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Completes the "Later" list (doc 16 section M):
- Hot swap: an audio mod turning on / off is swapped into the running audio in place.
Banks keep their runtime id and constructor order, held posts are re-bound with their
payload; Splice trees, wheel streams, projects, tuning and speech swap too. Only a
MixMap or grain-bed change (or a swap error) still restarts the sound.
sdk.audio.info().swaps / last_change.
- Hot reload: editing audio.json or the files it names swaps the overlay while the
script keeps running.
- MixMap inputs: sdk.audio.set_mixmap_input / mixmap_inputs drive retail's own
controllers (validated, owned, 16 per mod / 64 total, released values restored).
- Own instances: world_audio spawn {slots='own'} plays mod cars / peds on a private
MixMap (16 + 16), retail pools untouched.
- Csis projects: audio.json add.projects ships a mod's own classes, functions and
globals; name clashes are refused; installed / removed without a restart.
- Seed: sdk.audio.seed / SKATE_AUDIO_SEED seeds all audio generators.
- Rules: play.frame = 'owner' puts offsets in the owner's axes; rule sounds follow
moving published emitters.
- Capabilities: audio 4, audio_content 3, audio_events 3, world_audio 3.
- Dev test mod: Digit1-6, a second HUD line, its own self-made dev.csi.
- No mod active: e2e bench byte-identical 84 / 84 after every step.
112 B
112 B