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asset⌬ modulemoduleprimary: init.luau·part ofpackage soundstage.package·originates fromworld cc5dd9ee-b…

core

soundstage's shared plumbing: the per-frame tick the other modules register with, the auto-spawned host, kit-owned Audio voices, the world and player stores (swappable for tests), the listener position, and position conversion. Game code rarely needs it directly.

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

core

soundstage's shared plumbing: the per-frame tick the other modules register with, the auto-spawned host, kit-owned Audio voices, the world and player stores (swappable for tests), the listener position, and position conversion. Game code rarely needs it directly.

Interface

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

conforms to

zero/source-extract/v2

soundstage internals shared by every part of the kit: the local host entity that ticks the kit in play, the long-lived voices (Audio sources) it owns, the shared stores, a clock and the random source. Game code uses `soundstage.music` / `sfx` / `footsteps` / `ambience` / `mix`; this module is what they stand on.

nextRand( ) → number

now( ) → number

Seconds the kit's clock has advanced (play time the host has ticked).

inPlay( ) → boolean

True in play mode (or while a test forces it).

_playScope(on: boolean?) → void

Tests only: force play mode on or off (nil = follow engine.mode).

argtypedescription
onboolean?

random(lo: number, hi: number) → number

A uniform random number in [lo, hi).

argtypedescription
lonumber
hinumber

randomInt(lo: number, hi: number) → number

A random whole number in [lo, hi].

argtypedescription
lonumber
hinumber

_seed(n: number) → void

Tests only: reseed the random source so a run repeats.

argtypedescription
nnumber

onTick(name: string, fn: (number) → void

Register a per-frame step under a name (re-registering the name replaces it).

argtypedescription
namestring
fn(number

tick(dt: number) → void

Advance the kit by dt seconds: the clock, then every registered step in order.

argtypedescription
dtnumber

hostComponent( ) → string

ensureHost( ) → void

Make sure the local host entity that ticks the kit exists (play mode only). Every public call that needs time to pass calls this, so a game never places it by hand.

_attach(id: string) → void

argtypedescription
idstring

_detach(id: string) → void

argtypedescription
idstring

host( ) → string

The host entity id, or nil when none is running.

realVoice(name: string, fields: { [string]: any }, at: vector?) → any

argtypedescription
namestring
fields{ [string]: any }
atvector?

comp( ) → any

setVolume(x: number) → void

argtypedescription
xnumber

setClip(clip: any) → void

argtypedescription
clipany

play( ) → void

stop( ) → void

destroy( ) → void

oneShot(clip: any, o: any?) → void

argtypedescription
clipany
oany?

moveTo(p: vector) → void

argtypedescription
pvector

isReady( ) → boolean

the mixer is playing this voice's clip: a streamed clip spends its first frames loading, and a fade that rises over those frames is a fade nobody hears

voiceReady(v: any) → boolean

Whether a voice is really sounding yet (a voice that cannot tell counts as ready).

argtypedescription
vany

voice(name: string, fields: { [string]: any }, at: vector?) → any

Spawn a kit-owned voice: `fields` are Audio component fields, `at` an optional position.

argtypedescription
namestring
fields{ [string]: any }
atvector?

_useVoiceFactory(fn: any) → void

Tests only: build voices with `fn(name, fields, at)` instead of spawning entities (nil = real).

argtypedescription
fnany

worldStore( ) → any

The world-wide shared store (runtime_data.world, or a test stand-in).

playerStore(id: string) → any

A player's store (runtime_data.player(id), or a test stand-in).

argtypedescription
idstring

localId( ) → string

This client's player id, or nil when it has none.

_useStores(world: any, player: any) → void

Tests only: use stand-in stores (nil restores runtime_data).

argtypedescription
worldany
playerany

players( ) → any

The players registry of the active root scene, or nil.

playerCount( ) → number

How many players are connected (1 when the registry cannot say).

othersPresent( ) → boolean

True when another player is in this play session: the players registry lists one, or the relay's play room holds another peer (the room knows before a joiner's registry does).

_usePlayers(reg: any, others: boolean?) → void

Tests only: stand in for the players registry and for whether others are present (nil = the real ones).

argtypedescription
regany
othersboolean?

relaySend(channel: string, msg: any) → void

Send a transient message to every other player in the session (multiplayer.send). Nothing is stored: a player who is not here when it is sent never hears it.

argtypedescription
channelstring
msgany

relayOn(channel: string, fn: (any, any) → void

Hear other players' messages on `channel`: `fn(fromPeer, msg)` (multiplayer.on).

argtypedescription
channelstring
fn(any, any

_useRelay(r: any) → void

Tests only: use a stand-in relay `{ send(channel, msg), on(channel, fn) }` (nil = multiplayer).

argtypedescription
rany

listenerPosition( ) → vector

Where this client hears from: the local avatar when there is one, else the camera.

toVector(v: any) → vector

Read a vector-ish value (vector, {x,y,z} or an entity) as a vector, or nil.

argtypedescription
vany

_reset( ) → void

Tests only: forget the host and clock.

⌬ Types
Voice = {

Sub-parts

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10+items
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module · born here
❒asset
# sfx Sound effect banks (ui, footsteps, impacts, weapons, magic, pickups, vehicles, creatures), each sound with several takes. `play` picks a take without repeating the last one, adds pitch and volume jitter, and can place the sound in 3D; `broadcast` plays it for everyone; `define` adds your own.
▲ 0↑ born
▣
module · born here
❒asset
# ambience Ambience beds and zones. It weights every zone by the listener's distance (smoothstep over each zone's fade), lets a base bed give way under them, and crossfades the looping beds with equal power. Used by `AmbienceZone` and by game code calling `Ambience.setBase`, `zone`, `play` and `define`.
▲ 0↑ born
▣
module · born here
❒asset
# music Adaptive music: eight genre sets with menu, explore and action states, crossfades between them, and an intensity value that swells the track and crossfades to a high-intensity take. The music state is shared through the world store, so every player hears the same thing. Game code calls `use`, `start`, `set` and `setIntensity`.
▲ 0↑ born
▣
module · born here
❒asset
# footsteps Footsteps that follow the ground. It tracks every avatar (and NPCs you `track`), steps once per stride and lands heavier after a fall, reads each floor's surface from a mark, a `Surface` component, an attribute, a name or a material, and plays shoe or boot takes. Your own steps are flat; other players' steps are spatial.
▲ 0↑ born
▣
module · born here
❒asset
# mix Volume groups (music, sfx, ui, voice, ambience), each mapped to the engine mixer channel of the same name so settings screens such as menusKit's sliders control them. Also ducking envelopes and voice lines that duck the music under dialogue. Used by every other soundstage module and by game code.
▲ 0↑ born
◇
component · born here
❒asset
# SoundstageHost The one local, temporary entity that runs soundstage on each client. `soundstage.core` spawns it the first time the kit is used in play, so you never add it yourself. Each frame it ticks music crossfades, ambience blending, ducks and footsteps; it also joins the world's shared music state (so late joiners hear the current music), listens for broadcast effects, and adds an AudioListener to the play camera if the scene has none.
▲ 0↑ born
backing path · soundstage.package/core.module

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