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

FieldTypeUnit / rangeWhat it does
musictext—neon, menu, action, ambient, a WAV in Assets/Sounds/Music, or empty for none.
music_gainnumber0 … 1Track level before the player's Music slider.
crossfadenumbers, 0 … 30Equal-power crossfade when the track changes.
ambiencetext—rain, storm, city, night, forest, room_tone, neon_hum, or empty.
ambience_gainnumber0 … 1Ambience bed level.
sfxnumber0 … 2Effects bus trim.
uinumber0 … 2Interface bus trim.
voicenumber0 … 2Voice bus trim.
duck_voicenumberdB, -40 … 0Music and ambience dip under a voice line.
duck_explosionnumberdB, -40 … 0Music and ambience dip under explosions.
enabledtrue / false—The first enabled mix by entity ID is the scene's.
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