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registerSound

registerSound(alias, buffer): void

Defined in: audio/src/assets.ts:35

Register a runtime-generated AudioBuffer under an alias, so alias resolves and plays exactly like a preloaded sound — through the same AudioManager channels, mute, and blur auto-pause. This is the audio analogue of the renderer’s registerTexture(key, texture).

Registered aliases are engine-global, outside the asset manager’s ref counts and unloads, and live until unregisterSound. Snapshots store only the alias, so for save/load the game re-registers its runtime sounds under the same aliases before restoring (the same boot code that registered them on first run).

Re-registering an alias this API still owns replaces the entry. An alias already used by a loaded sound asset (or one that overwrote a stale registration) throws: shadowing a loaded asset would let its unload destroy the registered sound later.

const buffer = synthesizeShot(); // any code that produces an AudioBuffer
registerSound("shoot", buffer);
audio.play("shoot");

string

AudioBuffer

void