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Sound

The audio of **First Light: Nearside** — the bed under the whole run, the music that reads the danger, the furniture of the drive, and Peary Station's voice on the radio.

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

Sound

The audio of First Light: Nearside — the bed under the whole run, the music that reads the danger, the furniture of the drive, and Peary Station's voice on the radio.

Mounted on mount_sound by the scene entrypoint. It needs nothing configured: it stands up its own sources, sets the mix and subscribes to the game's events, so the game sounds right whether or not any other part of it calls in.

What it builds

Five temporary children of the mount, one per job:

EntityChannelWhat
snd_bedambienceThe cabin: a 55 Hz hum breathing under a thin radio hiss. Loops seamlessly, forever.
snd_music_1 / snd_music_2musicTwo decks. A state change fades one up while the other falls, so nothing ever cuts.
snd_motorsfxThe drive, pitched and levelled by the rover's speed.
snd_shotssfxThe host every one-shot plays through.
snd_radiovoicePeary Station. Ducks the music and the bed while she talks.

Nothing is spatial: this is a mix a player wears, not a place they walk around.

The surface

Published as sound on game.ns.

local sound = require("game.ns").get("sound")

sound.play("hop")                 -- a one-shot from the library
sound.play("land", { pitch = 1.1 })
sound.say("halfway")              -- speaks the line AND puts its words on screen
sound.text("halfway")             -- the written form on its own
sound.seconds("halfway")          -- how long that caption should stand
sound.music("danger")             -- "title" | "run" | "danger" | "won" | "lost" | "off"
sound.musicState()                -- what is playing now
sound.speaking()                  -- true while a line is in the air
sound.captions(false)             -- stop putting spoken lines on screen
sound.ids()                       -- every line id

The library

One-shots — hop, land, land_crater, can, stall, warn_hot, warn_cold, fuel_low, ui_move, ui_confirm, ui_back, win, lose. Synthesised sample by sample in Luau and baked to .soundClip, so they cost nothing to make and cannot fail to exist.

Music — music_title, music_run, music_danger, music_won, music_lost. Each loop is crossfaded tail-into-head so its seam is inaudible.

Voice — voice_<id> for every line in lines.module.

What it listens to

It subscribes to game.ns and plays what each event means, so no other slice has to remember to make a noise:

EventWhat is heard
phase → title / howtothe title theme, and Peary opens the run
phase → intro / playingthe run bed
phase → won / lostthe ending music, its sting, and Peary's last word
introDone"Stay in the copper."
hopthe thruster; the first one earns a line
landdust, or the deeper thump of a crater
stallthe grind of soft regolith
canthe chime of xylidine; the first one earns a line
band → hot / coldthe warning, the danger music, and Peary saying why
fuelEmptythe low-tank triple

It also watches the rules ledger for the halfway mark and for a tank under a quarter, and speaks those without being asked.

The mix

Voice over music over ambience, with the music and the bed stepping back while a line is in the air. The bus levels are public fields — masterVolume, musicVolume, sfxVolume, voiceVolume, ambienceVolume, motorVolume — and each one-shot carries its own weight on top, so the sounds that decide a run sit above the furniture.

Every line is also text

A spoken line arrives as a narration event carrying the words, the speaker, how long they should stand and whether the player wants captions drawn — and the words are handed to screens.caption directly as well. Two routes, because the text is the half of a line that has to survive: a player with the sound off, a player in a noisy room, and a clip that failed to generate all still get it.

The event fires whichever way the caption preference is set; captions(false) says the player would rather not read them, and whoever draws them obeys.

Interface

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

conforms to

zero/source-extract/v2

Sound — the whole audio bed of FIRST LIGHT: NEARSIDE. Mounted on `mount_sound`. It stands up the audio graph (an ambience bed, a two-deck crossfading music bus, a speed-pitched motor loop, a one-shot SFX host and the radio voice), sets the mix, subscribes to every game event on `game.ns` and plays what those events MEAN — so the game sounds right even when no other slice ever calls into it — and publishes the `sound` surface: local sound = NS.get("sound") sound.play("ui_confirm") -- a one-shot from the library sound.say("halfway") -- speaks the line AND emits `narration` sound.text("halfway") -- the written form, for a caption sound.music("danger") -- "title"|"run"|"danger"|"won"|"lost"|"off" sound.captions(false) -- hide the on-screen lines Every spoken line also arrives as an `NS.EVENTS.narration` event carrying its written text, so a muted player or a clip that failed to load still gets the words.

__index(_: ?, key: ?) → void

argtypedescription
_?
key?

sfxClips( ) → void

Static identity literals: an asset reference has to be pinnable for the world to publish.

musicClips( ) → void

voiceClips( ) → void

audioOf(e: any) → any

argtypedescription
eany

spawnSource(name: string, init: { [string]: any }) → any

argtypedescription
namestring
init{ [string]: any }

applyMix( ) → void

Push the authored levels at the mixer. Channel names come from NS so the whole game names its buses the same way.

playShot(name: string, opts: { [string]: any }?) → void

argtypedescription
namestring
opts{ [string]: any }?

say(id: string) → void

argtypedescription
idstring

sayOnce(id: string) → void

argtypedescription
idstring

setMusic(state: string) → void

argtypedescription
statestring

onPhase(p: any) → void

argtypedescription
pany

subscribe( ) → void

readRules( ) → any

driveMotor(dt: number) → void

argtypedescription
dtnumber

driveMusic(dt: number) → void

argtypedescription
dtnumber

followTheGlass( ) → void

driveWatchers( ) → void

restartIfGated(source: any) → void

argtypedescription
sourceany

watchdog( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

awake( ) → void

play(name: string, opts: { [string]: any }?) → void

argtypedescription
namestring
opts{ [string]: any }?

say(id: string) → void

argtypedescription
idstring

text(id: string) → void

argtypedescription
idstring

seconds(id: string) → void

argtypedescription
idstring

music(state: string) → void

argtypedescription
statestring

musicState( ) → void

captions(on: boolean) → void

argtypedescription
onboolean

speaking( ) → void

ids( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onPropertyChanged( ) → void

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.

135items
·
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).
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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).
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▣
module · born here
❒asset
# ns The shared contract of *First Light: Nearside*. Every slice of the game requires this module and nothing else of each other's. ```luau local NS = require("game.ns") ``` ## What it carries - **Constants** — `NS.ROUTE` (the corridor: `startZ`, `finishZ`, `halfWidth`), `NS.DAWN` (the terminator's start, speed and the hot/cold distances), `NS.CARGO`, `NS.FUEL`, `NS.ROVER`, `NS.PALETTE`, `NS.AUDIO`, `NS.NAMES` (the entity names the scene authors) and `NS.COMPONENTS` (the component identities the entrypoint mounts). - **The light** — `NS.lightAt(dz)` and `NS.bandAt(dz)` read the sunlight at a distance from the dawn line, `dz = z - terminatorZ`. The rules and the lighting both read these, so the meter and the picture agree. - **The screen** — `NS.screen()` and `NS.unit(fraction)`: every layout is stated against the live screen size, never in pixels chosen for one frame. - **Events** — `NS.on(name, fn)` / `NS.emit(name, payload)`; the names are in `NS.EVENTS`. - **Phases** — `NS.phase()`, `NS.setPhase(p)`, `NS.resume()`, `NS.tick(dt)`, `NS.runTime()`. Phases: `title → howto → intro → playing ⇄ paused → won | lost`. - **Surfaces** — `NS.provide(name, table)` / `NS.get(name)` / `NS.whenProvided(name, fn)`. The shapes are in `/zero/source/design/spec.md`. - **Maths** — `clamp`, `lerp`, `smooth`, `approach`, `hash`, `rgb`. ## Notes - Module-local state (phase, surfaces, handlers) resets on hot reload of this file; components re-provide their surfaces in `awake`. - The route runs north, +Z. South of the terminator is sunlight.
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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).
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module · born here
❒asset
# lines What Peary Station says over the radio, and for how long her words stand on screen. One speaker talks in **First Light: Nearside** — the keeper of the greenhouse on the polar rim, calm and dry over a thin link. Each line is spoken by `game.sound.voice_<id>.soundClip` and the same words go to the screen as a caption, so a muted player, a noisy room, and a clip that failed to load all still get the line. ```lua local Lines = require("game.sound.lines") Lines.text("halfway") --> "Halfway. I can see your dust from the rim." Lines.seconds("halfway") --> how long the caption should stand Lines.has("halfway") --> whether the id exists Lines.ids() --> every id, sorted Lines.SPEAKER --> "PEARY STATION" ``` `seconds` is the measured length of the spoken clip plus a reading pad, so a caption never leaves before the voice has finished it. ## The lines | id | when | |---|---| | `open` | the title card | | `begin` | the opening ends and the run starts | | `first_can` | the first drum of xylidine | | `first_hop` | the first burn | | `warn_hot` | the cargo is south of the line and cooking | | `warn_cold` | the cargo is north of the line and freezing | | `fuel_low` | the tank is nearly dry | | `halfway` | halfway to the rim | | `won` | the airlock | | `lost_cooked` | the sun caught the saplings | | `lost_frozen` | the dark did |
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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
backing path · game/sound/Sound.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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