--- id: audio-play_at name: Audio.play_at category: audio kind: namespace-method tokens: Audio.play_at sig: Audio.play_at(id, gain, pitch, pan) -> void tip: Fire a one-shot with its own gain, pitch and stereo position. order: 2 ns: Audio member: play_at --- Plays the sound id from the start as a one-shot, with its **own** gain, pitch and stereo position, leaving the master settings alone. Audio.volume and Audio.pitch are global: they exist so a player can turn the game down, and a game that used them to place a sound in the world would be fighting its own options screen. This is the per-voice version, and it is what distance attenuation is made of — work out how far away a sound is and which side it is on, and say so here. - gain — 0.0 to 1.0, multiplied by the master volume, so the options screen still wins. - pitch — 1.0 is as recorded; 0.5 an octave down, 2.0 an octave up. Clamped to the backend's 0.25 .. 4.0. - pan — -1.0 hard left, 0.0 centred, 1.0 hard right. ```ludic program Demo { entry { let call = Audio.load("elk.wav") # an elk eighty metres off, over your left shoulder Audio.play_at(id: call, gain: 0.3, pitch: 0.96, pan: -0.55) } } ``` One honest limitation, and it is the backend's: a loaded sound is one player, so firing the same handle again restarts it rather than layering a second copy over the first. Load a handle per variant when several need to overlap — which is what a game does anyway, to stop a repeated sound machine-gunning.