Skip to content

Class: AudioSystem ​

Binds AudioComponent._audio to the engine's IAudio on add, plays-on-awake once the entity is active, holds playback while the entity is inactive, and stops the primary handle + outstanding one-shots on remove.

Extends ​

Constructors ​

Constructor ​

ts
new AudioSystem(): AudioSystem;

Returns ​

AudioSystem

Inherited from ​

System.constructor

Properties ​

PropertyModifierTypeDefault valueInherited from
enabledpublicbooleantrueSystem.enabled
parallelpublicbooleanfalseSystem.parallel

Methods ​

GetName() ​

ts
GetName(): string;

Returns ​

string

Overrides ​

System.GetName


GetPhase() ​

ts
GetPhase(): SystemPhase;

Returns ​

SystemPhase

Overrides ​

System.GetPhase


OnClose() ​

ts
OnClose(): void;

Returns ​

void

Inherited from ​

System.OnClose


OnInit() ​

ts
OnInit(engine): void;

Parameters ​

ParameterType
engineIEngine

Returns ​

void

Overrides ​

System.OnInit


OnRender() ​

ts
OnRender(_scene, _renderer): void | Promise<void>;

Parameters ​

ParameterType
_sceneScene
_rendererIRenderer

Returns ​

void | Promise<void>

Inherited from ​

System.OnRender


OnRendererChanged() ​

ts
OnRendererChanged(_renderer): void;

Parameters ​

ParameterType
_rendererIRenderer

Returns ​

void

Inherited from ​

System.OnRendererChanged


OnStart() ​

ts
OnStart(scene, _renderer): void;

Parameters ​

ParameterType
sceneScene
_rendererIRenderer

Returns ​

void

Overrides ​

System.OnStart


OnStop() ​

ts
OnStop(scene): void;

Parameters ​

ParameterType
sceneScene

Returns ​

void

Overrides ​

System.OnStop


OnUpdate() ​

ts
OnUpdate(scene, _dt): void;

A disabled source or an inactive entity's audio holds (Unity / Cocos): what's playing pauses on the way out and resumes on the way back; playOnAwake waits until it's enabled and active.

Parameters ​

ParameterType
sceneScene
_dtnumber

Returns ​

void

Overrides ​

System.OnUpdate

© 2026 PlayAdGentic