Interface: AudioCue
Defined in: audio.ts:106
A sound the app knows how to make. Registered once, played by id.
Properties
| Property | Modifier | Type | Description | Defined in |
|---|---|---|---|---|
bus? | readonly | string | Mix group. Default "sfx". | audio.ts:112 |
durationMs? | readonly | number | How long the sound runs, milliseconds. Optional, and only used to retire a voice on a port that cannot tell us when playback finished - see AudioPort.start. A looping cue ignores it. | audio.ts:134 |
gain? | readonly | number | Per-cue trim, multiplied into the bus gain. Default 1. | audio.ts:114 |
id | readonly | string | The name gameplay uses. Unique within a director. | audio.ts:108 |
loop? | readonly | boolean | Loop until stopped. Default false. | audio.ts:116 |
minIntervalMs? | readonly | number | Minimum gap between two accepted plays of this cue, milliseconds. A request inside the window is dropped. This is what stops a feedback intent firing every frame from turning into a chainsaw. | audio.ts:128 |
policy? | readonly | CuePolicy | Retrigger policy. Default "overlap". | audio.ts:122 |
positional? | readonly | boolean | Play from a point in the world rather than from the listener. | audio.ts:118 |
spatial? | readonly | AudioSpatial | How this cue falls off with distance. Positional cues only. | audio.ts:120 |
src | readonly | string | Where the audio lives. Resolved by the adapter, not by the core. | audio.ts:110 |