Audio Mixer Studio
App: apps/audio_mixer_studio/
A GUI audio-mixer console wired end to end (engine PLM-150/159): a looping music bed and a one-shot SFX (the
audio_player music clip + audio_3d SFX) each routed to a mixer group, with a channel strip per group (volume slider +
mute + solo), a Master fader, a ducking toggle, a Music-bus reverb cycle + low-pass toggle (the
EFX effects/filter stack), and a Save mix button that persists the player’s levels.
It puts the whole Unity-parity mixer stack — groups, gain/mute/solo, ducking, per-group effects + filter, config
defaults, and persistence — on one screen for a game dev to crib from.
% ./plume3d audio_mixer_studioThe music bed starts looping. Drag a group’s slider, mute/solo it, toggle Music ducks under SFX, and press
Space (or Play SFX) to fire the SFX — with ducking on, the music dips while it plays. Hit Save mix
to write your levels to settings.toml; relaunch and they’re restored.
What it does
Section titled “What it does”- Group defaults come from
game.toml’s[Mixer](Music0.7, SFX1.0); the engine pre-creates the groups. Audio.newSource("sounds/TheFieldOfDreams.mp3")(looping) →Mixer.group("Music");sounds/click.wav→Mixer.group("SFX").- Channel strips read/write
group.volume/group.muted/group.soloed; the duck toggle callsgroup.duckUnder(...)/clearDuck. - The Music effects row cycles a reverb preset (
clearEffects+addReverbPreset) and toggles a low-pass (setLowPass/clearFilter) on the Music bus — effect and filter stacking live. - Save mix calls
Mixer.saveSettings()→settings.toml, auto-loaded at next startup.
- Mixer — groups,
volume/muted/soloed,duckUnder,saveSettings. - Audio — the routed music/SFX sources.
- Gui — sliders, checkboxes, buttons.
game.toml [Mixer]— the default levels.