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aego/modules/audio/res/docs/api.md

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---
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](ref:audio).
## Example
```aes run
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](ref:data).
## Example
```aes run
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)
}
}
```