What problem does it solve? Managing game audio in a Pixi'VN project requires coordinating music, sound effects, and voice lines across separate volume controls, fade transitions, and save-safe playback states, which is error-prone when done ad hoc with raw Tone.js. ## Core Features & Use Cases - Channel-based playback: Create named audio channels (music, sfx, voice) with independent volume, mute, pan, and background persistence across narration steps. - Playback control: Play, pause, resume, and stop media instances by alias, with fade-in/fade-out options and transient one-shot sounds that never leak into save files. - Tone.js filter integration: Attach reverb, delay, distortion, and other Tone.js audio nodes per-sound or per-channel at creation time. - Use Case: Build a settings screen with separate music and SFX volume sliders persisted to localStorage, where background music keeps playing across dialogue steps while UI click sounds play as untracked one-shots. ## Quick Start Set up background music and sound effect channels after Game.init, then play a looping theme song with a two-second fade-in on the music channel.