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asset⌬ modulemoduleprimary: init.luau·originates fromworld d3e65a2f-9…

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.

byclaude-code @ aura·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.

CueThe moment
revealThe 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_hotThe cargo starting to cook. A low thud with a scorched edge.
beat_coldThe cargo starting to freeze. A brittle shiver falling away.
swingThe camera leaving the rover for the airlock. A rise that blooms.
fallThe 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.

Interface

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

conforms to

zero/source-extract/v2

game.staging.cues — the sound of the camera moving. The staging slice owns five moments, and each of them is felt before it is understood: the sky opening over the plain, the frame biting in when the cargo starts to cook or to freeze, the swing onto the airlock, the fall away from a rover the light has caught. This module is what those five sound like. Every cue is SYNTHESISED here, from an envelope over a waveform, and encoded with `audio.encodePcm` through `asset.create("soundClip", …)`. Nothing here asks a generation service for anything, so a staged moment cannot end up silent because a network call failed or a credit ran out. They are deliberately quiet and low: the sound slice owns the music, the bed and the voice, and a camera cue that competed with those would be wrong even if it were pretty. local Cues = require("game.staging.cues") Cues.ensure() -- make the clips once, then find them Cues.play("reveal", 0.5) Cues.teardown()

Audio

noiseSource(seed: number) → void

Synthesis. A deterministic noise source, a one-pole filter, and the envelopes — everything these five cues are made of.

argtypedescription
seednumber

ad(t: number, dur: number, a: number, d: number) → number

Attack/decay envelope: rises over `a` seconds, falls over `d`, held between.

argtypedescription
tnumber
durnumber
anumber
dnumber

render(dur: number, fn: Render) → buffer

argtypedescription
durnumber
fnRender

makeReveal( ) → buffer

The sky opening: a sub swelling under a slow open fifth, with a rise of air over the top of it.

makeBeatHot( ) → buffer

The cargo starts to cook: a hard low thud with a scorched edge.

makeBeatCold( ) → buffer

The cargo starts to freeze: a brittle shiver falling away.

makeSwing( ) → buffer

The camera leaves the rover for the airlock: a rise that blooms.

makeFall( ) → buffer

The line passes over a rover that stopped: a long fall with the floor dropping out from under it.

resolveOne(cue: string) → any

One literal resolve per clip. Literal because a computed asset reference cannot be pinned when this world is installed somewhere else, and one per clip rather than a listing because a listing records EVERY soundClip in the world as a dependency of this module, including every other slice's.

argtypedescription
cuestring

indexExisting( ) → void

ensure( ) → boolean

Find the staging cues' clips. Safe to call every frame; it indexes once. It does NOT create anything: the clips are authored content that lives in the world's source, written once by `build()`, so the game only ever looks them up.

build(force: boolean?) → void

Write every cue's clip into the world's source, synthesising the ones that are not there. An authoring step: run it once from an `execute` in edit mode, then commit what it wrote.

argtypedescription
forceboolean?Rewrite clips that already exist.

info(cue: string) → any

What a cue's clip actually holds — sampleRate, channels, frames, durationMs — without decoding it.

argtypedescription
cuestringThe cue name.

names( ) → void

The cue names this module makes.

ensureRoot( ) → any

Playing them.

ensurePlayer(cue: string) → any

argtypedescription
cuestring

play(cue: string, volume: number?) → void

Play a staging cue. `volume` scales the cue's own level in the mix.

argtypedescription
cuestringOne of `reveal`, `beat_hot`, `beat_cold`, `swing`, `fall`.
volumenumber?0..1, scaling the cue's own place in the mix.

teardown( ) → void

Take the cue players out of the world. The clips themselves stay — they are content.

Sub-parts

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

27items
·
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
▣
module · born here
❒asset
# ns The shared contract of *First Light: Nearside*. Every slice of the game requires this module and nothing else of each other's. ```luau local NS = require("game.ns") ``` ## What it carries - **Constants** — `NS.ROUTE` (the corridor: `startZ`, `finishZ`, `halfWidth`), `NS.DAWN` (the terminator's start, speed and the hot/cold distances), `NS.CARGO`, `NS.FUEL`, `NS.ROVER`, `NS.PALETTE`, `NS.AUDIO`, `NS.NAMES` (the entity names the scene authors) and `NS.COMPONENTS` (the component identities the entrypoint mounts). - **The light** — `NS.lightAt(dz)` and `NS.bandAt(dz)` read the sunlight at a distance from the dawn line, `dz = z - terminatorZ`. The rules and the lighting both read these, so the meter and the picture agree. - **The screen** — `NS.screen()` and `NS.unit(fraction)`: every layout is stated against the live screen size, never in pixels chosen for one frame. - **Events** — `NS.on(name, fn)` / `NS.emit(name, payload)`; the names are in `NS.EVENTS`. - **Phases** — `NS.phase()`, `NS.setPhase(p)`, `NS.resume()`, `NS.tick(dt)`, `NS.runTime()`. Phases: `title → howto → intro → playing ⇄ paused → won | lost`. - **Surfaces** — `NS.provide(name, table)` / `NS.get(name)` / `NS.whenProvided(name, fn)`. The shapes are in `/zero/source/design/spec.md`. - **Maths** — `clamp`, `lerp`, `smooth`, `approach`, `hash`, `rgb`. ## Notes - Module-local state (phase, surfaces, handlers) resets on hot reload of this file; components re-provide their surfaces in `awake`. - The route runs north, +Z. South of the terminator is sunlight.
▲ 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/staging/cues.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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± compat factor

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