audio: a volume per channel under the master (effects, wildlife, ambient, interface) - aud_channel_set / aud_emit_on, aud_ui on the interface channel, and Audio.music_volume for the ambience loop on the runtime's music channel
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@ -18,6 +18,13 @@ aud_emit_at(axe, tree.x, tree.z, 90.0) # heard within 90 m, pa
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aud_ui(click)
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```
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## Channels
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A volume per kind of sound, under the master: `AUD_CH_EFFECTS` (what the player does), `AUD_CH_WILDLIFE`,
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`AUD_CH_AMBIENT` (its loop is the runtime's music channel, `Audio.music_volume`) and `AUD_CH_UI`
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(`aud_ui` plays on it). `aud_channel_set(ch, v)` holds it to 0..1; `aud_emit_on(ch, h, ...)` is
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`aud_emit` scaled by it. `aud_emit` itself stays raw, so its numbers are what a test reads.
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## Ports
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```ludic
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