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
| Field | Type | Unit / range | What it does |
|---|---|---|---|
sound | text | — | 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. |
gain | number | 0 … 1 | Emitter level before master volume. |
pitch | number | 0.25 … 3 | Playback 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. |
range | number | m, 1 … 200 | Positional range with a smooth final twenty-percent rolloff. |
loop | true / false | — | Loop continuously, or play once on enable. |
spatial | true / false | — | Position, room and walls matter; false is global ambience. |
enabled | true / 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