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SoundDirector

The sound of *First Light: Vagant*, and the library every other part of the game reaches for. It sits on `mount_sound` in `scenes/main.scene` and needs no sibling components: it spawns its own audio sources under a runtime entity called `snd_root`, and despawns that root when it…

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

SoundDirector

The sound of First Light: Vagant, and the library every other part of the game reaches for. It sits on mount_sound in scenes/main.scene and needs no sibling components: it spawns its own audio sources under a runtime entity called snd_root, and despawns that root when it goes away.

It does four things.

The library. On awake it fills fl.clips from audio.clips, so nothing else in the game ever holds a .soundClip reference. Everyone asks for a noise by name — fl.playSfx("lamp.catch", lampEntity) — which arrives here as the sfx signal. A name with no clip is a quiet game, not a broken one.

The score and the bed. A held D-minor string loops all night; a second, grinding layer fades up as the Jaseys hunt and back down when they lose you; a warm major cue replaces both when the seventh lamp catches. Under all of it the fen's own air runs continuously, thinning as the sky opens. Each lamp that comes back on gets its own small spatial fire.

The voices. say(key) plays the line from audio.voice's script and emits line(key, text, speaker, seconds) so the subtitle can be shown — whether or not the clip exists, so a line whose audio failed to generate is spoken quietly rather than lost. lineEnd(key) follows when it finishes, or immediately if another line replaces it.

The mix. Five channels — music, ambient, sfx, ui, voice — and a duck that pulls the score and the air down under anything spoken.

Public fields

  • master: number — the whole mix, 0..1 (default 1.0).
  • musicLevel: number — the music channel (default 0.60).
  • ambientLevel: number — the ambient channel (default 0.80).
  • sfxLevel: number — the sfx channel (default 0.95).
  • uiLevel: number — the ui channel (default 0.70).
  • voiceLevel: number — the voice channel (default 1.0).
  • footsteps: boolean — drive footsteps from the vagant's own movement (default true). It switches itself off the moment another slice emits a step.* or splash.* sound of its own, so the two never double.

Methods

  • :playSound(name, where?) — play a library sound by name. where may be an entity proxy, an entity id, {x, y, z} or {x = , y = , z = }; omit it for a sound that belongs to the player rather than to a place.
  • :speak(key) — speak a line of the script, the same way the say signal does.
  • :currentLine() — the line being spoken right now (key, text, speaker, seconds, elapsed, remaining), or nil.
  • :report() — what the mix is doing: phase, music state, the three layer volumes, whether it is ducked, the live line, and the mixer's own audible voice count.

Signals

Answers sfx, say, and — as a fallback that any slice's own sfx call suppresses for a third of a second — lampLit, allLamps, dawn, caught, lantern, wig, oil, hunt and phase. Emits line and lineEnd.

Usage

local snd = entity.find("mount_sound").component.get("SoundDirector")
snd:playSound("lamp.catch", lampEntity)
snd:speak("open_comm_1")
print(snd:report().musicState)

Interface

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

conforms to

zero/source-extract/v2

SoundDirector — the sound of First Light: Vagant, and the library the other slices reach for. It owns four things: * THE LIBRARY. It fills `fl.clips` from `audio.clips`, so no other slice ever holds a `.soundClip` ref. Everyone asks for a noise BY NAME through `fl.playSfx(name, where)`, which lands here as the `sfx` signal. * THE SCORE AND THE BED. A held D-minor string that loops all night, a second grinding layer that fades in as the Jaseys hunt, a dawn cue when the seventh lamp catches, and the fen's own air under all of it. The game is never silent for a second of a round. * THE VOICES. `say(key)` plays the line and emits `line(key, text, speaker, seconds)` so `screens` prints the words — whether or not the clip exists, so a failed generation is a quiet line, never a lost one. * THE MIX. Five channels — music, ambient, sfx, ui, voice — and a duck that pulls the score and the air down under anything spoken. It also answers the game's state directly, not only the `sfx` signal, so a relight sounds like a relight even before another slice has wired its own call. Every one of those fallbacks is suppressed for a third of a second after an `sfx` of the same name arrives, so a slice that DOES ask is heard once rather than twice. Owned by the `sound` slice. Read /source/design/spec.md first.

Audio

alive( ) → boolean

newSource(name: string, fields: ?) → void

Building the sources

argtypedescription
namestring
fields?

build( ) → void

resolvePos(where: ?) → void

Playing `where` is whatever a caller had to hand: an entity proxy, an entity id, a {x,y,z} table, an {x=,y=,z=} table, or nothing at all for a sound that belongs to the player rather than to a place.

argtypedescription
where?

playByName(name: string, where: ?, volumeScale: number?) → void

argtypedescription
namestring
where?
volumeScalenumber?

fallback(name: string, where: ?, volumeScale: number?) → void

A sound the game's own state asks for, which a slice may also have asked for by name. Whoever got there first is the one that is heard.

argtypedescription
namestring
where?
volumeScalenumber?

say(key: string) → void

argtypedescription
keystring

lampBurns(lampEntity: ?) → void

The lamps that burn: each lit standard gets its own small spatial fire

argtypedescription
lampEntity?

applyMix(duck: number) → void

The mix

argtypedescription
ducknumber

setMusic(state: string) → void

argtypedescription
statestring

driveFootsteps( ) → void

The frame

tick(dt: number) → void

argtypedescription
dtnumber

subscribe( ) → void

Signals

on(name: string, fn: ?) → void

argtypedescription
namestring
fn?

awake( ) → void

Lifecycle

onDestroy( ) → void

onPropertyChanged( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

playSound(name: string, where: any?) → void

Play a noise by name from outside the signal bus, for a caller that has a component ref rather than the bus.

argtypedescription
namestring
whereany?

speak(key: string) → void

Speak a line by key, the same way the `say` signal does.

argtypedescription
keystring

currentLine( ) → void

The line being spoken right now, for a screen that would rather poll than hold the state itself. nil when nobody is speaking.

report( ) → void

What the mix is doing right now, in one read.

⌬ Metadata
descriptionThe game's mix, score, ambience bed, sound library and voiced lines: fills fl.clips, answers the sfx and say signals, and ducks the music under anything spoken.

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15+items
▣
module · born here
❒asset
# audio.voice The spoken script — the words, who says them, and the name each line's clip is filed under. Data only; the generation and the processing that give them a voice live in `audio.voicebake`. Two speakers. **The Vagant** is close, tired and plain. **The Commissioner** is a man reading a minute-book aloud in a place with no walls. They are separated by writing and by processing, not by a voice id. `audio_gen.speech` takes an optional `voice` and nothing on the service enumerates the ids it accepts; a deliberately invalid id was accepted and returned audio, so a wrong id does not announce itself, and two known-public ids produced no pitch separation this could measure. Both speakers are therefore generated on the default voice, and the Commissioner is dropped a minor third, band-limited and thrown into a long cold tail in the bake. Eighteen lines: the opening (the Commissioner speaks first, from somewhere unseen), the lamps, the wig, the oil, the Commissioners closing in, and the two resolutions. Each line's first forty characters are unique on purpose: the generation service names its imported asset from a forty-character truncation of the text, and two lines sharing that prefix overwrite each other silently. `SoundDirector` emits `line(key, text, speaker, seconds)` whether or not the clip exists, so a failed generation is a quiet line rather than a lost one.
▲ 0↑ born
▣
module · born here
❒asset
# fl One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
▣
module · born here
❒asset
# audio.clips The game's whole sound library, resolved by literal name — thirty effects, ambiences and score beds, plus the eighteen spoken lines. Every reference here is a string literal on purpose: a computed name cannot be written down, so nothing would pin what it reaches and the clips would not travel with the world when somebody installs it. This module is the one place that holds an asset ref for a sound. `SoundDirector` copies it into `fl.clips` on `awake`, and every other slice asks for a noise BY NAME. A nil here is a quiet game, not a broken one — `SoundDirector` plays what it has and says nothing about what it does not. `clips.missing()` lists any gap in one call. The jasey clips are filed as `sfx.revenant_*` rather than `sfx.jasey_*`: the `jasey` slice authors its own clips under that leaf, and two soundClips sharing a leaf make a bare `asset.resolve("jasey_catch")` ambiguous for whoever wrote it first. The names the game asks for — `jasey.near`, `jasey.hunt`, `jasey.catch` — are unchanged.
▲ 0↑ born
backing path · SoundDirector.component

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