SoundSource
namespace Griff.Scenes;
public sealed class SoundSource : ComponentA sound that plays over and over where its entity is: a waterfall, a crackling fire, a humming machine. It’s loudest close to the middle of the screen and fades out by Range, and comes from the left or the right speaker as it’s to that side. A Switch turns it on and off.
This is a component: its saved properties are on its component page.
Properties
Section titled “Properties”Loudness
Section titled “Loudness”public float Loudness { get; }How loud it is right now, from 0 (unheard) to its Volume; set by the game.
public float Pitch { get; set; }1 as recorded, 2 an octave up, 0.5 an octave down. Scripts can change it as it plays: an engine revving.
Playing
Section titled “Playing”public bool Playing { get; set; }True while it plays. Untick it to start silent; switches and scripts can set it.
public float Range { get; set; }How far away it can be heard, in world units. 0 plays it at full volume everywhere (rain, wind).
public string? Sound { get; set; }The sound to loop, e.g. “Sounds/waterfall.wav”.
Volume
Section titled “Volume”public float Volume { get; set; }How loud it is up close, 0 to 1, on top of the game’s sound volume.