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asset⌬ modulemoduleprimary: init.luau·originates fromworld 818ea2f4-9…

sfx

Everything in FIRST LIGHT that makes a noise goes through here.

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

game.sound.sfx — the sound library

Everything in FIRST LIGHT that makes a noise goes through here.

local sfx = require("game.sound.sfx")

sfx.play("helm_off")                        -- a one-shot, heard flat
sfx.play("footstep", { at = footEntity })   -- a one-shot, heard from where it is
sfx.play("lava_bubble", { at = { x, y, z }, pitch = 0.8, volume = 0.6 })

local hold = sfx.loop("free_hold")          -- a sustained sound
sfx.loop("free_hold", { pitch = 1.2 })      -- same source, moved
sfx.stop(hold)

sfx.bed("rim_wind")                         -- crossfade the ambience
sfx.duck(2.5)                               -- get out of a spoken line's way
sfx.music("music_dawn")                     -- crossfade the score

Guard the require if your slice must survive the library being absent:

if asset.exists("game.sound.sfx", "module") then
    sfx = require("game.sound.sfx")
end

The bank

namewhen
ui_move ui_confirm ui_backmenu focus, a control taken, a card closed
helm_off helm_onthe one verb — the world arriving, and shutting
footstep jump landthe pilgrim on the rock
crust_crack plate_collapsea plate warning, and a plate going
ember_hit fumaroleember weather on a bare head, gas out of the rock
knight_free lava_bubbleone of the lost released; the tide, close
win_sting lose_stingfirst light, and being taken back
narrator_beda floor for a voice to stand on
lava_rumble rim_wind free_holdlooping beds
music_title music_climb music_dawn music_dronethe score

sfx.clip(name) hands back the .soundClip; sfx.missing() lists any the bank could not resolve, so a caller can tell a complete library from a partial one.

The mix

Every clip carries a default level, so a caller that passes no volume still lands in a mix rather than at full scale. The helm, the knights and the ends of a round are loud; footsteps, ambience and interface sit under them.

One-shots overlap freely, but the same clip will not start twice inside a short window — three copies of a two-second vent running together is one waveform at three times the amplitude, which is a comb filter and a peak rather than a louder vent. Interface ticks and footsteps are effectively unguarded; the long textural clips hold each other off for a fraction of their length. A refused start returns false from sfx.play.

The master sits at 0.72 rather than 1, because audio.levels().peak is measured after the master and the loud moments of a full mix — the score, two beds, a sting and a spoken line at once — go over full scale without it. It is stated once and never re-asserted, so a settings screen can set its own.

Three mixer channels are in play. music and ambient are owned here and move with the round — they fall to about a quarter under duck. The sfx channel is deliberately left at unity, because that is where a spoken line plays and it is the thing the duck exists to make room for.

What owns what

game.sound.Sound (mounted on mount_sound) ticks this library and drives the automatic mix from L.state — the tide below rising with the lava's proximity, the air at the rim rising with L.dawn(), the score following the phase. It re-states that mix every frame, which is what makes a hot reload harmless.

An explicit sfx.bed(name) from another slice therefore holds the ambience for a few seconds before the automatic mix takes it back; sfx.play, sfx.loop, sfx.duck and sfx.music are not overridden at all.

The emitters live under a temporary SoundEmitters entity and are found by name, so a hot reload re-attaches to the sources already standing instead of spawning a second set.

Where the sound comes from

Every clip is synthesised on the CPU by game.sound.synth and baked into a .soundClip under game/sound/clips/; the three scored tracks are generated, then trimmed and folded into seamless loops by the same module. Loops are stored as codec = "pcm" so the head of the clip survives decoding and the seam does not click.

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

Audio

ui_move( ) → void

ui_confirm( ) → void

ui_back( ) → void

helm_off( ) → void

helm_on( ) → void

footstep( ) → void

jump( ) → void

land( ) → void

crust_crack( ) → void

plate_collapse( ) → void

ember_hit( ) → void

fumarole( ) → void

knight_free( ) → void

lava_bubble( ) → void

win_sting( ) → void

lose_sting( ) → void

narrator_bed( ) → void

lava_rumble( ) → void

rim_wind( ) → void

free_hold( ) → void

music_drone( ) → void

music_climb( ) → void

music_dawn( ) → void

music_title( ) → void

child(name: string, init: { [string]: any }?) → any

argtypedescription
namestring
init{ [string]: any }?

audioOf(e: any) → any

argtypedescription
eany

ensure( ) → boolean

Build (or re-find) the emitter graph and resolve the bank. Safe to call every frame; it does its work on the first call that succeeds.

ready( ) → boolean

clip(name: string) → any

The `.soundClip` behind a name, or nil.

argtypedescription
namestring

missing( ) → void

Every name the bank actually resolved — what a caller checks when it wants to know whether the library is complete rather than merely present.

pointOf(at: any) → void

Where a caller means by `at`. An entity PROXY is a `table` and raises on any key it does not carry, so it has to be recognised — by the `id` and `position` it does carry — BEFORE anything reads `.x` off the value.

argtypedescription
atany

placeSpot(at: any) → any

argtypedescription
atany

play(name: string, opts: PlayOpts?) → boolean

Play a clip once. Returns whether a sound was actually started, so a caller can tell a missing clip from a played one.

argtypedescription
namestring
optsPlayOpts?

loop(name: string, opts: PlayOpts?) → LoopHandle

Start (or keep) a looping source for this clip. One source per clip name: calling it again while it is running hands back the same handle rather than stacking a second copy on top of the first.

argtypedescription
namestring
optsPlayOpts?

stop(handle: LoopHandle?) → void

argtypedescription
handleLoopHandle?

bedLayer(name: string) → void

argtypedescription
namestring

bedLevel(name: string, level: number) → void

Set one ambience layer's target level directly, 0..1. This is how the Sound component blends the tide below against the air at the rim.

argtypedescription
namestring
levelnumber

bed(name: string?) → void

Crossfade the ambience so `name` is the only bed audible. Pass nil to fade the ambience out entirely.

argtypedescription
namestring?

music(name: string?) → void

Crossfade to a track. Idempotent: calling it every frame with the same name does nothing, which is what makes it safe to re-state from `update`.

argtypedescription
namestring?

playing( ) → string

duck(seconds: number) → void

Pull the score and the beds down under a spoken line. The `sfx` channel is deliberately untouched: the voice is what we are getting out of the way of.

argtypedescription
secondsnumber

ducking( ) → boolean

approach(current: number, target: number, rate: number, dt: number) → number

argtypedescription
currentnumber
targetnumber
ratenumber
dtnumber

update(dt: number) → void

Called every frame by `game.sound.Sound` (in edit and in play alike).

argtypedescription
dtnumber

teardown( ) → void

Silence everything this library owns, and forget the emitters. The Sound component calls this from `onDestroy`; the entities are temporary, so a scene reload takes the rest.

⌬ Types
PlayOpts = {LoopHandle = { name: string }
⌬ Metadata
descriptionThe sound library of First Light: Lavic Odyssey — a named clip bank with one-shots, sustained loops, a crossfading ambience bed, a crossfading score and a duck that gets the mix out of a spoken line's way. play / loop / stop / bed / duck / music, on emitters it finds by name so a hot reload re-attaches instead of doubling up.

Sub-parts

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

99items
·
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
·
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
·
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
·
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
·
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
·
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/sound/sfx.module

Problems

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

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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