/// The first channel to use for main music tracks. Combined with /// `music audio channel b` to perform cross-fades /// *Volume Type:* Music pub struct MusicAudioChannelA; /// The backup channel to use for main music tracks. Combined with /// `music audio channel a` to perform cross-fades /// *Volume Type:* Music pub struct MusicAudioChannelB; /// The first channel to use for background ambiance tracks. /// Combined with `ambiance audio channel b` to perform cross-fades /// *Volume Type:* SFX pub struct AmbianceAudioChannelA; /// The backup channel to use for background ambiance tracks. /// Combined with `ambiance audio channel a` to perform cross-fades /// *Volume Type:* SFX pub struct AmbianceAudioChannelB; /// The channel used for generic sound effects, such as spells, hits, /// attacks, etc. /// *Volume Type:* SFX pub struct SfxAudioChannel; /// The channel used for any UI related sound effects /// *Volume Type:* UI SFX pub struct UiSfxAudioChannel;