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The HYTOPIA SDK makes it easy for developers to create massively multiplayer games using JavaScript or TypeScript.

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<!-- Do not edit this file. It is automatically generated by API Documenter. --> [Home](./index.md) &gt; [server](./server.md) &gt; [AudioEventPayloads](./server.audioeventpayloads.md) ## AudioEventPayloads interface Event payloads for Audio emitted events. **Signature:** ```typescript export interface AudioEventPayloads ``` ## Properties <table><thead><tr><th> Property </th><th> Modifiers </th><th> Type </th><th> Description </th></tr></thead> <tbody><tr><td> ["AUDIO.PAUSE"](./server.audioeventpayloads._audio.pause_.md) </td><td> </td><td> { audio: [Audio](./server.audio.md)<!-- -->; } </td><td> Emitted when the audio is paused. </td></tr> <tr><td> ["AUDIO.PLAY\_RESTART"](./server.audioeventpayloads._audio.play_restart_.md) </td><td> </td><td> { audio: [Audio](./server.audio.md)<!-- -->; } </td><td> Emitted when the audio is restarted. </td></tr> <tr><td> ["AUDIO.PLAY"](./server.audioeventpayloads._audio.play_.md) </td><td> </td><td> { audio: [Audio](./server.audio.md)<!-- -->; } </td><td> Emitted when the audio is played. </td></tr> <tr><td> ["AUDIO.SET\_ATTACHED\_TO\_ENTITY"](./server.audioeventpayloads._audio.set_attached_to_entity_.md) </td><td> </td><td> { audio: [Audio](./server.audio.md)<!-- -->; entity: [Entity](./server.entity.md) \| undefined; } </td><td> Emitted when the audio is attached to an entity. </td></tr> <tr><td> ["AUDIO.SET\_CUTOFF\_DISTANCE"](./server.audioeventpayloads._audio.set_cutoff_distance_.md) </td><td> </td><td> { audio: [Audio](./server.audio.md)<!-- -->; cutoffDistance: number; } </td><td> Emitted when the audio's cutoff distance is set. </td></tr> <tr><td> ["AUDIO.SET\_DETUNE"](./server.audioeventpayloads._audio.set_detune_.md) </td><td> </td><td> { audio: [Audio](./server.audio.md)<!-- -->; detune: number; } </td><td> Emitted when the audio's detune is set. </td></tr> <tr><td> ["AUDIO.SET\_DISTORTION"](./server.audioeventpayloads._audio.set_distortion_.md) </td><td> </td><td> { audio: [Audio](./server.audio.md)<!-- -->; distortion: number; } </td><td> Emitted when the audio's distortion is set. </td></tr> <tr><td> ["AUDIO.SET\_PLAYBACK\_RATE"](./server.audioeventpayloads._audio.set_playback_rate_.md) </td><td> </td><td> { audio: [Audio](./server.audio.md)<!-- -->; playbackRate: number; } </td><td> Emitted when the audio's playback rate is set. </td></tr> <tr><td> ["AUDIO.SET\_POSITION"](./server.audioeventpayloads._audio.set_position_.md) </td><td> </td><td> { audio: [Audio](./server.audio.md)<!-- -->; position: [Vector3Like](./server.vector3like.md)<!-- -->; } </td><td> Emitted when the audio's position is set. </td></tr> <tr><td> ["AUDIO.SET\_REFERENCE\_DISTANCE"](./server.audioeventpayloads._audio.set_reference_distance_.md) </td><td> </td><td> { audio: [Audio](./server.audio.md)<!-- -->; referenceDistance: number; } </td><td> Emitted when the audio's reference distance is set. </td></tr> <tr><td> ["AUDIO.SET\_VOLUME"](./server.audioeventpayloads._audio.set_volume_.md) </td><td> </td><td> { audio: [Audio](./server.audio.md)<!-- -->; volume: number; } </td><td> Emitted when the audio's volume is set. </td></tr> </tbody></table>