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update Open Source Docs from Roblox internal teams
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content/en-us/production/publishing/publish-experiences-and-places.md

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@@ -95,8 +95,6 @@ The [start place](#start-place) of an experience cannot be instantly swapped wit
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You can customize your experience's settings from the [Creator Dashboard][creatordashboard] or within Studio's [Game Settings](../../studio/game-settings.md). Some settings are only configurable within Studio while others are only configurable on the dashboard.
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### Creator Dashboard
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Most experience settings are configurable from the [Creator Dashboard][creatordashboard], including [localization](../localization/index.md), access settings, [analytics](../analytics/index.md), and [monetization products](../monetization/index.md). You can also fill out the [Maturity & Compliance questionnaire](../promotion/content-maturity.md) required for generating a content maturity label and content descriptors that players use to make informed decisions about what content they interact with. To configure an experience:
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1. Select the experience you want to configure from your [list of creations](https://create.roblox.com/dashboard/creations) on the dashboard.
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In-experience assets and experience metadata cannot contain strong language, even if the toggle is on and your experience is rated 17+. If you include strong language in your assets or experience page, your experience will be moderated.
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</Alert>
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### Game settings
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Once an experience is published, the [Game Settings](../../studio/game-settings.md) window contains many Studio-level settings and customization options. To open it, click the **Game Settings** button in the toolbar's **Home** tab.
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## Release to the public
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New experiences begin as **private** and are only accessible to you and members of your group with the correct [permissions](../../projects/groups.md#roles-and-permissions). When appropriate, you can release an experience to the public as follows:

content/en-us/reference/cloud/toolbox-service/v1.json

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"/toolbox-service/v2/assets:search": {
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"get": {
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"tags": ["ToolboxService"],
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"summary": "Search Creator Store for assets.",
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"summary": "Search Creator Store Assets",
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"description": "Search Creator Store for assets.",
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"parameters": [
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{
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"name": "searchCategoryType",

content/en-us/reference/engine/classes/AudioEmitter.yaml

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- Audio
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writeCapabilities: []
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- name: AudioEmitter.SimulationFidelity
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summary: ''
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description: ''
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summary: |
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Controls how detailed the audio simulation should be for this
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`Class.AudioEmitter`.
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description: |
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Controls how detailed the audio simulation should be for this
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`Class.AudioEmitter`, similar to `Class.MeshPart.CollisionFidelity` or
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`Class.MeshPart.RenderFidelity`.
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`Class.AudioEmitter|AudioEmitters` and
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`Class.AudioListener|AudioListeners` which disagree on the necessary level
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of detail will use the less-detailed option.
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code_samples: []
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type: AudioSimulationFidelity
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tags: []
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deprecation_message: ''
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security:
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Simulation
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category: Emission
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serialization:
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can_load: true
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can_save: true

content/en-us/reference/engine/classes/AudioListener.yaml

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- Audio
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writeCapabilities: []
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- name: AudioListener.SimulationFidelity
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summary: ''
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description: ''
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summary: |
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Controls how detailed the audio simulation should be for this
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`Class.AudioListener`.
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description: |
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Controls how detailed the audio simulation should be for this
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`Class.AudioListener`, similar to `Class.MeshPart.CollisionFidelity` or
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`Class.MeshPart.RenderFidelity`.
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`Class.AudioListener|AudioListeners` and
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`Class.AudioEmitter|AudioEmitters` which disagree on the necessary level
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of detail will use the less-detailed option.
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code_samples: []
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type: AudioSimulationFidelity
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tags: []
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read: None
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write: None
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thread_safety: ReadSafe
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category: Simulation
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category: Listening
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serialization:
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can_load: true
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can_save: true

content/en-us/reference/engine/classes/BasePart.yaml

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capabilities: []
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writeCapabilities: []
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- name: BasePart.AudioCanCollide
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summary: ''
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description: ''
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summary: |
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Determines whether the part will physically interact with audio
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simulation, similar to `Class.BasePart.CastShadow|CastShadow` for
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lighting.
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description: |
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`AudioCanCollide` determines whether the part will physically interact
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with audio simulation, similar to `Class.BasePart.CastShadow|CastShadow`
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for lighting.
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When disabled, audio passes through the part; it is not occluded or reflected.
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code_samples: []
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type: boolean
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tags: []

content/en-us/reference/engine/datatypes/PhysicalProperties.yaml

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constructors:
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- name: PhysicalProperties.new
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summary: Returns a `Datatype.PhysicalProperties` with the default properties for the given material.
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description: Returns a `Datatype.PhysicalProperties` container, with the density, friction, and elasticity specified for this Material.
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description: Returns a `Datatype.PhysicalProperties` container, with the density, friction, and elasticity specified for this material.
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parameters:
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- name: material
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type: Material
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deprecation_message: ''
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constants: []
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properties:
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- name: PhysicalProperties.AcousticAbsorption
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type: number
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summary: |
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A value between `0` and `1` denoting how absorbent the material is to
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`Class.AudioEmitter|AudioEmitters`.
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description: |
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A value between `0` and `1` denoting how absorbent the material is to
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`Class.AudioEmitter|AudioEmitters`. When using acoustic simulation,
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surfaces with higher absorption will result in less reverb than surfaces
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with lower absorption.
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Note that this does not affect the degree to which audio transmits
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**through** surfaces; for that, see
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`Datatype.PhysicalProperties.Density|Density`.
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code_samples: []
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tags: []
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deprecation_message: ''
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- name: PhysicalProperties.Density
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type: number
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summary: |
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The mass per unit volume of the part.
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description: |
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Density is defined as the amount of mass per unit volume. The more dense a
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part is, the more force it takes to accelerate it. Acceptable range is
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0.01 to 100.0 and values outside this range will be clamped.
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`0.01` to `100.0` and values outside this range will be clamped.
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When using acoustic simulation, parts with higher density will muffle occluded `Class.AudioEmitter|AudioEmitters` more.
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tags: []
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deprecation_message: ''
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Friction is defined as the force that opposes the relative lateral motion
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of two solid surfaces in contact. The greater the friction on a part, the
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quicker it will decelerate when it rubs against another part with
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friction. Acceptable range is 0.0 to 2.0 and values outside this range
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friction. Acceptable range is `0.0` to `2.0` and values outside this range
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will be clamped.
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tags: []
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Elasticity refers to a part's tendency to retain energy when colliding
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with another part. An `Datatype.PhysicalProperties.Elasticity|Elasticity`
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of 1 indicates that the part bounces with the same energy it had before a
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collision. Acceptable range is 0.0 to 1.0 and values outside this range
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will be clamped.
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collision. Acceptable range is `0.0` to `1.0` and values outside this
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range will be clamped.
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calculate the actual friction between the two parts. The higher a part's
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`Datatype.PhysicalProperties.FrictionWeight|FrictionWeight`, the more its
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`Datatype.PhysicalProperties.Friction|Friction` is used. Acceptable range
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is 0.0 to 100.0 and values outside this range will be clamped.
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is `0.0` to `100.0` and values outside this range will be clamped.
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code_samples: []
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deprecation_message: ''
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calculate the actual elasticity between the two parts. The higher a part's
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`Datatype.PhysicalProperties.ElasticityWeight|ElasticityWeight`, the more
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its `Datatype.PhysicalProperties.Elasticity|Elasticity` is used.
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Acceptable range is 0.0 to 100.0 and values outside this range will be
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Acceptable range is `0.0` to `100.0` and values outside this range will be
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clamped.
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tags: []
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name: AudioSimulationFidelity
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type: enum
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summary: ''
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description: ''
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summary: |
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Enum which determines how detailed audio simulation should be for
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`Class.AudioEmitter|AudioEmitters` and `Class.AudioListener|AudioListeners`.
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description: |
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This enum, used with `Class.AudioEmitter.SimulationFidelity` and
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`Class.AudioListener.SimulationFidelity`, determines how detailed audio
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simulation should be.
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code_samples:
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tags: []
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deprecation_message: ''
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items:
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- name: None
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summary: ''
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- name: Automatic
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summary: |
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The audio engine simulates transmission, diffraction, and reflections at a
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level of detail suitable to most devices.
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value: 0
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tags: []
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- name: Automatic
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summary: ''
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value: 1
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- name: None
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summary: |
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No acoustic simulation occurs; only direction and distance are taken into
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account.
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value: 0
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tags: []
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deprecation_message: ''

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