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asset⌬ modulemoduleprimary: init.luau·originates fromworld 085e7168-5…

bus

The mix. Six sources under the scene's `Sound` anchor:

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

audio.bus

The mix. Six sources under the scene's Sound anchor:

sourcewhat it carries
sound_bedthe calliope, looping, on the music channel
sound_ambiencethe tent, looping, on ambient
sound_heatthe house drone, looping, on ambient — silent until the tent first laughs
sound_ringspatial, out at the clown: the gags, the blows, the act
sound_tablethe cards, the readouts and the menus, at the seat
sound_voicewhoever is speaking, ducking the beds under themselves

It subscribes to Core.on and answers every event the run emits, and to the cmd.* commands as well, so a menu press is heard whether or not the run is in a state that acts on it. Every subscription carries the tag audio.bus, so a hot reload of the Mixer replaces the listeners it left rather than stacking a second copy beside them.

Two gates keep the mix under full scale: a clip re-triggered inside 60 ms is dropped, and the bus spends a budget of eight starts a second across every clip. A cue that loses to either answers false.

The heat

The house counts how many times it has laughed tonight, and the count is a different sound each time.

  • tent.laughs and tent.heat both ask for the laugh, one frame apart or alone. The bus takes the loudest level named across a couple of frames and laughs ONCE, at that level: tent_laugh, then tent_laugh_2 (lower and wider), then tent_laugh_3 (every seat).
  • tent.heat { level } also steps the drone (0.30 → 0.58 → 0.90), lights a lamp on the meter half a second later, and hands Mr. Marrow the line for that level.
  • run.start cools the house: the drone falls away and stops outright, so a title screen is the two beds and nothing else.

How warm the house is lives beside the teardown list on Core._audio, not in a module local — a hot reload in the middle of a night must not put the tent back to the start of the evening.

Bus.observe() reports what is sounding, why anything is not, the heat, the drone, and the last twelve one-shots the bus started.

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.audio.bus — the mix: six sources, every Core event, and the voice. `game.audio.Mixer` mounts this on the scene's `Sound` anchor and ticks it. Everything the game sounds like happens here: * a calliope bed and a tent ambience, both seamless loops, always running * a house drone that is silent until the tent first laughs and then steps up a level with every laugh after it * a ring source out at the clown, spatial, carrying the gags and the blows * a 2D source for the table and the menus * a voice source that speaks a line and ducks the beds under it The bus subscribes to `Core.on` and answers events; nothing calls into it except through those. It also answers `Core.cmd.*` for the menu furniture, so a press is heard whether or not the run is in a state that acts on it. Owned by the `sound` slice.

Audio

applyLevels( ) → void

duck(seconds: number) → void

Pull the beds down under something that has to be heard over them, for `seconds`. Overlapping ducks take the longer of the two.

argtypedescription
secondsnumber

play(name: string, opts: { volume: number?, pitch: number?, where: string? }?) → void

Play a one-shot from the library. `where` is "ring" (out in the spotlight) or "ui" (at the seat). Two gates keep the mix from summing past full scale. A clip re-triggered inside 60 ms is dropped, so two slices reporting one moment are heard once; and the bus spends a budget of eight starts a second across every clip, so a run resolved faster than a person could play it is heard as a run rather than as a wall.

argtypedescription
namestring
opts{ volume: number?, pitch: number?, where: string? }?

speak(id: string, opts: { interrupt: boolean? }?) → void

Speak one line: play its reading at that speaker's pitch and level, duck the beds under it, and emit `voice.line` so the screens slice prints it. A line whose clip never generated is still emitted and still printed — the words survive a failed generation, they only go quiet.

argtypedescription
idstring
opts{ interrupt: boolean? }?

droneFor(level: number) → number

What the drone sits at when the house has laughed `level` times.

argtypedescription
levelnumber

laughAt(level: number) → void

Laugh once, at the loudest level anything named this frame. Both the meter filling and the house counting it ask for the laugh; whichever arrives first arms it, and the level is settled a beat later so the two agree.

argtypedescription
levelnumber

warmTo(level: number) → void

The house is one laugh warmer: the drone steps up, a lamp lights on the meter, and Mr. Marrow says what it means.

argtypedescription
levelnumber

coolOff( ) → void

The night starts over: the house forgets, and the drone goes with it.

on(event: string, fn: ?) → void

argtypedescription
eventstring
fn?

subscribe( ) → void

uninstall( ) → void

Drop every listener a previous build left on Core, and the bus entities with them. Re-derived from the world and from `_G`, never from a local, so a hot reload cannot leave a second copy of the mix running.

makeSource(root: ?, name: string, opts: ?) → void

argtypedescription
root?
namestring
opts?

install(anchor: ?) → void

Build the bus under `anchor` and wire it to Core. Idempotent: it tears down whatever the last build left first.

argtypedescription
anchor?

setLevels(next: { [string]: number }) → void

Levels the Mixer's inspector fields drive.

argtypedescription
next{ [string]: number }

tickDrone(dt: number) → void

Move the house drone toward the level the heat asks for. It rises slowly — the tent gets warmer, it does not switch on — and falls away quickly when a new night starts. Below silence it stops outright, so a cold house costs no voice at all.

argtypedescription
dtnumber

tick(dt: number) → void

Advance the mix: release the duck, and let the beds back up.

argtypedescription
dtnumber

observe( ) → void

What the mix is doing, for a check that does not involve listening.

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module · born here
❒asset
# audio.Lines Who says what, and how it is delivered. Nineteen lines: the barker's four cards, his three lines as the house warms, and three lines for each of the four clowns. Each was read once by the generation service and cached as a `.soundClip` under `game/audio/voice`. Ada never speaks; her lines are the cards. The service offers one reading voice, so the four speakers are separated the way a radio play separates them — by writing, by pitch, by level, and by how far into the tent each stands. No voice id is invented. ## Where the words live In `game.Core` — one copy, which the barker's cards, the clowns' lines, the subtitle strip and these readings all take from. This module holds only who delivers each line and `ms`, the clip's own measured length, so a subtitle can be timed before the mixer has decoded anything. The delivered length is `ms / pitch`; a line with no clip is timed by `Core.readingTime`, the same clock every other caption in the game runs on. `Lines.sync()` re-reads every line's words out of Core. Both are modules and either can be reloaded under the other, and a subtitle that says something its clip does not is worse than no subtitle — so `game.audio.bus` calls it each time it installs. `Lines.forClown(id, which)` and `Lines.forHeat(level)` name the clip for a clown's `enter` / `laugh` / `die` and for the barker's line at a heat level. Every line ships with its written form: `game.audio.bus` emits `voice.line { speaker, text, durationMs, voiced }` whether or not the reading is there, so a line that failed to generate is printed rather than lost.
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module · born here
❒asset
# audio.library Every baked clip, resolved once, by name — `Library.CLIPS[name]` and `Library.VOICE[id]`. An asset reference has to be a static literal for the world to publish, so every clip is named here in full and looked up by key from everywhere else. `Library.missing()` names anything the bake has not produced yet.
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module · born here
❒asset
# Core The one table every part of GREASEPAINT reads. It carries the game's constants — the cards, the four clowns, the barker's lines, the palette and the fonts — the live state of the night, and the event bus the game talks over. Every other module requires this and nothing else of each other. `game.rules.Director` is the **only** writer of `Core.state()`. Everything else reads the state, listens on the bus, and asks the Director for changes through `Core.cmd`. ```luau local Core = require("game.Core") Core.state().nerve -- read the night Core.on("clown.hit", function(p) ... end) -- react to it Core.cmd("playCard", { index = 2 }) -- ask the Director to act ``` ## Constants - `Core.RULES` — Nerve, Breath, hand size, the Laughter ceiling and where the meter carries to after a laugh, how warm the house can get and what a step of heat is worth, what a held Grin bites, how many acts a night runs, which act's interval takes a card away instead of giving one, the starter deck and the reward pool. - `Core.CARDS` — the twelve cards, each with `kind` (`gag` / `guard` / `trick` / `curse`), `cost`, and whatever it does: `dmg`, `block`, `heal`, `laughter`, `effect` (`weaken` / `reflect` / `burn`), `exhaust` when playing it takes it out of the act, and the `text` its face prints. - `Core.CLOWNS` — Pinch, Bello, Slats and Mr. Marrow: `hp`, a looping `pattern` of intents, and three spoken `lines` (`enter`, `laugh`, `die`). - `Core.RUN` — the three-clown pool and the finale. - `Core.BARKER` — the Ringmaster's four narrated lines, and `heat`, the one he marks each step of the warming house with. - `Core.PALETTE` / `Core.FONTS` / `Core.ANCHORS` / `Core.SEAT` / `Core.PHASES` / `Core.EVENTS` / `Core.COMMANDS`. ## State - `Core.state()` — the live night. Phase, act, turn, Nerve, Breath, Block, Laughter, the `heat` the house has reached, the `library` (every card the night owns) and the working piles drawn from it (`deck`, `hand`, `discard`, `exhaust`), the current `clown`, the `reward` on offer — its `cards`, the `next` clown it names and its `mode` (`take` or `leave`) — the focused index, and the `order` the four acts run in. - `Core.reset()` — replaces the state with a fresh night, in place, so a reference held across a restart stays valid. ## The bus - `Core.on(name, fn, tag?) -> unsubscribe` — subscribe. A `tag` makes it idempotent: registering the same event and tag again replaces the earlier subscription rather than stacking a second copy, which is what keeps a reloaded component from handling everything twice. - `Core.off(name, tag)` — drop a tagged subscription. - `Core.emit(name, payload)` — fire to every subscriber, in order. A listener that errors is reported and the rest still run. - `Core.cmd(name, payload)` — `Core.emit("cmd." .. name, payload)`. - `Core.listenerCount(name)`, `Core.clearListeners()`. ## Chance The night's randomness is one stream, seeded per run, so a seed replays a whole night: the act order, the shuffles, which card the tent paints, which three cards a reward offers. - `Core.random()` — the next value in [0, 1). - `Core.randomIndex(n)` — an integer in [1, n]. - `Core.shuffle(list)` — shuffle in place, return the list. - `Core.rand(salt)` — a stable value for a salt, independent of the stream. ## The frame Every screen, plate and card lays out from the live frame, so any shape holds. - `Core.frame(override?)` — `{ w, h, u, wide }`. `u` is a hundredth of the short side: the unit every proportion is stated in. `wide` is true from an aspect of 1.25 up. Pass `{ width, height }` to lay out against a shape the engine is not running at. - `Core.rgba(hex, a)` — a palette hex with an alpha, as the `rgba()` string a widget takes. - `Core.hairline(n)` — a rule of `n` pixels, never thinner than one whole one. ## Also - `Core.card(id)` / `Core.clown(id)` — a record, or nil. - `Core.readingTime(text)` — how long a spoken line should sit on screen, in milliseconds, when no generated clip has answered for it. Between 1.4 and 9 seconds, whatever the length.
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backing path · game/audio/bus.module

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