This audio will play in parallel with the other audios of this channel, meaning it will not be considered by the AudiosInParallel value.
If a source is provided, the audio will be transmitted from the source.
Fades in the audio.
Fades out the audio.
Will also decay on :Pause().
If not -1, Volume will be tweened whenever changed. Note that this will not affect Playing or Stopping. To have audio fade in and out, refer to Decay, StartDecay and StopDecay.
Creates a Clone of the current AudioManagerChannelAudio.
OptionalDetached: booleanBy default, if this is Destroyed, the Cloned Audio will be Destroyed aswell. Passing Detached as true will make the Clone audio not be destroyed with it's root.
This will not fire any AudioAdded signals. Although the Cloned Audio will work like it was created from the channel, The channel will not know the audio was created, so GetAudio(AudioName) will not return the this audio.
OptionalAudioName: stringCreates a Clone of the Audio and sets it source to the Provided source.
OptionalProps: { [k in keyof AudioManagerChannelAudio]: AudioManagerChannelAudio[T] }OptionalNoDecay: booleanOptionalNoDecay: booleanCreates a Clone of the Audio using LoadFromSource and Plays it from the Provided source, once the sound is completed, the Cloned Audio is Destroyed.
OptionalProps: { [k in keyof AudioManagerChannelAudio]: AudioManagerChannelAudio[T] }OptionalNoDecay: boolean
Debounce how often the Play method can be called.