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asset⌬ modulemoduleprimary: init.luau·originates fromworld 14be7608-a…

audio

Procedural sound synthesis for the dragon. Every cue is generated in Luau and baked as a `.soundClip` asset holding lossless PCM (`codec = "pcm"` in the clip's ZAUD payload), so loops stay sample-exact.

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

dragon.audio

Procedural sound synthesis for the dragon. Every cue is generated in Luau and baked as a .soundClip asset holding lossless PCM (codec = "pcm" in the clip's ZAUD payload), so loops stay sample-exact.

Usage

local Audio = require("dragon.audio")

Audio.ensure()               -- bake every missing cue; idempotent
local clip = Audio.clip("wingbeat")
entity(id).component.add("Audio", { clip = clip, pitch = flapForce })

Cues

namekindratenote
wingbeatone-shot22050leathery flap; pitch with flap force
windloop22050rushing air; volume/pitch with airspeed
buffetloop2205022 Hz stall rumble
thermalloop22050Shepard–Risset endless rise
hissloop22050gas leak + wet gurgle
clickone-shot44100igniter tick
whoomphone-shot22050gas ignition blast
heartbeatloop22050lub-dub; pitch with heart rate
roarone-shot22050formant-filtered harmonic bellow
bellowone-shot22050aurochs lowing call

Loops (spec.loop on Audio.CLIPS) are seam-validated at bake: the wrap step must not exceed any interior sample step. Set looping = true on the Audio component when playing them.

API

  • Audio.ensure() -> { created, skipped, stats } — synthesize + bake every missing cue; safe to call repeatedly.
  • Audio.clip(name) -> AssetRef? — resolve a cue's soundClip.
  • Audio.exists(name) -> boolean
  • Audio.names() -> { string }
  • Audio.CLIPS : { ClipSpec } — name / loop / sampleRate per cue.

Interface

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

conforms to

zero/source-extract/v2

strict

makeRng(seed: number) → void

Park–Miller MINSTD. Every intermediate stays below 2^53, so the sequence is exact in doubles and the same seed always bakes an identical clip.

argtypedescription
seednumber

smoothstep(x: number) → number

argtypedescription
xnumber

lpCoef(fc: number, sr: number) → number

One-pole lowpass blend coefficient for cutoff `fc` at rate `sr`.

argtypedescription
fcnumber
srnumber

gauss(fq: number, center: number, width: number) → number

argtypedescription
fqnumber
centernumber
widthnumber

peakOf(x: Samples) → number

argtypedescription
xSamples

removeDC(x: Samples) → void

argtypedescription
xSamples

normalize(x: Samples, target: number) → void

argtypedescription
xSamples
targetnumber

softClip(x: Samples, drive: number) → void

argtypedescription
xSamples
drivenumber

fadeEdges(x: Samples, sr: number, inMs: number, outMs: number) → void

Raised-cosine fade over the first `inMs` / last `outMs` of a one-shot.

argtypedescription
xSamples
srnumber
inMsnumber
outMsnumber

crossfadeLoop(x: Samples, n: number, f: number) → Samples

Equal-power loop crossfade. `x` holds `n + f` samples; the first `f` output samples blend the head with the `f` samples that continue past the loop end, so the wrap y[n] → y[1] steps exactly like two adjacent samples of the original stream — no click.

argtypedescription
xSamples
nnumber
fnumber

validateSamples(name: string, x: Samples, sr: number, loop: boolean) → ClipStats

argtypedescription
namestring
xSamples
srnumber
loopboolean

packF32(x: Samples) → string

Pack samples as the little-endian f32 binary string `audio.encodePcm` consumes (its memory-efficient input form).

argtypedescription
xSamples

buildWingbeat( ) → Samples

Heavy leathery flap: a low whoomph of moving air. Noise through a two-pole lowpass whose cutoff rides a fast-attack / slow-decay envelope, plus a pitch-dropping sub thump. One-shot; the game pitch-shifts it per flap.

buildWind( ) → Samples

Steady rushing air, seamless 4 s loop. Two-pole lowpassed noise plus a 0.9–2.4 kHz airy band, with gain/cutoff LFOs at integer cycles per loop so the modulation phase matches across the wrap. Neutral by design — the game scales volume and pitch with airspeed.

buildBuffet( ) → Samples

Stall buffet: low rumble amplitude-modulated at 22 Hz (88 exact cycles per 4 s loop), with a 44 Hz body tone and a 1.25 Hz slow surge — all integer cycles per loop, noise decorrelation handled by the crossfade.

buildThermal( ) → Samples

Soft rising tone, seamless 4 s loop: a Shepard–Risset glissando. Each of 5 octave-spaced partials climbs exactly one octave per loop; the base rate is picked so every partial's phase closes on an integer number of cycles (f0 · T / ln2 = integer), so partial k hands off to slot k+1 with matching frequency, phase, and amplitude — a mathematically seamless infinite rise. A quiet crossfade-looped airy band sits on top.

buildHiss( ) → Samples

Pressurized gas leak with a wet gurgle, 3 s loop. A 1.5–5.8 kHz noise band for the hiss, a slow-wobbled low bed for the gurgle, and short descending bubble pings written with modulo wrap so one crossing the loop end continues seamlessly at the start.

buildClick( ) → Samples

One sharp igniter click, 120 ms at 44.1 kHz: a 1.2 ms high-passed spark transient plus three short metallic rings (3.9 kHz / 6.3 kHz / 320 Hz).

buildWhoomph( ) → Samples

Gas ignition: a deep combustion blast. 8 ms attack; a noise flare whose lowpass sweeps shut as the ~0.38 s decay runs; a 64 → 30 Hz sub thump; and a low rumble tail. Soft-clipped for cohesion, ~1.5 s audible decay.

buildHeartbeat( ) → Samples

Slow lub-dub, 1.6 s loop: two low pitch-dropping thumps (60 Hz then 52 Hz) with a soft valve tick each, silence to the loop point. The game raises heart rate via playback pitch.

thump(tc: number, fb: number, tau: number, amp: number) → void

argtypedescription
tcnumber
fbnumber
taunumber
ampnumber

buildRoar( ) → Samples

Deep reptilian bellow, ~2.2 s: 16 harmonics of a rising-then-sagging ~86 Hz fundamental, weighted by a three-peak formant curve (470 / 1150 / 2450 Hz), with late vibrato, a 26 Hz growl AM, and a gated breath-noise band.

buildBellow( ) → Samples

Aurochs lowing call, ~1.6 s: a rounder 14-harmonic stack on a rise-and-fall 96 → 132 → 70 Hz "moo" contour with low formants (390 / 950 Hz), light growl, and gentle vibrato.

names( ) → void

wingbeat( ) → void

wind( ) → void

buffet( ) → void

thermal( ) → void

hiss( ) → void

click( ) → void

whoomph( ) → void

heartbeat( ) → void

roar( ) → void

bellow( ) → void

tryResolve(name: string) → any

argtypedescription
namestring

exists(name: string) → boolean

argtypedescription
namestring

clip(name: string) → any

Resolve a cue's `.soundClip` handle (nil until `Audio.ensure()` has run).

argtypedescription
namestring

ensure( ) → EnsureResult

Synthesize and bake every cue that doesn't already exist. Idempotent: cues whose `.soundClip` resolves (or whose source container is already on disk) are skipped, so calling this twice creates no duplicates. Each clip is numerically validated before it is written.

⌬ Types
ClipStats = {ClipSpec = {EnsureResult = {

Sub-parts

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

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

Problems

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