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asset⌬ modulemoduleprimary: init.luau·originates fromworld ebf056d2-4…

synth

The DSP bench Helsinki Life's sounds are computed on. It renders mono f32 tracks out of arithmetic - oscillator stacks, filtered noise, envelopes, pitch names - and encodes them into the ZAUD payload a `.soundClip` stores. No network, no host file, no service: it runs headless an…

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

synth

The DSP bench Helsinki Life's sounds are computed on. It renders mono f32 tracks out of arithmetic - oscillator stacks, filtered noise, envelopes, pitch names - and encodes them into the ZAUD payload a .soundClip stores. No network, no host file, no service: it runs headless and costs only CPU.

Consumed by game.sound.bank, which holds one recipe per sound in the game.

Tracks wrap, and that is the point

Synth.track(seconds, rate) is a fixed-length buffer, and every generator writes wrapped: a note starting near the end continues at the head. A track rendered this way is one period of an infinite periodic signal, so its last frame runs into its first with no step - whatever frequencies it holds and however long the tails are. That is what makes the looping beds seamless, and clipRef:loopSeam() reads the result back.

What it offers

CallWhat it makes
Synth.track(seconds, rate?)An empty track. RATE_SFX is 48 kHz, RATE_BED 24 kHz.
Synth.tone(tr, start, dur, freq, amp, opts)One note. opts.wave picks a partial stack; glide, vibrato and detune are there too.
Synth.noise(tr, start, dur, amp, opts)A noise burst through a low-pass, high-pass or swept band-pass.
Synth.chord(tr, start, dur, freqs, amp, opts)The same note shape at several frequencies.
Synth.hz("F#3")A pitch name as a frequency.
Synth.fromPcm(pcm, srcRate, channels, dstRate)Audio from elsewhere, folded to mono and resampled through a pre-filter.
Synth.loopify(tr, loopSeconds, fadeSeconds)A seamless loop cut out of a longer take by equal-power crossfade.
Synth.blend / gain / normalize / peak / rmsMixing and finishing.
Synth.encode(tr, opts?)The ZAUD payload; pcm by default.

wave names: sine, tri, square, saw, reed, celesta, pluck, bell, gong, horn. A partial carrying a decay above 1 fades faster than the note body, which is what makes a struck bell sound struck.

local Synth = require("game.sound.synth")
local tr = Synth.track(1.0, Synth.RATE_SFX)
Synth.tone(tr, 0, 0.9, Synth.hz("A5"), 0.5, { wave = "gong", decay = 3.2 })
Synth.normalize(tr, 0.88)
local zaud = Synth.encode(tr)

Interface

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

conforms to

zero/source-extract/v2

synth - the sound slice's DSP bench. Every sound in HELSINKI LIFE that is not spoken is computed here, in Luau, out of arithmetic: no service call, no network, no host file. A track is a mono f32 buffer of a fixed length, and every generator WRITES WRAPPED - a note whose tail runs past the end continues at the head. That wrap is the whole trick behind a seamless loop. A track rendered this way IS one period of an infinite periodic signal, so its last frame runs into its first with no step at all, whatever frequencies it holds and however long the tails are. `clipRef:loopSeam()` reads the result. local Synth = require("game.sound.synth") local tr = Synth.track(2.0, 48000) Synth.tone(tr, 0.0, 0.4, 660, 0.5, { wave = "tri", attack = 0.004 }) local zaud = Synth.encode(tr)

track(seconds: number, rate: number?) → Track

Tracks

argtypedescription
secondsnumber
ratenumber?

addAt(tr: Track, i: number, v: number) → void

Add `v` at frame `i`, wrapping around the end of the track.

argtypedescription
trTrack
inumber
vnumber

rng(seed: number) → void

Noise A deterministic white-noise source, so a bake is reproducible.

argtypedescription
seednumber

wave(name: string) → void

argtypedescription
namestring

env(u: number, atk: number, k: number) → number

Envelope `u` runs 0..1 across the note. A linear attack, an exponential body, and a forced taper over the last tenth so the note reaches exactly zero: a note left hanging at a non-zero sample is a click, wrapped or not.

argtypedescription
unumber
atknumber
knumber

tone(tr: Track, start: number, dur: number, freq: number, amp: number, opts: ToneOpts?) → void

One note, written wrapped.

argtypedescription
trTrack
startnumber
durnumber
freqnumber
ampnumber
optsToneOpts?

noise(tr: Track, start: number, dur: number, amp: number, opts: NoiseOpts?) → void

A noise burst, written wrapped: wind, water, paper, a shaker, the air under a thud.

argtypedescription
trTrack
startnumber
durnumber
ampnumber
optsNoiseOpts?

chord(tr: Track, start: number, dur: number, freqs: { number }, amp: number, opts: ToneOpts?) → void

A chord: the same note shape at several frequencies at once.

argtypedescription
trTrack
startnumber
durnumber
freqs{ number }
ampnumber
optsToneOpts?

hz(name: string) → number

"A4" -> 440, "F#3" -> 185.0, "Bb4" -> 466.16.

argtypedescription
namestring

peak(tr: Track) → number

Finishing Peak reading of the whole track.

argtypedescription
trTrack

rms(tr: Track) → number

Root-mean-square of the whole track.

argtypedescription
trTrack

normalize(tr: Track, target: number?) → void

Scale the track so its loudest sample sits at `target`, then fold the last few percent of headroom back with a soft knee so a stacked mix never reaches the codec as a square edge.

argtypedescription
trTrack
targetnumber?

fromPcm(pcm: any, srcRate: number, channels: number, dstRate: number) → Track

Source material Audio that arrived from somewhere else - a generated take, an import - becomes a Track here so the rest of this bench applies to it. It is folded to mono and resampled onto the track's own rate through a gentle pre-filter, so decimating a 44.1 kHz take does not fold its top octave back down as a whistle.

argtypedescription
pcmany
srcRatenumber
channelsnumber
dstRatenumber

loopify(src: Track, loopSeconds: number, fadeSeconds: number) → void

Cut a seamless loop of `loopSeconds` out of a longer take by folding its continuation back over its head across `fadeSeconds` of equal-power crossfade. The frame after the loop's last is, by construction, the frame the source already ran into, so the join holds whatever the take was doing there. Needs `loopSeconds + fadeSeconds` of source.

argtypedescription
srcTrack
loopSecondsnumber
fadeSecondsnumber

blend(dst: Track, src: Track, startSec: number, gain: number) → void

Mix another track in at `startSec`, wrapped, scaled by `gain`.

argtypedescription
dstTrack
srcTrack
startSecnumber
gainnumber

gain(tr: Track, g: number) → void

Scale every sample by `g`.

argtypedescription
trTrack
gnumber

encode(tr: Track, opts: { codec: string? }?) → void

The ZAUD payload for this track. `pcm` by default: every looping bed in this game stores its samples as handed in, because the Opus round trip moves the samples on both sides of the loop join.

argtypedescription
trTrack
opts{ codec: string? }?
⌬ Types
Track = {Partial = { ratio: number, amp: number, decay: number? }ToneOpts = {NoiseOpts = {
⌬ Metadata
descriptionA pure-Luau DSP bench: it renders mono audio tracks out of oscillator stacks, filtered noise and envelopes, cuts seamless loops out of longer takes, and encodes the result into the payload a soundClip stores. Every generator writes wrapped, so a track is one period of a signal that loops without a click.

Sub-parts

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3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/sound/synth.module

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