Sound
Mounted by the scene entrypoint on `mount_sound`, in edit and in play alike. It owns three jobs and nothing else.
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.
| event | what is heard |
|---|---|
helm | helm_off / helm_on |
emberHit | ember_hit, pitched slightly differently each time |
plateCrumble | plate_collapse, from where the plate was |
freeProgress | the free_hold loop, rising in pitch with the hold |
knightFreed | knight_free at the knight, and a duck under it |
won / lost | the sting, and a duck under it |
phase | the score crossfades to the track that phase wants |
cutscene | the 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.
Scoped to this part · feeds back into the world's score.