Score

hush(...) --- Silence Sound

hush() stops every sound on this client, the same as the stop button. hush(uid:...) stops only the sounds with that name. hush(s2, 6) fades s2 out over 6 beats.

To fade a sound without stopping it -- to bring it back, or crossfade it with another -- use level() and xfade(). hush() puts the faders of the sounds it stops back to 1.

Syntax

hush() hush(NAME) hush(NAME, BEATS) hush(uid:NAME) hush(uid:[NAME, NAME], rel:BEATS)

Parameters

param required description
uid ✖ The sound to stop, or a list. Without it, everything stops.
rel ✖ Release time in beats: the sound fades to silence over it. Each kind of sound has its own default. After a bare name it can go bare too: hush(s2, 6) is hush(uid:s2, rel:6).

Behaviour

In the live console, Ctrl+. runs hush(), and running a commented-out sound cue hushes its uid, as does Ctrl+Shift+. on the line.

hush() is for the ear. For the eye there is still() (Ctrl+,, then Enter): every animation stops where it has got to, every text() goes, the stayed ones too -- with what they were saying (say:1), and any word still being made for them -- and the console's trig: lines that draw stop watching. Nothing of them comes back. The sound plays on.

still(all) (Ctrl+Shift+,, then Enter) does that and puts the screen back to plain: screen(off), every gui()'s own effects off -- kaleido, mirror, tile, blur, warp and the rest, with any follow() driving them -- and the trails wiped. Sizes, places, colours and views stay.

Examples

hush() hush(uid:drone) hush(drone, 6) // fade the drone out over 6 beats hush(uid:[pad, rain], rel:4)

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