using Engine.Kernel.World; namespace Engine.Audio.Contracts; /// /// A sound clip attached to a GameObject. ClipPath is loaded lazily, the /// first time engine.audio sees this component — not eagerly on /// AddComponent, since Component construction has no plugin context to /// load anything through (same reason texture loading in engine.render /// happens in a system, not a component constructor). /// public sealed class AudioSource : Component { public string ClipPath = ""; public float Volume = 1f; public bool Loop = false; public bool PlayOnAwake = false; }