Stable identity for this component, unique within a session. Auto-generated for runtime-created components; the editor overwrites it with a persistent id when projecting a saved document so references survive save / load / undo.
The owning GameObject; assigned by addComponent before onAttach runs.
The clip to play on play.
Bus to route through.
Loop until stopped.
Per-voice volume.
Playback rate / pitch.
When true, the source is positioned in 3D; otherwise it plays flat.
Panner tuning when spatial.
The simulation clock of the scene this component belongs to. Read inside
update (or any time after the GameObject is added to a scene) for
absolute time, frame count, FPS, and timeScale-aware delta — e.g.
this.time.elapsed, this.time.delta, this.time.frameCount.
this.time.delta equals the dt argument passed to update, so
components can ignore that argument entirely and pull everything from here.
Whether the source begins playing as soon as it attaches.
True while a voice is playing.
The live playing handle, or null.
Called every frame by the GameObject's render traversal, after update and any input/controller mutations to the transform. Override to refresh per-frame state that render passes consume (e.g. Camera recomputes its cached view/projection matrices here).
Active render context (provides canvas width/height etc.).
Called once when the component is added to a GameObject. Override to acquire references to siblings/children or initialize resources.
Called once when the component is removed from its GameObject. Override to release resources or unsubscribe from events.
Start (or restart) playback. Returns the live handle, or null.
Stop playback, optionally fading out over fade seconds.
Called every frame by the GameObject's update traversal.
Frame delta time in seconds.
Plays a sound that tracks its GameObject's world position. A thin component wrapper over AudioEngine.playAt: each frame it pushes the object's world translation into the live SoundHandle's panner, so the sound moves with the object.