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Struct AudityMsgTime

Control → realtime: game-time state for this instance, pushed once per frame by DarkEffekt.Audity.AudityInstanceRegistry while a graph containing a Time node is playing (~one block stale by nature). Values hold between messages. The Time node’s Rate reads 1 and Session Time falls back to Play Time until the first push arrives, so offline/audition renders (which never push) read sane simulated values. Play Time is engine-derived (frames since start), not carried here.

Declaration
public struct AudityMsgTime

Unity Time.timeScale (0 = paused, 1 = normal).

Declaration
public float rate

Wall seconds since play mode started (Time.unscaledTimeAsDouble).

Declaration
public float sessionTime