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Interface: AudioCue

Defined in: audio.ts:106

A sound the app knows how to make. Registered once, played by id.

Properties

PropertyModifierTypeDescriptionDefined in
bus?readonlystringMix group. Default "sfx".audio.ts:112
durationMs?readonlynumberHow 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?readonlynumberPer-cue trim, multiplied into the bus gain. Default 1.audio.ts:114
idreadonlystringThe name gameplay uses. Unique within a director.audio.ts:108
loop?readonlybooleanLoop until stopped. Default false.audio.ts:116
minIntervalMs?readonlynumberMinimum 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?readonlyCuePolicyRetrigger policy. Default "overlap".audio.ts:122
positional?readonlybooleanPlay from a point in the world rather than from the listener.audio.ts:118
spatial?readonlyAudioSpatialHow this cue falls off with distance. Positional cues only.audio.ts:120
srcreadonlystringWhere the audio lives. Resolved by the adapter, not by the core.audio.ts:110