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filmSound

The soundtrack of *Standing Ovation*, on the film clock. It sits on the `Sound` anchor.

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

filmSound

The soundtrack of Standing Ovation, on the film clock. It sits on the Sound anchor.

On wake it builds the whole soundtrack under that anchor as real entities in real places — the rain in the dome, the water on the proscenium, the ballast at the worklight, the applause across the stalls and up in the balcony, the fourteen filaments down the apron — and then registers with the clock:

  • every frame, each bed's gain(t) from sound.mix is a pure function of film time, so the mix is the same on every playthrough and a rewind puts it back;
  • every one-shot is a Film.at cue, so it fires once, on its frame, and is re-armed by Film.rewind().

Everything is heard through the AudioListener on the FilmCamera, which the camera slice moves shot by shot — so the mix re-balances itself as the lens changes seats, with no automation written for it at all.

Fields

beds, emitters, cues — what it built. loudest — the bed on top right now.

Methods

local s = entity.find("Sound").component.get("filmSound")
s:at(70)      -- every bed's gain at that film second
s:rebuild()   -- rebuild every emitter and restart the beds

Putting it on the world

require("camera.mount").all()

Interface

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

conforms to

zero/source-extract/v2

filmSound — the soundtrack of "Standing Ovation", on the film clock. It sits on the `Sound` anchor. On wake it builds the whole soundtrack under that anchor as real entities in real places — the rain in the dome, the water on the proscenium, the ballast at the worklight, the applause across the stalls and up in the balcony, the fourteen filaments down the apron — and then registers with the film clock: * every frame, each bed's `gain(t)` is a pure function of film time, so the mix is the same on every playthrough and a rewind puts it back exactly; * every one-shot is a `Film.at` cue, so it fires once, on its frame, and is re-armed by `Film.rewind()`. Everything is heard through the AudioListener on the FilmCamera, which the camera slice moves shot by shot — so the mix re-balances itself as the lens changes seats, with no automation for it at all.

Audio

clip(name: string) → void

argtypedescription
namestring

clearChildren(anchorId: ?) → void

argtypedescription
anchorId?

build( ) → void

startBeds( ) → void

Start every looping bed from the top. Their phases are what makes the balcony lag the stalls, so they are (re)started here rather than left autoplaying.

armCues( ) → void

mix(t: number, _dt: number, _shot: ?) → void

argtypedescription
tnumber
_dtnumber
_shot?

awake( ) → void

at(t: number) → void

The gain of every bed at a film time, as the mix would set it.

argtypedescription
tnumberFilm seconds, 0 to 90.

examples

entity.find("Sound").component.get("filmSound"):at(70)

rebuild( ) → void

Rebuild every emitter under the Sound anchor and restart the beds.

Sub-parts

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15+items
▣
module · born here
❒asset
# ovation.film The shared spine of **Standing Ovation** — a 90-second cinematic demo set in a rotting 1,412-seat theatre. Two things live here and nothing else. ## The constants The Odeon Marisol's geometry (`Film.GEO`, `Film.rakeY`, `Film.stallSeat`, `Film.balconySeat`), its palette (`Film.PALETTE`), its four light sources (`Film.LIGHTS`), its acts (`Film.ACTS`) and its shot list (`Film.SHOTS`). Every slice of the demo reads its colours and dimensions from here rather than restating them, because two slices disagreeing about where row A stands breaks the film in a way no screenshot explains. ## The film clock One deterministic timeline the whole demo runs on. It advances a **fixed 1/24 s per rendered frame** — it reads no wall time and no real frame delta, so the same build produces the same 2,160 frames on any machine, under a recorder or without one. ```lua local Film = require("ovation.film") Film.rewind() -- every reset hook fires, every cue re-arms, t = 0 Film.play() -- the Director advances it from the next rendered frame Film.on("mine", function(t, dt, shot) end) -- called every frame Film.at(47.0, "cue", function() end) -- once, as the clock crosses 47 s Film.reset("mine", function() end) -- back to the t = 0 state ``` `Film.stop()` freezes it with the frame still composed. `Film.seek(t)` lands on a moment for authoring and does not fire the cues in between. `Film.ramp`, `Film.smooth` and `Film.wave` are the shared shaping helpers: this film is made of waves crossing 1,412 identical figures. Only `ovation.director` calls `Film.tick`.
▲ 0↑ born
▣
module · born here
❒asset
# sound.refs The fifteen clips of *Standing Ovation*, resolved by name — every resolve written out literally, one line per clip, so the soundtrack's dependencies are statically pinnable and the world carries them when it is installed somewhere else. `sound.filmSound` builds its emitters off this table rather than composing a path at runtime. ```lua require("sound.refs").get("sov_rain") require("sound.refs").check() --> { declared = 15, missing = {}, ok = true } ``` `ok = false` means the bake has not run in this world: `require("sound.bake").build()`.
▲ 0↑ born
▣
module · born here
❒asset
# sound.mix Where the sound of *Standing Ovation* stands in the room, and what it does over the ninety seconds. Two tables and nothing else. ## `Mix.BEDS` The ten sources that run the whole film and are mixed by a curve. Each carries a world point — so the AudioListener on the FilmCamera hears it from wherever the shot is standing — and a `gain(t)` that is a **pure function of film time**. No wall clock, no accumulated state, so a rewind puts the mix back exactly. | bed | where | what it is | |-----|-------|-----------| | `RainDome` | under the dome apex | the storm through a roof nobody repaired. Lifts while the lens is up there in shot 3. | | `RainProscenium` | the face of the arch | water sheeting down the proscenium. | | `RoomTone` | the house (not spatial) | 1,412 empty seats. Gets out of the way when the house fills, comes back when it empties. | | `Ballast` | the worklight | the sodium choke. On through Acts I–II, gutters out under him in shot 5, and comes back alone over shot 13. | | `ScoreThin` | not spatial | Acts I–III: two low strings and a minor second that will not resolve. | | `ScoreOvation` | not spatial | Act IV: the same harmony opened out, with applause growing out of the middle of it. | | `ApplauseSparse` | the near stalls | a handful of pairs, each on its own tempo. The first hands in the film. | | `ApplauseFull` | mid stalls | the whole house, and nobody together. | | `ApplauseBalcony` | the balcony | the same clip started 0.21 s later, so the balcony's half-beat lag is real rather than an effect. | | `ApplauseUnison` | the house | 1,412 pairs landing on one grid. | Two of them FOLLOW: `Breath` carries a `follow(t)` that walks it on with him and stands it 45 cm from the lens for shot 6, so the closest sound in the film is a moving source rather than a placed one. ## `Mix.SHOTS` The one-shots, each with its own emitter so it is heard from its own place: fourteen `Filament**` down the apron igniting one at a time across shot 4; `DomeWater` dripping onto the rake; `RowGHands`, the single pair in shot 10, clapping slowly and out of time with everything behind it; `CurtainIn`; `Steps` — an emitter that WALKS, its position read off the same `Mix.walkPoint` the lens composes shot 5 on, so his eight footfalls cross the stage in the room rather than arriving from one point in it; and `GlovedHands` — which is not in the room at all. It is at the lens. ## The dramaturgy, in one paragraph Acts I and II are rain, a room, a buzzing choke and two low strings — and **no hands at all**, which is what makes the first clap in shot 10 land. Shot 10 brings one pair in, out of time, with a dozen behind it at another rate. Shot 11 opens the full house. Across shot 12 the loose house is crossfaded *under* a gridded one, so 2,824 hands drift from chaos into unison without anything about the sound changing except which layer is loudest. Then the room empties again: shot 13 is rain, the ballast coming back up, and one pair of gloved hands close to the lens. ## Reading it ```lua require("sound.mix").snapshot(72.0) --> every bed's gain at that film second ```
▲ 0↑ born
backing path · sound/filmSound.component

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