7.11.10. AUDIO-10 — Global Controls

This tutorial covers the master controls that affect every playing sound at once, rather than a single channel. They are independent of each sound’s own set_volume / set_pitch / set_pause (see AUDIO-03 — Sound Control).

7.11.10.1. Master Volume

set_global_volume multiplies the final mix — it scales all sounds together. Reach for it on focus loss to duck the whole game without touching individual channels:

set_global_volume(0.3)   // everything quieter
set_global_volume(1.0)   // restored

7.11.10.2. Master Pitch

set_global_pitch multiplies the playback rate of every sound — a one-call slow-motion (0.5) or fast-forward (2.0) effect:

set_global_pitch(0.5)    // an octave down, slow motion
set_global_pitch(1.0)    // normal

7.11.10.3. Master Pause

set_global_pause(true) freezes the entire mixer; (false) resumes it, and each sound continues exactly where it left off — ideal for a pause menu:

set_global_pause(true)   // silence
set_global_pause(false)  // resume

Because these act on the whole mixer, two looping tones started together both respond to a single global call — no need to enumerate channels.

Note

set_ignore_global_volume(sid, true) exempts one channel from the master volume — useful for an editor preview that should stay audible while the game’s master volume is muted.