audio_emitter

An ambient loop or one-shot, recorded from the project's sound library when one fits (else a synthesized placeholder). Uses the real source position and geometry; no external sound packs.

In scene text

audio_emitter { sound "…"  gain 1  pitch 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 7

FieldTypeUnit / rangeWhat it does
soundtext—A recorded sound from the project's library first: a bed key (ambience:ocean.beach, ambience:forest.day) or a place / game name (ocean, rain, cave, harbor, coin; find_asset kind "sound" lists them). Built-in synthesized sounds (hum, wind, breath, alarm, click, sting) are placeholders.
gainnumber0 … 1Emitter level before master volume.
pitchnumber0.25 … 3Playback rate. Keep it near 1: pitching one sound far down or up to fake another (wind at 0.65 for the sea) sounds fake; use the real recording.
rangenumberm, 1 … 200Positional range with a smooth final twenty-percent rolloff.
looptrue / false—Loop continuously, or play once on enable.
spatialtrue / false—Position, room and walls matter; false is global ambience.
enabledtrue / false—Disable to fade out. Re-enabling retriggers a one-shot.
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us
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