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asset⌬ modulemoduleprimary: init.luau·originates fromworld 122549c2-f…

Mix

Everything RED DOT RISING is heard through.

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

Mix

Everything RED DOT RISING is heard through.

Mix owns one deck of long-lived Audio sources under the sound mount, the channel levels they are balanced at, and the verbs the rest of the game calls to make a noise.

local Mix = require("game.sound.Mix")

Mix.ui("confirm")        -- a menu sound: "move" | "confirm" | "back"
Mix.sting("win")         -- an ending: "win" | "lose"
Mix.say("brief")         -- Hoshi over the intercom; returns the line's seconds

The deck

Mix.attach(root) builds six sources under root and Mix.detach() takes them away again; the Sound component calls both, so nothing else needs to.

sourceplayschannel
snd_bed_rainrain on the skylight, loopingambient
snd_bed_neonthe building's mains hum, loopingambient
snd_musicthe night piece, loopingmusic
snd_uimenu one-shotssfx
snd_stingthe win and lose endingssfx
snd_voiceHoshi's linesvoice

Every source is 2D: the bed, the score and the intercom are the building itself, heard the same wherever the keeper is standing. Spatial sound belongs to the thing making it — a cat, a plate, the pointer.

The room changes as the tower is climbed

Mix.setFloor(n) tilts the bed per floor: the Lobby is deep inside the building, so the rain arrives through glass and the mains hum is close; the Rooftop Loft is out in the weather. Mix.setDawn(t) thins the score and brings the rain forward as the night runs out. The Sound component drives both from Core.state.

Ducking

Mix.duck(true) steps the bed and the score back; Mix.say and Mix.sting do it themselves for as long as the clip lasts. Mix.tick(dt) walks the gain there and back and is called once a frame by the Sound component — no timer, no task, so a hot reload leaves nothing running.

The voice

Mix.LINES holds Hoshi's script: the words and the measured length of each generated clip. Mix.say(id) plays the clip AND emits voice.line on Core.bus carrying { id, text, seconds }, so the ui draws the words whether or not the audio is there. A line with no clip is a quiet line, never a lost one.

Reading it back

Mix.observe() reports the deck, the bed and score state, the floor, the dawn, the duck gain, and what the mixer actually hears.

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

Audio

clips( ) → void

The clips. Every name is a string LITERAL so the world records its dependency on the asset and the reference survives an install elsewhere. A clip that is missing resolves to nil and the call that wanted it says so once, rather than raising in the middle of a frame.

musicClip( ) → void

The score: the generated night piece when the world carries it, the synthesised one when it does not. Either is a seamless loop.

voiceClip(id: string) → void

argtypedescription
idstring

src(name: string) → void

argtypedescription
namestring

attach(root: ?) → void

Build (or rebuild) the deck under `root`. Every source is created quiet and non-spatial: the bed, the score and the intercom are the room itself, heard the same wherever the keeper is standing.

argtypedescription
root?

make(key: string, opts: ?) → void

argtypedescription
keystring
opts?

detach( ) → void

Drop every source the deck holds. The Sound component calls it from `onDestroy`, so a hot reload never leaves two beds running.

levels( ) → void

Push M.LEVELS at the mixer. Safe to call whenever the levels change.

setFloor(floor: number) → void

Which floor the keeper is standing on. The tower slice's `floor.reached` drives it; anything may read the result off the bed.

argtypedescription
floornumber

setDawn(t: number) → void

How far through the night the game is, 0 at the first laser and 1 at sunrise. The score thins out as the sky does and the rain comes forward.

argtypedescription
tnumber

bedGains( ) → void

The bed's own gains at this floor and this hour, before the duck.

startBed( ) → void

stopBed( ) → void

startMusic( ) → void

stopMusic( ) → void

duck(on: boolean) → void

argtypedescription
onboolean

ducking( ) → boolean

tick(dt: number) → void

Walk the duck gain toward its target and apply it. Called once a frame by the Sound component with the frame's dt.

argtypedescription
dtnumber

lvl(g: number) → number

Audio.volume takes 0..1 and REFUSES anything outside it, so a gain the dawn ramp carries a hair over 1.0 raises a script error every frame the night ends on. The mix decides the level; the component decides the range, and this is where the two meet.

argtypedescription
gnumber

ui(name: string) → void

The three verbs. A menu sound: "move", "confirm" or "back". Called by the ui slice.

argtypedescription
namestring

sting(name: string) → void

An ending: "win" or "lose".

argtypedescription
namestring

say(id: string) → number

Hoshi speaks. The line is emitted on the bus whether or not the audio exists, so the ui draws the words either way; the return value says whether a voice was heard. Returns the caption's duration in seconds.

argtypedescription
idstring

speaking( ) → boolean

Whether a line is still being spoken, so a caller does not talk over it.

hush( ) → void

Stop whatever Hoshi was saying and let the room back up.

observe( ) → void

What the deck is doing, for a check from `execute`.

⌬ Types
Line = { text: string, seconds: number }

Sub-parts

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

78items
·
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
·
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
▣
module · born here
❒asset
# core <!-- 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.
▲ 0↑ born
backing path · game/sound/Mix.module

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.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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