THREE CUES, ONE SYNTHESISED TAPE, AND SEVENTY-NINE TAKES

The Soundtrack

Almost all of the sound in Aperture Drive is made in the browser while you play rather than loaded from anywhere. There are exactly three audio files in the whole game, and all three of them are music. This page plays what can be played and describes what cannot, because some of it does not exist as a file to play.

Two shutters. Two of the three cues are named after the outcomes they accompany, so with those it is the name that spoils rather than the sound, and the second shutter covers a piece of voice direction that cannot be explained without giving away what it is for.

THE SCORE

The game runs one cue at a time. A new cue fades the old one out over about two and a half seconds while it rises over three, and any cue that is playing is ducked to a fifth of its volume for as long as anybody is speaking, then let back up. One of the three cues is here. The other two are behind the shutter below, because both of them are named for an outcome.

THE SENDING

Seventy-two seconds, looping, and it is the only cue in the game that loops because it is the only one that has to last as long as the player takes. It is written on a nine-beat ostinato specifically so that it never settles into a bar you can count against, there is a choir that climbs a semitone every eighteen seconds without ever arriving anywhere, and a bell rings on the stanza clock so that the music is telling you the same thing the progress bar is telling you.

SCORE_SENDING · 72 SECONDS · LOOPING · ACT IV
SPOILER · THE OTHER TWO CUES ARE NAMED FOR OUTCOMES

THE POD

Thirty-four seconds. It opens as genuine escape music, arpeggios going somewhere, and then at six seconds it stops dead. Not a fade and not a cadence, a cut to silence. What comes back after the silence is a drone carrying a minor second, and the minor second is still there when the cue ends. Nothing about it resolves, on purpose.

It does double duty. It also plays over the failure card, which is a reuse rather than a shortcut, because the two outcomes it serves are the two in which the door is still open.

SCORE_POD · 34 SECONDS · THE ALTERNATE ENDING, AND THE FAILURE

SENT TRUE

Forty-six seconds of felt piano over strings, and it resolves to A major. It is the only warm music in the game and the only resolved cadence anywhere in it, and everything else in the score has been avoiding a resolution for forty minutes specifically so that this one lands.

SCORE_TRUE · 46 SECONDS · THE ONLY WARM MUSIC IN THE GAME

THE CROSSING, WHICH IS NOT A FILE

The sibling wiki was able to hand you its centrepiece, because in that game the recording you were told not to play was a wav file sitting on the server. Aperture Drive has no such file. The crossing is built from oscillators every time it plays and exists only while the game is running.

So this one had to be recorded rather than served. What follows was captured from the running game by tapping the synthesis bus directly, which is why it is the only asset on this site that did not exist before the site did. Every other sound here is the file the game itself loads.

The crossing, ten and a half seconds, captured live from the oscillators. This is what the flight log plays when you ask it to.

It dies with the ship’s power, which is not a coincidence and is handled explicitly: the cutscene keeps a stop handle and pulls it at the same moment the lights go.

Capturing it once through tab audio, trimming it to about ten and a half seconds and hosting it here is the only new audio asset this wiki needs, and it has not been done yet.

THE SHIP MAKES ITS OWN NOISE

There are no sound files in this game at all beyond the three music cues and the voice takes. Everything else is synthesised, in one module, with the Web Audio API.

SOUNDHOW IT IS MADE
Room toneA bed of low oscillators, always present, that the ear stops hearing within a minute and misses immediately when the power dies.
Air handlingFiltered noise. It is the sound of a ship still breathing, and its level tracks the ship’s power, so when the reactor goes the air stops moving.
Hull groansFired on their own timer, every twenty-two to fifty seconds, for the whole game.
The driveA rumble whose level is driven directly by how awake the rings are, so the machine gets louder as you wind it up.
The cutterA held loop while the beam is on, plus a separate bite at the point of contact.
Suit servosA short descending sawtooth ping. It is the sound of one of the crew turning to look at you, and it is deliberately small.
Doors, blips, stingers, footstepsShort synthesised bursts, all from the same handful of primitives.
The mood directorThree states, calm, unease and wake, chosen by whether you are on the deck and how far the drive has come up. The layers crossfade rather than switching.

THE VOICES

Every spoken line in the game has a generated take, and there are seventy-nine of them in the shipped build. They live in the game’s vo/ folder, named by a hash of their own text, and a small manifest maps the rendered subtitle string to the take.

That keying by text is a real design decision rather than an implementation detail. It means a line cannot drift out of sync with its voice, because changing a single character of the subtitle changes the key and the line goes silent, which is loud. It also means the game holds a subtitle on screen until the take has actually finished speaking rather than for a duration somebody estimated by reading it.

WHOVOICENOTES
Ryn CastellanMatildaThe large majority of the takes. Flat, unhurried, and never raised.
Idra BooneLilyFour takes, spread across the whole length of the game.
Chief OseiRogerFive takes, all of them on the comms channel, and every one of them reporting progress.
Through CANTORDaniel, flatThe mimic voices. Deliberately affectless, because the thing using him is imitating rather than performing.

There is one piece of direction in the voice pass that is cleverer than anything else in it, and it cannot be described without giving away the thing it exists to set up. It is behind the shutter.

SPOILER · ONE COMMA TOO PATIENT · ACT III

The design rule for the Passenger wearing Boone’s voice was that the real Boone talks like a captain and the copy is one comma too patient, and that an attentive player should be able to hear it long before Act III says it out loud.

That rule was implemented literally, and it was implemented in the generation settings rather than in the writing. The mimicked lines were rendered at a stability of 0.92, a style of zero, and a speed of 0.86. The copy is steadier and slower than the woman it is copying, because it has all the time in the world and she does not.

Compare them. The first is the real Boone, before the boarding. The second is not her at all.

BOONE · ACT I · THE REAL ONE
“Salvage law is very simple, Ryn. The first crew aboard owns her. Go and get me the flight data.”
“BOONE” · ACT III · CALLING YOU BACK TO THE AIRLOCK
“Ryn. Come back to the airlock now. We are leaving.”

THE GLYPHS ARE NEVER VOICED

The eight stanzas of the sending are subtitled in glyphs and have no takes at all, and neither does the crossing. That is a rule rather than an omission: the words stay unknowable, in this game exactly as in its sibling, and a reading that could be transcribed would be a reading somebody could repeat.

THE TRAILER SCORE

The trailer has its own piece of music, composed for it rather than cut from the game’s cues, and it is the most conventional thing in the project. A heartbeat accelerates from fifty-two beats a minute to a hundred and thirty-two across fifty-eight seconds. A drone rises a semitone at each act break. Choir enters at twenty-two seconds, taiko at thirty, and brass stabs carry the drop at forty-two, after which the whole arrangement collapses to one held chord under the title card.

58 SECONDS · SEVEN SILENT IN-ENGINE PLATES · FIVE TITLE CARDS