues crossfade over six seconds rather than butting together — one deck could only cut. Each cue's clip is at least as long as the window it owns, so nothing loops mid-film.

The world's own sound — nine sources

Four non-spatial beds (wind, ash, rain, the bloom pad) hold the floor of the mix at every camera height, so the soundtrack never goes dead on a 92 m wide. Five placed sources are spatial and are what a cut re-poses.

sourceclipchanneldriven by
Snd_Windab_amb_windambientthins under the rain, returns for the dawn
Snd_Ashab_amb_ashambientfilm.wetness — gone once the stone is wet
Snd_Rainab_amb_rainambientfilm.rainfall
Snd_Bloomab_amb_bloomambientfilm.glow — arrives and gutters with the light
Snd_Dropsab_sfx_dropssfxthe onset only, t 33–52
Snd_Channelab_sfx_channelsfxramps in t 46–62 and runs to the end
Snd_Poolab_sfx_poolsfxramps in t 66–80 as the basin fills
Snd_Mothsab_sfx_mothssfxin t 124–143, out t 162–178. Its entity travels.
Snd_Rimab_amb_windambienta spatial wind at the rim, 260 m carry

score.mothPos(t) flies the swarm's sound over the north rim, down into the bowl, around the pool, and back out over the south rim as the film ends.

The mix moves on three things at once

  • the curves — film.rainfall, wetness, growth, glow
  • the cut list — every shot has a perspective in score.PERSPECTIVE, 0 for a 92 m wide and 1 for a lens 6 cm off a petal. The mix pulls in on a macro (the world's own detail forward, the beds back) and opens out on a wide, eased over 0.35 s so a hard cut does not click the mixer.
  • the cues — the five-cue crossfade above

score.channels(t) folds all three into the three mixer levels. It never returns a zero, so nothing in this film is ever explained by a channel being off.

Laying the soundtrack on a host

The engine plays the mix in real time while the film clock advances one FILM_DT per rendered frame. At any render rate other than exactly 24 fps the two run at different speeds, so a take whose picture is retimed to 24 fps cannot carry the engine's own audio track in sync.

score.cuesheet() is the answer: every clip, its film-time in and out, and its gain sampled on a fixed grid with the channel level already folded in — enough to build the finished soundtrack against film time, independent of how fast the engine rendered.

Interface

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

conforms to

zero/source-extract/v2

strict

cueGain(t: number, cue: Cue) → number

A cue's own fade envelope at film time `t`, 0 outside the window it owns.

argtypedescription
tnumber
cueCue

cueFor(deck: number, t: number) → Cue

The cue a deck is playing at `t`, or nil while that deck is empty.

argtypedescription
decknumber
tnumber

perspective(t: number) → number

How close the current set-up is, eased across the cut so a hard cut does not click the mix. 0.35 s of slew is below a cut's perceptual threshold and above the mixer's.

argtypedescription
tnumber

channels(t: number) → void

The mixer levels at `t` — `music`, `ambient`, `sfx`. The music ducks under the rain and swells for the self-lit crater; the world's own noise does the opposite. Never returns a zero, so nothing is ever explained by a channel being off.

argtypedescription
tnumber

w(t: number) → number return film

argtypedescription
tnumber

gain(t: ?) → void

argtypedescription
t?

gain(t: ?) → void

argtypedescription
t?

gain(t: ?) → void

argtypedescription
t?

gain(t: ?) → void

argtypedescription
t?

gain(t: ?) → void

argtypedescription
t?

gain(t: ?) → void

argtypedescription
t?

gain(t: ?) → void

argtypedescription
t?

gain(t: ?) → void

argtypedescription
t?

gain(t: ?) → void

argtypedescription
t?

mothPos(t: number) → void

Where the moth swarm's sound is at `t`. It comes over the north rim, drops into the bowl, circles the pool while the swarm is in frame, then climbs back out over the rim as the film ends. This is the one source that travels, and it is what makes shots 19, 20 and 25 read as an arrival.

argtypedescription
tnumber

sourceGain(name: string, t: number) → number

One source's own volume at `t`, before its channel and the master.

argtypedescription
namestring
tnumber

snapshot(t: number) → void

The whole mix at `t`, as one readable table — every channel level, every source's own gain, and which cue each deck is on. The check that answers "what is the soundtrack doing here" without entering play.

argtypedescription
tnumber

cuesheet(step: number?) → void

Every track of the soundtrack against FILM time, with its gain sampled every `step` seconds (default 0.5). A track's envelope already carries its channel level, so the values multiply straight onto the clip.

argtypedescription
stepnumber?

examples

local sheet = require("ashbloom.sound.score").cuesheet()

mark(t: number) → void

Called by the sound stage every frame with the film time it posed.

argtypedescription
tnumber

now( ) → number

The film time the mix is currently posed at, or -1 before the first tick.

observe(t: number?) → void

What the soundtrack is doing right now, as the MIXER sees it, beside what the score asked for at film time `t`. Reading a source's fields back tells you what was asked for; this answers whether the mixer is doing it — the read that separates "the mix is wrong" from "the mix is right and inaudible", with the reason named for every source that is not sounding.

argtypedescription
tnumber?

examples

local r = require("ashbloom.sound.score").observe(115)
⌬ Types
Cue = {Source = {CueSheetTrack = {

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module · born here
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# film <!-- 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.
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backing path · ashbloom/sound/score.module

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