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choir

The mix, the score, the vault's breath, the Engine's own bronze resonance, the one-shot library the other slices fire, and every word anybody says.

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

choir — the sound of The Acceding

The mix, the score, the vault's breath, the Engine's own bronze resonance, the one-shot library the other slices fire, and every word anybody says.

What another slice calls

local Choir = require("choir")

Choir.line(id)          -- the WRITTEN form: { id, text, speaker, voice, clip }
Choir.speak(id)         -- say it aloud on the narrative voice
Choir.speakNow(id)      -- say it aloud on the Litanist's own voice, immediately
Choir.sfx(name)         -- a one-shot from the library
Choir.ui(name)          -- the interface's own one-shots, on a quieter channel
Choir.music(phase)      -- crossfade the score
Choir.demandLine(k, a)  -- the line id for a gate's demand
Choir.glyphLine(id)     -- the line id for a spoken glyph
Choir.report()          -- what sounds, and what does not

line always answers, whether or not the audio arrived: the written form is the source of truth and the screen shows it either way. speak returns false when a line has no clip, and records the gap in Choir.missing rather than losing the line.

What it owns

Nine emitters under the Choir anchor — the bed, the Engine's resonance, the standing water, two music decks, the narrative voice, the Litanist's own voice, and the two one-shot sources. Assets are snd_* under /source/audio.

Sixty-five clips: forty-five spoken lines, eight CPU-synthesised sounds, eight generated one-shots and four pieces of score.

Hearing it

choir:say:<lineId>, choir:play:<clipName>, choir:install, choir:generate and choir:report are callback ids the driver forwards here, which is how a sound is auditioned from outside the game: a module required from a loose execute is a second copy with no emitters on it, and a call made there plays nothing.

Each writes its answer to /source/audio/audition.txt.

Interface

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

conforms to

zero/source-extract/v2

SLICE: CHOIR — the sound of The Acceding, and every word anybody says. Owned by the CHOIR slice. It owns the mix, the score, the vault's breath, the Engine's own bronze resonance, the one-shot library the other slices fire, and the SPOKEN SCRIPT: this game is VOICED, and the voice is here. The interface the rest of the game codes against — these are the calls other slices make, and they answer whether or not any audio ever arrived: M.line(id) -> { id, text, speaker, voice, clip } the WRITTEN form M.speak(id) -> boolean say it aloud (and emit "line" so LITANY prints it) M.sfx(id) -> boolean fire a one-shot from the library M.music(key) -> boolean crossfade the score to a named track M.demandLine(kind, arg) -> string? the line id for a gate's demand M.glyphLine(glyphId) -> string the line id for a spoken glyph M.report() -> a full account of what sounds and what does not KEEP THE TEXT. Every spoken line ships with its written form as well. If a generation never arrived the game still SAYS the line, this slice records the gap in `M.missing`, and nothing is deleted to hide it.

Audio

demandLine(kind: string, arg: string?) → string

The line id for a gate's demand. RITE and LITANY call this rather than knowing the naming scheme; a kind with no recorded line answers nil and the caller falls back to the written liturgy alone.

argtypedescription
kindstring
argstring?

glyphLine(glyphId: string) → string

argtypedescription
glyphIdstring

durationOf(name: string) → number

A clip's length, read from its own payload the first time it is wanted and remembered after. `audio.info` answers without decoding, so this is cheap.

argtypedescription
namestring

emitter(key: string) → any

argtypedescription
keystring

audioOf(key: string) → any

argtypedescription
keystring

seedNoise(s: number) → void

argtypedescription
snumber

noise( ) → number

makeBandpass(freq: number, q: number) → void

A two-pole bandpass, the whole of the metal in these sounds: struck brass is a handful of narrow resonances over a noise burst.

argtypedescription
freqnumber
qnumber

makeLowpass(freq: number) → void

argtypedescription
freqnumber

newBuf(seconds: number) → void

argtypedescription
secondsnumber

addAt(buf: buffer, frames: number, i: number, v: number) → void

argtypedescription
bufbuffer
framesnumber
inumber
vnumber

partial(buf: buffer, frames: number, cycles: number, amp: number, phase: number) → void

A sine partial that completes a WHOLE NUMBER OF CYCLES in the clip, so the waveform joins end to end and a looped bed has no seam to click at.

argtypedescription
bufbuffer
framesnumber
cyclesnumber
ampnumber
phasenumber

normalise(buf: buffer, frames: number, peak: number) → void

argtypedescription
bufbuffer
framesnumber
peaknumber

bake(name: string, buf: buffer, frames: number, codec: string) → void

argtypedescription
namestring
bufbuffer
framesnumber
codecstring

snd_place( ) → void

A glyph slab set down: wet stone under a small brass edge.

snd_unplace( ) → void

Taking one back out: lower, softer, and it does not ring.

snd_hover( ) → void

The pointer crossing a slab. Nearly nothing — it should register below attention, which is the only way a hover sound is bearable.

snd_press( ) → void

SPEAK. A heavy mechanical latch throwing — the one button that commits.

snd_touch( ) → void

A touch meter filling one notch: brittle porcelain, high and dry.

snd_swell( ) → void

The litany leaving your mouth: a short swell up into the verdict.

snd_bed( ) → void

THE VAULT'S BREATH. Eight seconds, seamless end to end: every partial completes a whole number of cycles in the clip, so the last sample joins the first. This is the floor the whole mix stands on and the reason the game is never silent even if every generation fails.

snd_resonance( ) → void

THE ENGINE'S RESONANCE. Six seconds, seamless, and deliberately INHARMONIC — bronze, not a string. It is played back with its pitch and its level driven by the Engine's patience, so the machine audibly tightens as the meter fills.

indexClips( ) → void

LOOKING UP WHAT EXISTS Clips are found by NAME off `asset.list`, never by a computed identity: `asset.resolve` takes a static literal and a concatenated one raises `asset-ref-not-literal`, which refuses the whole world at publish time.

bakeMissing( ) → number

Everything the CPU can make, made — but only what is not already there. A bake is cheap; doing all nine on every hot reload, six agents over, is not.

loopify(pcmStr: string, sr: number, ch: number, fadeSec: number) → void

Crossfade a clip's tail over its own head so it cycles with no seam. The loop-point fields are stored and read by no playback surface (#8874), so a loop that must not click has to be seamless IN THE SAMPLES.

argtypedescription
pcmStrstring
srnumber
chnumber
fadeSecnumber

fileClip(name: string, srcPath: string, loop: boolean?) → void

File a finished generation under OUR name. A generated asset is named from a slug of its own prompt, so two lines that read alike would collide and nothing could reference either one by a name it knew in advance.

argtypedescription
namestring
srcPathstring
loopboolean?

awaitJob(id: string, budget: number) → void

argtypedescription
idstring
budgetnumber

manifest( ) → void

Everything the library wants, and where each piece comes from.

generate( ) → void

Buy every clip that is not already on disk. Returns immediately; watch `M.progress`. Nothing here is bought twice.

pruneHandlers( ) → void

INSTALL

listen(event: string, fn: ?) → void

A bus handler that survives a hot reload cleanly. It is a callable TABLE carrying a mark, because `install` runs again every time any of the six agents saves and a slice that only ever subscribes ends up handling each event five times over — and after a reload the module's own upvalues are fresh, so the marks on the bus are the only record of what is still on it.

argtypedescription
eventstring
fn?

install(ctx: ?) → void

argtypedescription
ctx?

make(key: string, fields: ?) → void

argtypedescription
keystring
fields?

onCallback(id: string, _data: any) → void

argtypedescription
idstring
_dataany

pick(ids: { string }) → string

PLAYING IT

argtypedescription
ids{ string }

resolve(id: string, redraw: boolean?) → string

argtypedescription
idstring
redrawboolean?

line(id: string) → void

argtypedescription
idstring

say(id: string, emitterKey: string) → boolean

Say it aloud on the emitter that suits it. Returns false when no audio for the line ever arrived — the caller still shows the text, and the gap is recorded rather than hidden.

argtypedescription
idstring
emitterKeystring

speak(id: string) → boolean

The narrative voice, queued: two lines never talk over each other.

argtypedescription
idstring

speakNow(id: string) → boolean

Your own word, immediate: it answers a click.

argtypedescription
idstring

enqueue(id: string, delay: number?) → void

Put a line in the queue, `delay` seconds after the one before it clears.

argtypedescription
idstring
delaynumber?

playOpening( ) → void

stopVoice( ) → void

sfx(id: string) → boolean

A one-shot from the library. `id` is a name in M.SFX_IDS.

argtypedescription
idstring

ui(id: string) → boolean

The interface's own one-shots, on their own quieter channel.

argtypedescription
idstring

music(key: string) → boolean

Crossfade the score. `key` is a phase name, or a track name directly.

argtypedescription
keystring

healAmbience( ) → void

PER FRAME — the queue, the crossfade, and the Engine tightening. Bind any continuous layer whose clip was not indexed when it was spawned, and start it. It runs twice a second rather than every frame.

tick(dt: number) → void

argtypedescription
dtnumber

emitterCount( ) → number

report( ) → void

WHAT SOUNDS AND WHAT DOES NOT The honest account. Every line in the script is either playable or named here; nothing is quietly dropped.

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
# acceding <!-- 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
▣
module · born here
❒asset
# RITE — the rules of The Acceding The nine gates, the touch/cool/flinch economy, and the loop that turns a litany into a verdict. RITE is the only writer of `A.state`; everything else reads that table and listens on the bus. ## The nine gates | # | Gate | Demand | A refusal costs | |---|---|---|---| | 1 | THE PORCH | three different glyphs | 0.07 | | 2 | THE FONT | all three of WATER | 0.08 | | 3 | THE HINGE | a glyph and its undoing | 0.09 | | 4 | THE VOW | three withholding, and not the tenderest word | 0.10 | | 5 | THE UNBARRED | no IRON, and one word twice with a different third | 0.11 | | 6 | THE CENSER | all three of ASH | 0.12 | | 7 | THE AMNESTY | nothing from the last litany, and three suits | 0.13 | | 8 | THE OPEN HAND | three giving, opening and closing on one word | 0.15 | | 9 | THE CROWN | one word, three times | 0.17 | Two glyphs to a suit and three slots to a litany, so gates 2 and 6 cannot be answered without saying a word twice, and gates 5, 8 and 9 ask for the repeat outright. The re-saying is forced by the content. Gate 9 is the whole plan in one move: three sayings of a word from cold land it **exactly on** the flinch threshold and never over it, so the crown is free to whoever kept one word rested and costs a flinch to whoever did not. ## The numbers, and why Applied over `A.TUNING` at load. Every one of them was measured against a simulated run of five player models, not guessed. | | | | |---|---|---| | `TOUCH_PER_SAY` | 0.22 | three sayings from cold = 0.66, the threshold exactly | | `FLINCH_AT` | 0.66 | at or over, the next saying flinches | | `COOL_PER_TIER` | 0.18 | what an unspoken glyph sheds when a gate opens | | `FLINCH_EXTRA_TOUCH` | 0.15 | a flinched word is left tenderer still | | `IRRITATION_PER_FLINCH` | 0.22 | doubled at full touch, by `FLINCH_SCALE` | | `RELIEF_PER_ACCEDE` | 0.10 | an opened gate settles the machine | | `REFUSAL_TOUCH_REFUND` | 0.50 | see below | | `TENDER_AT` | 0.45 | LITANY marks a slab tender from here up | **A refused litany is half-remembered.** The Engine takes the full touch of every word as it is uttered and gives half of it back when it does not accede — it keeps what it granted, not what it heard. This is what makes nine unfamiliar demand kinds learnable: a wrong guess costs patience and a beat, not a whole word. The economy of an *accepted* litany, which the curve is tuned against, is untouched by it. A refusal emits `cool` with `cause = "refusal"`, so the meters visibly drop back. **The utterance is paid for before it is judged.** If the flinches in a litany fill the patience, the Engine seals on the spot and the litany never gets a verdict — right words or not. Measured outcomes, over the real module: | player | result | |---|---| | plans a rotation | wins at gate 9, no flinches | | wrong once at **every** gate, then corrects | wins at gate 9, patience 0.75 | | leans on one word every litany | sealed around gate 4–5 | | ignores the demand | sealed by gate 5 | | says one word three times, always | sealed at gate 1 | ## What the other slices need from it ### LITANY `M.demand()` returns `{ n, title, liturgy, plain, barred, miss }` for the gate the player stands at. `barred` is the list of glyphs that cannot appear in **any** answer to this gate — brute-forced, so it stays true for the composite gates and for gate 4, which reads the touch table. Dim them. `M.tenderness(glyphId)` returns `{ touch, tender, wouldFlinch, projected, placed, barred }` — everything a glyph slab needs to warn before it costs something. `projected` accounts for the copies of that glyph already in the litany, so a slab can show what it will be worth **when this litany is spoken**, not what it is worth now. **`M.ladder()` and `M.upcoming(k)` are not optional decoration.** The Engine does not hide what it will ask for. A player who cannot see that gate 6 wants ASH has no way to avoid spending ash at gate 5, and the game becomes a memory test instead of a plan. Render the gate above at minimum; the whole ladder on the how-to-play card is better. The difficulty was tuned against a player who can see one gate ahead. `M.bestLitany({ lookahead = true })` returns a satisfying litany, cheapest first, if the Verger should ever offer help. Callback: RITE answers `rite:skip`. LITANY's own `lit:skip` already calls `M.skip()` directly, which is fine. ### CHOIR RITE speaks these ids, and shows the written form of any line that has no clip rather than dropping it: `verger.open.1`, `verger.open.2`, `verger.touch` (the brief, in that order), `engine.greet`, `engine.accede`, `engine.refuse`, `engine.flinch`, `engine.seal`, `engine.crown`, and `glyph.<id>` for all eight glyphs — spoken once as the word is set down, and again as part of the chant when the litany is committed. That chant is the resaying, heard. **Three demand kinds are new and are registered into `A.DEMAND_KINDS` at runtime:** `twice_said`, `bookend`, `not_tenderest`. Anything generating a clip per demand kind needs those three as well as the seeded nine. Sfx ids RITE fires: `place`, `unplace`, `accede`, `refuse`, `seal`. ### STAGECRAFT and COLUMN `M.begin()` enters `brief` and RITE holds the timer itself, so the opening always ends whether or not anything else is listening; `M.skip()` cuts it short. Bus events, in the order one gate produces them: `gate` → `place` ×3 → `speak` → (`flinch`) → `verdict` → `accede` → `cool` → `gate`, or `verdict` → `irritation` on a refusal, or `phase` + `lose` on a seal. `win` fires when the ninth gate accedes. ## Known seam While the chant and the verdict line are playing, LITANY's line card sits over the glyph slabs and pointer input to them is lost. RITE keeps that window as short as it can — the chant is 0.34 s a word — but the card's own dismissal is LITANY's. ## Re-running it `M.audit()` brute-forces all 512 ordered litanies against every gate and reports how many answer each. A zero anywhere is an unwinnable game. It is cheap; run it after any change to the curriculum.
▲ 0↑ born
backing path · choir.module

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