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asset⌬ modulemoduleprimary: init.luau·originates fromworld 685ecf7e-4…

clips

Seventeen synthesised clips and the code that bakes them into `.soundClip` assets in this folder. Nothing here plays anything; `carrington/parts/sound` does that.

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

clips — every sound in Carrington Night, as a recipe

Seventeen synthesised clips and the code that bakes them into .soundClip assets in this folder. Nothing here plays anything; carrington/parts/sound does that.

local clips = require("carrington.sound.clips")
clips.bake("cn_arc")     -- one recipe → /source/carrington/sound/cn_arc.soundClip
clips.bakeMissing()      -- everything this world has not baked yet
clips.render("cn_arc")   -- the samples, without writing anything

Nine beds, looped by the Audio component

cn_wind · cn_drone · cn_shimmer · cn_pulse · cn_unease · cn_hum · cn_whine · cn_corona · cn_fire

A bed closes on itself. Every partial in it is snapped onto the clip's own harmonic grid, every filter is primed by running the buffer once before it keeps anything, and every crackle grain wraps past the end into the head. That is the only way a loop is seamless here — loopStart / loopEnd are accepted, stored, reported back and read by no playback surface, so the clip itself has to be the loop and Audio.looping has to carry it.

Measured on the baked bytes: the step across the loop point is smaller than the largest step inside every bed, and for the tonal ones it is smaller than the average step.

Eight one-shots, fired by playOneShot

cn_arc · cn_flashover · cn_deton · cn_debris · cn_relay · cn_powerdown · cn_spark · cn_creak

Each starts and ends in silence so it can be fired at any moment. The detonation is built in five layers — the crack, a bright blast, a dark blast, a falling sub sweep and the tank ringing — with debris ticks scattered through its tail.

Rates and codec

Beds run at 22 050 Hz, hits at 44 100 Hz, everything mono, everything written with codec = "pcm". PCM rather than Opus because an Opus clip loses its first few milliseconds on decode, which a bed would click on at every loop. Both rates were checked playing back at their true length in this engine before the set was baked.

The four generated cues (cn_cue1 … cn_cue4) live beside these but are not made here — they come from audio_gen and are kept as Opus, which is fine because they never loop.

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

spec(name: string) → Spec

argtypedescription
namestring

gusts(u: number, phase: number) → number

A gust curve over the loop: several loop-locked sines, so it comes back to where it started.

argtypedescription
unumber
phasenumber

bandBed(dur: number, sr: number, lo: number, hi: number, phase: number) → S

argtypedescription
durnumber
srnumber
lonumber
hinumber
phasenumber

envAD(c: S.Clip, attack: number, decay: number) → void

Envelope a whole one-shot layer with an attack/decay in seconds.

argtypedescription
cS.Clip
attacknumber
decaynumber

addCrack(c: S.Clip, atSec: number, amp: number, bright: number) → void

A single electrical crack written into `c` at `atSec`.

argtypedescription
cS.Clip
atSecnumber
ampnumber
brightnumber

windBed(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

droneBed(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

shimmerBed(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

pulseBed(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

uneaseBed(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

humBed(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

whineBed(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

coronaBed(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

fireBed(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

arcHit(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

flashoverHit(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

detonHit(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

debrisHit(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

relayHit(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

powerdownHit(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

sparkHit(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

creakHit(dur: number, sr: number) → S

argtypedescription
durnumber
srnumber

render(name: string) → S

Build one clip's samples without writing anything.

argtypedescription
namestring

bake(name: string) → any

Build one clip and write it as a `.soundClip` next to this module.

argtypedescription
namestring

bakeMissing( ) → void

Every recipe that has no asset yet. Returns the names it wrote. `asset.exists` rather than `asset.resolve`: a computed resolve records a dependency that cannot be statically pinned, and `world.push` refuses to publish a world holding one.

⌬ Types
Spec = {

Sub-parts

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

7items
▣
module · born here
❒asset
# synth — the kit the film's sound is cut from Small DSP primitives that write interleaved mono f32 into a `buffer`, which is what `asset.create("soundClip", …, { pcm = … })` takes. Used by `carrington/sound/clips`; useful on its own for any world that needs sound it can compute rather than fetch. ```lua local S = require("carrington.sound.synth") local c = S.seconds(4.0, 22050) -- a four-second clip S.partial(c, 110.0, 0.6, 0.0) -- a sine, snapped so the loop closes S.beatingPair(c, 220.0, 0.4, 0.3, 1.1) S.noise(c, 1.0); S.bandpass(c, 300.0, 2000.0) S.shape(c, function(u) return 0.5 + 0.5 * math.sin(math.pi * 2 * u) end) S.normalize(c, 0.85) ``` ## Three properties worth knowing **A bed made from these is exactly periodic.** `partial` rounds its frequency onto the clip's own grid (`sampleRate / frames`) so it comes back to phase zero at the last sample. `lowpass` runs the whole buffer once and throws the output away before it starts keeping any, so the filter enters sample 0 already carrying the tail — a filtered noise bed therefore joins its own end. `grain` writes past the end by wrapping into the head. **A bake is reproducible.** The noise source is a seeded LCG (`S.seed`), so re-running a recipe writes the same bytes rather than a different clip under the same name. **Nothing here is real-time.** A twelve-second bed takes about 0.6 s to build, and `asset.create` writing it stalls the frame loop while it encodes. Bake at authoring time, never during a take. ## Surface | | | |---|---| | buffers | `new` `seconds` `copy` `rd` `wr` | | sources | `noise` `partial` `beatingPair` `grain` | | filters | `lowpass` `lowpassN` `highpass` `bandpass` | | shaping | `gain` `shape` `mix` `peak` `normalize` `soften` | | envelopes | `ad` `trimEnds` | | noise | `seed` `rand` `between` | `grain(clip, atFrame, lenFrames, amp, kind)` takes `"tick"` (bright crackle), `"thud"` (a low body) or `"ping"` (an inharmonic metallic ring), and always wraps.
▲ 0↑ born
backing path · carrington/sound/clips.module

Problems

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