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asset⌬ componentcomponentprimary: init.luau·originates fromworld ef2bf10b-d…

Sound

Everything First Light is heard through. One instance, on the scene's `sound` entity.

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

Sound

Everything First Light is heard through. One instance, on the scene's sound entity.

It builds its emitters under a single sound_root child and rebuilds them whole if a scene rebuild takes them away. It makes no gameplay decision and writes nothing into FL.state: it listens to the bus and it sounds.

What is where

EmitterClipChannelSpatial
snd_bednight_bedambientno — the wind is everywhere
snd_scorenight_scoremusicno
snd_wellwell_loopambientat the Eternal Well
snd_fire_<id> ×3ember_loopambientat each altar
snd_tendtend_draw / tend_feedsfxno
snd_cueone-shot hostsfxno
snd_shotone-shot hostsfxmoved to the point first
snd_uione-shot hostuino
snd_musicdawn swell, the three endingsmusicno
snd_voicethe Old Keepervoiceno

The three fires and the well are spatial, so where a fire is and how it is doing are things the player hears from the direction of the altar. A fire's source volume follows FL.state.fires[id].heat and drops to almost nothing when it goes out; its pitch rises with the heat.

The bus it answers

say · ui.action · ui.focus · tend · flare · fire.died · fire.relit · scorch · stagger · daeva.spawned · daeva.banished · dawn · result · reset, plus FL.state.phase, which it reads every frame rather than taking from the phase event — so a hot reload lands on whatever the night is already doing.

ui.focus is offered rather than required: a screen that moves a controller focus can FL.emit("ui.focus") and get the quiet tick, and nothing breaks if nobody ever does.

The Old Keeper

He is the only voice. The WORDS are FL.lines, written and keyed by the loop slice, which fires them at their moments with FL.speak(key). The READINGS are .soundClip assets under game/audio/clips/, one per line, named vo_<key> — eleven of them, generated once through audio_gen.speech by game.audio.bake and cached, so a hot reload costs nothing.

game.audio.keeper holds the mapping and a verbatim snapshot of what each cached reading says. Keeper.audit() compares that snapshot against FL.lines and reports which readings are fresh, which are of older words, and which are missing — so a line rewritten after its clip was made shows up as a mismatch instead of playing the wrong reading under the new caption.

A line with no cached reading is captioned but not spoken, and the component logs which one. The bed still ducks for as long as the caption holds, so a missing reading costs the delivery and not the line.

The mix

Channel levels are set at build: ambient 0.75, music 0.55, sfx 0.78, ui 0.55, voice 1.0, and master 0.72 for headroom. The bed and the fires duck to 38% while the Keeper speaks and come back over about half a second, and the whole mix sits at 40% while the game is paused.

Measured against the master meter with audio.peakSince: the night itself runs about 0.20 at the median, the Keeper's whole eleven-line script peaked at 0.80 with the bed and score under it, and nothing reached 1.0. A stagger over a full mix reached 1.16 before the master came down — which is what the 0.72 is for.

Two things that go quiet without an error

A source told to autoplay can come up neverStarted or noDevice — a browser will not start audio before the page has been touched — so the bed, the well and the three fires are asked twice a second whether they are sounding and started again if they are not.

The event bus lives on the game.FL module table, and editing that file hot-reloads it into a NEW table with a NEW bus: every subscription taken on the old one is left listening to something nobody emits on, and all of this component's cues go silent with nothing in the log. The module is therefore compared rather than remembered — twice a second — and the subscriptions are retaken when it changes.

Re-baking

Nothing here creates a clip: asset.create on the gameplay path files into the ephemeral runtime store, which would re-buy the Keeper's voice on every load. The library is made once from a tool —

local B = require("game.audio.bake")
B.synth()              -- free, deterministic, always works
B.speech()             -- 2 credits a line, skips what is already on disk
B.effects({ "flare" }) -- always spends; name what to buy

Interface

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

conforms to

zero/source-extract/v2

Sound — the night's bed, its mix, and the noise every moment makes. One instance on the scene's `sound` entity. It builds its own emitters under a single `sound_root` child: a non-spatial bed and score, a spatial source standing in each of the three fires and one in the Eternal Well, a host for the tend loop, and hosts the one-shots fire through. Everything it plays comes out of `game/audio/clips`, baked once by `game.audio.bake` (`asset.create` on the gameplay path files into the ephemeral runtime store, so nothing here creates a clip — it resolves them). The bus is the whole interface: this component makes no gameplay decision and writes nothing into FL.state. It listens, and it sounds. The mix, loudest to quietest: the Old Keeper's voice, then whatever just happened, then the three fires around the player, then the bed under all of it. The bed and the fires duck while he speaks.

Audio

now( ) → number

loadClips( ) → void

Every identity here is a string literal, which is what pins the clip as a dependency of this content so it travels with the world.

emitter(parent: ?, name: string, opts: { [string]: any }) → void

argtypedescription
parent?
namestring
opts{ [string]: any }

build( ) → void

oneShot(host: any, clip: any, volume: number, pitch: number?) → void

argtypedescription
hostany
clipany
volumenumber
pitchnumber?

cueMusic(clip: any, volume: number) → void

The music host takes a new piece over a frame boundary: the swell is stopped now, the clip is set now, and the play happens on the next tick. Setting a clip and playing in one call restarts whatever the host was already holding — which is exactly the case here, since a verdict arrives while the dawn swell is still ringing.

argtypedescription
clipany
volumenumber

shotAt(x: number, y: number, z: number, clip: any, volume: number, pitch: number?) → void

A shot that happens somewhere: the host is moved this frame and fires on the next, so it sounds from the place rather than from where it last was.

argtypedescription
xnumber
ynumber
znumber
clipany
volumenumber
pitchnumber?

speak(key: string, seconds: number) → void

Play the Old Keeper's reading of a line. A line with no cached reading is not a lost line — the screens slice has its words on the caption either way — so the only thing missing is the delivery, and the duck still holds for as long as the caption does.

argtypedescription
keystring
secondsnumber

listen( ) → void

on(name: string, fn: (...any) → void

argtypedescription
namestring
fn(...any

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

argtypedescription
vnumber
targetnumber
dtnumber
ratenumber

enterPhase(to: string, from: string) → void

The phase is read off FL.state rather than taken from the `phase` event, so a hot reload lands on whatever the night is already doing instead of waiting for the next transition.

argtypedescription
tostring
fromstring

reviveContinuous(t: number) → void

argtypedescription
tnumber

keepGoing(a: ?) → void

argtypedescription
a?

tick(dt: number) → void

argtypedescription
dtnumber

unlisten( ) → void

refreshBus(t: number) → void

argtypedescription
tnumber

ensure( ) → void

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

103+items
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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module · born here
❒asset
# bake <!-- 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.
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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
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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
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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
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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
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module · born here
❒asset
# FL <!-- 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
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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
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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/audio/Sound.component

Problems

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