--- id: audio title: Audio order: 7 --- Sound effects and music. A sound is loaded once with Audio.load into a handle; Audio.play fires it one-shot and Audio.play_music loops it on a single music channel. Playback is out-of-band — the audio device is real-time, not part of the deterministic simulation — but every trigger here is an ordinary frame-driven call, so a recorded run replays the same sounds at the same frames. Headless builds carry the whole API as no-ops (no audio device needed), so the same game code runs under the test harness.