A sound event under a key, as Cauldron2D.Audio.keyed/4, moved/2 and stopped/2
build it for Cauldron2D.Audio.play/2.
:play— soundnameunderkey, atat, replacing whatever sounds underkey; withlooptrue, round and round until stopped:move— the sound underkeyis now atat:stop— let the sound underkeygo overfadeseconds
at is {x, y} against the listener, nil for full level centred, or
{:level, gain, pan} for a level the game works out itself. With music true the
music level scales it instead of the effects level.