AudioBusState
type AudioBusState = {
id: string;
parentId: string | null;
/**
* The player's control, 0..1, default 1. This is the one to persist.
*/
volume: number;
/**
* The author's mix position, from AudioBusDeclaration.volume.
*/
declaredVolume: number;
/**
* `declaredVolume * volume` - what is actually on the gain node.
*/
effectiveVolume: number;
};A bus and both of its numbers, as returned by game.audioBuses.list().
The two values are separate: declared × player = what is on the node, and neither overwrites the other.
volume
The player's control, and the half to persist. Restoring it lets an author re-mix a shipped
game without a returning player's saved settings pinning the old mix.
game.audioBuses.getVolumes() returns these values keyed by id.
declaredVolume
The author's mix position, from AudioBusDeclaration. It comes from the game, not from storage; persisting it would be persisting the game's own content.
effectiveVolume
The product of the two, which is what is on the gain node.
- See Audio Buses for the full model.
Added in 0.23.0.