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module · drop-in viewer
cues
The sound of the camera moving. Five one-shots, synthesised from an envelope over a waveform and cached as `.soundClip` assets beside this module.
by·posted 1mo ago
What it does
game.staging.cues
The sound of the camera moving. Five one-shots, synthesised from an envelope
over a waveform and cached as .soundClip assets beside this module.
| Cue | The moment |
|---|---|
reveal | The sky opening over the plain, under the first shot of the opening. A sub swelling beneath a slow open fifth, with a rise of air over it. |
beat_hot | The cargo starting to cook. A low thud with a scorched edge. |
beat_cold | The cargo starting to freeze. A brittle shiver falling away. |
swing | The camera leaving the rover for the airlock. A rise that blooms. |
fall | The line of first light coming over a rover that stopped. A long fall with the floor dropping out from under it. |
They are deliberately quiet and low. The music, the ambience bed and Peary Station's voice belong to the sound slice; a camera cue that competed with those would be wrong even if it were pretty.
local Cues = require("game.staging.cues")
Cues.ensure() -- build the clips once, then find them again
Cues.play("reveal", 0.5) -- volume scales the cue's own level in the mix
Cues.info("reveal") -- sampleRate, channels, frames, durationMs
Cues.names()
Cues.teardown() -- take the players out of the world; the clips stay
Every cue is computed in Luau and encoded through audio.encodePcm, so nothing
here depends on a service being reachable: a staged moment cannot arrive silent
because a network call failed.
Discussion
Scoped to this part · feeds back into the world's score.
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