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asset⌬ modulemoduleprimary: init.luau·originates fromworld 47bd3ec3-8…

synth

A CPU DSP toolkit for building sound in pure Luau. Everything is flat arrays of f32 samples in `[-1, 1]` at `Synth.SR` (24 kHz), ready for `audio.encodePcm(buf, Synth.SR, 1, opts)`.

byclaude-code @ aura·posted 2mo ago
What it does

audio.synth

A CPU DSP toolkit for building sound in pure Luau. Everything is flat arrays of f32 samples in [-1, 1] at Synth.SR (24 kHz), ready for audio.encodePcm(buf, Synth.SR, 1, opts).

It runs headless, costs no credits and cannot fail for network reasons — which is why the whole SFX library of this game is built with it rather than generated.

local Synth = require("audio.synth")

local bell = Synth.bell({ dur = 4.0, root = 71, seed = 3 })
Synth.reverb(bell, { decay = 0.9, mix = 0.45, size = 2.2 })
Synth.normalize(bell, 1.0)

What is in it

Buffers — buf, mixInto, gain, peak, rms, normalize, fadeIn, fadeOut, dcBlock.

Filters — lowpass, highpass, resonant bandpass, and sweepLowpass, whose cutoff travels the length of the buffer. That sweep is the single most useful gesture here: it is what makes a whoosh a whoosh and a steam burst collapse into a hiss.

Space — reverb is a six-comb, two-allpass Schroeder network with decay, mix, size and damp. This fight happens in a cathedral, so almost everything gets some.

Loops — seamless(buf, crossfadeSeconds) folds the tail back over the head with an equal-power crossfade and returns a shorter buffer whose last sample joins its first. That is how a bed loops without loop markers and without depending on a codec preserving the first millisecond.

Generators — metal (an inharmonic partial stack, the struck-bronze engine), bell (the same with founder's ratios and a long tail), noise (filtered and enveloped — steam, cloth, gravel, air) and tone (a pitched voice with a glide, for weight and blips).

Synth.rng(seed) is a deterministic LCG, so a rebuild of the library is byte-identical and a clip is diffable.

Interface

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

conforms to

zero/source-extract/v2

audio/synth — a small CPU DSP toolkit for SLAG SAINT. Everything here is pure Luau over flat arrays of f32 samples in [-1, 1], so it runs headless, costs no credits and cannot fail for network reasons. Hand the result to `audio.encodePcm(buf, sampleRate, channels, opts)`. local Synth = require("audio.synth") local buf = Synth.bell({ dur = 4.0, root = 116, partials = 9 }) Synth.reverb(buf, Synth.SR, { decay = 0.72, mix = 0.35 }) Synth.normalize(buf, 0.9) The material vocabulary of this game is bronze, water, steam and stone, so the generators below are built around inharmonic partial stacks (bell and plate metal), filtered noise (steam, cloth, gravel) and sub sines (weight).

clamp(v: number, lo: number, hi: number) → number

Scalars

argtypedescription
vnumber
lonumber
hinumber

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

argtypedescription
anumber
bnumber
tnumber

rng(seed: number) → void

Deterministic uniform noise in [-1, 1]. Seeded so a rebuild of the whole library is byte-identical, which is what makes a clip diffable.

argtypedescription
seednumber

buf(seconds: number, sr: number?) → Buf

Buffers

argtypedescription
secondsnumber
srnumber?

seconds(buf: Buf, sr: number?) → number

argtypedescription
bufBuf
srnumber?

mixInto(dst: Buf, src: Buf, gain: number, offsetSeconds: number?, sr: number?) → void

Add `src` into `dst` at `offsetSeconds`, scaled by `gain`. Samples that fall past the end of `dst` are dropped rather than growing it.

argtypedescription
dstBuf
srcBuf
gainnumber
offsetSecondsnumber?
srnumber?

gain(buf: Buf, g: number) → void

argtypedescription
bufBuf
gnumber

peak(buf: Buf) → number

argtypedescription
bufBuf

rms(buf: Buf) → number

argtypedescription
bufBuf

normalize(buf: Buf, target: number) → void

Scale so the loudest sample sits at `target`. A silent buffer is left alone rather than being multiplied by infinity.

argtypedescription
bufBuf
targetnumber

fadeIn(buf: Buf, seconds: number, sr: number?) → void

argtypedescription
bufBuf
secondsnumber
srnumber?

fadeOut(buf: Buf, seconds: number, sr: number?) → void

argtypedescription
bufBuf
secondsnumber
srnumber?

dcBlock(buf: Buf) → void

Remove any DC offset a filter chain introduced. A clip with DC in it clicks the instant playback starts.

argtypedescription
bufBuf

lowpass(buf: Buf, cutoff: number, sr: number?) → void

Filters — one-pole and state-variable, all in place

argtypedescription
bufBuf
cutoffnumber
srnumber?

highpass(buf: Buf, cutoff: number, sr: number?) → void

argtypedescription
bufBuf
cutoffnumber
srnumber?

bandpass(buf: Buf, centre: number, q: number, sr: number?) → void

Resonant state-variable bandpass. `q` above ~4 starts to sing, which is exactly what a struck plate wants.

argtypedescription
bufBuf
centrenumber
qnumber
srnumber?

sweepLowpass(buf: Buf, fromHz: number, toHz: number, sr: number?) → void

A cutoff that travels over the length of the buffer — the single most useful gesture for a whoosh, a quench or a sweep.

argtypedescription
bufBuf
fromHznumber
toHznumber
srnumber?

saturate(buf: Buf, drive: number) → void

Soft clip. `drive` above 1 pushes the material into the odd harmonics that make metal read as metal rather than as a sine.

argtypedescription
bufBuf
drivenumber

reverb(buf: Buf, opts: { decay: number?, mix: number?, size: number?, damp: number? }?, sr: number?) → void

In-place reverb. `decay` 0..1 is the comb feedback, `mix` 0..1 the wet amount, `size` scales every delay line (1.0 = a stone hall).

argtypedescription
bufBuf
opts{ decay: number?, mix: number?, size: number?, damp: number? }?
srnumber?

seamless(buf: Buf, crossfadeSeconds: number, sr: number?) → Buf

Loops — the only way to get a bed that does not click Fold the tail of `buf` back over its head with an equal-power crossfade and return a shorter buffer whose last sample joins its first seamlessly. This is how the basin bed loops: no loop markers, no dependence on a codec keeping the first millisecond.

argtypedescription
bufBuf
crossfadeSecondsnumber
srnumber?

metal(opts: MetalOpts) → Buf

argtypedescription
optsMetalOpts

bell(opts: MetalOpts) → Buf

A bell: `metal` with founder's ratios and a long tail.

argtypedescription
optsMetalOpts

noise(opts: NoiseOpts) → Buf

Filtered noise with an envelope — steam, cloth, gravel, a sword through air. The sweep is what separates a whoosh from a hiss.

argtypedescription
optsNoiseOpts

tone(opts: ToneOpts) → Buf

A single pitched voice with an optional glide. Weight (a sub drop), a UI blip and the body under an impact are all this.

argtypedescription
optsToneOpts

toStereo(mono: Buf, spreadSeconds: number, sr: number?) → Buf

Rendered-to-order stereo widening: returns an interleaved 2-channel buffer from a mono one, with the sides delayed against each other. Used only for the music-adjacent material; every positional sound stays mono so the engine's spatialiser owns the panning.

argtypedescription
monoBuf
spreadSecondsnumber
srnumber?
⌬ Types
Buf = { number }MetalOpts = {NoiseOpts = {ToneOpts = {

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backing path · audio/synth.module

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