Revision Difference
Guide_to_Sounds#551107
<cat>Audio.Intro</cat>
<title>Guide to Sounds</title>
# A beginners guide to sounds
This guide assumes you've already [created a sound](Importing_and_creating_assets#creatingassets) or [imported a sound](Importing_and_creating_assets#sounds).
## 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](UploadingAssets).
<upload src="aa125/8dad92f890b4dd9.png" size="26534" name="image.png" />
Saving this file via <key>CTRL</key> + <key>S</key> or clicking on Full Recompile will compile both the source sound and the sound event.
<upload src="aa125/8dad92f97e60b07.png" size="11294" name="image.png" />
<upload src="aa125/8dad92dde4082e1.png" size="3896" name="image.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.
<upload src="aa125/8dad92dc9a457f6.png" size="9502" name="image.png" />
## Playing a Sound from Code
To play the sound in-game, you should use one of the static methods from the [Sound](https://asset.party/api/Sandbox.Sound) class, using the name of the **.sound** asset type without the extension:
```cs
public override void Spawn()
{
// Plays the sound from an entity's position
Sound.FromEntity("atm_card.insert", this);
// Plays the sound from a position in the world
Sound.FromWorld("atm_card.insert", new Vector3(0, 0, 0));
// Plays the sound from a position on your screen, useful for UI interactions
// Make sure your .sound file has "2D" enabled
Sound.FromScreen("atm_card.insert");
var sound = Sound.FromScreen("atm_card.insert");
⤶
// Change the properties of the sound being played⤶
sound.SetPitch( 2f );⤶
sound.SetVolume( 0.5f );⤶
}
```
<note>Sounds can be [predicted](Prediction) - if you're playing a sound in a predicted method such as Simulate you should make sure your logic is predictable, if it isn't you should appropriately wrap it with Prediction.Off otherwise you will hear nothing.</note>