Soundtrack
Options > REVEAL selects TRAILER PS1 (default) or DEMAKE. Return to the main menu and choose WATCH REVEAL. This preference lasts through scene changes for this session. Gameplay music retains its own setting.
Reveal soundtrack
Options > REVEAL selects TRAILER PS1 (default) or DEMAKE. Return to the main menu and choose WATCH REVEAL. This preference lasts through scene changes for this session. Gameplay music retains its own setting.
TRAILER PS1 uses the audio supplied by the user in Grand_Theft_Auto_VI_Trailer_1_Australian_Community_Media.soundClip. The separate processed asset is game.reveal.audio.TrailerPS1; the imported source stays untouched.
Processing is baked: stereo 22,050 Hz, two low-pass stages at 6 kHz before resampling, mild soft saturation, ten effective bits with quiet triangular dither, and short edge fades. PCM storage preserves the baked quantization. Duration is 87.405669 seconds, unchanged apart from rounding to the output sample grid. The 90-second film retains a silent end-card tail. No time stretching is applied.
Run require("game.reveal.AudioBake").bake() in edit mode to rebuild.
The trailer mix replaces the demake music and extra siren. Its temporary audio source is local to the viewer and does not loop. The film corrects to the mixer's clock when drift exceeds 60 ms. Transport wrappers pause, resume, change rate, seek, and stop the audio with the cutscene. Native AudioSource has no seek field, so explicit seeks rebind a PCM tail by sample index. These byte-only voices deliberately omit clip identity to avoid the native full-clip cache.
Validation: clicked the menu toggle both ways and launched both modes. Trailer mode had exactly one audible source; demake mode restored its music and siren. Seek to 71.9 s played a 15.505 s tail; seek to 85 s played a 2.405 s tail. Paused seeks remained silent and resumed. Twelve playback samples over six seconds measured at most 18.42 ms of audio/film clock difference. Natural completion returned to main and removed the trailer source. UI validation and world error checks passed.
Verification covers rendered UI, PCM statistics and live mixer data. Perceived crunch and dialogue alignment against the supplied media have not been verified by listening.
Scoped to this part · feeds back into the world's score.