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asset⌬ modulemoduleprimary: init.luau·originates fromworld 144d3f4d-f…

updraftSound

UPDRAFT's score, the world's spatial sound, and the one thing that joins the sound to the picture: **the scene's `Listener` entity is put on the film camera every frame**, so the whole spatial mix is heard from wherever the cut is.

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

updraftSound

UPDRAFT's score, the world's spatial sound, and the one thing that joins the sound to the picture: the scene's Listener entity is put on the film camera every frame, so the whole spatial mix is heard from wherever the cut is.

Registers as the film's sound slice. Nothing here reads wall time — every cue and every gain is a function of the film clock, so two runs of Film.play() make the same sound in the same order at the same frames.

The mix, movement by movement

MvWindowWhat it sounds like
I0–19A room tone with no wind in it at all. Forty oil lamps too far off to hear, one folio moving in the floor draught, a score barely there.
II19–38One small flame, close. The lamp is 90 cm from the lens in shot 4 and is the loudest thing in the film so far. Its chimney cracks; the shelf takes.
III38–64The roar arrives and never leaves. Oak under load. The gallery lets go and falls ninety metres, and the score gets out of its way.
IV64–83A chimney — low — against the indraft at the four doors — high. The film's loudest point is the dome blowing out at 77.
V83–96Eight hundred metres of cold air. Everything near is out of range and the last shot is almost silent again.

Measured across a tick sweep, the master RMS peaks at 0.296 on the dome (t=80) and falls to 0.099 in the last shot — the arc is in the numbers, not only in the intent.

The sources

Twenty-six, all spawned under Stage by build(ctx).

Non-spatial — the space the listener is in rather than a thing in it: SndRoom (the still interior), SndPlain (800 m of frozen plain), and four score decks SndScoreI / III / IV / V, none of them looping.

Spatial — heard from wherever the cut is, and several of them move:

  • SndFront — the flame front, and it travels. One source that walks from the cracked lamp on Gallery 3 to the apex of the dome, 166 m and fifty-eight seconds later. Its keys are the places the cut looks at, so the fire is heard where it is seen: the shelf run in shot 5, the far wall in shot 7, the Gallery 6 rail in shot 9, Gallery 12 in shot 10.
  • SndBody — the burning column below the front, standing on the axis at the middle of everything already alight, so every interior set-up gets its crackle bed from the right height.
  • SndRoar — the shaft's roar, climbing the axis with s.heat.
  • SndTimber — oak complaining two galleries under the fire, never above it.
  • SndChimney — the low half of Movement IV. maxDistance 1200 and a shallow rolloff, because a chimney is a low-frequency thing and carries a kilometre; it is still audible from shot 14's camera.
  • SndDoor1..4 — the high half, at the four ground-floor doors. maxDistance 45, so it does not leave the room.
  • SndCollapse — cued once at 57.2 and dragged ninety metres down the shaft while it plays, ringing out under the cut that follows it.
  • SndDome — cued once at 77.0 at the apex. maxDistance 1400: its decay is still heard 800 m out on the plain in shot 14.
  • SndDesk1..6 + SndLamp3 + SndLamp14 — the forty practicals, carried by eight. Inaudible from the slate in shot 2; guttering round the lens when the camera cranes to nine metres in shot 11.
  • SndFolio — one folio, twice. The same source is the page lifting in the floor draught on Desk 7 in shot 1 and the same page burning four hundred metres up in shot 15. The rhyme the film is built on, carried in sound.

The bank

Sixteen clips in /source/sounds, generated through services.audio_gen and then baked by this slice: mono-downmixed for the spatial sources, equal-power crossfaded end-to-start so the loops do not tick, and peak-normalised. The room tone came back at a peak of 0.026 and would have been inaudible unbaked.

Reading the mix

M.report() gives one line per live voice — whether it is audible, the gain it reaches the mix at, its distance from the listener, and, when it is silent, the mixer's own reason. audio.observe() is the surface underneath it.

Cueing

A source is started the frame its gain first rises above zero and stopped the frame it returns to zero (ride), so a deck's playhead is a function of the film clock alone. The four things that happen exactly once — the chimney cracking at 21.6, a page skidding the Gallery 14 boards at 15.0, the collapse at 57.2 and the dome at 77.0 — are edge-triggered on the clock crossing their second and re-armed by reset().

Interface

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

conforms to

zero/source-extract/v2

Updraft slice 4 — CAMERA, CUT & SOUND. The listener, the score, and the world's spatial sound.

Audio

clamp01(x: number) → number

argtypedescription
xnumber

key(t: number, keys: { { number } }) → number

A smoothstepped keyframe ramp. Keys are { time, value } in ascending time.

argtypedescription
tnumber
keys{ { number } }

path3(t: number, keys: { any }) → void

The same, for a position. Keys are { time, { x, y, z } }.

argtypedescription
tnumber
keys{ any }

ring(radiusM: number, degrees: number, y: number) → void

argtypedescription
radiusMnumber
degreesnumber
ynumber

bodyPoint(frontY: number) → void

The burning column below the front: one axis source standing at the middle of everything already alight, so every interior set-up gets its crackle bed from the right height whether the front is near it or not.

argtypedescription
frontYnumber

resolveClips( ) → void

spawnSource(root: any, name: string, opts: any) → void

argtypedescription
rootany
namestring
optsany

ride(name: string, gain: number) → void

Cue a source purely from its gain: it is started the frame its gain first rises above zero and stopped the frame it returns to zero, so a deck's playhead is a function of the film clock and nothing else.

argtypedescription
namestring
gainnumber

moveTo(name: string, p: { number }) → void

argtypedescription
namestring
p{ number }

once(tag: string, t: number, at: number, run: () → void

A one-shot fired exactly once, as the film clock crosses `at`.

argtypedescription
tagstring
tnumber
atnumber
run(

build(ctx: any) → void

argtypedescription
ctxany

reset( ) → void

tick(s: any) → void

argtypedescription
sany

snapshot( ) → void

`snapshot()` is everything this slice decides on one frame: the lens, the ears, and the gain of every source. `runTo(frame)` plays the film from the top and advances it to that frame, so two calls with the same argument must produce two identical snapshots — and, captured from the film camera, the same picture. runTo drives the clock by hand ON PURPOSE and is the ONE thing in this world allowed to: it is a harness for comparing two runs frame-for-frame, not a way to play the film. The film is played by entering play, and the scene's update() is what advances it.

runTo(frame: number) → void

argtypedescription
framenumberThe rendered frame to stop on. 1 is the film's first frame.

diff(a: any, b: any) → void

Compare two snapshots. An empty list is the pass.

argtypedescription
aany
bany

num(name: string, x: any, y: any) → void

argtypedescription
namestring
xany
yany

report( ) → void

Where the ears are, what is sounding, and why anything is not — one read for checking the mix against a frame of the film.

Sub-parts

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

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module · born here
❒asset
# updraftShots UPDRAFT's fifteen camera set-ups, as data. `film.updraftFilm` reads `definition()` on every `play()` and ticks the resulting cutscene runtime at a fixed 1/24 s, so **retuning a shot means editing this table** — never calling `cutscene.play`. ## The cut 96 seconds, five movements, boundaries at **19 / 38 / 64 / 83**. | Mv | Shots | Window | |----|-------|--------| | I | 1–3 | 0–19 | | II | 4–6 | 19–38 | | III | 7–10 | 38–64 | | IV | 11–13 | 64–83 | | V | 14–15 | 83–96 | `windows()` derives the per-shot windows from the durations. `evaluate(t)` gives the eye, the look point and the lens at any film second without playing anything — the way to check a frame while authoring. ## `check()` — the three things that must stay true Call it; an empty list is the pass. 1. **The cut.** The fifteen durations sum to `Film.DURATION` and the movement boundaries land on 19 / 38 / 64 / 83 exactly. 2. **The repeat.** Shot 12 IS shot 2's set-up — the *same three tables*, shared by reference, not a copy. The film turns on that frame reading as one camera in two different buildings, and a copy would let one of them be nudged and quietly break the rhyme. `check()` compares them with `rawequal`. 3. **Nothing in the masonry.** No camera anchor stands between `shelfFace` and the outer wall. The shaft is clear inside `walkwayInner`, the walkway runs out to `shelfFace`, and past `innerRadius` is stone. ## Anchors — how to make a shot track something that moves A shot's `pos` / `look` is a world position, a list of them the camera travels along, or **the name of an entity**, resolved on the frame it is drawn. Four subjects in this film would rather track than guess, and `M.ANCHORS` names them: | Key | Entity name | Used by | |---|---|---| | `folio` | `FilmFolio` | shot 1's look — the open folio on Desk 7 | | `lamp3` | `FilmLamp3` | shot 4's look — the oil lamp that cracks | | `fallingMass` | `FilmFallingMass` | shot 10's look — the twelve metres of Gallery 12 | | `skyFolio` | `FilmSkyFolio` | shot 15's near look — the same folio, burning, at 400 m | **Spawn an entity under one of those names and the camera locks to it for free.** Until one exists the shot frames a world position instead, so nothing is refused for naming something that has not been built yet — `definition()` re-resolves every anchor on every play. ## Two set-ups that are deliberately not obvious - **Shot 3** dollies the Gallery 14 ring as a three-point polyline at r = 15.2, between the brass rail and the shelf face. A straight move between its two ends would cut the chord through the shelving. - **Shot 15** racks off the folio and down onto the tower as **hold, rack, hold** — each anchor repeated, so a third of the shot sits on the burning page, a third swings, and a third sits on the tower. A two-point look interpolates the aim point across three hundred metres of empty air and spends the middle of the shot framing neither end of it. ## What this module does not own The clock, the curves and the registry are `film.updraftFilm`. The sound is `film.updraftSound`, which shares this slice and reads `M.shots` directly to put the scene's `Listener` on the lens every frame.
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soundclip · born here
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# 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 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
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# 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 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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# updraftFilm <!-- 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.
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soundclip · born here
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# 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
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# 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
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# 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
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# 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
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# 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
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# 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
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# 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
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# 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
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# 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).
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soundclip · born here
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# 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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backing path · film/updraftSound.module

Problems

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± compat factor

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