Sound
Plays an audio file from the connected object — positional 3D sound that everyone hears.
Output: effect (wire into an Object Selector)
Inputs
| Handle | Type | Meaning |
|---|---|---|
| volume | number | overrides the card slider when wired |
Parameters
| Parameter | Default | Where |
|---|---|---|
| file | — | dropdown of the audio files in your Explorer library |
| volume | 0.8 | slider, 0–1 |
| radius | 5 m | slider, 1–30 — how far the sound carries |
| loop | on | checkbox |
| ▶ Play / ■ Stop | stopped | button on the card |
Picking a file pushes its bytes to your peers automatically (by content hash), so everyone builds the same audio chain — late joiners fetch it too.
Practical example
A campfire with crackle:
- Drag an
mp3/ogg/wavinto the Explorer. - Add a Sound node and an Object Selector targeting the campfire object; wire them.
- Pick the file on the card, set radius 8, loop on, press ▶ Play.
- Everyone hears the fire — from the fire's position, fading with distance as they move around.
Tip
Looping sounds run off the synced clock, so all peers hear the same phase. Wire volume from a Slider for a shared mixing knob.