The game client's distance attenuation, 0..1. Multiplied by the music volume.
What to call them in the mute list. null when the server did not say.
Whether they have paused it. Held rather than torn down — see NearbyMusicFrame.
The broadcaster's FiveM server id. Used here only to look up their volume.
Seconds into the source to start at.
Fixed when the source appeared and not recomputed on a volume tick — see
offsets in shell/state/nearbyMusic.ts, which is the difference between one frame
and a frame per tick.
Server clock, ms. What joinOffsetSeconds measures from.
Who is broadcasting, stable across a reconnect. The mute key, and every store's key.
A broadcast that won the cap, with the two numbers needed to actually play it.