AudioProps
Since 0.6
Signature
export interface AudioProps {
/**
* Event name → cue. A cue is an asset id, a sound to play, or one of the three mixer
* cues: `{ kind: "bus", bus, volume, seconds }`, `{ kind: "snapshot", snapshot }`,
* `{ kind: "music", layer, crossfade }`. All JSON, so ducking the music when a boss
* appears is a scene edit rather than a behavior.
*/
triggers?: Record<string, string | AudioCue>
/** Bus for cues that do not name one. */
defaultBus?: AudioBus
/** Multiplier over every cue this entity plays. */
masterVolume?: number
/** Stop everything this entity started when the behavior is detached. Default true. */
stopOnDispose?: boolean
}
Import: import type { AudioProps } from "@argus/gameplay"
Members
| Member | Signature | Description |
|---|---|---|
triggers | triggers?: Record<string, string | AudioCue> | Event name → cue. A cue is an asset id, a sound to play, or one of the three mixer cues: { kind: "bus", bus, volume, seconds }, { kind: "snapshot", snapshot }, { kind: "music", layer, crossfade }. All JSON, so ducking the music when a boss appears is a scene edit rather than a behavior. |
defaultBus | defaultBus?: AudioBus | Bus for cues that do not name one. |
masterVolume | masterVolume?: number | Multiplier over every cue this entity plays. |
stopOnDispose | stopOnDispose?: boolean | Stop everything this entity started when the behavior is detached. Default true. |