I think I did this when I was originally working on this - the original was never really finished/fleshed out but the prototype otherwise *is* working in a current Jumpgate game. I'm going to have to go back and look again. The initial import works when tracks are already present in the game, but it doesn't appear to work when re-invoked *during* the game after a track is added. I'm going to create a few use cases to see if the create event for a jukebox object is trackable and can be used to automatically force an import. The audio-attenuation is something I'd like to complete so you can place "environmental" sound that works on repeat. I'm thinking of modifying it to find the center of *all* player tokens and adjust the attenuation based on that. Edited to add: added in some functions to detect adding or destroying an audio track object. The destroy event fired, the add (create) track event did not. It appears to be, to me, a bug in at least Jumpgate. Tested adding a track completely from scratch (not in my upload list) to see if *that* instead fires the create track event. It did not. Nor did adding it to the game. Was using wrong event handler, but still having some trouble re-invoking a findObjs function and I'm troubleshooting now.