audio
One looping music bed and the one-shots the game needs, all cued off the bus in `game.core` — no slice calls another slice to make a noise.
game.audio — the sound slice
One looping music bed and the one-shots the game needs, all cued off the bus in
game.core — no slice calls another slice to make a noise.
| Clip | Cued by |
|---|---|
music/race | starts at mount, loops for the whole session. |
sfx/boost | the boost event — drift, trick, mushroom or feather. |
sfx/crate | the crate event, and again (higher, quieter) on lap, and low on finish. |
Generated with the audio_gen service and promoted to .soundClip assets by
the importer. They are resolved on a real-time retry rather than once, because
a world that opens while the import is still running must still get its sound.
API
local A = Core.system("audio")
A.play("boost", { pitch = 1.1 })
A.music(true) / A.music(false)
A.ready() -- which clips have landed
Two entities carry the sources: MkoMusic (Music, non-spatial, looping) and
MkoSfx (SoundEffect, non-spatial, used for one-shots). The scene carries the
world's one AudioListener — nothing here adds a second.
Scoped to this part · feeds back into the world's score.