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asset⌬ modulemoduleprimary: init.luau·originates fromworld ce9074db-0…

synth

No recordings. A drone, a wind, a bell, a bird and a hiss are all built here out of sines, noise and envelopes, and `../bake.module` writes the result out as `.soundClip` assets.

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

synth — the arithmetic every sound in this game is made of

No recordings. A drone, a wind, a bell, a bird and a hiss are all built here out of sines, noise and envelopes, and ../bake.module writes the result out as .soundClip assets.

The one idea worth knowing is the difference between the two shapes:

  • A LOOP has to join its own end to its own start with no seam. Every partial in a loop is locked to a whole number of cycles across the loop (Syn.k(hz, seconds)), so the waveform at sample N IS the waveform at sample 0 — not approximately, by construction. The phase of partial k at sample i is (i * k) % n / n, integer arithmetic that cannot drift. Noise has no partials to lock, so noiseLoop renders the source longer than the loop and equal-power crossfades its own overhang back onto its own head.
  • A ONE-SHOT is struck once and left to decay. It never wraps, so strike, sweep and noiseShot are free to start and end where they like; edges takes the click off both ends.

The calls

callwhat it makes
zeros(n)a silent f32 sample buffer
k(hz, seconds)the whole-cycle harmonic index of a frequency over a loop
partials(buf, n, parts)sums loop-locked sines, each with its own loop-locked tremolo
noiseLoop(n, rate, opts)coloured noise that loops without a seam
noiseShot(n, rate, opts)a one-shot burst of the same colour
strike(buf, n, rate, hz, a, atk, decay)one decaying sine — a bell partial, a thud
sweep(buf, n, rate, hz0, hz1, …)a sliding tone — a whistle, a whoosh, a bird
mix / shapeadd or multiply through a per-sample envelope
normalize(buf, n, target)scale to a peak and clamp
edges(buf, n, rate, seconds)fade a one-shot's own ends to silence
rng(seed)a seeded LCG, so a re-bake is byte-identical
sinp(ph)one table-interpolated sine, exposed for callers that render their own

NoiseOpts colours noise with two one-pole lowpasses (lp), a one-pole highpass (hp) and an optional resonant peak (bandHz / bandQ / bandMix); fadeSec is how long noiseLoop's wrap crossfade runs.

Nothing here touches the engine except buffer.

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

sinp(ph: number) → number

sin(2*pi*ph), for any phase, from the table.

argtypedescription
phnumber

rng(seed: number) → void

A seeded multiplicative LCG, so a re-bake is byte-identical.

argtypedescription
seednumber

zeros(n: number) → buffer

A zeroed sample buffer of `n` f32 samples.

argtypedescription
nnumber

k(hz: number, seconds: number) → number

The harmonic index of `hz` over a loop of `seconds`: the whole number of cycles that fits the loop exactly. Every loop partial goes through this, which is what makes a bed seamless — the largest error it can introduce is half a cycle per loop, under a tenth of a hertz at these lengths.

argtypedescription
hznumber
secondsnumber

partials(buf: buffer, n: number, parts: { Partial }) → void

Sum loop-locked partials into `buf`. The phase of partial `k` at sample `i` is `(i * k) % n / n` — integer arithmetic, so the phase at sample `n` is exactly the phase at sample 0 and the loop cannot click.

argtypedescription
bufbuffer
nnumber
parts{ Partial }

colour(x: buffer, total: number, rate: number, o: NoiseOpts) → void

argtypedescription
xbuffer
totalnumber
ratenumber
oNoiseOpts

noiseLoop(n: number, rate: number, o: NoiseOpts) → buffer

A coloured-noise bed of `n` samples that loops without a seam: the source is rendered `fadeSec` longer than the loop and its overhang is equal-power crossfaded back onto the head, so sample n-1 runs into sample 0 exactly as it ran into the overhang it came from.

argtypedescription
nnumber
ratenumber
oNoiseOpts

noiseShot(n: number, rate: number, o: NoiseOpts) → buffer

A one-shot burst of coloured noise. No wrap, so no crossfade.

argtypedescription
nnumber
ratenumber
oNoiseOpts

mix(dst: buffer, src: buffer, n: number, gain: number, envFn: ((number) → void

Add `src` into `dst`, sample for sample, scaled by `gain` and shaped by an optional per-sample envelope.

argtypedescription
dstbuffer
srcbuffer
nnumber
gainnumber
envFn((number

shape(buf: buffer, n: number, envFn: (number) → void

Multiply the whole buffer through a per-sample envelope.

argtypedescription
bufbuffer
nnumber
envFn(number

strike(buf: buffer, n: number, rate: number, hz: number, a: number, atk: number, decay: number, ph: number?) → void

Strike one decaying sine into `buf`: amplitude `a`, frequency `hz`, exponential decay time `decay` seconds, attack `atk` seconds.

argtypedescription
bufbuffer
nnumber
ratenumber
hznumber
anumber
atknumber
decaynumber
phnumber?

sweep(buf: buffer, n: number, rate: number, hz0: number, hz1: number, a: number, atk: number, decay: number, curve: number?) → void

Strike a sine that slides from `hz0` to `hz1` over the shot — the shape behind a whistle, a bird and a whoosh.

argtypedescription
bufbuffer
nnumber
ratenumber
hz0number
hz1number
anumber
atknumber
decaynumber
curvenumber?

peak(buf: buffer, n: number) → number

The largest absolute sample in the buffer.

argtypedescription
bufbuffer
nnumber

normalize(buf: buffer, n: number, target: number) → void

Scale the buffer so its loudest sample sits at `target`, then run it through a soft saturation so nothing that arrives here can clip the encoder.

argtypedescription
bufbuffer
nnumber
targetnumber

edges(buf: buffer, n: number, rate: number, seconds: number) → void

Fade the first and last `seconds` of a ONE-SHOT to silence, so a clip that is cut mid-decay does not click on its own edges.

argtypedescription
bufbuffer
nnumber
ratenumber
secondsnumber
⌬ Types
Partial = {NoiseOpts = {

Sub-parts

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backing path · game/sound/synth.module

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