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Sound

Mounted by the scene entrypoint on `mount_sound`, in edit and in play alike. It owns three jobs and nothing else.

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

game.sound.Sound — the ear of the game

Mounted by the scene entrypoint on mount_sound, in edit and in play alike. It owns three jobs and nothing else.

It keeps game.sound.sfx alive and ticking. The bank, the emitters, the duck envelope, the bed and music crossfades — all of that advances from this component's update, so any slice can call sfx.duck or sfx.play from anywhere and have it reach the mix.

It turns the events on L.bus into sound.

eventwhat is heard
helmhelm_off / helm_on
emberHitember_hit, pitched slightly differently each time
plateCrumbleplate_collapse, from where the plate was
freeProgressthe free_hold loop, rising in pitch with the hold
knightFreedknight_free at the knight, and a duck under it
won / lostthe sting, and a duck under it
phasethe score crossfades to the track that phase wants
cutscenethe mix ducks while the camera is away

It reads the round and moves the mix under it. The tide below rises with the lava's proximity and falls as the dawn comes on; the air at the rim rises with L.dawn(); the score runs music_title at the title, music_climb up the spire, music_dawn over the last of the climb and the win, and the synthesised drone if a generated track is missing. And it watches the pilgrim themself: footsteps accumulate over distance walked, a jump and a landing come out of the vertical speed, and the tide bubbles at the surface whenever the lava is close enough to hear.

Everything it spawns belongs to the sfx library and is temporary, so a scene reload takes it. It never touches another slice's entities.

Interface

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

conforms to

zero/source-extract/v2

strict

avatar( ) → any

`L.player` is set by the scene entrypoint on `localPlayerReady`; before that (and in edit) there is nobody to walk, and the mix runs on state alone.

trackFor(phase: string) → string

argtypedescription
phasestring

requestMusic(name: string?) → void

A track the bank could not resolve falls back to the synthesised drone, so the game is never scoreless because a generation failed.

argtypedescription
namestring?

driveBeds( ) → void

driveBody(dt: number) → void

argtypedescription
dtnumber

wire( ) → void

awake( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

The bed runs while authoring too, so the mix can be judged without entering play — and so a capture taken in edit is not of a silent world.

argtypedescription
dtnumber

onDestroy( ) → void

⌬ Metadata
descriptionThe ear of First Light: Lavic Odyssey. Ticks the sfx library, turns the game's events into sound (the helm, embers, a plate giving way, a knight freed, the ends of a round), and moves the mix under the round — the tide below rising with the lava's proximity, the air at the rim rising with the dawn, the score following the phase, and the pilgrim's own footsteps, jumps and landings read off their motion.

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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11+items
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module · born here
❒asset
# lavic <!-- 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
# game.sound.sfx — the sound library Everything in FIRST LIGHT that makes a noise goes through here. ```lua local sfx = require("game.sound.sfx") sfx.play("helm_off") -- a one-shot, heard flat sfx.play("footstep", { at = footEntity }) -- a one-shot, heard from where it is sfx.play("lava_bubble", { at = { x, y, z }, pitch = 0.8, volume = 0.6 }) local hold = sfx.loop("free_hold") -- a sustained sound sfx.loop("free_hold", { pitch = 1.2 }) -- same source, moved sfx.stop(hold) sfx.bed("rim_wind") -- crossfade the ambience sfx.duck(2.5) -- get out of a spoken line's way sfx.music("music_dawn") -- crossfade the score ``` Guard the require if your slice must survive the library being absent: ```lua if asset.exists("game.sound.sfx", "module") then sfx = require("game.sound.sfx") end ``` ## The bank | name | when | |---|---| | `ui_move` `ui_confirm` `ui_back` | menu focus, a control taken, a card closed | | `helm_off` `helm_on` | the one verb — the world arriving, and shutting | | `footstep` `jump` `land` | the pilgrim on the rock | | `crust_crack` `plate_collapse` | a plate warning, and a plate going | | `ember_hit` `fumarole` | ember weather on a bare head, gas out of the rock | | `knight_free` `lava_bubble` | one of the lost released; the tide, close | | `win_sting` `lose_sting` | first light, and being taken back | | `narrator_bed` | a floor for a voice to stand on | | `lava_rumble` `rim_wind` `free_hold` | looping beds | | `music_title` `music_climb` `music_dawn` `music_drone` | the score | `sfx.clip(name)` hands back the `.soundClip`; `sfx.missing()` lists any the bank could not resolve, so a caller can tell a complete library from a partial one. ## The mix Every clip carries a default level, so a caller that passes no `volume` still lands in a mix rather than at full scale. The helm, the knights and the ends of a round are loud; footsteps, ambience and interface sit under them. One-shots overlap freely, but the same clip will not start twice inside a short window — three copies of a two-second vent running together is one waveform at three times the amplitude, which is a comb filter and a peak rather than a louder vent. Interface ticks and footsteps are effectively unguarded; the long textural clips hold each other off for a fraction of their length. A refused start returns `false` from `sfx.play`. The master sits at 0.72 rather than 1, because `audio.levels().peak` is measured after the master and the loud moments of a full mix — the score, two beds, a sting and a spoken line at once — go over full scale without it. It is stated once and never re-asserted, so a settings screen can set its own. Three mixer channels are in play. `music` and `ambient` are owned here and move with the round — they fall to about a quarter under `duck`. The `sfx` channel is deliberately left at unity, because that is where a spoken line plays and it is the thing the duck exists to make room for. ## What owns what `game.sound.Sound` (mounted on `mount_sound`) ticks this library and drives the automatic mix from `L.state` — the tide below rising with the lava's proximity, the air at the rim rising with `L.dawn()`, the score following the phase. It re-states that mix every frame, which is what makes a hot reload harmless. An explicit `sfx.bed(name)` from another slice therefore holds the ambience for a few seconds before the automatic mix takes it back; `sfx.play`, `sfx.loop`, `sfx.duck` and `sfx.music` are not overridden at all. The emitters live under a temporary `SoundEmitters` entity and are found by name, so a hot reload re-attaches to the sources already standing instead of spawning a second set. ## Where the sound comes from Every clip is synthesised on the CPU by `game.sound.synth` and baked into a `.soundClip` under `game/sound/clips/`; the three scored tracks are generated, then trimmed and folded into seamless loops by the same module. Loops are stored as `codec = "pcm"` so the head of the clip survives decoding and the seam does not click.
▲ 0↑ born
backing path · game/sound/Sound.component

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