audio
38 public commands in this category.
apply_audio_snapshot
Crossfade to a previously saved audio snapshot
Scope:
scene:write. Token cost: 0.- name string (required)
- Name of the snapshot to apply
- crossfadeDurationMs number (optional)
- Duration of crossfade in milliseconds (default: 1000)
arrangement_add_clip
Place an imported or generated audio asset as a clip on a music arrangement track.
Scope:
scene:write. Token cost: 0.- sourceDurationSeconds number (required)
- Full source length in seconds (the trim ceiling)
- sourceUrl string (required)
- Audio asset name/id the clip plays from
- trackId string (required)
- Track to place the clip on
- name string (optional)
- Optional clip label; defaults to the source name
- startOffset number (optional)
- Seconds along the timeline where the clip begins (default 0)
arrangement_add_track
Add a track (lane) to the music arrangement editor. Manual/AI parity with the Music Arrangement panel.
Scope:
scene:write. Token cost: 0.- name string (optional)
- Optional track name; auto-named 'Track N' when omitted
arrangement_delete_clip
Delete a clip from the music arrangement. Undoable in the arrangement editor.
Scope:
scene:write. Token cost: 0.- clipId string (required)
- Clip to delete
arrangement_delete_track
Delete a music arrangement track and every clip on it. Undoable in the arrangement editor.
Scope:
scene:write. Token cost: 0.- trackId string (required)
- Arrangement track id to delete
arrangement_move_clip
Move a music arrangement clip along its timeline and optionally to another track.
Scope:
scene:write. Token cost: 0.- clipId string (required)
- Clip to move
- startOffset number (required)
- New timeline position in seconds (clamped to >= 0)
- trackId string (optional)
- Optional target track id; ignored when the track is unknown
arrangement_rename_track
Rename a music arrangement track.
Scope:
scene:write. Token cost: 0.- name string (required)
- New track name
- trackId string (required)
- Arrangement track id to rename
arrangement_set_loop
Toggle looping on a music arrangement clip and optionally set its loop window.
Scope:
scene:write. Token cost: 0.- clipId string (required)
- Clip to update
- loopEnabled boolean (required)
- Whether the trimmed window repeats to fill its duration
- trimEnd number (optional)
- Optional loop-window end in seconds
- trimStart number (optional)
- Optional loop-window start in seconds
arrangement_set_tempo
Set the music arrangement tempo in beats per minute (clamped to 20-400).
Scope:
scene:write. Token cost: 0.- bpm number (required)
- Tempo in BPM (20-400)
arrangement_set_track_muted
Mute or unmute a music arrangement track.
Scope:
scene:write. Token cost: 0.- muted boolean (required)
- Whether the track is silenced in the arrangement
- trackId string (required)
- Arrangement track id to mute or unmute
arrangement_trim_clip
Adjust a music arrangement clip's trimmed source window (clamped to legal bounds).
Scope:
scene:write. Token cost: 0.- clipId string (required)
- Clip to trim
- trimEnd number (optional)
- Seconds into the source where playback ends
- trimStart number (optional)
- Seconds into the source where playback starts
audio_add_layer
Add a layered audio source to an entity (runtime only, for multi-source)
Scope:
scene:write. Token cost: 0.- assetId string (required)
- Audio asset ID
- entityId string (required)
- Entity to add layer to
- slotName string (required)
- Unique slot name for this layer
- bus string (optional)
- Audio bus (default: sfx)
- loop boolean (optional)
- Loop playback
- volume number (optional)
- Volume (0-1)
audio_crossfade
Crossfade audio between two entities over a duration
Scope:
scene:write. Token cost: 0.- durationMs number (required)
- Crossfade duration in milliseconds
- fromEntityId string (required)
- Entity to fade out
- toEntityId string (required)
- Entity to fade in
audio_fade_in
Fade in audio on an entity from silence to current volume
Scope:
scene:write. Token cost: 0.- durationMs number (required)
- Fade duration in milliseconds
- entityId string (required)
- Entity with audio
audio_fade_out
Fade out audio on an entity from current volume to silence
Scope:
scene:write. Token cost: 0.- durationMs number (required)
- Fade duration in milliseconds
- entityId string (required)
- Entity with audio
audio_play_one_shot
Play a fire-and-forget one-shot sound (no entity attachment needed)
Scope:
scene:write. Token cost: 0.- assetId string (required)
- Audio asset ID to play
- bus string (optional)
- Audio bus to route to (default: sfx)
- pitch number (optional)
- Playback rate
- position array (optional)
- Optional world position for spatial audio [x, y, z]
- volume number (optional)
- Volume (0-1)
audio_remove_layer
Remove a layered audio source from an entity
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Entity to remove layer from
- slotName string (required)
- Slot name to remove
create_audio_bus
Create a new audio bus
Scope:
scene:write. Token cost: 0.- name string (required)
- Name of the new bus
- volume number (optional)
- Initial volume (0.0-1.0, default 1.0)
create_audio_snapshot
Save a named snapshot of current audio state (bus volumes, stems, effects, ducking)
Scope:
scene:write. Token cost: 0.- name string (required)
- Name for the audio snapshot
delete_audio_bus
Delete a custom audio bus (cannot delete master/default buses)
Scope:
scene:write. Token cost: 0.- busName string (required)
- Name of the bus to delete
get_audio
Get audio data for an entity
Scope:
scene:read. Token cost: 0.- entityId string (required)
- Entity to query
get_audio_buses
Query the current audio bus configuration
Scope:
scene:read. Token cost: 0.import_audio
Import an audio file into the asset registry
Scope:
scene:write. Token cost: 0.- dataBase64 string (required)
- Base64-encoded audio file data
- name string (required)
- Filename (e.g., 'music.mp3')
pause_audio
Pause audio playback on an entity
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Entity with audio component
play_audio
Play audio on an entity
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Entity with audio component
remove_audio
Remove audio component from an entity
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Entity to remove audio from
remove_reverb_zone
Remove reverb zone from entity
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Entity to remove reverb zone from
set_adaptive_music
Configure adaptive music track with stems (pad, bass, melody, drums) for dynamic layering
Scope:
scene:write. Token cost: 0.- bass string (optional)
- Asset ID for bass stem
- bpm number (optional)
- Beats per minute for beat-quantized transitions
- drums string (optional)
- Asset ID for drums stem
- melody string (optional)
- Asset ID for melody stem
- pad string (optional)
- Asset ID for pad/ambient stem
set_audio
Set or update audio component on an entity
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Entity to attach audio to
- assetId string (optional)
- Audio asset ID (optional)
- autoplay boolean (optional)
- Auto-play when entering Play mode
- loopAudio boolean (optional)
- Loop playback
- maxDistance number (optional)
- Max distance for spatial falloff
- pitch number (optional)
- Playback rate (0.25-4.0)
- refDistance number (optional)
- Reference distance for spatial audio
- rolloffFactor number (optional)
- Rolloff factor for distance attenuation
- spatial boolean (optional)
- Enable 3D spatial audio
- volume number (optional)
- Volume (0-1)
set_audio_occlusion
Enable or disable raycasting-based audio occlusion (low-pass filtering when geometry blocks listener)
Scope:
scene:write. Token cost: 0.- enabled boolean (required)
- Enable audio occlusion
- entityId string (required)
- Entity ID to enable/disable occlusion for
set_bus_effects
Set the effects chain for an audio bus
Scope:
scene:write. Token cost: 0.- busName string (required)
- Name of the audio bus
- effects array (required)
- Array of effect definitions
set_ducking_rule
Set an audio ducking rule (target bus volume ducks when trigger bus plays)
Scope:
scene:write. Token cost: 0.- targetBus string (required)
- Bus whose volume is reduced
- triggerBus string (required)
- Bus that triggers ducking when playing
- attackMs number (optional)
- Ramp-down duration in ms
- duckLevel number (optional)
- Volume fraction during duck (0.3 = 30%)
- releaseMs number (optional)
- Ramp-up duration in ms
set_music_intensity
Set adaptive music intensity level (0.0-1.0) to control stem layering
Scope:
scene:write. Token cost: 0.- intensity number (required)
- Intensity level (0.0-1.0)
set_music_stems
Configure adaptive music stems (pad, bass, melody, drums) for dynamic layering
Scope:
scene:write. Token cost: 0.- bass string (optional)
- Asset ID for bass stem
- bpm number (optional)
- Beats per minute for quantization
- drums string (optional)
- Asset ID for drums stem
- melody string (optional)
- Asset ID for melody stem
- pad string (optional)
- Asset ID for pad/ambient stem
set_reverb_zone
Configure reverb zone on entity
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Entity to attach reverb zone to
- decayTime number (optional)
- Decay time in seconds
- preDelay number (optional)
- Pre-delay in milliseconds
- priority number (optional)
- Priority for overlapping zones
- radius number (optional)
- Sphere radius
- reverbType string (optional)
- Reverb preset type
- shape string (optional)
- Box or Sphere
- sizeX number (optional)
- Box width (X axis)
- sizeY number (optional)
- Box height (Y axis)
- sizeZ number (optional)
- Box depth (Z axis)
- wetMix number (optional)
- Wet/dry mix (0-1)
stop_audio
Stop audio playback on an entity
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Entity with audio component
transition_music_segment
Transition to a named music segment with beat-quantized timing (horizontal re-sequencing)
Scope:
scene:write. Token cost: 0.- segment string (required)
- Name of the music segment to transition to
- quantized boolean (optional)
- Quantize transition to next beat (default: true)
update_audio_bus
Update volume, mute, or solo state of an audio bus
Scope:
scene:write. Token cost: 0.- busName string (required)
- Name of the audio bus
- muted boolean (optional)
- Mute state
- soloed boolean (optional)
- Solo state
- volume number (optional)
- Volume (0.0-1.0)