Readonlyontold as a loader reports progress, for a loading bar over a long render
the intended track with its live playhead, or the one an ME suspended
loops this BGM, or retunes it when it already loops
loops this BGS, or retunes it when it already loops
Plays a jingle once, suspending the BGM and resuming it where it left off when the jingle ends. A BGM started mid-jingle takes over instead of being resumed over.
Starts recording what the bus plays, every kind (music, ambience, jingles and effects) as the
player hears it, into plain frames: stop() on the returned recorder gives them to
AudioExport. A take is bounded (maxSeconds, 600 when omitted) so memory stays bounded too.
replays plain-data bus state, reloading every named track
memorizes the playing BGM with its playhead; replay restores it
memorizes the playing BGS with its playhead; replay restores it
Sets a kind's own volume (0 to 1) and mute, applied on top of every track's volume
and to sounds already playing. Tracks keep the level the game asked for, so
snapshot() never reports the mixer's scaling.
plain-data bus state for saves and transfers
stops the jingle, resuming the suspended BGM unless told not to
the streaming voice of a loop kind, for underrun reports and its own controls
The four audio lifetimes of a role-playing game over two
Channelvoices: BGM and BGS loop independently, an ME jingle suspends the BGM and resumes it where it left off, SE plays overlapping one-shots. Replaying the current track only retunes it; save and replay memorize a track with its playhead for menus and transfers.Example