BroAudio
Quick StartScripting APIAsset Store
  • Overview
    • Introduction
    • Getting Started
    • Compatibility
  • Core Features
    • Library Manager
      • Create The Library
      • Design The Sound
        • 🔊Volume
        • 🎚️Fading
        • 🔁Looping
        • 🎲Randomization
        • 💪Velocity
        • 🎛️Spatial & Mix
    • Audio Player
      • Music Player
      • Dominator Player
    • Playback Group
    • Audio Effect
    • No-Code Components
      • Sound Source
      • Sound Volume
      • Spectrum Analyzer
    • Addressables
    • Customization
  • Designs
    • Audio Mixer
  • Tools
    • Audio Clip Editor
    • Audio Effect Editor
    • Useful Attrubutes
  • Reference
    • Scripting API
      • Class
        • BroAudio
        • SoundSource
        • BroAdvice
      • Interface
        • IAudioPlayer
        • IMusicPlayer
        • IPlayerEffect
        • IAutoResetWaitable
        • IAudioSourceProxy
      • Struct
        • SoundID
        • Effect
        • Fading
      • Enums
        • BroAudioType
        • EffectType
        • StopMode
        • Transition
        • Ease
    • Unity API Integration
    • Audio Terminology
    • Technical Details
  • Others
    • Release Notes
    • Known Issues
      • Duplicate SoundID Issue
    • Roadmap
    • Support & Contact
Powered by GitBook
On this page
  • Play On Enable
  • Stop On Disable
  • Sound
  • Position Mode
  1. Core Features
  2. No-Code Components

Sound Source

This component is similar to Unity's AudioSource, designed solely for playing sound.

Last updated 2 months ago

Play On Enable

Check this box to automatically play the sound whenever the GameObject is enabled.

Only Play Once: Plays the sound only the first time the GameObject is enabled.

Stop On Disable

Check this box to automatically stop the sound whenever the GameObject is disabled.

Override Fade Out: Check this box to override the fade-out time setting when stopping the sound on disable.

Sound

The sound to play. You can select the required sound via the dropdown menu.

Position Mode

Determines the sound's location when triggered.

  • Global: Plays globally (2D), meaning the sound can be heard everywhere.

  • Stay Here: Plays as a 3D sound and stays where the GameObject is located.

  • Follow Target: Plays as a 3D sound and follows the GameObject as it moves.