An object that emits sound. This object can be placed within a `Class.BasePart` or `Class.Attachment` to emit a sound from a particular position within a place or world, or it can be attached elsewhere to play the sound at a constant volume throughout th
Volume changes depending on the distance between the user's sound listener and the position of the part, as well as its size. Child of an Attachment, MeshPart, TrussPart, WedgePart, or CornerWedgePart. Audio emits outward from the single attachment point or part center. Volume changes depend...
When you set ListenerLocation to either Character or Camera, the engine automatically creates an AudioDeviceOutput object under SoundService at runtime. In the Explorer window, navigate to the 3D object that you want to emit audio, then: Insert an AudioPlayer object to create an audio source....
2D audiois non-directional sound that doesn't emit from any particular location, remaining the same regardless of a listener's position or orientation in the 3D space. This means that as players move their listeners around the environment, they can consistently hear 2D audio from anywhere they ...
3D audio is directional sound that emits from a particular location in the 3D space, increasing or decreasing in volume depending on the distance and orientation between the audio emitter and listener. This means that as listeners or emitters move around the environment, players can dynamically ...
In thePropertieswindow, setDefaultListenerLocationtoCharacter. When you run the experience, the engine automatically creates anAudioDeviceOutputunderSoundService. In theExplorerwindow, navigate toSoundService, then: Insert anAudioPlayerobject to create an audio source. ...