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Components · v1.0.0

AudioListener

Vaelis 1.0.0 AudioListener component reference: fields, script API, behavior and examples.

View as Markdownllms.txt
ScopeThis page documents the AudioListener component in Vaelis 1.0.0. Runtime fields are serialized scene data; the Script API section lists only members intentionally exposed to game scripts.
Where to find it in the editorInspector → Add Component → Audio Listener. Usually keep one active listener in a scene for 3D hearing queries.

#What it does

Defines the hearing area for 3D audio and drives audio enter/leave callbacks.

Component setup & editor toolsAudioListener defines the listening point used by positional audio behavior.

#How to add and use AudioListener

Editor path: Select the target entity in the Hierarchy (left side) → look at the Inspector (right side) → click Add Component at the bottom of the Inspector → search for AudioListener → click the component row. The Add Component picker is a centered modal with a search box; it only lists components not already attached.

For components with a dedicated editor tool, the tool is opened or activated from the location described below. Do not assume that adding the component alone activates its editor; some systems require a separate window, panel, or viewport tool.

#Component setup & editor tools

  • Select entity → Inspector → Add Component → Audio Listener. Use one intended listener for the active view; its radius/enabled settings control listening behavior.

#What you should see after adding it

The component appears as its own section in the Inspector. Its serialized settings are listed in the Component data table below. If a field is conditional, it appears only when the relevant mode/type is selected. If a field is a runtime state field (for example grounded or resolved velocity), treat it as read-only diagnostic state unless the API reference explicitly documents it as writable.

#How to read the settings

For every setting below, the documentation distinguishes type, default, meaning, and tuning direction where behavior is known. When a value represents a direction, use the engine's coordinate convention documented in Coordinate system; do not substitute Unity/Godot conventions.

#Component data

FieldTypePurposeDefault
radiusnumberHearing radius.300
enabledbooleanSee the Inspector field of the same name.true

#Script API

MemberKindDescription
radiusPropertyListener radius.
enabledPropertyEnable/disable listener processing.
canHear(…)MethodTrue if the named (or tagged, with {byTag:true}) 3D AudioSource entity is currently within range of this listener — the beginner-friendly single-target check, so a…
sourcesInRangeProperty (read-only)Every 3D AudioSource entity currently inside this listener's radius, as an array of live EntityContexts (empty array if none — never null, matches findAll()'s "always an…

#Notes & behavior

  • With an AudioListener present, scripts can receive onHearSound(source) and onLoseSound(source) transitions.
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