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Extraction and the shop · R.E.P.O. v0.4.0 · read from a local copy

The radio in the shop

The radio is an object with a music source of its own.

The music in the R.E.P.O. shop comes from a radio that is a real object: it has its own tracks, a speaker, and effects including glitches, sparks and smoke.

What the game establishes

In play

The shop radio is an object. The game ships it as its own thing with a music source rather than as a background setting, which is why music belongs to the room.

It has its own tracks. The radio carries a set of music clips, so what plays is chosen from the game's own list rather than left to the system.

It has a speaker and a source. The radio keeps a speaker object and an audio source of its own, which is why the sound comes from where the radio is.

It can misbehave. The game gives the radio its own glitch sound and a loop for it, so the music can stutter rather than playing perfectly.

It can spark and smoke. The radio has particle effects for both, which is why a radio in a level can look as though it is failing rather than simply playing.

It is part of the shop rather than the run. Because the radio sits in the shop, it belongs to the part of the game where the crew recovers between levels.

What this entry does not tell you: how many tracks there are, whether the radio can be bought, or whether it can be repaired. We have not verified those, so we do not print them.

Related

Version and sources

A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.