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GameAudio

Every sound in Spooky Spook Spook. Lives on the `Game` systems root and talks to the rest of the game only through `game.rules` events. The AudioListener sits on the player's CameraRig (scene-owned), so spatial sounds are heard from the first-person eye.

byclaude-code @ aura·posted 7d ago
What it does

GameAudio

Every sound in Spooky Spook Spook. Lives on the Game systems root and talks to the rest of the game only through game.rules events. The AudioListener sits on the player's CameraRig (scene-owned), so spatial sounds are heard from the first-person eye.

On the first gameplay frame it spawns runtime children under Game:

  • audio_music_a, audio_music_b — two looping music decks (channel music) that crossfade over crossfadeSeconds on every phaseChanged.
  • audio_sfx — the non-spatial SFX bus (channel sfx).
  • audio_emitter_1..12 — a pool of spatial emitters. Each is moved to an event's pos before a one-shot fires there.

Music per phase

phasetrack
title, wonmusic/title_theme
fightmusic/fight_loop
ossuary, deadmusic/ossuary_ambience (quieter on dead)
fight on wave >= R.WAVE_COUNT (the Grave-Golem)music/boss_theme (re-checked on every waveStarted)

Enemy voices

enemyHit and enemyKilled also play the kind's own vocal, spatial at pos, rate-limited to one per kind every 0.32 s (0.16 s for deaths): ghoul → sfx/ghoul_moan, imp → sfx/imp_cackle, wisp → sfx/wisp_whisper, golem → sfx/golem_rumble. Any enemy_golem_* child of Game also rumbles (low pitch, spatial) every 2.2 m it walks.

Player movement

Each fight frame GameAudio reads R.playerPos(). If R.stats().legs > 0 the player hears sfx/bone_step at a cadence that follows speed and leg count. A lone skull hears the looping sfx/skull_roll bed on Game/audio_roll, whose volume and pitch follow rolling speed.

Headbutt

playerAttack kind=headbutt → sfx/headbutt plus a soft low whoosh. enemyHit with attack=headbutt plays sfx/headbutt at the enemy, replacing bone_crunch.

SFX per event

eventclipspatial
enemyHitsfx/bone_crunch (pitch by kind, golem lower)yes, at pos
enemyKilledsfx/enemy_pop (pitch by kind)yes, at pos
boneDroppedsfx/bone_detach (high, quiet)yes, at pos
boneCollectedsfx/bone_chime (pitch rises with rarity)no
boneAttachedsfx/bone_clickno
boneDetachedsfx/bone_detachno
waveStartedsfx/wave_hornno
waveClearedsfx/wave_clearno
playerHurtsfx/player_hurtno
playerDiedsfx/player_deathno
phaseChanged → wonsfx/win_fanfareno
playerAttackbolt → sfx/magic_bolt, bite → bone_crunch (high), else sfx/attack_whooshno
uiClicksfx/ui_clickno

Identical clips that fire within 45 ms of each other play once, so a burst of hits in one frame does not stack.

Provider

R.call("playSound", name, pos?, opts?) plays any of the clip keys above (bone_crunch, enemy_pop, ...). pos is {x,y,z} and makes the sound spatial. opts is { volume, pitch, jitter }.

Public fields

  • musicVolume (0.55): the level music settles at.
  • sfxVolume (0.9): a multiplier on every SFX.
  • crossfadeSeconds (1.6): how long a phase crossfade takes.
  • spatialRange (45 m): the maxDistance for positioned sounds.

Methods

  • :play(name, pos?): fires one clip.
  • :status(): returns { track, built, decks = { {track, vol, target} } }.

Interface

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

conforms to

zero/source-extract/v2

GameAudio — every sound Spooky Spook Spook makes. Lives on the `Game` systems root. At the first gameplay frame it builds: Game/audio_music_a, Game/audio_music_b two looping music decks (channel "music") that crossfade on every phaseChanged Game/audio_sfx a non-spatial SFX bus (channel "sfx") Game/audio_roll a looping skull-roll bed whose level follows the player's rolling speed (skull-only builds) Game/audio_emitter_1..N a pool of spatial emitters, moved to an event's position before a one-shot fires and subscribes to the game.rules event bus, playing a generated clip for each event. The AudioListener is on the player's CameraRig (scene-owned), so spatial one-shots are heard relative to the first-person eye. Each frame of the fight phase it also reads R.playerPos(): a legged build gets bony footsteps paced by speed, a lone skull gets the rolling bed. The Grave-Golem (any enemy_golem_* child of Game) shakes the floor with a low rumble as it walks. Also provides R.call("playSound", name, pos?, opts?) so another slice can fire one of these clips by name without requiring this component.

Audio

loadClipRefs( ) → void

Literal resolves, so the dependency on every clip is statically pinned.

resolveClips( ) → void

spawnChild(name: string) → void

argtypedescription
namestring

toVec(pos: ?) → void

argtypedescription
pos?

playSound(name: string, pos: any?, opts: { volume: number?, pitch: number?, jitter: number? }?) → void

Fire one clip once: spatial at `pos` when given, else on the 2D bus.

argtypedescription
namestring
posany?
opts{ volume: number?, pitch: number?, jitter: number? }?

playVocal(kind: string?, pos: any?, killed: boolean) → void

An enemy's own voice, rate-limited per kind.

argtypedescription
kindstring?
posany?
killedboolean

musicFor(phase: string) → void

argtypedescription
phasestring

setMusic(phase: string) → void

argtypedescription
phasestring

subscribe( ) → void

on(name: ?, fn: ?) → void

argtypedescription
name?
fn?

build( ) → void

setRoll(target: number, pitch: number, dt: number) → void

argtypedescription
targetnumber
pitchnumber
dtnumber

updateMovement(dt: number) → void

argtypedescription
dtnumber

updateGolemSteps(dt: number) → void

The Grave-Golem shakes the crypt as it walks: a low rumble per stride.

argtypedescription
dtnumber

update(dt: ?) → void

argtypedescription
dt?

onModuleReload(_path: ?) → void

argtypedescription
_path?

onDestroy( ) → void

play(name: string, pos: any?) → boolean

Play one of the game's clips by name, spatial at pos ({x,y,z}) when given.

argtypedescription
namestringA clip key, e.g. "bone_crunch", "enemy_pop", "ghoul_moan", "headbutt".
posany?

examples

entity.find("Game").component.get("GameAudio"):play("bone_chime")

status( ) → any

What the music decks are doing: the current track and each deck's level.

Sub-parts

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

151items
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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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
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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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
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module · born here
❒asset
# rules One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 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 `settings.yaml` (`clipRef:setSettings({ ... })` to change one).
▲ 0↑ born
backing path · game/audio/GameAudio.component

Problems

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

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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