audio_mix
The scene's mix: music track (crossfaded), ambience bed, bus trims and ducking. All first-party synthesis unless a WAV is named.
In scene text
audio_mix { music "…" music_gain 1 crossfade 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 11
| Field | Type | Unit / range | What it does |
|---|---|---|---|
music | text | — | neon, menu, action, ambient, a WAV in Assets/Sounds/Music, or empty for none. |
music_gain | number | 0 … 1 | Track level before the player's Music slider. |
crossfade | number | s, 0 … 30 | Equal-power crossfade when the track changes. |
ambience | text | — | rain, storm, city, night, forest, room_tone, neon_hum, or empty. |
ambience_gain | number | 0 … 1 | Ambience bed level. |
sfx | number | 0 … 2 | Effects bus trim. |
ui | number | 0 … 2 | Interface bus trim. |
voice | number | 0 … 2 | Voice bus trim. |
duck_voice | number | dB, -40 … 0 | Music and ambience dip under a voice line. |
duck_explosion | number | dB, -40 … 0 | Music and ambience dip under explosions. |
enabled | true / false | — | The first enabled mix by entity ID is the scene's. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us