Overview of Sounds
A Beginners Guide to Sounds
This guide assumes you've already created a sound event or imported a sound.
Adjustable Properties
In the inspector, you can adjust values like volume, pitch, and decibels. If your sound is supposed to be a screen sound, you will also need to select the UI option.
From here, you can also upload the sound to asset.party.
![sbox-dev_eI515fcWxo.png](https://files.facepunch.com/wiki/files/3c1ff/8dc34a5072b66e1.png)
Saving this file via ctrl + s or clicking on Full Recompile will compile both the source sound and the sound event.
![sbox-dev_E1SFeB8z9S.png](https://files.facepunch.com/wiki/files/3c1ff/8dc34a51e241ab1.png)
![sbox-dev_zqa30Pd6L3.png](https://files.facepunch.com/wiki/files/3c1ff/8dc34a52878a693.png)
Looping Sounds
For looping sounds you will have to either:
- Place loop markers inside your sound file
- Left-click the source sound in the assets browser and select the loop checkbox in the inspector. This will only work with .wav and .mp3 files.
Playing a Sound from UI
You can play sound events from Panel code with Panel.PlaySound or using css properties sound-in and sound-out
Playing a Sound from the World
You can play sound events from GameObject or Component code with Sound.Play, this will give you a SoundHandle you can modify. Additionally you can use RPCs to broadcast sounds in multiplayer.