5.0 KiB
id
| id |
|---|
| aego/audio.PlayOptions.Bus |
Selects the playback bus. Master here means the clip's configured bus, not a forced routing to the master bus.
id: aego/audio.PlayOptions.FadeIn
Sets the fade-in duration in seconds; zero starts without a fade.
id: aego/audio.PlayOptions.Loop
Repeats the clip until stopped instead of finishing after one playback.
id: aego/audio.PlayOptions.Pan
Sets stereo balance from −1 (left) through 0 (centre) to 1 (right).
id: aego/audio.PlayOptions.Pitch
Scales playback speed and pitch together; 1 is the original speed and 0 also selects 1 for these options.
id: aego/audio.PlayOptions.Priority
Sets voice priority, clamped to 0–255. Higher-priority sounds are preferred when the mixer must replace a voice.
id: aego/audio.PlayOptions.Unscaled
Keeps this sound playing while the game is paused when true; false ties it to game pause.
id: aego/audio.PlayOptions.Volume
Multiplies the clip's gain; 1 is unchanged and 0 also selects 1 for these options, rather than muting the sound.
id: aego/data.AudioEvent.Bus
Routes voices started by this event to the selected audio bus.
id: aego/data.AudioEvent.Cooldown
Sets the minimum interval between accepted triggers of this event in seconds; zero disables the interval limit.
id: aego/data.AudioEvent.Loop
Repeats each started voice until it is stopped, including any selected clip variant.
id: aego/data.AudioEvent.MaxDistance
Sets the outer attenuation distance in world units. For spatial audio it must exceed MinDistance.
id: aego/data.AudioEvent.MaxVoices
Limits simultaneous voices of this event; zero imposes no event-specific limit. The mixer still has its own voice budget.
id: aego/data.AudioEvent.MinDistance
Sets the inner distance in world units before spatial distance attenuation begins.
id: aego/data.AudioEvent.PanWidth
Scales spatial stereo panning from 0 (centred) to 1 (full width); it does not change distance attenuation.
id: aego/data.AudioEvent.PauseWith
Chooses Game to pause voices with the game, or Never to keep them playing during game pause.
id: aego/data.AudioEvent.Pitch
Sets base playback speed and pitch together, from 0.25 to 4; 1 preserves the clip's original speed.
id: aego/data.AudioEvent.PitchRand
Sets the random pitch fraction from 0 to 1. Each trigger multiplies Pitch by a random factor between 1−PitchRand and 1+PitchRand.
id: aego/data.AudioEvent.Priority
Sets mixer voice priority from 0 to 255; higher-priority sounds are preferred under voice pressure.
id: aego/data.AudioEvent.Spatial
Enables listener-relative distance attenuation and panning instead of nonspatial playback.
id: aego/data.AudioEvent.Steal
Chooses whether reaching MaxVoices rejects the new trigger or replaces an existing voice by age or quietness.
id: aego/data.AudioEvent.Volume
Sets base linear gain from 0 to 2 before event randomisation and the clip and bus gains; zero is silent.
id: aego/data.AudioEvent.VolumeRand
Sets the random gain reduction fraction from 0 to 1. Each trigger uses a gain between Volume×(1−VolumeRand) and Volume.
id: aego/audio summary: Plays clips, audio events and music, and sets bus volumes for the session.
Sounds are presentation: they never change the game state, and a rewind or replay is silent. Wait for game logic with a timer, not with a Sound. The engine ships four clips for tests and sketches, audio.Builtin("Beep"), Click, Hum and Melody; the last two loop without a seam. The example plays a hum and music, then fades both out. See Audio.
Example
package demo
import (
"aego/audio"
"aego/log"
)
script Chime {
var tone audio.Sound
var frames int
func Ready() {
tone = audio.PlayWith(audio.Builtin("Hum"), audio.PlayOptions{Volume: 0.5, Pitch: 1.5, Loop: true})
audio.Music(audio.Builtin("Melody"), 0.5)
audio.SetBusVolume(audio.Bus.Music, 0.6)
log.Info("the hum plays: " + string(tone.Playing()))
}
func Update(dt float) {
frames++
if frames == 60 {
tone.StopFade(0.2)
audio.StopMusic(0.5)
log.Info("the hum fades out: " + string(!tone.Playing()))
}
}
}
id: aego/data summary: Data asset types that scripts read through AssetRef and TableRef.
A data type registered by a module or a project appears here as a struct. A script field AssetRef<T> holds a record, TableRef<T> a table; fields are read through the reference. Module data types carry the module's name, such as AudioEvent, so they do not collide with a game's own types. See Data assets.
Example
package demo
import (
"aego/audio"
"aego/log"
)
script Jumper {
@export var Jump AssetRef<AudioEvent>
func Ready() {
if Jump == nil {
log.Info("no jump event set")
return
}
log.Info("jump volume " + string(Jump.Volume))
audio.PlayEvent(Jump)
}
}