how many times play actually started a clip (not counting calls made while suspended), for a test to assert on without a microphone
Plays one instance from the pool.
multiplied into the sound's own volume, for a distance-attenuated one-shot
(Positional.SoundSource.playFor); 1 leaves it at volume.
played back at this rate, matching HTMLAudioElement.playbackRate (1 is
unchanged, above 1 higher and faster, below 1 lower and slower) - a footstep or a hit
that always sounds identical reads as a loop faster than one with a little variance.
There is no matching pan parameter: a plain <audio> element has no pan of its own to
set, and Positional.audioPan already made the deliberate call to report a number rather
than own a panner node a game does not necessarily want - the same reasoning applies here.
re-enables play after suspend
Cuts in-flight one-shots and silences later play calls until resume - the page-hide
half of Music.suspend. One-shots have nothing to restart, so resume only re-enables.
A sound effect, pooled so the same clip can overlap itself. A dozen arrows landing in the same second must not cut each other off, which a single
<audio>element would - the next play just steals the oldest of the pool, round-robin, rather than restarting the one already mid-sound.Example