ww_audio
A module script.
Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2Weatherworks audio: the synthesized ambient beds, one looping Audio source per bed on temporary host entities, volume-mixed every brain tick from the zone envelopes + effect intensities (with the in-storm muffle), plus the distance-attenuated thunder one-shot the storm component fires.
ensure( ) → void
setVol(key: ?, v: ?) → void
| arg | type | description |
|---|---|---|
| key | ? | |
| v | ? |
mix(brain: ?) → void
called by the brain a few times a second with its own public field table
| arg | type | description |
|---|---|---|
| brain | ? |
thunder(dist: ?, brain: ?) → void
distance-attenuated thunder crack (called by WwStorm when the rumble lands)
| arg | type | description |
|---|---|---|
| dist | ? | |
| brain | ? |
Synthesized audio bank and crossfade mixer for all Weatherworks weather and zone ambiences.Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
agent_score is exposed.+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
Scoped to this part · feeds back into the world's score.