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Audio

Spatial sound sources and the listener.

audio

Plays a sound clip from this entity: music, ambience, sound effects. Spatial by default (louder when near, panned left/right). Plays only while the game runs. Generate clips with the audio_generate tool, then set clip. One-shots are easier from Wander: play_sound("audio/hit.wav").

Field Type Description Values
clip string Audio file in the project (wav, mp3 or flac), e.g. audio/wind_loop.wav
volume number Linear gain (1 = unchanged) 0 .. 4
pitch number Playback speed multiplier; also shifts pitch 0.1 .. 4
loop boolean Repeat the clip forever (ambience, music, engines)
playOnStart boolean Start automatically when the game starts
spatial boolean 3D sound: distance attenuation and panning; false = plain stereo (music, UI)
minDistance number Full volume within this distance (m) 0.01 .. 10000
maxDistance number Distance where attenuation stops (inverse/exponential) or reaches silence (linear) 0.1 .. 100000
rolloff string Distance falloff curve (inverse is physically natural; linear fades to silence at maxDistance) inverse linear exponential none
rolloffFactor number Falloff steepness (1 = natural) 0 .. 20
bus string Mixer bus whose volume/mute applies (see the audio_mix tool) master music sfx ambience voice ui
doppler number Doppler effect strength for moving emitters (0 = off, 1 = realistic) 0 .. 5
entity_update {"entity": "Crate", "components": {"audio": {}}}
self.audio.clip          -- read or write any field

listener

The ears of the game. Optional: by default sound is heard from the active scene camera. Put this on another entity (the player character) to hear from there.

Field Type Description Values
enabled boolean Use this entity as the listener
volume number Overall gain heard by this listener 0 .. 4
entity_update {"entity": "Crate", "components": {"listener": {}}}
self.listener.enabled          -- read or write any field