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asset⌬ componentcomponentprimary: init.luau·originates fromworld ebf056d2-4…

Sound

Everything Helsinki Life is heard through. The scene entrypoint mounts it on `mount_sound`; nothing else needs to touch it.

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

Sound

Everything Helsinki Life is heard through. The scene entrypoint mounts it on mount_sound; nothing else needs to touch it.

What it spawns

Four temporary sources under the mount, and nothing else:

EntityWhat it is
hl_sound_bedThe waltz, looping, on the music channel.
hl_sound_harbourThe quay, looping, on the ambient channel.
hl_sound_uiA flat host for one-shots with no place on the board.
hl_sound_boardA spatial host, moved to a sound's pos before it fires.

What it listens to

The contract is HL.emit("sfx", { name, pos }) - any slice can ask for any of the 22 names in HL.SFX, and a pos puts the sound where it happened on the board. On top of that it answers the game's own events directly: spinStart starts a run of ratchet ticks that slows down the way a wheel does, spinResult ends it with the clunk, a money delta pays or costs, a milestone rings the Cathedral or sounds the ferry, and the phase decides how loud the bed is. So a payday pays whether or not the slice that caused it remembered to ask for a sound, and the same clip firing twice inside a frame is heard once.

say - the deck slice's narration cue - ducks the bed and the harbour under the Konduktööri and lets them back up when he has finished.

Fields

FieldMeaning
masterVolumeThe whole mix, 0..1.
musicVolume / ambienceVolume / sfxVolumeTrims over the levels game.sound.bank already sets.
spatialSfxWhether an effect carrying a board position is heard from that position.

Checking it

audio.observe() is the reading that matters: the two beds should come back audible with looping = true, and audio.levels().rms should stay off zero through a turn. A clip that was never baked into this world is logged once by name and costs nothing else - the game plays on, quieter.

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 - everything HELSINKI LIFE is heard through. Mounted on `mount_sound` by the scene entrypoint. It spawns four temporary sources under that mount and nothing else: bed the waltz, looping, on the "music" channel harbour the quay, looping, on the "ambient" channel ui a non-spatial host for one-shots with no place on the board board a spatial host, moved to a sound's `pos` before it fires and then it listens. The named effects come in over `HL.emit("sfx", { name, pos })`, which is the contract the other slices write against; on top of that it answers the game's own events directly, so a payday pays and a wedding rings whether or not the slice that caused it remembered to ask for a sound. The same clip firing twice inside a frame is heard once - that is the whole cost of answering both. The bed's level follows the phase, and both beds duck under the Konduktööri the moment the deck slice emits `say`. Clips come from `game.sound.bank`, baked into this world ahead of time. A clip that is missing is logged once by name and costs nothing else: the game plays on, quieter.

Audio

now( ) → number

clipFor(name: string) → any

Playing

argtypedescription
namestring

play(name: string, pos: { number }?, gainScale: number?) → void

Fire a named effect. `pos` puts it on the board; nil leaves it flat.

argtypedescription
namestring
pos{ number }?
gainScalenumber?

targets( ) → void

The mix

driveMix(dt: number) → void

argtypedescription
dtnumber

isMine(name: string) → boolean

argtypedescription
namestring

despawnSources( ) → void

Take down the sources, wherever they came from: this component's own awake, or the awake before a hot reload. A reload runs `awake` again on locals that were reset while the entities it spawned are still standing, so without this sweep a second bed starts over the first, a lap out of step with it, and the music is heard doubled.

spawnSources( ) → void

startBeds( ) → void

Start the two beds. Called once the sources exist; safe to call twice.

stopSpinTicks( ) → void

The spin The wheel's ticks are the sound slice's own: rules emits one `spinStart` and one `spinResult`, and the run of clicks between them slows down the way a wheel does. A new spin, or the component going away, ends the old run rather than layering a second one over it.

runSpinTicks( ) → void

sub(name: string, fn: (any) → void

Listening

argtypedescription
namestring
fn(any

tilePoint(tileId: number?) → void

argtypedescription
tileIdnumber?

listen( ) → void

awake( ) → void

Lifecycle

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

⌬ Metadata
descriptionThe sound of Helsinki Life: it spawns the music bed, the harbour ambience and two one-shot hosts, answers every named effect the other slices emit, sounds the game's own events on its own, ducks the beds under the narrator, and moves the bed's level with the phase of the game.

Sub-parts

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11+items
▣
module · born here
❒asset
# HL The shared spine of *Helsinki Life*: constants, the board graph (43 tiles with positions, kinds, districts and successors), landmark anchors, camera framing numbers, the game state container, the event bus the slices talk over, the `HL.actions` table the rules fill in, the pacing (`HL.TIMING`) and the sound names (`HL.SFX`). ```lua local HL = require("game.core.HL") HL.tile(6).next -- { 7, 101 }: the fork at Pasila station HL.pawnSlot(22, 2) -- where pawn 2 stands on the Cathedral tile HL.on("moveStep", function(ev) ... end) HL.emit("sfx", { name = "hop" }) HL.state().players[1].money ```
▲ 0↑ born
▣
module · born here
❒asset
# bank Every sound Helsinki Life makes, and how loud each one sits. One recipe per name, each a pure function returning a `game.sound.synth` track - so the same bake produces the same samples on any machine, and nothing here reaches the network or the host. `game.sound.Sound` reads the baked clips back; nothing else needs this module. ## What it holds - **The 22 named effects** - exactly `HL.SFX`, the contract the other slices emit against with `HL.emit("sfx", { name })`. Everything is in D major so a UI click, a payday and the music bed agree with each other. - **The two long beds** - `bed` (a 28 s waltz) and `harbour` (a 16 s quay ambience). Both are stored as `pcm` rather than Opus: a bed's last frame runs into its first once a lap, and a lossy round trip moves the samples on both sides of that join. - **The mix** - `CHANNELS` (the level each channel sits at), `SFX_GAIN` (per-effect trim), `BED_BY_PHASE` (how loud the music is in each phase of the game) and `DUCK` (how far the beds drop under the Konduktööri). ## Where the beds come from The preferred source is a generated take, cut down to a seamless loop by folding its continuation back over its head. The prompts that made the takes this world ships are written at the top of the beds section in `init.luau`, so the pair can be made again. When there is no take - the service is down, the credit is spent, a clone of this world wants to rebuild from source alone - `synthBed()` and `synthHarbour()` make the same two beds out of arithmetic instead: a 12-bar D major waltz in 3/4, and a harbour of drones, water grains, four gulls and a far-off tram bell. The game is never left silent by a generation that did not happen. ## Baking Run from an `execute`, never from a component: a create made inside a component callback is filed in the ephemeral runtime store, which is not what a clip the world ships wants to be. ```lua local Bank = require("game.sound.bank") Bank.bakeSfxAll() -- the 22 named effects Bank.bakeTake("harbour", pcm, rate, ch, Bank.AMBIENCE_SPEC) Bank.missing() -- what this world has not got ``` At runtime, `Bank.resolve(name)` hands back the clip or nil. Every asset reference in it is a static identity literal - a computed `asset.resolve` cannot be pinned, and a world holding one cannot be published.
▲ 0↑ born
backing path · game/sound/Sound.component

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