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asset⌬ modulemoduleprimary: init.luau·originates fromworld a24d981a-1…

score

The composition. What every sound in FURROW is made of, how loud each one sits at any instant of the film, and which one-shots land on which beat.

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

score

The composition. What every sound in FURROW is made of, how loud each one sits at any instant of the film, and which one-shots land on which beat.

It holds no entity and plays nothing. Score.component turns it into sound; bake_score.luau turns its recipes into .soundClip assets.

The film is mixed, not sequenced

The obvious way to score 181 seconds is to render 181 seconds and start it at t=0. It is the wrong way here twice over: nothing in this engine schedules a sound at a mixer time — :play() plays on whatever frame the script ran — so a score cut into consecutive segments has a frame of jitter at every join, and a frame is 42 ms of hole; and a long encode stalls the frame loop past the hang watchdog.

So the score is seven seamless loops running from the first frame at a volume of zero, plus one-shots fired on the film's named beats. Nothing has to start on time because everything is already running; what changes is how loud each layer is. That makes the sound arc a pure function of filmClock.now(), exactly like the air is — run the film twice and the mix is the same both times.

bedwhat it is
airAct I. A pedal and a shimmer, and almost nothing else.
dronethe low pedal that grows under Act II, beating against itself half a hertz out
pulsethe percussion. In at the first tremor, flat out into the breach
massthe full weight — a detuned saw cluster over a sub, saturated to glue
ringwhat the impact leaves in your ears
windthe world's own bed, opened by film.clarity(t)
wallthe two-hundred-metre dust front arriving over the last twenty seconds

and three that belong to a place rather than to the film, so a shot standing at the rig hears the rig: rumble (travelling under the crust — its emitter moves), drain (the crust opening, then the pan sliding into the sink), and the one-shots panel, mastfall, breach and impact.

The three surfaces

local score = require("furrow.score")

score.gains(t)      -- every bed's volume at film time t
score.channels(t)   -- (music, world) mixer channel levels at t
score.events()      -- every one-shot, in time order
score.shotAt(t)     -- which of the 24 set-ups the film is inside, and how far
score.furrowAt(t)   -- where the travelling furrow's emitter is
score.mastAt(i)     -- where the nth survey mast stands

channels is where the score ducks and swells against the cuts rather than against the clock. It reads the shot table the camera slice owns: on an intimate set-up (the 4 cm macros, the rack onto a rib, the inside of the hole) the music drops away and the world comes up; on an aerial or the breach the music takes the frame. Both moves ease across the first half-second of the shot, so a cut is heard as a cut and not as a switch being thrown.

M.MIX is the headroom the whole thing sits under. Nine beds and a one-shot can be sounding at once and the mixer has no limiter in it, so every gain is written as a musical balance in 0…1 and scaled by that one number.

Re-baking

Edit a recipe, then from edit mode:

execute { file = "/zero/source/furrow/bake_score.luau" }
execute { file = "/zero/source/furrow/bake_score.luau", args = { only = "wind" } }

Every clip is written with overwrite = true, so guids are kept and only the bytes change — nothing that references a clip has to be touched. The bake prints generation and encode time per clip and, for every bed, the seam ratio. Anything much above 1 is a bed that will tick once a lap.

Interface

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

conforms to

zero/source-extract/v2

FURROW — the score, and the noise the world makes. This module is the COMPOSITION. It holds no entity and plays nothing: it says what every clip in the film is made of, how loud each layer sits at any instant of the film, and which one-shots land on which beat. `Score.component` is what turns that into sound; `bake_score.luau` is what turns the recipes into `.soundClip` assets. HOW THE SOUND IS BUILT, AND WHY IT IS BUILT THAT WAY The obvious way to score a 181-second film is to render 181 seconds of music and start it at t=0. It is the wrong way here, twice over. Nothing in this engine can schedule a sound at a mixer time — `:play()` plays on whatever frame the script ran — so a linear score of consecutive segments has a frame of jitter at every join, and a frame is 42 ms of hole. And a long single encode stalls the frame loop hard enough to trip the hang watchdog. So the score is not a timeline. It is SEVEN SEAMLESS LOOPS whose gains are automated every frame against `filmClock.now()`, plus one-shots fired on the film's named beats. Nothing has to start on time, because everything is already running; what changes is how loud each layer is. That is also what makes the film's sound arc a function of one number, exactly like its air: run the film twice and the mix is the same both times. air · Act I. Almost nothing — a pedal and a shimmer. drone · the low pedal that grows under Act II. pulse · the percussion. Enters at the first tremor, drives to the breach. mass · the full weight. Swells into the breach and holds through it. ring · the ringing the impact leaves behind. wind · the world's own bed, opened by film.clarity(t). wall · the dust front, arriving over the last twenty seconds. and four sounds that belong to a PLACE rather than to the film — the rig, the furrow travelling under the pan, the crust draining, the animal — which play spatially from where the thing is, so a shot standing at the rig hears the rig.

build(tr: ?) → void

Act I. The sound of a place with nobody in it: a pedal you feel more than hear, and the hiss of very dry air a long way off.

argtypedescription
tr?

build(tr: ?) → void

The pedal that grows under Act II. Two voices half a hertz apart so it beats slowly against itself and never sits still.

argtypedescription
tr?

build(tr: ?) → void

The percussion. A two-second footfall with an accent every other one, and a dry tick off the beat — the film's heartbeat from the first tremor to the breach.

argtypedescription
tr?

build(tr: ?) → void

Everything at once. A detuned cluster of saws over a sub, with a noise swell riding the whole loop and a downbeat under it. Glued with saturation, because this engine has no compressor anywhere.

argtypedescription
tr?

build(tr: ?) → void

What is left in your ears afterwards. High partials breathing in and out of each other at rates that do not share a factor, so the loop never announces itself.

argtypedescription
tr?

build(tr: ?) → void

Wind over the pan. Two decorrelated rings hard left and right so it surrounds rather than points, a low moan under them, and gusts on two slow rates that beat against each other.

argtypedescription
tr?

build(tr: ?) → void

The dust front. Broadband and enormous, with the low end that a two-hundred-metre wall of moving air has and a hiss on top of it.

argtypedescription
tr?

build(tr: ?) → void

Four hundred metres of animal moving under the crust. Almost all of it is below a hundred hertz; the grain on top is the sand it is pushing. Plays from the furrow itself, which travels.

argtypedescription
tr?

build(tr: ?) → void

Sand running into a hole. Fast irregular gusting in the mid band — the sound of a lot of very small things falling past each other.

argtypedescription
tr?

build(tr: ?) → void

A loose hull panel on the crawler-rig banging in the wind. Struck steel: a set of partials that do not belong to one harmonic series.

argtypedescription
tr?

build(tr: ?) → void

A survey mast letting go: the snap of the guy, the pole hitting the crust, and the sand the base throws up as it goes.

argtypedescription
tr?

build(tr: ?) → void

The head coming out. A rising mass under a fountain of sand, the carapace cracking through it, and forty metres of animal arriving in the air. The loudest thing in the film.

argtypedescription
tr?

build(tr: ?) → void

Two hundred metres of animal entering the ground three hundred metres away: the strike, the ground answering it, and the ejecta coming back down for the next three seconds.

argtypedescription
tr?

ramp(t: number, a: number, b: number) → number

argtypedescription
tnumber
anumber
bnumber

smooth(t: number, a: number, b: number) → number

argtypedescription
tnumber
anumber
bnumber

gains(t: number) → void

The gain of every looping bed at film time `t`, on the mixer's 0..1 amplitude scale. These are the source volumes; `channels` scales groups of them on top.

argtypedescription
tnumber

shotAt(t: number) → void

Which of the 24 set-ups the film is inside at `t`, and how far through it. Derived from the shot table, which the camera slice owns and this module only reads — so when a cut moves, the mix moves with it.

argtypedescription
tnumber

channels(t: number) → void

The two mixer channel levels at film time `t`. This is where the score ducks and swells AGAINST THE CUTS rather than against the clock: on a macro shot the music drops away and the world comes up, on an aerial the music takes the frame. Both moves are eased across the first half-second of the shot so a cut is heard as a cut and not as a switch being thrown.

argtypedescription
tnumber

mastEvents( ) → void

THE ONE-SHOTS — sounds that happen once, on a beat, in a place Each entry names the clip, the film time it lands on, which emitter plays it, and how loud. `Score.component` fires an entry the frame the clock crosses its time, so an entry cannot be missed and cannot fire twice.

events( ) → void

Every one-shot in the film, in time order.

furrowAt(t: number) → void

WHERE THE WORLD'S SOUNDS COME FROM The spatial emitters, and where each one stands at film time `t`. The furrow's is the one that moves: it travels the same line across the pan the animal does, so a shot standing in its path hears it arrive. Where the travelling furrow's emitter is at `t`. It comes in from the north-west along `film.geo.furrowFrom` and reaches the breach point as the ground domes; before it enters and after it surfaces it parks at the breach.

argtypedescription
tnumber

mastAt(i: number) → void

Where the nth survey mast stands (0-based), so a mast falling is heard from the mast that fell.

argtypedescription
inumber

Sub-parts

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

11items
▣
module · born here
❒asset
# synth The sound of FURROW, computed rather than recorded. `synth` is a small offline DSP kit: it fills a **track** — two mono f32 `buffer`s, one per channel — with tones, noise and events, and hands back the interleaved PCM that `asset.create("soundClip", …)` bakes into a clip. Nothing in it touches an entity, the mixer, or the network, so a score built on it is the same score on every machine and cannot fail for a credit or a connection. ## The rule everything is shaped by A bed that loops must be seamless **end to end**. Loop points are accepted by the clip format and read by no playback surface, so the only loop this engine plays is a whole clip repeated — and a whole clip repeated clicks once a lap unless its last sample runs into its first. Three mechanisms hold that: - **`snap(track, hz)`** returns the nearest frequency that fits a whole number of cycles into the track. Every periodic generator runs its frequencies and its LFO rates through it, so a tone arrives back at its starting phase. - **`noiseBuf`** filters its ring **circularly** — the one-pole filters are primed with a full lap before anything is kept, so the filter state at sample 0 is the state at sample n. - **`hit`**, **`burst`** and **`glide`** write with **wraparound**, so an event near the end of a loop spills into its head instead of being cut off. Each also opens on a short ramp rather than a step, because a strike landing on sample 0 is exactly the discontinuity the loop point would carry. `seam(track)` is how you check: it returns the amplitude step across the loop point beside the mean step between adjacent samples. A **ratio near 1** means the loop point is indistinguishable from every other sample boundary in the clip. `bake_score.luau` prints it for every bed it writes. ## Shape of a bake ```lua local synth = require("furrow.synth") local tr = synth.newTrack(8) -- 8 seconds, stereo, 44100 synth.addSine(tr, { freq = 55, amp = 0.2, amRate = 0.25, amDepth = 0.5 }) synth.addNoise(tr, { seed = 7, lo = 140, hi = 2400, amp = 0.3, pan = -0.8, gustRate = 0.125, gustDepth = 0.7 }) synth.hit(tr, { at = 0.25, freq = 118, endFreq = 31, decay = 0.6 }) synth.normalize(tr, 0.7) print(select(2, synth.seam(tr))) -- want this near 1 asset.create("soundClip", "bed", { pcm = synth.interleave(tr), sampleRate = synth.RATE, channels = 2 }) ``` Call `fadeEdges` on a **one-shot** so it starts and ends at exact zero. Never call it on a looping bed — that is what would put the click in. `softclip` is the only dynamics processing available anywhere: the engine exposes no compressor, limiter, EQ or reverb to Luau, so anything that has to survive a full-mass climax is glued here, in the samples, before it is encoded. ## Reference | call | what it does | |---|---| | `newTrack(dur, rate?)` | a silent stereo track, `dur` seconds long | | `snap(track, hz)` | the nearest frequency that wraps in this track | | `pan(p)` | equal-power gains for a pan in −1…1 | | `rng(seed)` | a deterministic 0…1 generator | | `addSine(track, o)` | a sine partial, optionally tremoloed | | `addSaw(track, o)` | a lowpassed sawtooth | | `noiseBuf(track, seed, lo?, hi?)` | a circularly band-passed noise ring, RMS 1 | | `addNoise(track, o)` | mix a ring in, gusting on up to two LFOs | | `hit(track, o)` | a percussive strike, pitch falling under a decay | | `burst(track, o)` | a noise swell with attack and release | | `glide(track, o)` | an enveloped tone that rises or falls between two pitches | | `peak` / `normalize` / `softclip` | levels | | `fadeEdges(track, head, tail)` | zero the ends of a one-shot | | `seam(track)` | `(edge, ratio)` — whether a bed actually loops | | `interleave(track)` | the buffer `asset.create` and `audio.encodePcm` read |
▲ 0↑ born
▣
module · born here
❒asset
# 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.
▲ 0↑ born
backing path · furrow/score.module

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