An AudioTrack provides full control over playback and looping of data in a Meta_AudioBuffer.
One sound source is allocated to this and is retained to prevent AudioSound interrupting it.
link - Meta_AudioBuffer containing the audio data we want this sound to play
State (int) - The playback state of the track
float - Volume; 0.0 is silent, 1.0 is 100% volume, 2.0 is 200%. Clamped at 2.0.
bool - When true, track automatically restarts when it reaches the end. Otherwise, upon ending it enters the Stopped state.
bool - When true, positional audio is relative to the listener (i.e. Camera), otherwise it is positioned in its world location.
RelativeTo (int) - For relative mode, whether to use the parent Assembly world or local transform.
Values for Idx_RelativeTo.
Use the parent assembly world transform to position the audio relative to the listener (Symbols - C: "RelativeToWorld", Lua: __AudioTrack_RelativeToWorld)
Use the parent assembly local transform (Symbols - C: "RelativeToLocal", Lua: __AudioTrack_RelativeToLocal)
Values for Idx_State.
Track is stopped and waiting at the beginning (Symbols - C: "Stopped", Lua: __AudioTrack_Stopped)
Track is playing (Symbols - C: "Playing", Lua: __AudioTrack_Playing)
Track is paused and will resume from the last playing location (Symbols - C: "Paused", Lua: __AudioTrack_Paused)