breath.soundClip
The player's breathing: a laboured, exhausted breath, close and unmusical. The only sound in this game that was generated rather than reused — nothing published fitted, and it is the whole point of the breathing mechanic.
game.audio.breath
The player's breathing: a laboured, exhausted breath, close and unmusical. The only sound in this game that was generated rather than reused — nothing published fitted, and it is the whole point of the breathing mechanic.
It plays as ONE looping spatial source that follows the player, with volume and pitch carrying the intensity (quiet at rest, loud and faster when sprinting or out of breath). One source is what makes it smooth: there is no clip to restart and nothing to overlap.
Driven by game.audio.AudioDirector from the player's breath field. It is silenced when the run is
over or not live, so it cannot outlive a capture, a Retry or a return to the menu.
Scoped to this part · feeds back into the world's score.