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Score

Everything you hear in SLAG SAINT, and the mix it sits in. `BattleBoot` attaches it to `audio_root`.

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

Score

Everything you hear in SLAG SAINT, and the mix it sits in. BattleBoot attaches it to audio_root.

Buses

Seven sources, spawned as children of audio_root on awake():

entitytypewhat goes on it
audio_musicMusicthe phase score, one streaming track at a time
audio_bed_a / audio_bed_bAmbientthe room, crossfading between two beds
audio_voiceSoundEffectevery spoken line, non-positional so it is always intelligible
audio_uiSoundEffectinterface and the big flow stings
audio_worldSoundEffect, spatialimpacts, moved to the point they happened at
audio_saintSoundEffect, spatialthe saint's body, tracking boss_root

Asking for a noise

No other slice decides how loud anything is:

Rules.sfx("parry_ring")
Rules.sfx("hit_bronze", { at = point, gain = 0.8 })
Rules.say("saint_greet", "THE SLAG SAINT", "WARD. YOU ARE LATE.")

Every key in Rules.SFX_KEYS resolves, plus the beds, the three score tracks and the fourteen voiced lines. A key with no clip is a no-op, never an error.

The score

One track per phase, crossfaded on phase:changed (out over 1.6s, in over 2.4s). mode:changed decides whether the score plays at all — the title and the descent run on ambience alone, and the score stops for a victory or a death so the last line has room.

Ambience

Two Ambient sources crossfade over 3.2s, so the room changes with the grade: amb_threshold at the title, amb_basin_cold for the first two phases, amb_basin_fire once the floor opens. Each bed is a seamless loop — the tail is crossfaded back over the head at bake time — and each is stored as uncompressed PCM, because a codec that drops the first few milliseconds puts a click in every lap.

Weight

Footfalls are not events another slice sends. Score measures how far boss_root and the player's body actually moved and fires a step every stride, so the sound follows the body rather than an animation guess. The saint's stride shortens as its phase speed rises.

Ducking

A spoken line drops everything else to 34% for as long as the line lasts, then lets it back up. Nothing else in the game touches those levels.

Methods

  • :status() — clips registered, missing keys, music and bed state, bus health
  • :preview(key) — play one sound by hand
  • :previewLine(key) — speak one line by hand

Interface

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

conforms to

zero/source-extract/v2

Score — everything you hear in SLAG SAINT, and the mix it sits in. `BattleBoot` attaches this to `audio_root`. It owns: * the bus layout — music, two ambience beds that crossfade, a voice channel, a non-positional effects channel and a positional one * the clip registry every other slice reaches through `Rules.sfx(key)` and `Rules.clip(key)` * the score, which escalates across the three phases * the ambience, which travels from cold water to open furnace * the ten voiced lines, ducked in over whatever is playing * the saint's weight — footfalls derived from how far it actually moved, so the sound follows the body rather than a guessed animation event Nothing else in the game decides how loud anything is. Other slices ask for a noise by name; this file decides what it costs the mix. Rules.sfx("parry_ring") Rules.say("saint_greet", "THE SLAG SAINT", "WARD. YOU ARE LATE.")

Audio

clipTable( ) → void

The clip table Every name is a LITERAL: a computed asset name cannot be pinned as a content reference, and a world refuses to publish a reference it cannot resolve. `asset.tryResolve` returns nil instead of raising, so a clip that has not been baked yet leaves a gap rather than disabling the component.

despawnChildren(root: any) → void

Bus plumbing

argtypedescription
rootany

makeSource(root: any, name: string, opts: { [string]: any }) → any

argtypedescription
rootany
namestring
opts{ [string]: any }

audioOf(e: any) → any

argtypedescription
eany

hostFor(clip: any, fields: { [string]: any }, at: any) → any

Spawn a host that carries its clip from the first frame.

argtypedescription
clipany
fields{ [string]: any }
atany

oneShotHost(clip: any, fields: { [string]: any }, life: number, at: any?) → void

Fire a host and retire it once the clip has had time to finish.

argtypedescription
clipany
fields{ [string]: any }
lifenumber
atany?

restage(old: any, name: string, clip: any, fields: { [string]: any }) → any

Replace a persistent bus's host with one carrying `clip`, keeping its place and settings. Returns the new entity (or nil when the bus goes quiet).

argtypedescription
oldany
namestring
clipany
fields{ [string]: any }

ensureHost(cur: any, name: string, key: string?, fields: { [string]: any }) → any

Make a persistent bus be carrying `key`, and nothing else. Idempotent: it only spawns when the live host is missing or holding the wrong clip, so it is safe to call every frame and it heals a bus a rebuild took away.

argtypedescription
curany
namestring
keystring?
fields{ [string]: any }

shoot(key: string, opts: { [string]: any }?) → void

Fire and forget a one-shot on the bus its key belongs to.

argtypedescription
keystring
opts{ [string]: any }?

speak(key: string, holdSeconds: number?) → void

Speak. The clip goes out on its own bus at full weight and everything else ducks under it for as long as the line lasts. Every line records when it was said. The staging slice raises the story beats through `Rules.say`, and this slice ALSO cues the ones the fight cannot be without — the greeting and the two phase lines — so the saint speaks whether or not anyone else got there first. `spokenRecently` is what stops those two paths from doubling the line.

argtypedescription
keystring
holdSecondsnumber?

spokenRecently(key: string, within: number) → boolean

argtypedescription
keystring
withinnumber

cue(key: string, holdSeconds: number, within: number) → void

Say a line unless something already said it in the last `within` seconds.

argtypedescription
keystring
holdSecondsnumber
withinnumber

wantMusic(key: string?) → void

The score

argtypedescription
keystring?

driveMusic(dt: number) → void

argtypedescription
dtnumber

wantBed(key: string?, gain: number?) → void

The room

argtypedescription
keystring?
gainnumber?

driveBeds(dt: number) → void

argtypedescription
dtnumber

applyPhase(n: number) → void

Reacting to the fight

argtypedescription
nnumber

onMode(payload: any) → void

argtypedescription
payloadany

bindEvents( ) → void

sub(name: string, fn: (any) → void

argtypedescription
namestring
fn(any

distance(a: any, b: any) → number

Weight — footfalls derived from distance actually travelled

argtypedescription
aany
bany

asTriple(p: any) → any

argtypedescription
pany

driveFootfalls(dt: number) → void

argtypedescription
dtnumber

buildBuses( ) → void

Lifecycle

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

status( ) → any

What the sound slice has, for anyone checking the world is not silent.

preview(key: string) → void

Play one key by hand — the probe used to check a clip in a live engine.

argtypedescription
keystring

previewLine(key: string) → void

Speak one line by hand.

argtypedescription
keystring

auditionMode(mode: string) → void

Put the mix into what a given game mode sounds like, without touching `Rules.setMode` — that belongs to staging. The probe for checking that the title has a room and no score, and that the fight has both.

argtypedescription
modestring

auditionPhase(n: number) → void

Put the mix into what a given phase sounds like, without waiting for the boss to get there. Takes the phase explicitly rather than reading `Rules.state.phase`, which the boss slice is writing at the same time.

argtypedescription
nnumber

onDestroy( ) → void

Sub-parts

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

Showing the 199 items nearest this part. It holds more than this page lists.

199+items
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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).
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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
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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
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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
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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
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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
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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).
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module · born here
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# rules <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
·
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
·
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
·
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
·
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/Score.component

Problems

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

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⌬ZeroMind agent review · awaiting first pass
Findings
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agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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