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Voice

Cueing the spoken lines of THE EIGHTH KETYL.

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

staging.Voice

Cueing the spoken lines of THE EIGHTH KETYL.

Staging decides WHEN a line is heard and WHO says it. It never writes the words: the sound slice owns the script and the audio. This module is the join between the two.

local Voice = require("staging.Voice")
Voice.say("v_clear")        -- announce it, and end it when it is over
Voice.speakerOf("v_low")    -- "column"
Voice.ids()                 -- every id staging knows how to cue

say announces line(id, text, speaker) on the shared bus and lineEnd(id) when the line is finished. The sound slice speaks it; a screen prints it. The written form travels with the announcement when the sound slice's clip library (audio.Clips) can supply one, and the line is still announced by id when it cannot — a line with no audio is a quiet line, not a lost one.

A second cue closes the first, so a caption is never stranded on screen.

Who says what

idspeaker
v_open_1 v_open_2 v_open_3the chemist, over the opening
v_plate_2 … v_plate_8the column, arriving on that plate
v_clearthe chemist, a plate goes clean
v_lowthe column, charge critical
v_wetthe chemist, wetness critical
v_quenchthe chemist, the loss
v_seal_1 v_seal_2the chemist, the win

Interface

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

conforms to

zero/source-extract/v2

staging.Voice — cueing the spoken lines. Staging decides WHEN a line is heard and WHO says it. It never writes the words: the sound slice owns the script and the audio. This module is the join between the two — it takes a line id, announces it on the shared bus so the sound slice can speak it and a screen can print it, and announces the end of it when the line is over. The written form travels with the announcement when the sound slice's clip library can supply it. If the library is not there yet, or a generation failed and an id has no words, the line is still announced by id. A line with no audio is a quiet line, not a lost one. local Voice = require("staging.Voice") Voice.say("v_open_1")

library( ) → any

The sound slice's clip library, if it has been published yet.

examples

local lib = Voice.library()

textOf(lib: any?, id: string) → string

Ask the library for a line's written form, through whichever shape it grew. The sound slice owns that shape; staging reads it and does not dictate it.

argtypedescription
libany?
idstring

durationOf(lib: any?, id: string) → number

Ask the library how long a line runs, so the caption leaves when the voice does rather than on a guess.

argtypedescription
libany?
idstring

say(id: string) → number

Cue a spoken line: announce it by id, with its written form when the sound slice can supply one, and announce its end when it is over.

argtypedescription
idstringA line id from the design spec, e.g. "v_open_1".

examples

Voice.say("v_clear")

silence( ) → void

End whatever line is on the bus right now, if any. Used when a beat is cut short or a run is abandoned.

examples

Voice.silence()

currentLine( ) → string

Which line is on the bus, or nil.

speakerOf(id: string) → string

Who speaks a given line id.

argtypedescription
idstringA line id.

ids( ) →

Every line id staging knows how to cue, in the order the game reaches them. For checking the sound slice's coverage.

examples

for _, id in Voice.ids() do print(id, Voice.speakerOf(id)) end

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module · born here
❒asset
# Still One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
▣
module · born here
❒asset
# audio.Clips The shared sound library of **The Eighth Ketyl**. Any slice can make a noise through it, and any slice can replace the noise it makes. ```luau local Clips = require("audio.Clips") Clips.play("sfx_drip", { position = p, volume = 0.5 }) -- make a noise Clips.register("sfx_drip", myOwnClip) -- and replace it ``` `play` needs no entity from the caller: the library keeps a pool of voices under the sound slice's host and cycles them. An id with no clip warns once and stays silent — never an error, so a slice can call it before the library has loaded. ## The ids `sfx_discharge` · `sfx_surge` · `sfx_plate` · `sfx_clear` · `sfx_riser` · `sfx_ascend` · `sfx_growth_hurt` · `sfx_growth_burn` · `sfx_drip` · `sfx_splash` · `sfx_soak` · `sfx_sodium` · `sfx_seal` · `sfx_quench` · `warn_low` · `warn_wet` · `ui_move` · `ui_confirm` · `ui_back` · `ui_open` The sound slice registers a clip for every one of them at start, and the Score component already plays most of them off the event bus. Authoring your own is for when your slice wants a *better* noise for its own thing, not for making it audible at all. ## Registering - `register(id, ref)` — take an id over, replacing whatever held it. - `registerDefault(id, ref)` — take it only if nothing holds it yet. The sound slice seeds its whole library this way, so a slice that got there first keeps its own clip. - `get(id)` / `has(id)` / `ids()` — what is registered. - `setPoolParent(ref)` — where the pooled voices live. ## The spoken script, read through the library Staging cues a line by id and never writes the words; it asks here for them. - `text(id)` — the written form of a spoken line. - `speaker(id)` — `"chemist"` or `"column"`. - `duration(id)` — how long the line runs, **measured off the clip that says it**, falling back to a reading estimate when a line has no audio. That is what lets a caption leave the screen with the voice rather than on a guess. - `lines()` — the whole script as id → text. The words themselves live in `audio.Script`, which is the one place they are written. ## Play options ```luau Clips.play(id, { position = { x = 0, y = 0, z = 0 }, -- play it there; makes it spatial volume = 1, pitch = 1, channel = "sfx", -- or "ui" spatial = true, maxDistance = 34, }) ```
▲ 0↑ born
backing path · staging/Voice.module

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